DRW: Fix hair count being limited by recent refactor

This was making Autumn being half naked.

Issue was introduced by rBe72dc667c4d3
This commit is contained in:
Clément Foucault 2019-04-04 14:43:54 +02:00
parent 3ab3f893a9
commit af3f4f29e4
4 changed files with 28 additions and 27 deletions

View File

@ -185,7 +185,9 @@ static void particle_batch_cache_clear_hair(ParticleHairCache *hair_cache)
DRW_TEXTURE_FREE_SAFE(hair_cache->point_tex);
GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_strand_buf);
GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_strand_seg_buf);
DRW_TEXTURE_FREE_SAFE(hair_cache->strand_tex);
DRW_TEXTURE_FREE_SAFE(hair_cache->strand_seg_tex);
for (int i = 0; i < MAX_MTFACE; ++i) {
GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_uv_buf[i]);
@ -769,7 +771,7 @@ static int particle_batch_cache_fill_strands_data(
const ParticleSource particle_source,
const int start_index,
const int num_path_keys,
GPUVertBufRaw *data_step,
GPUVertBufRaw *data_step, GPUVertBufRaw *seg_step,
float (***r_parent_uvs)[2], GPUVertBufRaw *uv_step, MTFace **mtfaces, int num_uv_layers,
MCol ***r_parent_mcol, GPUVertBufRaw *col_step, MCol **mcols, int num_col_layers)
{
@ -793,12 +795,8 @@ static int particle_batch_cache_fill_strands_data(
continue;
}
/* XXX: We might need something more robust.
* Adjust shader code accordingly. (see unpack_strand_data() ) */
BLI_assert((path->segments - 1) <= 0x3FF);
uint *seg_data = (uint *)GPU_vertbuf_raw_step(data_step);
*seg_data = (curr_point & 0x3FFFFF) | ((path->segments - 1) << 22);
*(uint *)GPU_vertbuf_raw_step(data_step) = curr_point;
*(ushort *)GPU_vertbuf_raw_step(seg_step) = path->segments;
curr_point += path->segments + 1;
if (psmd != NULL) {
@ -883,7 +881,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
}
}
GPUVertBufRaw data_step;
GPUVertBufRaw data_step, seg_step;
GPUVertBufRaw uv_step[MAX_MTFACE];
GPUVertBufRaw col_step[MAX_MCOL];
@ -895,6 +893,9 @@ static void particle_batch_cache_ensure_procedural_strand_data(
GPUVertFormat format_data = {0};
uint data_id = GPU_vertformat_attr_add(&format_data, "data", GPU_COMP_U32, 1, GPU_FETCH_INT);
GPUVertFormat format_seg = {0};
uint seg_id = GPU_vertformat_attr_add(&format_seg, "data", GPU_COMP_U16, 1, GPU_FETCH_INT);
GPUVertFormat format_uv = {0};
uint uv_id = GPU_vertformat_attr_add(&format_uv, "uv", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
@ -909,6 +910,10 @@ static void particle_batch_cache_ensure_procedural_strand_data(
GPU_vertbuf_data_alloc(cache->proc_strand_buf, cache->strands_len);
GPU_vertbuf_attr_get_raw_data(cache->proc_strand_buf, data_id, &data_step);
cache->proc_strand_seg_buf = GPU_vertbuf_create_with_format(&format_seg);
GPU_vertbuf_data_alloc(cache->proc_strand_seg_buf, cache->strands_len);
GPU_vertbuf_attr_get_raw_data(cache->proc_strand_seg_buf, seg_id, &seg_step);
/* UV layers */
for (int i = 0; i < cache->num_uv_layers; i++) {
cache->proc_uv_buf[i] = GPU_vertbuf_create_with_format(&format_uv);
@ -964,7 +969,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
particle_batch_cache_fill_strands_data(
psys, psmd, edit->pathcache, PARTICLE_SOURCE_PARENT,
0, edit->totcached,
&data_step,
&data_step, &seg_step,
&parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
&parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
}
@ -976,7 +981,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
curr_point = particle_batch_cache_fill_strands_data(
psys, psmd, psys->pathcache, PARTICLE_SOURCE_PARENT,
0, psys->totpart,
&data_step,
&data_step, &seg_step,
&parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
&parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
}
@ -985,7 +990,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
curr_point = particle_batch_cache_fill_strands_data(
psys, psmd, psys->childcache, PARTICLE_SOURCE_CHILDREN,
curr_point, child_count,
&data_step,
&data_step, &seg_step,
&parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
&parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
}
@ -1009,6 +1014,9 @@ static void particle_batch_cache_ensure_procedural_strand_data(
GPU_vertbuf_use(cache->proc_strand_buf);
cache->strand_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_buf);
GPU_vertbuf_use(cache->proc_strand_seg_buf);
cache->strand_seg_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_seg_buf);
for (int i = 0; i < cache->num_uv_layers; i++) {
GPU_vertbuf_use(cache->proc_uv_buf[i]);
cache->uv_tex[i] = GPU_texture_create_from_vertbuf(cache->proc_uv_buf[i]);

View File

@ -212,6 +212,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
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_texture(tf_shgrp, "hairStrandSegBuffer", hair_cache->strand_seg_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);
}

View File

@ -54,9 +54,13 @@ typedef struct ParticleHairCache {
GPUVertBuf *proc_point_buf; /* Input control points */
GPUTexture *point_tex;
GPUVertBuf *proc_strand_buf; /* Infos of control points strands (segment count and base index) */
/** Infos of control points strands (segment count and base index) */
GPUVertBuf *proc_strand_buf;
GPUTexture *strand_tex;
GPUVertBuf *proc_strand_seg_buf;
GPUTexture *strand_seg_tex;
GPUVertBuf *proc_uv_buf[MAX_MTFACE];
GPUTexture *uv_tex[MAX_MTFACE];
char uv_layer_names[MAX_MTFACE][MAX_LAYER_NAME_CT][MAX_LAYER_NAME_LEN];

View File

@ -35,22 +35,12 @@ uniform samplerBuffer hairPointBuffer; /* RGBA32F */
/* -- Per strands data -- */
uniform usamplerBuffer hairStrandBuffer; /* R32UI */
uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* Not used, use one buffer per uv layer */
//uniform samplerBuffer hairUVBuffer; /* RG32F */
//uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
void unpack_strand_data(uint data, out int strand_offset, out int strand_segments)
{
#if 0 /* Pack point count */
// strand_offset = (data & 0x1FFFFFFFu);
// strand_segments = 1u << (data >> 29u); /* We only need 3 bits to store subdivision level. */
#else
strand_offset = int(data & 0x003FFFFFu);
strand_segments = int(data >> 22u) + 1;
#endif
}
/* -- Subdivision stage -- */
/**
* We use a transform feedback to preprocess the strands and add more subdivision to it.
@ -76,10 +66,8 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v
float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
int hair_id = gl_VertexID / hairStrandsRes;
uint strand_data = texelFetch(hairStrandBuffer, hair_id).x;
int strand_offset, strand_segments;
unpack_strand_data(strand_data, strand_offset, strand_segments);
int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
int id = hair_get_base_id(local_time, strand_segments, interp_time);