moisesjpelaez - Physics Improvements

This commit is contained in:
Onek8 2025-06-01 22:11:11 +00:00
parent fa91348428
commit 3413e10134

View File

@ -1,3 +1,4 @@
import bpy
import lnx.utils
import lnx.material.mat_state as mat_state
@ -10,6 +11,48 @@ else:
def write(vert, particle_info=None, shadowmap=False):
ramp_el_len = 0
ramp_positions = []
ramp_colors_b = []
size_over_time_factor = 0
use_rotations = False
rotation_mode = 'NONE'
rotation_factor_random = 0
phase_factor = 0
phase_factor_random = 0
for obj in bpy.data.objects:
for psys in obj.particle_systems:
psettings = psys.settings
if psettings.instance_object:
if psettings.instance_object.active_material:
# FIXME: Different particle systems may share the same particle object. This ideally should check the correct `ParticleSystem` using an id or name in the particle's object material.
if psettings.instance_object.active_material.name.replace(".", "_") == vert.context.matname:
# Rotation data
use_rotations = psettings.use_rotations
rotation_mode = psettings.rotation_mode
rotation_factor_random = psettings.rotation_factor_random
phase_factor = psettings.phase_factor
phase_factor_random = psettings.phase_factor_random
# Texture slots data
if psettings.texture_slots and len(psettings.texture_slots.items()) != 0:
for tex_slot in psettings.texture_slots:
if not tex_slot: break
if not tex_slot.use_map_size: break # TODO: check also for other influences
if tex_slot.texture and tex_slot.texture.use_color_ramp:
if tex_slot.texture.color_ramp and tex_slot.texture.color_ramp.elements:
ramp_el_len = len(tex_slot.texture.color_ramp.elements.items())
for element in tex_slot.texture.color_ramp.elements:
ramp_positions.append(element.position)
ramp_colors_b.append(element.color[2])
size_over_time_factor = tex_slot.size_factor
break
# Outs
out_index = True if particle_info != None and particle_info['index'] else False
out_age = True if particle_info != None and particle_info['age'] else False
@ -19,19 +62,50 @@ def write(vert, particle_info=None, shadowmap=False):
out_velocity = True if particle_info != None and particle_info['velocity'] else False
out_angular_velocity = True if particle_info != None and particle_info['angular_velocity'] else False
# Force Leenkx to create a new shader per material ID
vert.write(f'#ifdef PARTICLE_ID_{vert.context.material.lnx_material_id}')
vert.write('#endif')
vert.add_uniform('mat4 pd', '_particleData')
vert.add_uniform('float pd_size_random', '_particleSizeRandom')
vert.add_uniform('float pd_random', '_particleRandom')
vert.add_uniform('float pd_size', '_particleSize')
if ramp_el_len != 0:
vert.add_const('float', 'P_SIZE_OVER_TIME_FACTOR', str(size_over_time_factor))
for i in range(ramp_el_len):
vert.add_const('float', f'P_RAMP_POSITION_{i}', str(ramp_positions[i]))
vert.add_const('float', f'P_RAMP_COLOR_B_{i}', str(ramp_colors_b[i]))
str_tex_hash = "float fhash(float n) { return fract(sin(n) * 43758.5453); }\n"
vert.add_function(str_tex_hash)
if (ramp_el_len != 0):
str_ramp_scale = "float get_ramp_scale(float age) {\n"
for i in range(ramp_el_len):
if i == 0:
str_ramp_scale += f"if (age <= P_RAMP_POSITION_{i + 1})"
elif i == ramp_el_len - 1:
str_ramp_scale += f"return P_RAMP_COLOR_B_{ramp_el_len - 1};"
break
else:
str_ramp_scale += f"else if (age <= P_RAMP_POSITION_{i + 1})"
str_ramp_scale += f""" {{
