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Diffstat (limited to 'source/blender/draw/intern/draw_hair.cc')
-rw-r--r--source/blender/draw/intern/draw_hair.cc377
1 files changed, 377 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_hair.cc b/source/blender/draw/intern/draw_hair.cc
new file mode 100644
index 00000000000..0a3c16e0d71
--- /dev/null
+++ b/source/blender/draw/intern/draw_hair.cc
@@ -0,0 +1,377 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2017 Blender Foundation. All rights reserved. */
+
+/** \file
+ * \ingroup draw
+ *
+ * \brief Contains procedural GPU hair drawing methods.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_string_utils.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_collection_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_particle_types.h"
+
+#include "BKE_duplilist.h"
+
+#include "GPU_batch.h"
+#include "GPU_capabilities.h"
+#include "GPU_compute.h"
+#include "GPU_material.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+#include "GPU_vertex_buffer.h"
+
+#include "draw_hair_private.h"
+#include "draw_shader.h"
+
+#ifndef __APPLE__
+# define USE_TRANSFORM_FEEDBACK
+# define USE_COMPUTE_SHADERS
+#endif
+
+BLI_INLINE eParticleRefineShaderType drw_hair_shader_type_get()
+{
+#ifdef USE_COMPUTE_SHADERS
+ if (GPU_compute_shader_support() && GPU_shader_storage_buffer_objects_support()) {
+ return PART_REFINE_SHADER_COMPUTE;
+ }
+#endif
+#ifdef USE_TRANSFORM_FEEDBACK
+ return PART_REFINE_SHADER_TRANSFORM_FEEDBACK;
+#endif
+ return PART_REFINE_SHADER_TRANSFORM_FEEDBACK_WORKAROUND;
+}
+
+#ifndef USE_TRANSFORM_FEEDBACK
+struct ParticleRefineCall {
+ struct ParticleRefineCall *next;
+ GPUVertBuf *vbo;
+ DRWShadingGroup *shgrp;
+ uint vert_len;
+};
+
+static ParticleRefineCall *g_tf_calls = nullptr;
+static int g_tf_id_offset;
+static int g_tf_target_width;
+static int g_tf_target_height;
+#endif
+
+static GPUVertBuf *g_dummy_vbo = nullptr;
+static GPUTexture *g_dummy_texture = nullptr;
+static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
+
+static GPUShader *hair_refine_shader_get(ParticleRefineShader refinement)
+{
+ return DRW_shader_hair_refine_get(refinement, drw_hair_shader_type_get());
+}
+
+void DRW_hair_init(void)
+{
+#if defined(USE_TRANSFORM_FEEDBACK) || defined(USE_COMPUTE_SHADERS)
+ g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_NO_DRAW);
+#else
+ g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_WRITE_COLOR);
+#endif
+
+ if (g_dummy_vbo == nullptr) {
+ /* initialize vertex format */
+ GPUVertFormat format = {0};
+ uint dummy_id = GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
+
+ g_dummy_vbo = GPU_vertbuf_create_with_format(&format);
+
+ const float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_vertbuf_data_alloc(g_dummy_vbo, 1);
+ GPU_vertbuf_attr_fill(g_dummy_vbo, dummy_id, vert);
+ /* Create vbo immediately to bind to texture buffer. */
+ GPU_vertbuf_use(g_dummy_vbo);
+
+ g_dummy_texture = GPU_texture_create_from_vertbuf("hair_dummy_attr", g_dummy_vbo);
+ }
+}
+
+static void drw_hair_particle_cache_shgrp_attach_resources(DRWShadingGroup *shgrp,
+ ParticleHairCache *cache,
+ const int subdiv)
+{
+ DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", cache->point_tex);
+ DRW_shgroup_uniform_texture(shgrp, "hairStrandBuffer", cache->strand_tex);
+ DRW_shgroup_uniform_texture(shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
+ DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
+}
+
+static void drw_hair_particle_cache_update_compute(ParticleHairCache *cache, const int subdiv)
+{
+ const int strands_len = cache->strands_len;
+ const int final_points_len = cache->final[subdiv].strands_res * strands_len;
+ if (final_points_len > 0) {
+ GPUShader *shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
+ DRWShadingGroup *shgrp = DRW_shgroup_create(shader, g_tf_pass);
+ drw_hair_particle_cache_shgrp_attach_resources(shgrp, cache, subdiv);
+ DRW_shgroup_vertex_buffer(shgrp, "posTime", cache->final[subdiv].proc_buf);
+
