DRW: Make the Procedural hair update part of the drawmanager.
Instead of relying on the engine integration which is redundant.
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98e4d548a1
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@ -193,9 +193,6 @@ static void eevee_draw_background(void *vedata)
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Refresh Hair */
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DRW_draw_pass(psl->hair_tf_pass);
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/* Sort transparents before the loop. */
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DRW_pass_sort_shgroup_z(psl->transparent_pass);
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@ -894,7 +894,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
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if (is_hair) {
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DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md,
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vedata->psl->default_pass[options], vedata->psl->hair_tf_pass,
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vedata->psl->default_pass[options],
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e_data.default_lit[options]);
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add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
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return shgrp;
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@ -1071,10 +1071,6 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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DRW_shgroup_uniform_vec3(grp, "offsets", e_data.noise_offsets, 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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{
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psl->hair_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
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}
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}
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#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
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@ -1619,12 +1615,12 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
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shgrp = DRW_shgroup_hair_create(
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ob, psys, md,
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psl->depth_pass, psl->hair_tf_pass,
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psl->depth_pass,
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e_data.default_hair_prepass_sh);
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shgrp = DRW_shgroup_hair_create(
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ob, psys, md,
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psl->depth_pass_clip, psl->hair_tf_pass,
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psl->depth_pass_clip,
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e_data.default_hair_prepass_clip_sh);
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DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
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@ -1642,7 +1638,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
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{
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shgrp = DRW_shgroup_material_hair_create(
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ob, psys, md,
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psl->material_pass, psl->hair_tf_pass,
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psl->material_pass,
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gpumat);
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add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
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break;
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@ -1677,7 +1673,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata,
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/* Shadows */
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DRW_shgroup_hair_create(
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ob, psys, md,
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psl->shadow_pass, psl->hair_tf_pass,
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psl->shadow_pass,
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e_data.default_hair_prepass_sh);
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*cast_shadow = true;
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}
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@ -212,7 +212,6 @@ typedef struct EEVEE_PassList {
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struct DRWPass *background_pass;
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struct DRWPass *update_noise_pass;
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struct DRWPass *lookdev_pass;
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struct DRWPass *hair_tf_pass;
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} EEVEE_PassList;
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typedef struct EEVEE_FramebufferList {
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@ -162,14 +162,16 @@ void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passe
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* The draw call is already added by this function, just add additional uniforms. */
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struct DRWShadingGroup *DRW_shgroup_hair_create(
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struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
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struct DRWPass *hair_pass, struct DRWPass *tf_pass,
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struct DRWPass *hair_pass,
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struct GPUShader *shader);
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struct DRWShadingGroup *DRW_shgroup_material_hair_create(
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struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
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struct DRWPass *hair_pass, struct DRWPass *tf_pass,
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struct DRWPass *hair_pass,
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struct GPUMaterial *material);
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void DRW_hair_init(void);
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void DRW_hair_update(void);
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void DRW_hair_free(void);
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/* pose_mode.c */
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@ -57,6 +57,7 @@ typedef enum ParticleRefineShader {
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} ParticleRefineShader;
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static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
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static DRWPass *g_tf_pass; /* XXX can be a problem with mulitple DRWManager in the future */
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extern char datatoc_common_hair_lib_glsl[];
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extern char datatoc_common_hair_refine_vert_glsl[];
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@ -79,9 +80,14 @@ static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
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return g_refine_shaders[sh];
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}
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void DRW_hair_init(void)
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{
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g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
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}
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static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
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Object *object, ParticleSystem *psys, ModifierData *md,
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DRWPass *hair_pass, DRWPass *tf_pass,
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DRWPass *hair_pass,
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struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
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{
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/* TODO(fclem): Pass the scene as parameter */
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@ -132,7 +138,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
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if (need_ft_update) {
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int final_points_ct = hair_cache->final[subdiv].strands_res * hair_cache->strands_count;
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GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
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DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, tf_pass,
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DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, g_tf_pass,
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hair_cache->final[subdiv].proc_buf);
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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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@ -145,18 +151,23 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
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DRWShadingGroup *DRW_shgroup_hair_create(
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Object *object, ParticleSystem *psys, ModifierData *md,
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DRWPass *hair_pass, DRWPass *tf_pass,
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DRWPass *hair_pass,
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GPUShader *shader)
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{
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, NULL, shader);
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, shader);
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}
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DRWShadingGroup *DRW_shgroup_material_hair_create(
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Object *object, ParticleSystem *psys, ModifierData *md,
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DRWPass *hair_pass, DRWPass *tf_pass,
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DRWPass *hair_pass,
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struct GPUMaterial *material)
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{
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, material, NULL);
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return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, material, NULL);
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}
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void DRW_hair_update(void)
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{
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DRW_draw_pass(g_tf_pass);
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}
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void DRW_hair_free(void)
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@ -1279,6 +1279,7 @@ void DRW_draw_render_loop_ex(
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DRW_globals_update();
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drw_debug_init();
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DRW_hair_init();
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/* No framebuffer allowed before drawing. */
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BLI_assert(GPU_framebuffer_current_get() == 0);
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@ -1308,6 +1309,7 @@ void DRW_draw_render_loop_ex(
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}
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DRW_stats_begin();
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DRW_hair_update();
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GPU_framebuffer_bind(DST.default_framebuffer);
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@ -1540,12 +1542,16 @@ void DRW_render_object_iter(
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void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
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void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
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{
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DRW_hair_init();
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
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{
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DST.ob_state = NULL;
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callback(vedata, ob, engine, depsgraph);
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}
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
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DRW_hair_update();
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}
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static struct DRWSelectBuffer {
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@ -1666,6 +1672,7 @@ void DRW_draw_select_loop(
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/* Init engines */
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drw_engines_init();
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DRW_hair_init();
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{
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drw_engines_cache_init();
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@ -1700,6 +1707,8 @@ void DRW_draw_select_loop(
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DRW_render_instance_buffer_finish();
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}
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DRW_hair_update();
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/* Setup framebuffer */
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draw_select_framebuffer_setup(rect);
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GPU_framebuffer_bind(g_select_buffer.framebuffer);
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@ -1839,6 +1848,7 @@ void DRW_draw_depth_loop(
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/* Init engines */
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drw_engines_init();
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DRW_hair_init();
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/* TODO : tag to refresh by the dependency graph */
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/* ideally only refresh when objects are added/removed */
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@ -1857,6 +1867,8 @@ void DRW_draw_depth_loop(
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DRW_render_instance_buffer_finish();
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}
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DRW_hair_update();
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/* Start Drawing */
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DRW_state_reset();
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DRW_draw_callbacks_pre_scene();
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