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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/intern/draw_hair.c
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/intern/draw_hair.c')
-rw-r--r--source/blender/draw/intern/draw_hair.c29
1 files changed, 26 insertions, 3 deletions
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 08256b931ba..847f5e7a224 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -108,6 +108,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
ParticleSystem *psys,
ModifierData *md,
DRWPass *hair_pass,
+ DRWShadingGroup *shgrp_parent,
struct GPUMaterial *gpu_mat,
GPUShader *gpu_shader)
{
@@ -127,7 +128,10 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
object, psys, md, &hair_cache, subdiv, thickness_res);
DRWShadingGroup *shgrp;
- if (gpu_mat) {
+ if (shgrp_parent) {
+ shgrp = DRW_shgroup_create_sub(shgrp_parent);
+ }
+ else if (gpu_mat) {
shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
}
else if (gpu_shader) {
@@ -151,6 +155,17 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
}
}
+ /* Fix issue with certain driver not drawing anything if there is no texture bound to
+ * "ac", "au", "u" or "c". */
+ if (hair_cache->num_uv_layers == 0) {
+ DRW_shgroup_uniform_texture(shgrp, "u", hair_cache->final[subdiv].proc_tex);
+ DRW_shgroup_uniform_texture(shgrp, "au", hair_cache->final[subdiv].proc_tex);
+ }
+ if (hair_cache->num_col_layers == 0) {
+ DRW_shgroup_uniform_texture(shgrp, "c", hair_cache->final[subdiv].proc_tex);
+ DRW_shgroup_uniform_texture(shgrp, "ac", hair_cache->final[subdiv].proc_tex);
+ }
+
if ((dupli_parent != NULL) && (dupli_object != NULL)) {
if (dupli_object->type & OB_DUPLICOLLECTION) {
copy_m4_m4(dupli_mat, dupli_parent->obmat);
@@ -220,7 +235,15 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
DRWShadingGroup *DRW_shgroup_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_hair_procedural_ex(object, psys, md, hair_pass, NULL, NULL, shader);
+}
+
+DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
+ ParticleSystem *psys,
+ ModifierData *md,
+ DRWShadingGroup *shgrp)
+{
+ return drw_shgroup_create_hair_procedural_ex(object, psys, md, NULL, shgrp, NULL, NULL);
}
DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object,
@@ -229,7 +252,7 @@ DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object,
DRWPass *hair_pass,
struct GPUMaterial *material)
{
- return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, material, NULL);
+ return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, material, NULL);
}
void DRW_hair_update(void)