Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorLukas Tönne <lukas.toenne@gmail.com>2018-08-12 13:05:36 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2018-08-12 13:05:36 +0300
commit27b28e437d974ebbafa234205941c07aa0ab546c (patch)
tree9b05345e464e13352def8a25abafe246c451a9e1 /source/blender/draw/intern/draw_hair.c
parent4a920429161083c54805762298786a27a0d99e1c (diff)
parentf854fefa1796429907c2574ba414335eb5519714 (diff)
Merge branch 'tmp_hair_curves' into hair_guides
Diffstat (limited to 'source/blender/draw/intern/draw_hair.c')
-rw-r--r--source/blender/draw/intern/draw_hair.c131
1 files changed, 120 insertions, 11 deletions
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index f43a9b95df8..7406e7a0645 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -34,12 +34,14 @@
#include "BLI_utildefines.h"
#include "BLI_string_utils.h"
+#include "DNA_hair_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
#include "DNA_customdata_types.h"
+#include "BKE_hair.h"
#include "BKE_mesh.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
@@ -60,7 +62,6 @@ static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
static DRWPass *g_tf_pass; /* XXX can be a problem with mulitple DRWManager in the future */
extern char datatoc_common_hair_lib_glsl[];
-extern char datatoc_common_hair_guides_lib_glsl[];
extern char datatoc_common_hair_refine_vert_glsl[];
static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
@@ -86,7 +87,38 @@ void DRW_hair_init(void)
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
}
-static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
+void particle_batch_cache_clear_hair(ParticleHairCache *hair_cache)
+{
+ /* TODO more granular update tagging. */
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_point_buf);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->point_tex);
+
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_strand_buf);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->strand_tex);
+
+ for (int i = 0; i < MAX_MTFACE; ++i) {
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_uv_buf[i]);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->uv_tex[i]);
+ }
+ for (int i = 0; i < MAX_MCOL; ++i) {
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_col_buf[i]);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->col_tex[i]);
+ }
+ for (int i = 0; i < MAX_HAIR_SUBDIV; ++i) {
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->final[i].proc_point_buf);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->final[i].proc_tex);
+ for (int j = 0; j < MAX_THICKRES; ++j) {
+ GWN_BATCH_DISCARD_SAFE(hair_cache->final[i].proc_hairs[j]);
+ }
+ }
+
+ /* "Normal" legacy hairs */
+ GWN_BATCH_DISCARD_SAFE(hair_cache->hairs);
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->pos);
+ GWN_INDEXBUF_DISCARD_SAFE(hair_cache->indices);
+}
+
+static DRWShadingGroup *drw_shgroup_create_particle_hair_procedural_ex(
Object *object, ParticleSystem *psys, ModifierData *md,
DRWPass *hair_pass,
struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
@@ -127,7 +159,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
}
DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
- DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
+ DRW_shgroup_uniform_texture(shgrp, "hairIndexBuffer", hair_cache->final[subdiv].hair_index_tex);
DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
DRW_shgroup_uniform_float(shgrp, "hairRadShape", &part->shape, 1);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", part->rad_root * part->rad_scale * 0.5f);
@@ -138,33 +170,110 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
/* Transform Feedback subdiv. */
if (need_ft_update) {
- int final_points_len = hair_cache->final[subdiv].strands_res * hair_cache->strands_len;
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, g_tf_pass,
- hair_cache->final[subdiv].proc_buf);
+ hair_cache->final[subdiv].proc_point_buf);
DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
- DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
- DRW_shgroup_call_procedural_points_add(tf_shgrp, final_points_len, NULL);
+ DRW_shgroup_call_procedural_points_add(tf_shgrp, hair_cache->final[subdiv].point_len, NULL);
}
return shgrp;
}
-DRWShadingGroup *DRW_shgroup_hair_create(
+DRWShadingGroup *DRW_shgroup_particle_hair_create(
Object *object, ParticleSystem *psys, ModifierData *md,
DRWPass *hair_pass,
GPUShader *shader)
{
- return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, shader);
+ return drw_shgroup_create_particle_hair_procedural_ex(object, psys, md, hair_pass, NULL, shader);
}
-DRWShadingGroup *DRW_shgroup_material_hair_create(
+DRWShadingGroup *DRW_shgroup_material_particle_hair_create(
Object *object, ParticleSystem *psys, ModifierData *md,
DRWPass *hair_pass,
struct GPUMaterial *material)
{
- return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, material, NULL);
+ return drw_shgroup_create_particle_hair_procedural_ex(object, psys, md, hair_pass, material, NULL);
+}
+
+static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
+ Object *object, HairSystem *hsys, Mesh *scalp, const HairDrawSettings *draw_set,
+ DRWPass *hair_pass,
+ struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
+{
+ /* TODO(fclem): Pass the scene as parameter */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+
+ int subdiv = scene->r.hair_subdiv;
+ int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
+
+ ParticleHairCache *hair_cache;
+ bool need_ft_update = hair_ensure_procedural_data(object, hsys, scalp, &hair_cache, subdiv, thickness_res);
+
+ DRWShadingGroup *shgrp;
+ if (gpu_mat) {
+ shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
+ }
+ else if (gpu_shader) {
+ shgrp = DRW_shgroup_create(gpu_shader, hair_pass);
+ }
+ else {
+ shgrp = NULL;
+ BLI_assert(0);
+ }
+
+ /* TODO optimize this. Only bind the ones GPUMaterial needs. */
+ for (int i = 0; i < hair_cache->num_uv_layers; ++i) {
+ for (int n = 0; hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) {
+ DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
+ }
+ }
+ for (int i = 0; i < hair_cache->num_col_layers; ++i) {
+ for (int n = 0; hair_cache->col_layer_names[i][n][0] != '\0'; ++n) {
+ DRW_shgroup_uniform_texture(shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
+ }
+ }
+
+ DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
+ DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
+ DRW_shgroup_uniform_float(shgrp, "hairRadShape", &draw_set->shape, 1);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", draw_set->root_radius * draw_set->radius_scale * 0.5f);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", draw_set->tip_radius * draw_set->radius_scale * 0.5f);
+ DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", (draw_set->shape_flag & PART_SHAPE_CLOSE_TIP) != 0);
+ /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling test. */
+ DRW_shgroup_call_object_add_no_cull(shgrp, hair_cache->final[subdiv].proc_hairs[thickness_res - 1], object);
+
+ /* Transform Feedback subdiv. */
+ if (need_ft_update) {
+ GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
+ DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, g_tf_pass,
+ hair_cache->final[subdiv].proc_point_buf);
+ DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
+ DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
+ DRW_shgroup_call_procedural_points_add(tf_shgrp, hair_cache->final[subdiv].point_len, NULL);
+ }
+
+ return shgrp;
+}
+
+DRWShadingGroup *DRW_shgroup_hair_create(
+ Object *object, HairSystem *hsys,
+ Mesh *scalp, const HairDrawSettings *draw_set,
+ DRWPass *hair_pass,
+ GPUShader *shader)
+{
+ return drw_shgroup_create_hair_procedural_ex(object, hsys, scalp, draw_set, hair_pass, NULL, shader);
+}
+
+DRWShadingGroup *DRW_shgroup_material_hair_create(
+ Object *object, HairSystem *hsys,
+ Mesh *scalp, const HairDrawSettings *draw_set,
+ DRWPass *hair_pass,
+ struct GPUMaterial *material)
+{
+ return drw_shgroup_create_hair_procedural_ex(object, hsys, scalp, draw_set, hair_pass, material, NULL);
}
void DRW_hair_update(void)