Eevee: Ssr: Add ssr id to glossy nodes.

An id is given to each glossy node in order to determine which specular lobe is using ssr.
This commit is contained in:
2017-07-15 16:09:44 +02:00
parent b7fbe6ae5d
commit 04f8e1b21c
7 changed files with 63 additions and 16 deletions

View File

@@ -24,7 +24,7 @@ in vec3 viewNormal;
/* ----------- default ----------- */
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, float ssr_id)
{
/* Zero length vectors cause issues, see: T51979. */
#if 0
@@ -166,7 +166,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
vec3 eevee_surface_clearcoat_lit(
vec3 N, vec3 albedo, vec3 f0, float roughness,
vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
float ao)
float ao, float ssr_id)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;

View File

@@ -2824,13 +2824,13 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out Closure result)
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 diffuse, f0;
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
result = Closure(eevee_surface_lit(N, diffuse, f0, roughness, 1.0), 1.0);
result = Closure(eevee_surface_lit(N, diffuse, f0, roughness, 1.0, ssr_id), 1.0);
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2840,7 +2840,7 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out Closure result)
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 diffuse, f0;
@@ -2865,13 +2865,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
N = tangent_to_world(Ht, N, Y, X);
if (dot(N, cameraVec) > 0) {
surface_color.rgb += eevee_surface_clearcoat_lit(N, diffuse, f0, sqrt(min(ax, ay)), CN, clearcoat, clearcoat_roughness, 1.0);
surface_color.rgb += eevee_surface_clearcoat_lit(N, diffuse, f0, sqrt(min(ax, ay)), CN, clearcoat, clearcoat_roughness, 1.0, ssr_id);
surface_color.a += 1.0;
}
}
result = Closure(surface_color.rgb / surface_color.a, 1.0);
#else
result = Closure(eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0), 1.0);
result = Closure(eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, ssr_id), 1.0);
#endif
#else
@@ -4013,20 +4013,20 @@ void world_normals_get(out vec3 N)
void node_eevee_metallic(
vec4 basecol, float metallic, float specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, out Closure result)
float occlusion, float ssr_id, out Closure result)
{
vec3 diffuse, f0;
convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, f0);
result = Closure(eevee_surface_lit(normal, diffuse, f0, roughness, occlusion) + emissive.rgb, 1.0 - transp);
result = Closure(eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, ssr_id) + emissive.rgb, 1.0 - transp);
}
void node_eevee_specular(
vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, out Closure result)
float occlusion, float ssr_id, out Closure result)
{
result = Closure(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp);
result = Closure(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion, ssr_id) + emissive.rgb, 1.0 - transp);
}
void node_output_eevee_material(Closure surface, out Closure result)

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@@ -214,8 +214,11 @@ typedef struct bNode {
* and replacing all uses with per-instance data.
*/
short preview_xsize, preview_ysize; /* reserved size of the preview rect */
int pad2;
short pad2[2];
struct uiBlock *block; /* runtime during drawing */
float ssr_id; /* XXX: eevee only, id of screen space reflection layer, needs to be a float to feed GPU_uniform. */
float pad3;
} bNode;
/* node->flag */

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@@ -475,6 +475,48 @@ static void ntree_shader_relink_displacement(bNodeTree *ntree,
ntreeUpdateTree(G.main, ntree);
}
static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata, const bool UNUSED(reversed))
{
switch (fromnode->type) {
case SH_NODE_BSDF_ANISOTROPIC:
case SH_NODE_EEVEE_METALLIC:
case SH_NODE_EEVEE_SPECULAR:
case SH_NODE_BSDF_PRINCIPLED:
case SH_NODE_BSDF_GLOSSY:
fromnode->ssr_id = (*(float *)userdata);
(*(float *)userdata) += 1;
break;
default:
/* We could return false here but since we (will)
* allow the use of Closure as RGBA, we can have
* Bsdf nodes linked to other Bsdf nodes. */
break;
}
return true;
}
/* EEVEE: Scan the ntree to set the Screen Space Reflection
* layer id of every specular node.
*/
static void ntree_shader_tag_ssr_node(bNodeTree *ntree, short compatibility)
{
if (compatibility != NODE_NEWER_SHADING) {
/* We can only deal with new shading system here. */
return;
}
bNode *output_node = ntree_shader_output_node(ntree);
if (output_node == NULL) {
return;
}
/* Make sure sockets links pointers are correct. */
ntreeUpdateTree(G.main, ntree);
int lobe_count = 0;
nodeChainIter(ntree, output_node, ntree_tag_ssr_bsdf_cb, &lobe_count, true);
}
void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibility)
{
/* localize tree to create links for reroute and mute */
@@ -486,6 +528,8 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibili
*/
ntree_shader_relink_displacement(localtree, compatibility);
ntree_shader_tag_ssr_node(localtree, compatibility);
exec = ntreeShaderBeginExecTree(localtree);
ntreeExecGPUNodes(exec, mat, 1, compatibility);
ntreeShaderEndExecTree(exec);

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@@ -100,10 +100,10 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
/* Only use complex versions when needed. */
if (!in[12].link && (in[12].vec[0] == 0.0f)) {
return GPU_stack_link(mat, node, "node_bsdf_principled_simple", in, out, GPU_builtin(GPU_VIEW_POSITION));
return GPU_stack_link(mat, node, "node_bsdf_principled_simple", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
}
else {
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION));
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
}
}

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@@ -68,7 +68,7 @@ static int node_shader_gpu_eevee_metallic(GPUMaterial *mat, bNode *node, bNodeEx
GPU_link(mat, "set_value", GPU_uniform(&one), &in[10].link);
}
return GPU_stack_link(mat, node, "node_eevee_metallic", in, out);
return GPU_stack_link(mat, node, "node_eevee_metallic", in, out, GPU_uniform(&node->ssr_id));
}

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@@ -67,7 +67,7 @@ static int node_shader_gpu_eevee_specular(GPUMaterial *mat, bNode *node, bNodeEx
GPU_link(mat, "set_value", GPU_uniform(&one), &in[9].link);
}
return GPU_stack_link(mat, node, "node_eevee_specular", in, out);
return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_uniform(&node->ssr_id));
}