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Diffstat (limited to 'source/blender/draw/intern/draw_hair.c')
-rw-r--r--source/blender/draw/intern/draw_hair.c179
1 files changed, 179 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
new file mode 100644
index 00000000000..d5923419b37
--- /dev/null
+++ b/source/blender/draw/intern/draw_hair.c
@@ -0,0 +1,179 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_hair.c
+ * \ingroup draw
+ *
+ * \brief Contains procedural GPU hair drawing methods.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_string_utils.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_mesh.h"
+#include "BKE_particle.h"
+#include "BKE_pointcache.h"
+
+#include "ED_particle.h"
+
+#include "GPU_batch.h"
+#include "GPU_shader.h"
+
+#include "draw_hair_private.h"
+
+typedef enum ParticleRefineShader {
+ PART_REFINE_CATMULL_ROM = 0,
+ PART_REFINE_MAX_SHADER,
+} ParticleRefineShader;
+
+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_refine_vert_glsl[];
+
+static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
+{
+ if (g_refine_shaders[sh]) {
+ return g_refine_shaders[sh];
+ }
+
+ char *vert_with_lib = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_common_hair_refine_vert_glsl);
+
+ const char *var_names[1] = {"outData"};
+
+ g_refine_shaders[sh] = DRW_shader_create_with_transform_feedback(vert_with_lib, NULL, "#define HAIR_PHASE_SUBDIV\n",
+ GPU_SHADER_TFB_POINTS, var_names, 1);
+
+ MEM_freeN(vert_with_lib);
+
+ return g_refine_shaders[sh];
+}
+
+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(
+ Object *object, ParticleSystem *psys, ModifierData *md,
+ 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;
+ ParticleSettings *part = psys->part;
+ bool need_ft_update = particles_ensure_procedural_data(object, psys, md, &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(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
+ 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);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", part->rad_tip * part->rad_scale * 0.5f);
+ DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", (part->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) {
+ int final_points_ct = hair_cache->final[subdiv].strands_res * hair_cache->strands_count;
+ 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);
+ 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_ct, NULL);
+ }
+
+ return shgrp;
+}
+
+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);
+}
+
+DRWShadingGroup *DRW_shgroup_material_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);
+}
+
+void DRW_hair_update(void)
+{
+ DRW_draw_pass(g_tf_pass);
+}
+
+void DRW_hair_free(void)
+{
+ for (int i = 0; i < PART_REFINE_MAX_SHADER; ++i) {
+ DRW_SHADER_FREE_SAFE(g_refine_shaders[i]);
+ }
+}