Make a distinction between flush sculpt changes for rendering, and forcing sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH for renders.
1776 lines
67 KiB
C
1776 lines
67 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "BLI_ghash.h"
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#include "BLI_alloca.h"
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#include "BLI_rand.h"
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#include "BLI_string_utils.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "DNA_world_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_view3d_types.h"
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#include "GPU_material.h"
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#include "DEG_depsgraph_query.h"
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#include "eevee_engine.h"
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#include "eevee_lut.h"
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#include "eevee_private.h"
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/* *********** STATIC *********** */
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static struct {
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char *frag_shader_lib;
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char *vert_shader_str;
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char *vert_shadow_shader_str;
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char *vert_background_shader_str;
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char *vert_volume_shader_str;
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char *geom_volume_shader_str;
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char *volume_shader_lib;
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struct GPUShader *default_prepass_sh;
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struct GPUShader *default_prepass_clip_sh;
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struct GPUShader *default_hair_prepass_sh;
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struct GPUShader *default_hair_prepass_clip_sh;
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struct GPUShader *default_lit[VAR_MAT_MAX];
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struct GPUShader *default_background;
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struct GPUShader *update_noise_sh;
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/* 64*64 array texture containing all LUTs and other utilitarian arrays.
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* Packing enables us to same precious textures slots. */
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struct GPUTexture *util_tex;
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struct GPUTexture *noise_tex;
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uint sss_count;
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float alpha_hash_offset;
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float alpha_hash_scale;
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float noise_offsets[3];
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_lights_lib_glsl[];
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extern char datatoc_lightprobe_lib_glsl[];
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extern char datatoc_ambient_occlusion_lib_glsl[];
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extern char datatoc_prepass_frag_glsl[];
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extern char datatoc_prepass_vert_glsl[];
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extern char datatoc_default_frag_glsl[];
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extern char datatoc_default_world_frag_glsl[];
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extern char datatoc_ltc_lib_glsl[];
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extern char datatoc_bsdf_lut_frag_glsl[];
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extern char datatoc_btdf_lut_frag_glsl[];
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extern char datatoc_bsdf_common_lib_glsl[];
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extern char datatoc_bsdf_sampling_lib_glsl[];
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extern char datatoc_common_uniforms_lib_glsl[];
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extern char datatoc_common_hair_lib_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_irradiance_lib_glsl[];
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extern char datatoc_octahedron_lib_glsl[];
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extern char datatoc_lit_surface_frag_glsl[];
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extern char datatoc_lit_surface_vert_glsl[];
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extern char datatoc_raytrace_lib_glsl[];
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extern char datatoc_ssr_lib_glsl[];
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extern char datatoc_shadow_vert_glsl[];
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extern char datatoc_lightprobe_geom_glsl[];
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extern char datatoc_lightprobe_vert_glsl[];
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extern char datatoc_background_vert_glsl[];
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extern char datatoc_update_noise_frag_glsl[];
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extern char datatoc_volumetric_vert_glsl[];
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extern char datatoc_volumetric_geom_glsl[];
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extern char datatoc_volumetric_frag_glsl[];
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extern char datatoc_volumetric_lib_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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/* *********** FUNCTIONS *********** */
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#if 0 /* Used only to generate the LUT values */
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static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
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{
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struct GPUTexture *tex;
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struct GPUFrameBuffer *fb = NULL;
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static float samples_len = 8192.0f;
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static float inv_samples_len = 1.0f / 8192.0f;
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char *lib_str = BLI_string_joinN(datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl);
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struct GPUShader *sh = DRW_shader_create_with_lib(datatoc_lightprobe_vert_glsl,
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datatoc_lightprobe_geom_glsl,
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datatoc_bsdf_lut_frag_glsl,
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lib_str,
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"#define HAMMERSLEY_SIZE 8192\n"
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"#define BRDF_LUT_SIZE 64\n"
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"#define NOISE_SIZE 64\n");
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DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_float(grp, "sampleCount", &samples_len, 1);
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DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_len, 1);
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DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
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DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
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struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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DRW_shgroup_call(grp, geom, NULL);
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float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
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tex = DRW_texture_create_2d(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels);
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DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER};
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GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
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GPU_framebuffer_bind(fb);
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DRW_draw_pass(pass);
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float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data);
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printf("{");
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for (int i = 0; i < w * h * 3; i += 3) {
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printf("%ff, %ff, ", data[i], data[i + 1]);
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i += 3;
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printf("%ff, %ff, ", data[i], data[i + 1]);
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i += 3;
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printf("%ff, %ff, ", data[i], data[i + 1]);
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i += 3;
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printf("%ff, %ff, \n", data[i], data[i + 1]);
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}
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printf("}");
