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blender-archive/source/blender/draw/intern/draw_hair.c
Clément Foucault af3f4f29e4 DRW: Fix hair count being limited by recent refactor
This was making Autumn being half naked.

Issue was introduced by rBe72dc667c4d3
2019-04-04 14:44:19 +02:00

320 lines
10 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2017 by Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup draw
*
* \brief Contains procedural GPU hair drawing methods.
*/
#include "DRW_render.h"
#include "BLI_utildefines.h"
#include "BLI_string_utils.h"
#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
#include "DNA_customdata_types.h"
#include "BKE_anim.h"
#include "GPU_batch.h"
#include "GPU_shader.h"
#include "draw_hair_private.h"
#ifndef __APPLE__
# define USE_TRANSFORM_FEEDBACK
#endif
typedef enum ParticleRefineShader {
PART_REFINE_CATMULL_ROM = 0,
PART_REFINE_MAX_SHADER,
} ParticleRefineShader;
#ifndef USE_TRANSFORM_FEEDBACK
typedef struct ParticleRefineCall {
struct ParticleRefineCall *next;
GPUVertBuf *vbo;
DRWShadingGroup *shgrp;
uint vert_len;
} ParticleRefineCall;
static ParticleRefineCall *g_tf_calls = NULL;
static int g_tf_id_offset;
static int g_tf_target_width;
static int g_tf_target_height;
#endif
static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_common_hair_refine_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
{
if (g_refine_shaders[sh]) {
return g_refine_shaders[sh];
}
char *vert_with_lib = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_common_hair_refine_vert_glsl);
#ifdef USE_TRANSFORM_FEEDBACK
const char *var_names[1] = {"finalColor"};
g_refine_shaders[sh] = DRW_shader_create_with_transform_feedback(vert_with_lib, NULL, "#define HAIR_PHASE_SUBDIV\n",
GPU_SHADER_TFB_POINTS, var_names, 1);
#else
g_refine_shaders[sh] = DRW_shader_create(
vert_with_lib, NULL,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
"#define HAIR_PHASE_SUBDIV\n"
"#define TF_WORKAROUND\n");
#endif
MEM_freeN(vert_with_lib);
return g_refine_shaders[sh];
}
void DRW_hair_init(void)
{
#ifdef USE_TRANSFORM_FEEDBACK
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
#else
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_POINT);
#endif
}
typedef struct DRWHairInstanceData {
DrawData dd;
float mat[4][4];
} DRWHairInstanceData;
static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
Object *object, ParticleSystem *psys, ModifierData *md,
DRWPass *hair_pass,
struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
{
/* TODO(fclem): Pass the scene as parameter */
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
static float unit_mat[4][4] = {
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
};
float (*dupli_mat)[4];
Object *dupli_parent = DRW_object_get_dupli_parent(object);
DupliObject *dupli_object = DRW_object_get_dupli(object);
int subdiv = scene->r.hair_subdiv;
int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
ParticleHairCache *hair_cache;
ParticleSettings *part = psys->part;
bool need_ft_update = particles_ensure_procedural_data(object, psys, md, &hair_cache, subdiv, thickness_res);
DRWShadingGroup *shgrp;
if (gpu_mat) {
shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
}
else if (gpu_shader) {
shgrp = DRW_shgroup_create(gpu_shader, hair_pass);
}
else {
shgrp = NULL;
BLI_assert(0);
}
/* TODO optimize this. Only bind the ones GPUMaterial needs. */
for (int i = 0; i < hair_cache->num_uv_layers; ++i) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) {
DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
}
}
for (int i = 0; i < hair_cache->num_col_layers; ++i) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; ++n) {
DRW_shgroup_uniform_texture(shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
}
}
if ((dupli_parent != NULL) && (dupli_object != NULL)) {
DRWHairInstanceData *hair_inst_data = (DRWHairInstanceData *)DRW_drawdata_ensure(
&object->id, (DrawEngineType *)&drw_shgroup_create_hair_procedural_ex,
sizeof(DRWHairInstanceData), NULL, NULL);
dupli_mat = hair_inst_data->mat;
if (dupli_object->type & OB_DUPLICOLLECTION) {
copy_m4_m4(dupli_mat, dupli_parent->obmat);
}
else {
copy_m4_m4(dupli_mat, dupli_object->ob->obmat);
