DRW: Make the Procedural hair update part of the drawmanager.
Instead of relying on the engine integration which is redundant.
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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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