DRW: Make the Procedural hair update part of the drawmanager.

Instead of relying on the engine integration which is redundant.
This commit is contained in:
Clément Foucault 2018-06-02 20:45:03 +02:00
parent 98e4d548a1
commit f25e459f8f
6 changed files with 38 additions and 21 deletions

View File

@ -193,9 +193,6 @@ static void eevee_draw_background(void *vedata)
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Refresh Hair */
DRW_draw_pass(psl->hair_tf_pass);
/* Sort transparents before the loop. */
DRW_pass_sort_shgroup_z(psl->transparent_pass);

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@ -894,7 +894,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
if (is_hair) {
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->default_pass[options], vedata->psl->hair_tf_pass,
vedata->psl->default_pass[options],
e_data.default_lit[options]);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
return shgrp;
@ -1071,10 +1071,6 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_vec3(grp, "offsets", e_data.noise_offsets, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
{
psl->hair_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
}
}
#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
@ -1619,12 +1615,12 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
shgrp = DRW_shgroup_hair_create(
ob, psys, md,
psl->depth_pass, psl->hair_tf_pass,
psl->depth_pass,
e_data.default_hair_prepass_sh);
shgrp = DRW_shgroup_hair_create(
ob, psys, md,
psl->depth_pass_clip, psl->hair_tf_pass,
psl->depth_pass_clip,
e_data.default_hair_prepass_clip_sh);
DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
@ -1642,7 +1638,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
{
shgrp = DRW_shgroup_material_hair_create(
ob, psys, md,
psl->material_pass, psl->hair_tf_pass,
psl->material_pass,
gpumat);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
break;
@ -1677,7 +1673,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
/* Shadows */
DRW_shgroup_hair_create(
ob, psys, md,
psl->shadow_pass, psl->hair_tf_pass,
psl->shadow_pass,
e_data.default_hair_prepass_sh);
*cast_shadow = true;
}

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@ -212,7 +212,6 @@ typedef struct EEVEE_PassList {
struct DRWPass *background_pass;
struct DRWPass *update_noise_pass;
struct DRWPass *lookdev_pass;
struct DRWPass *hair_tf_pass;
} EEVEE_PassList;
typedef struct EEVEE_FramebufferList {

View File

@ -162,14 +162,16 @@ void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passe
* The draw call is already added by this function, just add additional uniforms. */
struct DRWShadingGroup *DRW_shgroup_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
struct DRWPass *hair_pass, struct DRWPass *tf_pass,
struct DRWPass *hair_pass,
struct GPUShader *shader);
struct DRWShadingGroup *DRW_shgroup_material_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
struct DRWPass *hair_pass, struct DRWPass *tf_pass,
struct DRWPass *hair_pass,
struct GPUMaterial *material);
void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
/* pose_mode.c */

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@ -57,6 +57,7 @@ typedef enum ParticleRefineShader {
} 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[];
@ -79,9 +80,14 @@ static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
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, DRWPass *tf_pass,
DRWPass *hair_pass,
struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
{
/* TODO(fclem): Pass the scene as parameter */
@ -132,7 +138,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
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, tf_pass,
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);
@ -145,18 +151,23 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
DRWShadingGroup *DRW_shgroup_hair_create(
Object *object, ParticleSystem *psys, ModifierData *md,
DRWPass *hair_pass, DRWPass *tf_pass,
DRWPass *hair_pass,
GPUShader *shader)
{
return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, NULL, 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, DRWPass *tf_pass,
DRWPass *hair_pass,
struct GPUMaterial *material)
{
return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, material, NULL);
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)

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@ -1279,6 +1279,7 @@ void DRW_draw_render_loop_ex(
DRW_globals_update();
drw_debug_init();
DRW_hair_init();
/* No framebuffer allowed before drawing. */
BLI_assert(GPU_framebuffer_current_get() == 0);
@ -1308,6 +1309,7 @@ void DRW_draw_render_loop_ex(
}
DRW_stats_begin();
DRW_hair_update();
GPU_framebuffer_bind(DST.default_framebuffer);
@ -1540,12 +1542,16 @@ void DRW_render_object_iter(
void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
{
DRW_hair_init();
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
{
DST.ob_state = NULL;
callback(vedata, ob, engine, depsgraph);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
DRW_hair_update();
}
static struct DRWSelectBuffer {
@ -1666,6 +1672,7 @@ void DRW_draw_select_loop(
/* Init engines */
drw_engines_init();
DRW_hair_init();
{
drw_engines_cache_init();
@ -1700,6 +1707,8 @@ void DRW_draw_select_loop(
DRW_render_instance_buffer_finish();
}
DRW_hair_update();
/* Setup framebuffer */
draw_select_framebuffer_setup(rect);
GPU_framebuffer_bind(g_select_buffer.framebuffer);
@ -1839,6 +1848,7 @@ void DRW_draw_depth_loop(
/* Init engines */
drw_engines_init();
DRW_hair_init();
/* TODO : tag to refresh by the dependency graph */
/* ideally only refresh when objects are added/removed */
@ -1857,6 +1867,8 @@ void DRW_draw_depth_loop(
DRW_render_instance_buffer_finish();
}
DRW_hair_update();
/* Start Drawing */
DRW_state_reset();
DRW_draw_callbacks_pre_scene();