Optimize particle primitive shader

This commit is contained in:
Luca Rood 2017-05-23 18:13:41 +02:00
parent e1c4908771
commit eef92770a1
Notes: blender-bot 2023-03-24 17:05:22 +01:00
Referenced by issue #51579, Crash immediately while trying to Cycle-Render imported *.obj Objects from SILO
3 changed files with 29 additions and 26 deletions

View File

@ -204,6 +204,7 @@ static struct {
GPUShader *grid_sh;
GPUShader *part_dot_sh;
GPUShader *part_prim_sh;
GPUShader *part_axis_sh;
float camera_pos[3];
float grid_settings[5];
float grid_mat[4][4];
@ -293,6 +294,10 @@ static void OBJECT_engine_init(void *vedata)
e_data.part_prim_sh = DRW_shader_create(datatoc_object_particle_prim_vert_glsl, NULL, datatoc_object_particle_prim_frag_glsl, NULL);
}
if (!e_data.part_axis_sh) {
e_data.part_axis_sh = DRW_shader_create(datatoc_object_particle_prim_vert_glsl, NULL, datatoc_object_particle_prim_frag_glsl, "#define USE_AXIS\n");
}
if (!e_data.part_dot_sh) {
e_data.part_dot_sh = DRW_shader_create(datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
}
@ -442,6 +447,7 @@ 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_axis_sh);
DRW_SHADER_FREE_SAFE(e_data.part_dot_sh);
}
@ -1421,14 +1427,18 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
break;
case PART_DRAW_CROSS:
shgrp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS));
DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", &ma->r, 1);
DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
break;
case PART_DRAW_CIRC:
shgrp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC));
DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
DRW_shgroup_uniform_vec3(shgrp, "color", &ma->r, 1);
DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1);
break;
case PART_DRAW_AXIS:
shgrp = DRW_shgroup_instance_create(e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS));
shgrp = DRW_shgroup_instance_create(e_data.part_axis_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS));
DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
break;
default:
@ -1439,10 +1449,8 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
DRW_shgroup_attrib_float(shgrp, "pos", 3);
DRW_shgroup_attrib_float(shgrp, "rot", 4);
DRW_shgroup_attrib_float(shgrp, "val", 1);
DRW_shgroup_uniform_vec3(shgrp, "color", &ma->r, 1);
DRW_shgroup_uniform_short_to_int(shgrp, "draw_size", &part->draw_size, 1);
DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
DRW_shgroup_instance_batch(shgrp, geom);
}
}

View File

@ -1,26 +1,9 @@
uniform vec3 color;
uniform sampler1D ramp;
flat in int finalAxis;
flat in float finalVal;
flat in vec4 finalColor;
out vec4 fragColor;
void main()
{
if (finalAxis == -1) {
if (finalVal < 0.0) {
fragColor.rgb = color;
}
else {
fragColor.rgb = texture(ramp, finalVal).rgb;
}
}
else {
fragColor.rgb = vec3(0.0);
fragColor[finalAxis] = 1.0;
}
fragColor.a = 1.0;
fragColor = finalColor;
}

View File

@ -6,6 +6,8 @@ uniform mat4 ProjectionMatrix;
uniform int screen_space;
uniform float pixel_size;
uniform int draw_size;
uniform vec3 color;
uniform sampler1D ramp;
in vec3 pos;
in vec4 rot;
@ -13,8 +15,7 @@ in float val;
in vec3 inst_pos;
in int axis;
flat out int finalAxis;
flat out float finalVal;
flat out vec4 finalColor;
vec3 rotate(vec3 vec, vec4 quat)
{
@ -47,6 +48,17 @@ void main()
gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * size, rot), 1.0);
}
finalAxis = axis;
finalVal = val;
#ifdef USE_AXIS
finalColor.rgb = vec3(0.0);
finalColor[axis] = 1.0;
#else
if (val < 0.0) {
finalColor.rgb = color;
}
else {
finalColor.rgb = texture(ramp, val).rgb;
}
#endif
finalColor.a = 1.0;
}