Implement UBOs for particles

This fixes the issue where all particles were drawn with the colors and
size of the last psys to be drawn.
This commit is contained in:
Luca Rood 2017-05-22 12:14:37 +02:00
parent cedebeb5de
commit 845732652f
Notes: blender-bot 2023-02-14 11:28:43 +01:00
Referenced by commit b30cefa650, Revert "Implement UBOs for particles"
7 changed files with 320 additions and 89 deletions

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@ -111,8 +111,6 @@ data_to_c_simple(engines/clay/shaders/ssao_alchemy.glsl SRC)
data_to_c_simple(engines/clay/shaders/ssao_groundtruth.glsl SRC)
data_to_c_simple(engines/clay/shaders/particle_vert.glsl SRC)
data_to_c_simple(engines/clay/shaders/particle_strand_frag.glsl SRC)
data_to_c_simple(engines/clay/shaders/particle_prim_vert.glsl SRC)
data_to_c_simple(engines/clay/shaders/particle_prim_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/default_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/default_world_frag.glsl SRC)
@ -167,6 +165,10 @@ data_to_c_simple(modes/shaders/object_grid_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_wire_frag.glsl SRC)
data_to_c_simple(modes/shaders/paint_wire_vert.glsl SRC)
data_to_c_simple(modes/shaders/paint_vert_frag.glsl SRC)
data_to_c_simple(modes/shaders/particle_prim_vert.glsl SRC)
data_to_c_simple(modes/shaders/particle_prim_frag.glsl SRC)
data_to_c_simple(modes/shaders/particle_dot_vert.glsl SRC)
data_to_c_simple(modes/shaders/particle_dot_frag.glsl SRC)
list(APPEND INC
)

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@ -1,19 +0,0 @@
uniform vec4 color;
flat in int finalAxis;
out vec4 fragColor;
void main()
{
if (finalAxis == -1) {
fragColor = color;
}
else {
vec4 col = vec4(0.0);
col[finalAxis] = 1.0;
col.a = 1.0;
fragColor = col;
}
}

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@ -56,6 +56,8 @@
#include "draw_manager_text.h"
#include "draw_common.h"
#define MAX_OBJECT_MAT 512 /* 512 = 9 bit material id */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern GlobalsUboStorage ts;
@ -68,9 +70,30 @@ extern char datatoc_object_empty_image_frag_glsl[];
extern char datatoc_object_empty_image_vert_glsl[];
extern char datatoc_particle_prim_vert_glsl[];
extern char datatoc_particle_prim_frag_glsl[];
extern char datatoc_particle_dot_vert_glsl[];
extern char datatoc_particle_dot_frag_glsl[];
extern char datatoc_common_globals_lib_glsl[];
/* *********** LISTS *********** */
/**
* UBOs data needs to be 16 byte aligned (size of vec4)
*
* Reminder: float, int, bool are 4 bytes
*
* \note struct is expected to be initialized with all pad-bits zero'd
* so we can use 'memcmp' to check for duplicates. Possibly hash data later.
