DRW: Fix hair count being limited by recent refactor
This was making Autumn being half naked. Issue was introduced by rBe72dc667c4d3
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3ab3f893a9
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@ -185,7 +185,9 @@ static void particle_batch_cache_clear_hair(ParticleHairCache *hair_cache)
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DRW_TEXTURE_FREE_SAFE(hair_cache->point_tex);
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GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_strand_buf);
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GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_strand_seg_buf);
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DRW_TEXTURE_FREE_SAFE(hair_cache->strand_tex);
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DRW_TEXTURE_FREE_SAFE(hair_cache->strand_seg_tex);
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for (int i = 0; i < MAX_MTFACE; ++i) {
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GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_uv_buf[i]);
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@ -769,7 +771,7 @@ static int particle_batch_cache_fill_strands_data(
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const ParticleSource particle_source,
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const int start_index,
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const int num_path_keys,
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GPUVertBufRaw *data_step,
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GPUVertBufRaw *data_step, GPUVertBufRaw *seg_step,
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float (***r_parent_uvs)[2], GPUVertBufRaw *uv_step, MTFace **mtfaces, int num_uv_layers,
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MCol ***r_parent_mcol, GPUVertBufRaw *col_step, MCol **mcols, int num_col_layers)
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{
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@ -793,12 +795,8 @@ static int particle_batch_cache_fill_strands_data(
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continue;
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}
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/* XXX: We might need something more robust.
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* Adjust shader code accordingly. (see unpack_strand_data() ) */
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BLI_assert((path->segments - 1) <= 0x3FF);
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uint *seg_data = (uint *)GPU_vertbuf_raw_step(data_step);
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*seg_data = (curr_point & 0x3FFFFF) | ((path->segments - 1) << 22);
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*(uint *)GPU_vertbuf_raw_step(data_step) = curr_point;
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*(ushort *)GPU_vertbuf_raw_step(seg_step) = path->segments;
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curr_point += path->segments + 1;
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if (psmd != NULL) {
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@ -883,7 +881,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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}
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}
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GPUVertBufRaw data_step;
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GPUVertBufRaw data_step, seg_step;
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GPUVertBufRaw uv_step[MAX_MTFACE];
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GPUVertBufRaw col_step[MAX_MCOL];
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@ -895,6 +893,9 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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GPUVertFormat format_data = {0};
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uint data_id = GPU_vertformat_attr_add(&format_data, "data", GPU_COMP_U32, 1, GPU_FETCH_INT);
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GPUVertFormat format_seg = {0};
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uint seg_id = GPU_vertformat_attr_add(&format_seg, "data", GPU_COMP_U16, 1, GPU_FETCH_INT);
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GPUVertFormat format_uv = {0};
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uint uv_id = GPU_vertformat_attr_add(&format_uv, "uv", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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@ -909,6 +910,10 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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GPU_vertbuf_data_alloc(cache->proc_strand_buf, cache->strands_len);
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GPU_vertbuf_attr_get_raw_data(cache->proc_strand_buf, data_id, &data_step);
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cache->proc_strand_seg_buf = GPU_vertbuf_create_with_format(&format_seg);
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GPU_vertbuf_data_alloc(cache->proc_strand_seg_buf, cache->strands_len);
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GPU_vertbuf_attr_get_raw_data(cache->proc_strand_seg_buf, seg_id, &seg_step);
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/* UV layers */
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for (int i = 0; i < cache->num_uv_layers; i++) {
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cache->proc_uv_buf[i] = GPU_vertbuf_create_with_format(&format_uv);
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@ -964,7 +969,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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particle_batch_cache_fill_strands_data(
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psys, psmd, edit->pathcache, PARTICLE_SOURCE_PARENT,
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0, edit->totcached,
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&data_step,
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&data_step, &seg_step,
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&parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
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&parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
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}
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@ -976,7 +981,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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curr_point = particle_batch_cache_fill_strands_data(
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psys, psmd, psys->pathcache, PARTICLE_SOURCE_PARENT,
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0, psys->totpart,
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&data_step,
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&data_step, &seg_step,
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&parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
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&parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
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}
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@ -985,7 +990,7 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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curr_point = particle_batch_cache_fill_strands_data(
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psys, psmd, psys->childcache, PARTICLE_SOURCE_CHILDREN,
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curr_point, child_count,
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&data_step,
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&data_step, &seg_step,
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&parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
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&parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
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}
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@ -1009,6 +1014,9 @@ static void particle_batch_cache_ensure_procedural_strand_data(
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GPU_vertbuf_use(cache->proc_strand_buf);
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cache->strand_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_buf);
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GPU_vertbuf_use(cache->proc_strand_seg_buf);
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cache->strand_seg_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_seg_buf);
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for (int i = 0; i < cache->num_uv_layers; i++) {
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GPU_vertbuf_use(cache->proc_uv_buf[i]);
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cache->uv_tex[i] = GPU_texture_create_from_vertbuf(cache->proc_uv_buf[i]);
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@ -212,6 +212,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
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DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
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DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
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DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", hair_cache->strand_seg_tex);
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DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
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DRW_shgroup_call_procedural_points_add(tf_shgrp, final_points_len, NULL);
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}
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@ -54,9 +54,13 @@ typedef struct ParticleHairCache {
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GPUVertBuf *proc_point_buf; /* Input control points */
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GPUTexture *point_tex;
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GPUVertBuf *proc_strand_buf; /* Infos of control points strands (segment count and base index) */
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/** Infos of control points strands (segment count and base index) */
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GPUVertBuf *proc_strand_buf;
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GPUTexture *strand_tex;
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GPUVertBuf *proc_strand_seg_buf;
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GPUTexture *strand_seg_tex;
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GPUVertBuf *proc_uv_buf[MAX_MTFACE];
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GPUTexture *uv_tex[MAX_MTFACE];
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char uv_layer_names[MAX_MTFACE][MAX_LAYER_NAME_CT][MAX_LAYER_NAME_LEN];
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@ -35,22 +35,12 @@ uniform samplerBuffer hairPointBuffer; /* RGBA32F */
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/* -- Per strands data -- */
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uniform usamplerBuffer hairStrandBuffer; /* R32UI */
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uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
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/* Not used, use one buffer per uv layer */
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//uniform samplerBuffer hairUVBuffer; /* RG32F */
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//uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
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void unpack_strand_data(uint data, out int strand_offset, out int strand_segments)
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{
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#if 0 /* Pack point count */
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// strand_offset = (data & 0x1FFFFFFFu);
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// strand_segments = 1u << (data >> 29u); /* We only need 3 bits to store subdivision level. */
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#else
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strand_offset = int(data & 0x003FFFFFu);
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strand_segments = int(data >> 22u) + 1;
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#endif
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}
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/* -- Subdivision stage -- */
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/**
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* We use a transform feedback to preprocess the strands and add more subdivision to it.
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@ -76,10 +66,8 @@ void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out v
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float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
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int hair_id = gl_VertexID / hairStrandsRes;
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uint strand_data = texelFetch(hairStrandBuffer, hair_id).x;
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int strand_offset, strand_segments;
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unpack_strand_data(strand_data, strand_offset, strand_segments);
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int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
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int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
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int id = hair_get_base_id(local_time, strand_segments, interp_time);
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