float t = (age - P_RAMP_POSITION_{i}) / (P_RAMP_POSITION_{i + 1} - P_RAMP_POSITION_{i});
return mix(P_RAMP_COLOR_B_{i}, P_RAMP_COLOR_B_{i + 1}, t);
}}
"""
str_ramp_scale += "}\n"
vert.add_function(str_ramp_scale)
prep = 'float '
if out_age:
prep = ''
vert.add_out('float p_age')
# var p_age = lapTime - p.i * spawnRate
vert.write(prep + 'p_age = pd[3][3] - gl_InstanceID * pd[0][1];')
# p_age -= p_age * fhash(i) * r.lifetime_random;
vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];')
# Loop
# pd[0][0] - animtime, loop stored in sign
@ -43,13 +117,18 @@ def write(vert, particle_info=None, shadowmap=False):
if out_lifetime:
prep = ''
vert.add_out('float p_lifetime')
vert.write(prep + 'p_lifetime = pd[0][2];')
vert.write(prep + 'p_lifetime = pd[0][2] * (1 - (fhash(gl_InstanceID + 4 * pd[0][3] + pd_random) * pd[2][3]));')
# clip with nan
vert.write('if (p_age < 0 || p_age > p_lifetime) {')
vert.write(' gl_Position /= 0.0;')
vert.write(' return;')
vert.write('}')
if (ramp_el_len != 0):
vert.write('float n_age = clamp(p_age / p_lifetime, 0.0, 1.0);')
vert.write(f'spos.xyz *= 1 + (get_ramp_scale(n_age) - 1) * {size_over_time_factor};')
vert.write('spos.xyz *= 1 - (fhash(gl_InstanceID + 3 * pd[0][3] + pd_random) * pd_size_random);')
# vert.write('p_age /= 2;') # Match
# object_align_factor / 2 + gxyz
@ -57,20 +136,20 @@ def write(vert, particle_info=None, shadowmap=False):
if out_velocity:
prep = ''
vert.add_out('vec3 p_velocity')
vert.write(prep + 'p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);')
vert.write(prep + 'p_velocity = vec3(pd[1][0] * (1 / pd_size), pd[1][1] * (1 / pd_size), pd[1][2] * (1 / pd_size));')
vert.write('p_velocity.x += fhash(gl_InstanceID) * pd[1][3] - pd[1][3] / 2;')
vert.write('p_velocity.y += fhash(gl_InstanceID + pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
vert.write('p_velocity.z += fhash(gl_InstanceID + 2 * pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
vert.write('p_velocity.x += (fhash(gl_InstanceID + pd_random) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
vert.write('p_velocity.y += (fhash(gl_InstanceID + pd_random + pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
vert.write('p_velocity.z += (fhash(gl_InstanceID + pd_random + 2 * pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
# factor_random = pd[1][3]
# p.i = gl_InstanceID
# particles.length = pd[0][3]
# gxyz
vert.write('p_velocity.x += (pd[2][0] * p_age) / 5;')
vert.write('p_velocity.y += (pd[2][1] * p_age) / 5;')
vert.write('p_velocity.z += (pd[2][2] * p_age) / 5;')
vert.write('p_velocity.x += (pd[2][0] / (2 * pd_size)) * p_age;')
vert.write('p_velocity.y += (pd[2][1] / (2 * pd_size)) * p_age;')
vert.write('p_velocity.z += (pd[2][2] / (2 * pd_size)) * p_age;')
prep = 'vec3 '
if out_location:
@ -80,6 +159,96 @@ def write(vert, particle_info=None, shadowmap=False):
vert.write('spos.xyz += p_location;')
# Rotation
if use_rotations:
if rotation_mode != 'NONE':
vert.write(f'float p_angle = ({phase_factor} + (fhash(gl_InstanceID + pd_random + 5 * pd[0][3])) * {phase_factor_random});')
vert.write('p_angle *= 3.141592;')
vert.write('float c = cos(p_angle);')
vert.write('float s = sin(p_angle);')
vert.write('vec3 center = spos.xyz - p_location;')
match rotation_mode:
case 'OB_X':
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