*/
typedef struct OBJECT_PARTICLE_UBO_Material {
float prim_color[3];
float pad1;
/* - 16 -*/
float sec_color[3];
float size;
/* - 16 -*/
} OBJECT_PARTICLE_UBO_Material; /* 32 bytes */
BLI_STATIC_ASSERT_ALIGN(OBJECT_PARTICLE_UBO_Material, 16)
typedef struct OBJECT_PassList {
struct DRWPass *non_meshes;
struct DRWPass *ob_center;
@ -95,7 +118,19 @@ typedef struct OBJECT_FramebufferList {
struct GPUFrameBuffer *blur;
} OBJECT_FramebufferList;
typedef struct OBJECT_Storage {
/* Materials Parameter UBO */
OBJECT_PARTICLE_UBO_Material materials[MAX_OBJECT_MAT];
int particle_ubo_current_id;
DRWShadingGroup *part_dot_shgrps[MAX_OBJECT_MAT];
DRWShadingGroup *part_cross_shgrps[MAX_OBJECT_MAT];
DRWShadingGroup *part_circle_shgrps[MAX_OBJECT_MAT];
DRWShadingGroup *part_axis_shgrps[MAX_OBJECT_MAT];
} OBJECT_Storage;
typedef struct OBJECT_StorageList {
struct OBJECT_Storage *storage;
struct GPUUniformBuffer *part_mat_ubo;
struct OBJECT_PrivateData *g_data;
} OBJECT_StorageList;
@ -186,12 +221,6 @@ typedef struct OBJECT_PrivateData{
DRWShadingGroup *wire_select;
DRWShadingGroup *wire_select_group;
DRWShadingGroup *wire_transform;
/* Particles */
DRWShadingGroup *part_dot_shgrp;
DRWShadingGroup *part_cross_shgrp;
DRWShadingGroup *part_circle_shgrp;
DRWShadingGroup *part_axis_shgrp;
} OBJECT_PrivateData; /* Transient data */
static struct {
@ -216,6 +245,8 @@ static struct {
struct GPUTexture *outlines_depth_tx;
struct GPUTexture *outlines_color_tx;
struct GPUTexture *outlines_blur_tx;
/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
int ubo_mat_idxs[MAX_OBJECT_MAT];
} e_data = {NULL}; /* Engine data */
@ -235,6 +266,7 @@ enum {
static void OBJECT_engine_init(void *vedata)
{
OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
const float *viewport_size = DRW_viewport_size_get();
@ -292,11 +324,26 @@ static void OBJECT_engine_init(void *vedata)
}
if (!e_data.part_prim_sh) {
e_data.part_prim_sh = DRW_shader_create(datatoc_particle_prim_vert_glsl, NULL, datatoc_particle_prim_frag_glsl, NULL);
e_data.part_prim_sh = DRW_shader_create(datatoc_particle_prim_vert_glsl, NULL, datatoc_particle_prim_frag_glsl, "#define MAX_MATERIAL " STRINGIFY(MAX_OBJECT_MAT) "\n");
}
if (!e_data.part_dot_sh) {
e_data.part_dot_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
e_data.part_dot_sh = DRW_shader_create(datatoc_particle_dot_vert_glsl, NULL, datatoc_particle_dot_frag_glsl, "#define MAX_MATERIAL " STRINGIFY(MAX_OBJECT_MAT) "\n");
}
if (e_data.ubo_mat_idxs[1] == 0) {
/* Just int to have pointers to them */
for (int i = 0; i < MAX_OBJECT_MAT; ++i) {
e_data.ubo_mat_idxs[i] = i;
}
}
if (!stl->storage) {
stl->storage = MEM_callocN(sizeof(OBJECT_Storage), "OBJECT_Storage");
}
if (!stl->part_mat_ubo) {
stl->part_mat_ubo = DRW_uniformbuffer_create(sizeof(OBJECT_PARTICLE_UBO_Material) * MAX_OBJECT_MAT, NULL);
}
{
@ -444,6 +491,7 @@ static void OBJECT_engine_free(void)
DRW_SHADER_FREE_SAFE(e_data.object_empty_image_wire_sh);
DRW_SHADER_FREE_SAFE(e_data.grid_sh);
DRW_SHADER_FREE_SAFE(e_data.part_prim_sh);
DRW_SHADER_FREE_SAFE(e_data.part_dot_sh);
}
static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], GPUShader *sh)
@ -989,29 +1037,15 @@ static void OBJECT_cache_init(void *vedata)
{
/* Particle Pass */
psl->particle = DRW_pass_create("Particle Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_POINT | DRW_STATE_BLEND);
