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authorLuca Rood <dev@lucarood.com>2017-06-22 20:19:55 +0300
committerLuca Rood <dev@lucarood.com>2017-06-26 13:17:18 +0300
commitcbbfacdac09a6728ca3eb26e7e9269815db569d1 (patch)
treeafe89da604f1471d5e6337596657d3f1c8f14867 /source/blender/draw/engines/eevee/eevee_materials.c
parent6f0b80425b8da760acf9909feba2b0988ddedada (diff)
Hair UV implementation for Eevee
This implements UV support for Eevee hair, enabling the usage of textures.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c111
1 files changed, 58 insertions, 53 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 6126aab1014..74cb6b0d7a0 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -26,6 +26,7 @@
#include "DRW_render.h"
#include "DNA_world_types.h"
+#include "DNA_modifier_types.h"
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
@@ -624,72 +625,76 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
if (ob != draw_ctx->scene->obedit) {
material_hash = stl->g_data->hair_material_hash;
- for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
- if (psys_check_enabled(ob, psys, false)) {
- ParticleSettings *part = psys->part;
- int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
+ if (md->type == eModifierType_ParticleSystem) {
+ ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
- if (draw_as == PART_DRAW_PATH && (psys->pathcache || psys->childcache)) {
- struct Gwn_Batch *hair_geom = DRW_cache_particles_get_hair(psys);
- DRWShadingGroup *shgrp = NULL;
- Material *ma = give_current_material(ob, part->omat);
- static float mat[4][4];
+ if (psys_check_enabled(ob, psys, false)) {
+ ParticleSettings *part = psys->part;
+ int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
- unit_m4(mat);
+ if (draw_as == PART_DRAW_PATH && (psys->pathcache || psys->childcache)) {
+ struct Gwn_Batch *hair_geom = DRW_cache_particles_get_hair(psys, md);
+ DRWShadingGroup *shgrp = NULL;
+ Material *ma = give_current_material(ob, part->omat);
+ static float mat[4][4];
- if (ma == NULL) {
- ma = &defmaterial;
- }
+ unit_m4(mat);
+
+ if (ma == NULL) {
+ ma = &defmaterial;
+ }
- float *color_p = &ma->r;
- float *metal_p = &ma->ray_mirror;
- float *spec_p = &ma->spec;
- float *rough_p = &ma->gloss_mir;
+ float *color_p = &ma->r;
+ float *metal_p = &ma->ray_mirror;
+ float *spec_p = &ma->spec;
+ float *rough_p = &ma->gloss_mir;
- DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat);
- DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat);
- shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
+ shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
- if (shgrp) {
- DRW_shgroup_call_add(shgrp, hair_geom, mat);
- }
- else {
- if (ma->use_nodes && ma->nodetree) {
- Scene *scene = draw_ctx->scene;
- struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma,
- stl->effects->use_ao, stl->effects->use_bent_normals);
+ if (shgrp) {
+ DRW_shgroup_call_add(shgrp, hair_geom, mat);
+ }
+ else {
+ if (ma->use_nodes && ma->nodetree) {
+ Scene *scene = draw_ctx->scene;
+ struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma,
+ stl->effects->use_ao, stl->effects->use_bent_normals);
+
+ shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
+ if (shgrp) {
+ add_standard_uniforms(shgrp, sldata, vedata);
+
+ BLI_ghash_insert(material_hash, ma, shgrp);
+
+ DRW_shgroup_call_add(shgrp, hair_geom, mat);
+ }
+ else {
+ /* Shader failed : pink color */
+ static float col[3] = {1.0f, 0.0f, 1.0f};
+ static float half = 0.5f;
+
+ color_p = col;
+ metal_p = spec_p = rough_p = &half;
+ }
+ }
- shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
- if (shgrp) {
- add_standard_uniforms(shgrp, sldata, vedata);
+ /* Fallback to default shader */
+ if (shgrp == NULL) {
+ shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false,
+ stl->effects->use_ao, stl->effects->use_bent_normals);
+ DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
+ DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
+ DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
+ DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
BLI_ghash_insert(material_hash, ma, shgrp);
DRW_shgroup_call_add(shgrp, hair_geom, mat);
}
- else {
- /* Shader failed : pink color */
- static float col[3] = {1.0f, 0.0f, 1.0f};
- static float half = 0.5f;
-
- color_p = col;
- metal_p = spec_p = rough_p = &half;
- }
- }
-
- /* Fallback to default shader */
- if (shgrp == NULL) {
- shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false,
- stl->effects->use_ao, stl->effects->use_bent_normals);
- DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
- DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
- DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
- DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
-
- BLI_ghash_insert(material_hash, ma, shgrp);
-
- DRW_shgroup_call_add(shgrp, hair_geom, mat);
}
}
}