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/*
* ***** 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 {
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]);
}
}
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