+ const int max_strands_per_call = GPU_max_work_group_count(0);
+ int strands_start = 0;
+ while (strands_start < strands_len) {
+ int batch_strands_len = MIN2(strands_len - strands_start, max_strands_per_call);
+ DRWShadingGroup *subgroup = DRW_shgroup_create_sub(shgrp);
+ DRW_shgroup_uniform_int_copy(subgroup, "hairStrandOffset", strands_start);
+ DRW_shgroup_call_compute(subgroup, batch_strands_len, cache->final[subdiv].strands_res, 1);
+ strands_start += batch_strands_len;
+ }
+ }
+}
+
+static void drw_hair_particle_cache_update_transform_feedback(ParticleHairCache *cache,
+ const int subdiv)
+{
+ const int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
+ if (final_points_len > 0) {
+ GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
+
+#ifdef USE_TRANSFORM_FEEDBACK
+ DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
+ tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
+#else
+ DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
+
+ ParticleRefineCall *pr_call = (ParticleRefineCall *)MEM_mallocN(sizeof(*pr_call), __func__);
+ pr_call->next = g_tf_calls;
+ pr_call->vbo = cache->final[subdiv].proc_buf;
+ pr_call->shgrp = tf_shgrp;
+ pr_call->vert_len = final_points_len;
+ g_tf_calls = pr_call;
+ DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
+ DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
+ DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
+#endif
+
+ drw_hair_particle_cache_shgrp_attach_resources(tf_shgrp, cache, subdiv);
+ DRW_shgroup_call_procedural_points(tf_shgrp, nullptr, final_points_len);
+ }
+}
+
+static ParticleHairCache *drw_hair_particle_cache_get(Object *object,
+ ParticleSystem *psys,
+ ModifierData *md,
+ GPUMaterial *gpu_material,
+ int subdiv,
+ int thickness_res)
+{
+ ParticleHairCache *cache;
+ bool update = particles_ensure_procedural_data(
+ object, psys, md, &cache, gpu_material, subdiv, thickness_res);
+
+ if (update) {
+ if (drw_hair_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
+ drw_hair_particle_cache_update_compute(cache, subdiv);
+ }
+ else {
+ drw_hair_particle_cache_update_transform_feedback(cache, subdiv);
+ }
+ }
+ return cache;
+}
+
+GPUVertBuf *DRW_hair_pos_buffer_get(Object *object, ParticleSystem *psys, ModifierData *md)
+{
+ 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 *cache = drw_hair_particle_cache_get(
+ object, psys, md, nullptr, subdiv, thickness_res);
+
+ return cache->final[subdiv].proc_buf;
+}
+
+void DRW_hair_duplimat_get(Object *object,
+ ParticleSystem *UNUSED(psys),
+ ModifierData *UNUSED(md),
+ float (*dupli_mat)[4])
+{
+ Object *dupli_parent = DRW_object_get_dupli_parent(object);
+ DupliObject *dupli_object = DRW_object_get_dupli(object);
+
+ if ((dupli_parent != nullptr) && (dupli_object != nullptr)) {
+ if (dupli_object->type & OB_DUPLICOLLECTION) {
+ unit_m4(dupli_mat);
+ Collection *collection = dupli_parent->instance_collection;
+ if (collection != nullptr) {
+ sub_v3_v3(dupli_mat[3], collection->instance_offset);
+ }
+ mul_m4_m4m4(dupli_mat, dupli_parent->obmat, dupli_mat);
+ }
+ else {
+ copy_m4_m4(dupli_mat, dupli_object->ob->obmat);
+ invert_m4(dupli_mat);
+ mul_m4_m4m4(dupli_mat, object->obmat, dupli_mat);
+ }
+ }
+ else {
+ unit_m4(dupli_mat);
+ }
+}
+
+DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
+ ParticleSystem *psys,
+ ModifierData *md,
+ DRWShadingGroup *shgrp_parent,
+ GPUMaterial *gpu_material)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ float dupli_mat[4][4];
+
+ int subdiv = scene->r.hair_subdiv;
+ int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
+
+ ParticleHairCache *hair_cache = drw_hair_particle_cache_get(
+ object, psys, md, gpu_material, subdiv, thickness_res);
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
+
+ /* TODO: optimize this. Only bind the ones GPUMaterial needs. */
+ for (int i = 0; i < hair_cache->num_uv_layers; i++) {
+ for (int n = 0; n < MAX_LAYER_NAME_CT && 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; n < MAX_LAYER_NAME_CT && 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]);
