[Bf-blender-cvs] [49c19ca679e] hair_guides: Merge branch 'blender2.8' into hair_guides

Lukas Tönne noreply at git.blender.org
Sun Jan 28 14:18:21 CET 2018


Commit: 49c19ca679ea89209a18374d51377084f378f289
Author: Lukas Tönne
Date:   Sun Jan 28 12:34:02 2018 +0000
Branches: hair_guides
https://developer.blender.org/rB49c19ca679ea89209a18374d51377084f378f289

Merge branch 'blender2.8' into hair_guides

===================================================================



===================================================================

diff --cc source/blender/draw/CMakeLists.txt
index 426b74e7d31,567b8636179..4dcc8dc081c
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@@ -139,7 -135,7 +139,8 @@@ data_to_c_simple(engines/eevee/shaders/
  data_to_c_simple(engines/eevee/shaders/default_world_frag.glsl SRC)
  data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC)
  data_to_c_simple(engines/eevee/shaders/concentric_samples_lib.glsl SRC)
+ data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
 +data_to_c_simple(engines/eevee/shaders/hair_lib.glsl SRC)
  data_to_c_simple(engines/eevee/shaders/lamps_lib.glsl SRC)
  data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC)
  data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC)
diff --cc source/blender/draw/engines/eevee/eevee_materials.c
index e2d47ab4e98,ff9d6024ff8..cde14f0efc3
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@@ -507,11 -486,14 +502,12 @@@ void EEVEE_update_noise(EEVEE_PassList 
  	DRW_framebuffer_texture_detach(e_data.util_tex);
  }
  
- void EEVEE_materials_init(EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl)
+ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl)
  {
  	if (!e_data.frag_shader_lib) {
 -		char *frag_str = NULL;
 -
  		/* Shaders */
  		e_data.frag_shader_lib = BLI_string_joinN(
+ 		        datatoc_common_uniforms_lib_glsl,
  		        datatoc_bsdf_common_lib_glsl,
  		        datatoc_bsdf_sampling_lib_glsl,
  		        datatoc_ambient_occlusion_lib_glsl,
@@@ -533,8 -515,9 +529,9 @@@
  		        datatoc_lit_surface_frag_glsl,
  		        datatoc_lit_surface_frag_glsl,
  		        datatoc_volumetric_lib_glsl);
 -
 +		
  		e_data.volume_shader_lib = BLI_string_joinN(
+ 		        datatoc_common_uniforms_lib_glsl,
  		        datatoc_bsdf_common_lib_glsl,
  		        datatoc_ambient_occlusion_lib_glsl,
  		        datatoc_octahedron_lib_glsl,
@@@ -841,17 -798,17 +839,18 @@@ struct GPUMaterial *EEVEE_material_hair
   **/
  static struct DRWShadingGroup *EEVEE_default_shading_group_create(
          EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
 -        bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method)
 +        bool is_hair, bool is_hair_fibers, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method)
  {
+ 	EEVEE_EffectsInfo *effects = vedata->stl->effects;
  	static int ssr_id;
  	ssr_id = (use_ssr) ? 1 : -1;
  	int options = VAR_MAT_MESH;
  
  	if (is_hair) options |= VAR_MAT_HAIR;
 +	if (is_hair_fibers) options |= VAR_MAT_HAIR_FIBERS;
  	if (is_flat_normal) options |= VAR_MAT_FLAT;
  	if (use_blend) options |= VAR_MAT_BLEND;
- 	if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
+ 	if (((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_blend) options |= VAR_MAT_VOLUME;
  
  	options |= eevee_material_shadow_option(shadow_method);
  
@@@ -1165,7 -1104,8 +1152,8 @@@ static void material_opaque
  
  	/* Fallback to default shader */
  	if (*shgrp == NULL) {
- 		*shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, false, use_flat_nor, stl->effects->use_ssr, linfo->shadow_method);
+ 		bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0);
 -		*shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, use_flat_nor, use_ssr, linfo->shadow_method);
++		*shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, false, use_flat_nor, use_ssr, linfo->shadow_method);
  		DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
  		DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
  		DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
@@@ -1280,174 -1220,6 +1268,178 @@@ static void material_transparent
  	}
  }
  