psl->particle = DRW_pass_create(
"Particle Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_POINT | DRW_STATE_BLEND);
static int screen_space[2] = {0, 1};
stl->g_data->part_dot_shgrp = DRW_shgroup_create(e_data.part_dot_sh, psl->particle);
stl->g_data->part_cross_shgrp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS));
DRW_shgroup_uniform_int(stl->g_data->part_cross_shgrp, "screen_space", &screen_space[0], 1);
DRW_shgroup_uniform_float(stl->g_data->part_cross_shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_attrib_float(stl->g_data->part_cross_shgrp, "pos", 3);
DRW_shgroup_attrib_float(stl->g_data->part_cross_shgrp, "rot", 4);
stl->g_data->part_circle_shgrp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC));
DRW_shgroup_uniform_int(stl->g_data->part_circle_shgrp, "screen_space", &screen_space[1], 1);
DRW_shgroup_uniform_float(stl->g_data->part_circle_shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_attrib_float(stl->g_data->part_circle_shgrp, "pos", 3);
DRW_shgroup_attrib_float(stl->g_data->part_circle_shgrp, "rot", 4);
stl->g_data->part_axis_shgrp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS));
DRW_shgroup_uniform_int(stl->g_data->part_axis_shgrp, "screen_space", &screen_space[0], 1);
DRW_shgroup_uniform_float(stl->g_data->part_axis_shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_attrib_float(stl->g_data->part_axis_shgrp, "pos", 3);
DRW_shgroup_attrib_float(stl->g_data->part_axis_shgrp, "rot", 4);
stl->storage->particle_ubo_current_id = 0;
memset(stl->storage->part_dot_shgrps, 0, sizeof(DRWShadingGroup *) * MAX_OBJECT_MAT);
memset(stl->storage->part_cross_shgrps, 0, sizeof(DRWShadingGroup *) * MAX_OBJECT_MAT);
memset(stl->storage->part_circle_shgrps, 0, sizeof(DRWShadingGroup *) * MAX_OBJECT_MAT);
memset(stl->storage->part_axis_shgrps, 0, sizeof(DRWShadingGroup *) * MAX_OBJECT_MAT);
}
}
@ -1382,6 +1416,120 @@ static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob)
DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]);
}
static DRWShadingGroup *OBJECT_particle_shgroup_create(DRWPass *pass, int *material_id, OBJECT_PassList *psl, int part_type)
{
DRWShadingGroup *grp;
if (part_type == PART_DRAW_DOT) {
grp = DRW_shgroup_create(e_data.part_dot_sh, pass);
}
else {
static int screen_space[2] = {0, 1};
grp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(part_type));
DRW_shgroup_uniform_int(grp, "screen_space", &screen_space[part_type == PART_DRAW_CIRC ? 1 : 0], 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_attrib_float(grp, "pos", 3);
DRW_shgroup_attrib_float(grp, "rot", 4);
}
DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);
return grp;
}
static int search_particle_mat_to_ubo(OBJECT_Storage *storage, const OBJECT_PARTICLE_UBO_Material *particle_mat_ubo_test)
{
for (int i = 0; i < storage->particle_ubo_current_id; i++) {
OBJECT_PARTICLE_UBO_Material *ubo = &storage->materials[i];
if (memcmp(ubo, particle_mat_ubo_test, sizeof(*particle_mat_ubo_test)) == 0) {
return i;
}
}
return -1;
}
static int push_particle_mat_to_ubo(OBJECT_Storage *storage, const OBJECT_PARTICLE_UBO_Material *particle_mat_ubo_test)
{
int id = storage->particle_ubo_current_id;
OBJECT_PARTICLE_UBO_Material *ubo = &storage->materials[id];
*ubo = *particle_mat_ubo_test;
storage->particle_ubo_current_id++;
return id;
}