+ }
+ }
+
+ /* 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", g_dummy_texture);
+ DRW_shgroup_uniform_texture(shgrp, "au", g_dummy_texture);
+ }
+ if (hair_cache->num_col_layers == 0) {
+ DRW_shgroup_uniform_texture(shgrp, "c", g_dummy_texture);
+ DRW_shgroup_uniform_texture(shgrp, "ac", g_dummy_texture);
+ }
+
+ DRW_hair_duplimat_get(object, psys, md, dupli_mat);
+
+ /* Get hair shape parameters. */
+ ParticleSettings *part = psys->part;
+ float hair_rad_shape = part->shape;
+ float hair_rad_root = part->rad_root * part->rad_scale * 0.5f;
+ float hair_rad_tip = part->rad_tip * part->rad_scale * 0.5f;
+ bool hair_close_tip = (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0;
+
+ DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
+ if (hair_cache->length_tex) {
+ DRW_shgroup_uniform_texture(shgrp, "l", hair_cache->length_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_copy(shgrp, "hairRadShape", hair_rad_shape);
+ DRW_shgroup_uniform_mat4_copy(shgrp, "hairDupliMatrix", dupli_mat);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", hair_rad_root);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", hair_rad_tip);
+ DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", hair_close_tip);
+ /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass
+ * culling test. */
+ GPUBatch *geom = hair_cache->final[subdiv].proc_hairs[thickness_res - 1];
+ DRW_shgroup_call_no_cull(shgrp, geom, object);
+
+ return shgrp;
+}
+
+void DRW_hair_update()
+{
+#ifndef USE_TRANSFORM_FEEDBACK
+ /**
+ * Workaround to transform feedback not working on mac.
+ * On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
+ *
+ * So instead of using transform feedback we render to a texture,
+ * read back the result to system memory and re-upload as VBO data.
+ * It is really not ideal performance wise, but it is the simplest
+ * and the most local workaround that still uses the power of the GPU.
+ */
+
+ if (g_tf_calls == nullptr) {
+ return;
+ }
+
+ /* Search ideal buffer size. */
+ uint max_size = 0;
+ for (ParticleRefineCall *pr_call = g_tf_calls; pr_call; pr_call = pr_call->next) {
+ max_size = max_ii(max_size, pr_call->vert_len);
+ }
+
+ /* Create target Texture / Frame-buffer */
+ /* Don't use max size as it can be really heavy and fail.
+ * Do chunks of maximum 2048 * 2048 hair points. */
+ int width = 2048;
+ int height = min_ii(width, 1 + max_size / width);
+ GPUTexture *tex = DRW_texture_pool_query_2d(
+ width, height, GPU_RGBA32F, (DrawEngineType *)DRW_hair_update);
+ g_tf_target_height = height;
+ g_tf_target_width = width;
+
+ GPUFrameBuffer *fb = nullptr;
+ GPU_framebuffer_ensure_config(&fb,
+ {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(tex),
+ });
+
+ float *data = (float *)MEM_mallocN(sizeof(float[4]) * width * height, "tf fallback buffer");
+
+ GPU_framebuffer_bind(fb);
+ while (g_tf_calls != nullptr) {
+ ParticleRefineCall *pr_call = g_tf_calls;
+ g_tf_calls = g_tf_calls->next;
+
+ g_tf_id_offset = 0;
+ while (pr_call->vert_len > 0) {
+ int max_read_px_len = min_ii(width * height, pr_call->vert_len);
+
+ DRW_draw_pass_subset(g_tf_pass, pr_call->shgrp, pr_call->shgrp);
+ /* Read back result to main memory. */
+ GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, GPU_DATA_FLOAT, data);
+ /* Upload back to VBO. */
+ GPU_vertbuf_use(pr_call->vbo);
+ GPU_vertbuf_update_sub(pr_call->vbo,
+ sizeof(float[4]) * g_tf_id_offset,
+ sizeof(float[4]) * max_read_px_len,
+ data);
+
+ g_tf_id_offset += max_read_px_len;
+ pr_call->vert_len -= max_read_px_len;
+ }
+
+ MEM_freeN(pr_call);
+ }
+
+ MEM_freeN(data);
+ GPU_framebuffer_free(fb);
+#else
+ /* Just render the pass when using compute shaders or transform feedback. */
+ DRW_draw_pass(g_tf_pass);
+ if (drw_hair_shader_type_get() == PART_REFINE_SHADER_COMPUTE) {
+ GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
+ }
+#endif
+}
+
+void DRW_hair_free(void)
+{
+ GPU_VERTBUF_DISCARD_SAFE(g_dummy_vbo);
+ DRW_TEXTURE_FREE_SAFE(g_dummy_texture);
+}