Fix #115460: EEVEE-Next: Missing bind when drawing curves #121064
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Reference: blender/blender#121064
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Delete Branch "Jeroen-Bakker/blender:eevee/fix/missing-curve-texture-bind"
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When drawing hair/curves the material shader has a "a" texture slot,
but this slot was never bound to a texture. This PR fixes this by
adding a default texture to it and when available tries to bind
CD_AUTO_FROM_NAME resources.
This part seems to be not implemented when the new curve rendering
was added.
CD_AUTO_FROM_NAME
was never considered and therefore thelayer could not be found, and the sampler could not be found.
On the other hand
Curves.active_uvmap
is not filled which might ormight not be an issue on data management level and complicated this
fix.
Fixes #115460
EEVEE-Next: Fix missing texture bind when drawing curves/hairto WIP: EEVEE-Next: Fix missing texture bind when drawing curves/hairMoving to WIP, as it might hide other issues as well.
WIP: EEVEE-Next: Fix missing texture bind when drawing curves/hairto EEVEE-Next: Fix missing texture bind when drawing curves/hairEEVEE-Next: Fix missing texture bind when drawing curves/hairto Fix #115460: EEVEE-Next: Missing texture bind when drawing curvesFix #115460: EEVEE-Next: Missing texture bind when drawing curvesto Fix #115460: EEVEE-Next: Missing bind when drawing curves@HooglyBoogly do you have any input on this?
To be honest I don't really understand the context or the need for separate "input name" and "attribute name" variables, or why the API is set up in a way that requires us to store both of them. My instinct is that it's more complicated than it needs to be, but yeah, I'm definitely missing something.
Gpu materials can be shared between multiple objects. Curves but also other geometry. Each object can have an active uvmap that is differently named.
We don’t want to recompile the shaders based on the geometry. So this pr introduces a mapping system.
This is specific for hair as mapping attributes for meshes is part of the vbo api (aliasing).
For hair we have a refine shader that can create texture buffers. We also don’t want to generate too much texture buffers when the active uvmap is also accessed by name in the same shader.
I am open for other solutions as well. I do thing when the curves.active_uvmap is available we can reduce some lookups during this process. But I am not sure if that attribute should be used in this case….
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