diff options
Diffstat (limited to 'source/blender/draw/intern/draw_hair.cc')
-rw-r--r-- | source/blender/draw/intern/draw_hair.cc | 377 |
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); +} |