This replaces the direct shader uniform layout declaration by a linear search through a global buffer. Each instance has an attribute offset inside the global buffer and an attribute count. This removes any padding and tighly pack all uniform attributes inside a single buffer. This would also remove the limit of 8 attribute but it is kept because of compatibility with the old system that is still used by the old draw manager.
110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. */
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/** \file
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* \ingroup draw
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*/
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#include "DNA_particle_types.h"
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#include "RNA_access.h"
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#include "RNA_path.h"
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#include "RNA_types.h"
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#include "draw_handle.hh"
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#include "draw_manager.hh"
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#include "draw_shader_shared.h"
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/* -------------------------------------------------------------------- */
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/** \name ObjectAttributes
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* \{ */
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/**
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* Extract object attribute from RNA property.
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* Returns true if the attribute was correctly extracted.
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* This function mirrors lookup_property in cycles/blender/blender_object.cpp
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*/
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bool ObjectAttribute::id_property_lookup(ID *id, const char *name)
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{
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PointerRNA ptr, id_ptr;
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PropertyRNA *prop;
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if (id == nullptr) {
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return false;
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}
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RNA_id_pointer_create(id, &id_ptr);
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if (!RNA_path_resolve(&id_ptr, name, &ptr, &prop)) {
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return false;
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}
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if (prop == nullptr) {
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return false;
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}
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PropertyType type = RNA_property_type(prop);
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int array_len = RNA_property_array_length(&ptr, prop);
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if (array_len == 0) {
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float value;
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if (type == PROP_FLOAT) {
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value = RNA_property_float_get(&ptr, prop);
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}
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else if (type == PROP_INT) {
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value = RNA_property_int_get(&ptr, prop);
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}
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else {
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return false;
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}
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*reinterpret_cast<float4 *>(&data_x) = float4(value, value, value, 1.0f);
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return true;
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}
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if (type == PROP_FLOAT && array_len <= 4) {
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*reinterpret_cast<float4 *>(&data_x) = float4(0.0f, 0.0f, 0.0f, 1.0f);
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RNA_property_float_get_array(&ptr, prop, &data_x);
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return true;
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}
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return false;
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}
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/**
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* Go through all possible source of the given object uniform attribute.
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* Returns true if the attribute was correctly filled.
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* This function mirrors lookup_instance_property in cycles/blender/blender_object.cpp
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*/
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bool ObjectAttribute::sync(const blender::draw::ObjectRef &ref, const GPUUniformAttr &attr)
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{
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hash_code = attr.hash_code;
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/* If requesting instance data, check the parent particle system and object. */
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if (attr.use_dupli) {
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if ((ref.dupli_object != nullptr) && (ref.dupli_object->particle_system != nullptr)) {
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ParticleSettings *settings = ref.dupli_object->particle_system->part;
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if (this->id_property_lookup((ID *)settings, attr.name_id_prop) ||
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this->id_property_lookup((ID *)settings, attr.name)) {
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return true;
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}
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}
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if (this->id_property_lookup((ID *)ref.dupli_parent, attr.name_id_prop) ||
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this->id_property_lookup((ID *)ref.dupli_parent, attr.name)) {
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return true;
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}
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}
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/* Check the object and mesh. */
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if (ref.object != nullptr) {
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if (this->id_property_lookup((ID *)ref.object, attr.name_id_prop) ||
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this->id_property_lookup((ID *)ref.object, attr.name) ||
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this->id_property_lookup((ID *)ref.object->data, attr.name_id_prop) ||
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this->id_property_lookup((ID *)ref.object->data, attr.name)) {
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return true;
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}
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}
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return false;
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}
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/** \} */
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