static int particle_mat_in_ubo(OBJECT_Storage *storage, const OBJECT_PARTICLE_UBO_Material *particle_mat_ubo_test)
{
/* Search material in UBO */
int id = search_particle_mat_to_ubo(storage, particle_mat_ubo_test);
/* if not found create it */
if (id == -1) {
id = push_particle_mat_to_ubo(storage, particle_mat_ubo_test);
}
return id;
}
static void particle_ubo_mat_from_ob(Object *ob, ParticleSystem *psys, OBJECT_PARTICLE_UBO_Material *r_ubo)
{
Material *ma = give_current_material(ob, psys->part->omat);
memset(r_ubo, 0x0, sizeof(*r_ubo));
if (ma) {
copy_v3_v3(r_ubo->prim_color, &ma->r);
copy_v3_v3(r_ubo->sec_color, &ma->specr);
}
else {
r_ubo->prim_color[0] = r_ubo->prim_color[1] = r_ubo->prim_color[2] = 0.5f;
r_ubo->sec_color[0] = r_ubo->sec_color[1] = r_ubo->sec_color[2] = 1.0f;
}
r_ubo->size = (float)psys->part->draw_size;
}
static DRWShadingGroup *OBJECT_particle_shgrp_get(Object *ob, ParticleSystem *psys, OBJECT_StorageList *stl, OBJECT_PassList *psl, int part_type)
{
DRWShadingGroup **part_shgrps;
switch (part_type) {
case PART_DRAW_DOT:
part_shgrps = stl->storage->part_dot_shgrps;
break;
case PART_DRAW_CROSS:
part_shgrps = stl->storage->part_cross_shgrps;
break;
case PART_DRAW_CIRC:
part_shgrps = stl->storage->part_circle_shgrps;
break;
case PART_DRAW_AXIS:
part_shgrps = stl->storage->part_axis_shgrps;
break;
default:
return NULL;
}
OBJECT_PARTICLE_UBO_Material particle_mat_ubo_test;
particle_ubo_mat_from_ob(ob, psys, &particle_mat_ubo_test);
int particle_id = particle_mat_in_ubo(stl->storage, &particle_mat_ubo_test);
if (part_shgrps[particle_id] == NULL) {
part_shgrps[particle_id] = OBJECT_particle_shgroup_create(psl->particle, &e_data.ubo_mat_idxs[particle_id], psl, part_type);
/* if it's the first shgrp, pass bind the material UBO */
if (stl->storage->particle_ubo_current_id == 1) {
DRW_shgroup_uniform_block(part_shgrps[0], "material_block", stl->part_mat_ubo);
}
}
return part_shgrps[particle_id];
}
static void OBJECT_cache_populate(void *vedata, Object *ob)
{
OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
@ -1425,46 +1573,14 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
unit_m4(mat);
if (draw_as != PART_DRAW_PATH) {
static float size;
static float axis_size;
static float col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static float o_col[4] = {0.5f, 0.5f, 0.5f, 1.0f};
struct Batch *geom = DRW_cache_particles_get_dots(psys);
DRWShadingGroup *part_shgrp = OBJECT_particle_shgrp_get(ob, psys, stl, psl, draw_as);
Material *ma = give_current_material(ob, part->omat);
if (ma) {
copy_v3_v3(col, &ma->r);
copy_v3_v3(o_col, &ma->specr);
if (draw_as == PART_DRAW_DOT) {
DRW_shgroup_call_add(part_shgrp, geom, mat);
}
size = (float)part->draw_size;
axis_size = size * 2.0f;
switch (draw_as) {
case PART_DRAW_DOT:
DRW_shgroup_uniform_vec4(stl->g_data->part_dot_shgrp, "color", col, 1);
DRW_shgroup_uniform_vec4(stl->g_data->part_dot_shgrp, "outlineColor", o_col, 1);
DRW_shgroup_uniform_float(stl->g_data->part_dot_shgrp, "size", &size, 1);
DRW_shgroup_call_add(stl->g_data->part_dot_shgrp, geom, mat);
break;
case PART_DRAW_CROSS:
DRW_shgroup_uniform_vec4(stl->g_data->part_cross_shgrp, "color", col, 1);
DRW_shgroup_uniform_float(stl->g_data->part_cross_shgrp, "draw_size", &size, 1);
DRW_shgroup_instance_batch(stl->g_data->part_cross_shgrp, geom);
break;
case PART_DRAW_CIRC:
DRW_shgroup_uniform_vec4(stl->g_data->part_circle_shgrp, "color", col, 1);
