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:
2018-06-02 20:45:03 +02:00
parent 98e4d548a1
commit f25e459f8f
6 changed files with 38 additions and 21 deletions

View File

@@ -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;
}