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Diffstat (limited to 'source/blender/draw/intern/draw_hair.c')
-rw-r--r-- | source/blender/draw/intern/draw_hair.c | 179 |
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]); + } +} |