DRW_shgroup_uniform_float(stl->g_data->part_circle_shgrp, "draw_size", &size, 1);
DRW_shgroup_instance_batch(stl->g_data->part_circle_shgrp, geom);
break;
case PART_DRAW_AXIS:
DRW_shgroup_uniform_vec4(stl->g_data->part_axis_shgrp, "color", col, 1);
DRW_shgroup_uniform_float(stl->g_data->part_axis_shgrp, "draw_size", &axis_size, 1);
DRW_shgroup_instance_batch(stl->g_data->part_axis_shgrp, geom);
break;
default:
break;
else {
DRW_shgroup_instance_batch(part_shgrp, geom);
}
}
}
@ -1559,6 +1675,8 @@ static void OBJECT_cache_finish(void *vedata)
if (stl->g_data->image_plane_map) {
BLI_ghash_free(stl->g_data->image_plane_map, NULL, MEM_freeN);
}
DRW_uniformbuffer_update(stl->part_mat_ubo, &stl->storage->materials);
}
static void OBJECT_draw_scene(void *vedata)

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@ -0,0 +1,49 @@
/* Material Parameters packed in an UBO */
struct Material {
vec4 prim_color;
vec4 sec_color;
};
layout(std140) uniform material_block {
Material shader_param[MAX_MATERIAL];
};
uniform int mat_id;
#define prim_color shader_param[mat_id].prim_color.rgb
#define sec_color shader_param[mat_id].sec_color.rgb
in vec4 radii;
out vec4 fragColor;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// smooth transition
// --- 3 ---
// pure point color
// ...
// dist = 0 at center of point
float midStroke = 0.5 * (radii[1] + radii[2]);
if (dist > midStroke) {
fragColor.rgb = sec_color.rgb;
fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist));
}
else {
fragColor.rgb = mix(prim_color, sec_color, smoothstep(radii[3], radii[2], dist));
fragColor.a = 1.0;
}
if (fragColor.a == 0.0) {
discard;
}
}

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@ -0,0 +1,36 @@
/* Material Parameters packed in an UBO */
struct Material {
vec4 prim_color;
vec4 sec_color;
};
layout(std140) uniform material_block {
Material shader_param[MAX_MATERIAL];
};
uniform int mat_id;
#define size shader_param[mat_id].sec_color.w
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
out vec4 radii;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_PointSize = size;
// calculate concentric radii in pixels
float radius = 0.5 * size;
// start at the outside and progress toward the center
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - 1.0;
radii[3] = radius - 2.0;
// convert to PointCoord units
radii /= size;
}

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@ -0,0 +1,32 @@
/* Material Parameters packed in an UBO */
struct Material {
vec4 prim_color;
vec4 sec_color;
};
layout(std140) uniform material_block {
Material shader_param[MAX_MATERIAL];
};
uniform int mat_id;
#define prim_color shader_param[mat_id].prim_color.rgb
flat in int finalAxis;
out vec4 fragColor;
void main()
{
if (finalAxis == -1) {
fragColor.rgb = prim_color;
fragColor.a = 1.0;
}
else {
vec4 col = vec4(0.0);
col[finalAxis] = 1.0;
col.a = 1.0;
fragColor = col;
}
}

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@ -1,11 +1,24 @@
/* Material Parameters packed in an UBO */
struct Material {
vec4 prim_color;
vec4 sec_color;
};
layout(std140) uniform material_block {
Material shader_param[MAX_MATERIAL];
};
uniform int mat_id;
#define draw_size shader_param[mat_id].sec_color.w
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform int screen_space;
uniform float pixel_size;
uniform float draw_size;
in vec3 pos;
in vec4 rot;