diff options
Diffstat (limited to 'source/blender/draw/intern/draw_hair.c')
-rw-r--r-- | source/blender/draw/intern/draw_hair.c | 131 |
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) |