DwM: create eevee materials before the mesh

To know which custom-data layers will be needed in the mesh.

No functional change yet.
This commit is contained in:
Campbell Barton 2017-06-28 13:33:55 +10:00
parent fc3d0da2fd
commit e78c0840f2
1 changed files with 21 additions and 9 deletions

View File

@ -30,6 +30,7 @@
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "BLI_alloca.h"
#include "BKE_particle.h"
@ -571,9 +572,11 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
ADD_SHGROUP_CALL(depth_shgrp, ob, geom);
ADD_SHGROUP_CALL(depth_clip_shgrp, ob, geom);
/* Get per-material split surface */
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
if (mat_geom) {
/* First get materials for this mesh. */
if (ELEM(ob->type, OB_MESH)) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct DRWShadingGroup **shgrp_array = BLI_array_alloca(shgrp_array, materials_len);
bool use_flat_nor = false;
if (is_default_mode_shader) {
@ -582,7 +585,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
}
}
for (int i = 0; i < MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); ++i) {
for (int i = 0; i < materials_len; ++i) {
DRWShadingGroup *shgrp = NULL;
Material *ma = give_current_material(ob, i + 1);
@ -594,13 +597,15 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
float *spec_p = &ma->spec;
float *rough_p = &ma->gloss_mir;
const bool use_gpumat = (ma->use_nodes && ma->nodetree);
shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
if (shgrp) {
ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
shgrp_array[i] = shgrp; /* ADD_SHGROUP_CALL below */
continue;
}
if (ma->use_nodes && ma->nodetree) {
if (use_gpumat) {
Scene *scene = draw_ctx->scene;
struct GPUMaterial *gpumat = EEVEE_material_mesh_get(scene, ma,
stl->effects->use_ao, stl->effects->use_bent_normals);
@ -610,8 +615,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
add_standard_uniforms(shgrp, sldata, vedata);
BLI_ghash_insert(material_hash, ma, shgrp);
ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
shgrp_array[i] = shgrp; /* ADD_SHGROUP_CALL below */
}
else {
/* Shader failed : pink color */
@ -634,7 +638,15 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
BLI_ghash_insert(material_hash, ma, shgrp);
ADD_SHGROUP_CALL(shgrp, ob, mat_geom[i]);
shgrp_array[i] = shgrp; /* ADD_SHGROUP_CALL below */
}
}
/* Get per-material split surface */
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i]);
}
}
}