 +static void material_particle_hair(
 +        EEVEE_Data *vedata,
 +        EEVEE_ViewLayerData *sldata,
 +        Object *ob,
 +        ParticleSystem *psys,
 +        ModifierData *md)
 +{
 +	EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
 +	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
 +	const DRWContextState *draw_ctx = DRW_context_state_get();
 +	Scene *scene = draw_ctx->scene;
 +	GHash *material_hash = stl->g_data->hair_material_hash;
 +
 +	if (!psys_check_enabled(ob, psys, false)) {
 +		return;
 +	}
 +	
 +	ParticleSettings *part = psys->part;
 +	float mat[4][4];
 +	unit_m4(mat);
 +	
 +	bool use_hair = false;
 +	struct Gwn_Batch *hair_geom = NULL;
 +	{
 +		int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
 +		if (draw_as == PART_DRAW_PATH && (psys->pathcache || psys->childcache)) {
 +			use_hair = true;
 +			hair_geom = DRW_cache_particles_get_hair(psys, md);
 +		}
 +	}
 +	
 +	if (use_hair) {
 +		Material *ma = give_current_material(ob, part->omat);
 +		if (ma == NULL) {
 +			ma = &defmaterial;
 +		}
 +		
 +		DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat);
 +		DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat);
 +		
 +		DRWShadingGroup *shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
 +		if (!shgrp) {
 +			float *color_p = &ma->r;
 +			float *metal_p = &ma->ray_mirror;
 +			float *spec_p = &ma->spec;
 +			float *rough_p = &ma->gloss_mir;
 +			
 +			if (ma->use_nodes && ma->nodetree) {
 +				struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, false, sldata->lamps->shadow_method);
 +				
 +				shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
 +				if (shgrp) {
- 					add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false, false);
++					add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
 +					
 +					BLI_ghash_insert(material_hash, ma, shgrp);
 +				}
 +				else {
 +					/* Shader failed : pink color */
 +					static float col[3] = {1.0f, 0.0f, 1.0f};
 +					static float half = 0.5f;
 +					
 +					color_p = col;
 +					metal_p = spec_p = rough_p = ½
 +				}
 +			}
 +			
 +			/* Fallback to default shader */
 +			if (shgrp == NULL) {
- 				shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false, false, stl->effects->use_ssr, sldata->lamps->shadow_method);
++				bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0);
++				shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false, false, use_ssr,
++				                                        sldata->lamps->shadow_method);
 +				DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
 +				DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
 +				DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
 +				DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
 +				
 +				BLI_ghash_insert(material_hash, ma, shgrp);
 +			}
 +		}
 +		
 +		if (shgrp) {
 +			DRW_shgroup_call_add(shgrp, hair_geom, mat);
 +		}
 +	}
 +}
 +
 +static void material_hair(
 +        EEVEE_Data *vedata,
 +        EEVEE_ViewLayerData *sldata,
 +        Object *ob,
 +        HairSystem *hsys,
 +        DerivedMesh *scalp)
 +{
 +	EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
 +	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
 +	const DRWContextState *draw_ctx = DRW_context_state_get();
 +	Scene *scene = draw_ctx->scene;
 +	GHash *material_hash = stl->g_data->hair_material_hash;
 +	/* TODO */
 +	const int subdiv = 0;
 +	float mat[4][4];
 +	copy_m4_m4(mat, ob->obmat);
 +	
 +	const DRWHairFiberTextureBuffer *fiber_buffer = NULL;
 +	struct Gwn_Batch *hair_geom = DRW_cache_hair_get_fibers(hsys, scalp, subdiv, &fiber_buffer);
 +	
 +	if (!hsys->draw_texture_cache) {
 +		hsys->draw_texture_cache = DRW_texture_create_2D(fiber_buffer->width, fiber_buffer->height,
 +		                                                  DRW_TEX_RG_32, 0, fiber_buffer->data);
 +	}
 +	GPUTexture **fiber_texture = (GPUTexture **)(&hsys->draw_texture_cache);
 +
 +	Material *ma = give_current_material(ob, hsys->material_index);
 +	if (ma == NULL) {
 +		ma = &defmaterial;
 +	}
 +	
 +	DRW_shgroup_call_add(stl->g_data->hair_fibers_depth_shgrp, hair_geom, mat);
 +	DRW_hair_shader_uniforms(stl->g_data->hair_fibers_depth_shgrp, scene,
 +	                         fiber_texture, fiber_buffer);
 +	
 +	DRW_shgroup_call_add(stl->g_data->hair_fibers_depth_shgrp_clip, hair_geom, mat);
 +	DRW_hair_shader_uniforms(stl->g_data->hair_fibers_depth_shgrp_clip, scene,
 +	                         fiber_texture, fiber_buffer);
 +	
 +	DRWShadingGroup *shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
 +	if (!shgrp) {
 +		float *color_p = &ma->r;
 +		float *metal_p = &ma->ray_mirror;
 +		float *spec_p = &ma->spec;
 +		float *rough_p = &ma->gloss_mir;
 +		
 +		if (ma->use_nodes && ma->nodetree) {
 +			struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lamps->shadow_method, true);
 +			
 +			shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
 +			if (shgrp) {
- 				add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false, false);
++				add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
 +				BLI_ghash_insert(material_hash, ma, shgrp);
 +			}
 +			else {
 +				/* Shader failed : pink color */
 +				static float col[3] = {1.0f, 0.0f, 1.0f};
 +				static float half = 0.5f;
 +				
 +				color_p = col;
 +				metal_p = spec_p = rough_p = ½
 +			}
 +		}
 +		
 +		/* Fallback to default shader */
 +		if (shgrp == NULL) {
- 			shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, true, false, stl->effects->use_ssr, sldata->lamps->shadow_method);
++			bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0);
++			shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, true, false, use_ssr,
++			                                        sldata->lamps->shadow_method);
 +			DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
 +			DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
 +			DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
 +			DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
 +			
 +			BLI_ghash_insert(material_hash, ma, shgrp);
 +		}
 +	}
 +	
 +	if (shgrp) {
 +		DRW_shgroup_call_add(shgrp, hair_geom, mat);
 +		
 +		DRW_hair_shader_uniforms

@@ Diff output truncated at 10240 characters. @@



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