vert.write('vec2 rotation = vec2(rz.y * c - rz.z * s, rz.y * s + rz.z * c);')
vert.write('spos.xyz = vec3(rz.x, rotation.x, rotation.y) + p_location;')
if (not shadowmap):
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
vert.write('vec2 n_rot = vec2(wnormal.y * c - wnormal.z * s, wnormal.y * s + wnormal.z * c);')
vert.write('wnormal = normalize(vec3(wnormal.x, n_rot.x, n_rot.y));')
case 'OB_Y':
vert.write('vec2 rotation = vec2(center.x * c + center.z * s, -center.x * s + center.z * c);')
vert.write('spos.xyz = vec3(rotation.x, center.y, rotation.y) + p_location;')
if (not shadowmap):
vert.write('wnormal = normalize(vec3(wnormal.x * c + wnormal.z * s, wnormal.y, -wnormal.x * s + wnormal.z * c));')
case 'OB_Z':
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
vert.write('vec3 ry = vec3(-rz.z, rz.y, rz.x);')
vert.write('vec2 rotation = vec2(ry.x * c - ry.y * s, ry.x * s + ry.y * c);')
vert.write('spos.xyz = vec3(rotation.x, rotation.y, ry.z) + p_location;')
if (not shadowmap):
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
vert.write('wnormal = vec3(-wnormal.z, wnormal.y, wnormal.x);')
vert.write('vec2 n_rot = vec2(wnormal.x * c - wnormal.y * s, wnormal.x * s + wnormal.y * c);')
vert.write('wnormal = normalize(vec3(n_rot.x, n_rot.y, wnormal.z));')
case 'VEL':
vert.write('vec3 forward = -normalize(p_velocity);')
vert.write('if (length(forward) > 1e-5) {')
vert.write('vec3 world_up = vec3(0.0, 0.0, 1.0);')
vert.write('if (abs(dot(forward, world_up)) > 0.999) {')
vert.write('world_up = vec3(-1.0, 0.0, 0.0);')
vert.write('}')
vert.write('vec3 right = cross(world_up, forward);')
vert.write('if (length(right) < 1e-5) {')
vert.write('forward = -forward;')
vert.write('right = cross(world_up, forward);')
vert.write('}')
vert.write('right = normalize(right);')
vert.write('vec3 up = normalize(cross(forward, right));')
vert.write('mat3 rot = mat3(right, -forward, up);')
vert.write('mat3 phase = mat3(vec3(c, 0.0, -s), vec3(0.0, 1.0, 0.0), vec3(s, 0.0, c));')
vert.write('mat3 final_rot = rot * phase;')
vert.write('spos.xyz = final_rot * center + p_location;')
if (not shadowmap):
vert.write('wnormal = normalize(final_rot * wnormal);')
vert.write('}')
if rotation_factor_random != 0:
str_rotate_around = '''vec3 rotate_around(vec3 v, vec3 angle) {
// Rotate around X
float cx = cos(angle.x);
float sx = sin(angle.x);
v = vec3(v.x, v.y * cx - v.z * sx, v.y * sx + v.z * cx);
// Rotate around Y
float cy = cos(angle.y);
float sy = sin(angle.y);
v = vec3(v.x * cy + v.z * sy, v.y, -v.x * sy + v.z * cy);
// Rotate around Z
float cz = cos(angle.z);
float sz = sin(angle.z);
v = vec3(v.x * cz - v.y * sz, v.x * sz + v.y * cz, v.z);
return v;
}'''
vert.add_function(str_rotate_around)
vert.write(f'''vec3 r_angle = vec3((fhash(gl_InstanceID + pd_random + 6 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
(fhash(gl_InstanceID + pd_random + 7 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
(fhash(gl_InstanceID + pd_random + 8 * pd[0][3]) * 4 - 2) * {rotation_factor_random});''')
vert.write('vec3 r_center = spos.xyz - p_location;')
vert.write('r_center = rotate_around(r_center, r_angle);')
vert.write('spos.xyz = r_center + p_location;')
if not shadowmap:
vert.write('wnormal = normalize(rotate_around(wnormal, r_angle));')
# Particle fade
if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
vert.add_out('float p_fade')