invert_m4(dupli_mat);
mul_m4_m4m4(dupli_mat, object->obmat, dupli_mat);
}
}
else {
dupli_mat = unit_mat;
}
DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
DRW_shgroup_uniform_float(shgrp, "hairRadShape", &part->shape, 1);
DRW_shgroup_uniform_mat4(shgrp, "hairDupliMatrix", dupli_mat);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", part->rad_root * part->rad_scale * 0.5f);
DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", part->rad_tip * part->rad_scale * 0.5f);
DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0);
/* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling test. */
DRW_shgroup_call_object_add_no_cull(shgrp, hair_cache->final[subdiv].proc_hairs[thickness_res - 1], object);
/* Transform Feedback subdiv. */
if (need_ft_update) {
int final_points_len = hair_cache->final[subdiv].strands_res * hair_cache->strands_len;
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
#ifdef USE_TRANSFORM_FEEDBACK
DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, g_tf_pass,
hair_cache->final[subdiv].proc_buf);
#else
DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
pr_call->next = g_tf_calls;
pr_call->vbo = hair_cache->final[subdiv].proc_buf;
pr_call->shgrp = tf_shgrp;
pr_call->vert_len = final_points_len;
g_tf_calls = pr_call;
DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
#endif
DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", hair_cache->strand_seg_tex);
DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
DRW_shgroup_call_procedural_points_add(tf_shgrp, final_points_len, NULL);
}
return shgrp;
}
DRWShadingGroup *DRW_shgroup_hair_create(
Object *object, ParticleSystem *psys, ModifierData *md,
DRWPass *hair_pass,
GPUShader *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,
struct GPUMaterial *material)
{
return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, material, NULL);
}
void DRW_hair_update(void)
{
#ifndef USE_TRANSFORM_FEEDBACK
/**
* Workaround to tranform feedback not working on mac.
* On some system it crashes (see T58489) and on some other it renders garbage (see T60171).
*
* So instead of using transform feedback we render to a texture,
* readback the result to system memory and reupload as VBO data.
* It is really not ideal performance wise, but it is the simplest
* and the most local workaround that still uses the power of the GPU.
*/
if (g_tf_calls == NULL) {
return;
}
/* Search ideal buffer size. */
uint max_size = 0;
for (ParticleRefineCall *pr_call = g_tf_calls; pr_call; pr_call = pr_call->next) {
max_size = max_ii(max_size, pr_call->vert_len);
}
/* Create target Texture / Framebuffer */
/* Don't use max size as it can be really heavy and fail.
* Do chunks of maximum 2048 * 2048 hair points. */
int width = 2048;
int height = min_ii(width, 1 + max_size / width);
GPUTexture *tex = DRW_texture_pool_query_2d(width, height, GPU_RGBA32F, (void *)DRW_hair_update);
g_tf_target_height = height;
g_tf_target_width = width;
GPUFrameBuffer *fb = NULL;
GPU_framebuffer_ensure_config(&fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(tex),
});
float *data = MEM_mallocN(sizeof(float) * 4 * width * height, "tf fallback buffer");
GPU_framebuffer_bind(fb);
while (g_tf_calls != NULL) {
ParticleRefineCall *pr_call = g_tf_calls;
g_tf_calls = g_tf_calls->next;
g_tf_id_offset = 0;
while (pr_call->vert_len > 0) {
int max_read_px_len = min_ii(width * height, pr_call->vert_len);
DRW_draw_pass_subset(g_tf_pass, pr_call->shgrp, pr_call->shgrp);
/* Readback result to main memory. */
GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, data);
/* Upload back to VBO. */
GPU_vertbuf_use(pr_call->vbo);
glBufferSubData(GL_ARRAY_BUFFER,
sizeof(float) * 4 * g_tf_id_offset,
sizeof(float) * 4 * max_read_px_len,
data);
g_tf_id_offset += max_read_px_len;
pr_call->vert_len -= max_read_px_len;
}
MEM_freeN(pr_call);
}
MEM_freeN(data);
GPU_framebuffer_free(fb);
#else
/* TODO(fclem): replace by compute shader. */
/* Just render using transform feedback. */
DRW_draw_pass(g_tf_pass);
#endif
}
void DRW_hair_free(void)
{
for (int i = 0; i < PART_REFINE_MAX_SHADER; ++i) {
DRW_SHADER_FREE_SAFE(g_refine_shaders[i]);
}
}