Commit Graph

6 Commits

Author SHA1 Message Date
cd968a3273 EEVEE: support Curves attributes rendering
This adds support to render Curves attributes in EEVEE.

Each attribute is stored in a texture derived from a VBO. As the
shading group needs the textures to be valid upon creation, the
attributes are created and setup during its very creation, instead
of doing it lazily via create_requested which we cannot rely on
anyway as contrary to the mesh batch, we do cannot really tell if
attributes need to be updated or else via some `DRW_batch_requested`.

Since point attributes need refinement, and since attributes are all
cast to vec4/float4 to account for differences in type conversions
between Blender and OpenGL, the refinement shader for points is
used as is. The point attributes are stored for each subdivision level
in CurvesEvalFinalCache. Each subdivision level also keeps track of the
attributes already in use so they are properly updated when needed.

Some basic garbage collection was added similar to what is done
for meshes: if the attributes used over time have been different
from the currently used attributes for too long, then the buffers
are freed, ensuring that stale attributesare removed.

This adds `CurvesInfos` to the shader creation info, which stores
the scope in which the attributes are defined. Scopes are stored
as booleans, in an array indexed by attribute loading order which
is also the order in which the attributes were added to the material.
A mapping is necessary between the indices used for the scoping, and
the ones used in the Curves cache, as this may contain stale
attributes which have not been garbage collected yet.

Common utilities with the mesh code for handling requested
attributes were moved to a separate file.

Differential Revision: https://developer.blender.org/D14916
2022-05-24 05:02:57 +02:00
16afff2ddc Cleanup: spelling in comments 2022-04-20 10:41:31 +10:00
37d298391e Cleanup: GPUMaterial: Remove GPU_material_is_volume_shader 2022-04-19 19:03:40 +02:00
fa3bd17ae8 GPU: Replace GPUMaterialVolumeGrid by GPUMaterialAttribute
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.

The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.

The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.

Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.

This also gets rid of the double transforms and use object info orco factors
for volume objects.

Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-19 12:09:18 +02:00
98fc998c70 Cleanup: Clang tidy
- Inconsistent parameter names
- Else after return
- Braces around statements
- Qualified auto
- Also (not clang tidy): Pass StringRef by value, unused parameter
2022-04-18 12:36:37 -05:00
80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00