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MEM_freeN(texels);
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MEM_freeN(data);
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return tex;
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}
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static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
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{
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struct GPUTexture *tex;
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struct GPUTexture *hammersley = create_hammersley_sample_texture(8192);
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struct GPUFrameBuffer *fb = NULL;
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static float samples_len = 8192.0f;
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static float a2 = 0.0f;
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static float inv_samples_len = 1.0f / 8192.0f;
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char *frag_str = BLI_string_joinN(
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datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl, datatoc_btdf_lut_frag_glsl);
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struct GPUShader *sh = DRW_shader_create_fullscreen(frag_str,
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"#define HAMMERSLEY_SIZE 8192\n"
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"#define BRDF_LUT_SIZE 64\n"
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"#define NOISE_SIZE 64\n"
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"#define LUT_SIZE 64\n");
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MEM_freeN(frag_str);
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DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_float(grp, "a2", &a2, 1);
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DRW_shgroup_uniform_float(grp, "sampleCount", &samples_len, 1);
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DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_len, 1);
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DRW_shgroup_uniform_texture(grp, "texHammersley", hammersley);
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DRW_shgroup_uniform_texture(grp, "utilTex", e_data.util_tex);
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struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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DRW_shgroup_call(grp, geom, NULL);
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float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
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tex = DRW_texture_create_2d(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels);
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DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER};
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GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
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GPU_framebuffer_bind(fb);
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float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
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float inc = 1.0f / 31.0f;
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float roughness = 1e-8f - inc;
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FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w");
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fprintf(f, "static float btdf_split_sum_ggx[32][64 * 64] = {\n");
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do {
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roughness += inc;
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CLAMP(roughness, 1e-4f, 1.0f);
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a2 = powf(roughness, 4.0f);
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DRW_draw_pass(pass);
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GPU_framebuffer_read_data(0, 0, w, h, 3, 0, data);
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# if 1
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fprintf(f, "\t{\n\t\t");
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for (int i = 0; i < w * h * 3; i += 3) {
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fprintf(f, "%ff,", data[i]);
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if (((i / 3) + 1) % 12 == 0) {
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fprintf(f, "\n\t\t");
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}
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else {
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fprintf(f, " ");
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}
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}
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fprintf(f, "\n\t},\n");
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# else
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for (int i = 0; i < w * h * 3; i += 3) {
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if (data[i] < 0.01) {
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printf(" ");
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}
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else if (data[i] < 0.3) {
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printf(".");
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}
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else if (data[i] < 0.6) {
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printf("+");
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}
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else if (data[i] < 0.9) {
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printf("%%");
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}
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else {
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printf("#");
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}
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if ((i / 3 + 1) % 64 == 0) {
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printf("\n");
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}
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}
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# endif
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} while (roughness < 1.0f);
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fprintf(f, "\n};\n");
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fclose(f);
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MEM_freeN(texels);
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MEM_freeN(data);
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return tex;
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}
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#endif
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/* XXX TODO define all shared resources in a shared place without duplication */
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struct GPUTexture *EEVEE_materials_get_util_tex(void)
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{
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return e_data.util_tex;
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}
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static char *eevee_get_defines(int options)
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{
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, SHADER_DEFINES);
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if ((options & VAR_MAT_MESH) != 0) {
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BLI_dynstr_append(ds, "#define MESH_SHADER\n");
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}
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if ((options & VAR_MAT_HAIR) != 0) {
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BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
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}
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if ((options & VAR_MAT_PROBE) != 0) {
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BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n");
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}
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if ((options & VAR_MAT_CLIP) != 0) {
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BLI_dynstr_append(ds, "#define USE_ALPHA_CLIP\n");
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}
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if ((options & VAR_MAT_SHADOW) != 0) {
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BLI_dynstr_append(ds, "#define SHADOW_SHADER\n");
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}
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if ((options & VAR_MAT_HASH) != 0) {
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BLI_dynstr_append(ds, "#define USE_ALPHA_HASH\n");
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}
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if ((options & VAR_MAT_BLEND) != 0) {
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BLI_dynstr_append(ds, "#define USE_ALPHA_BLEND\n");
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}
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if ((options & VAR_MAT_MULT) != 0) {
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BLI_dynstr_append(ds, "#define USE_MULTIPLY\n");
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}
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if ((options & VAR_MAT_REFRACT) != 0) {
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BLI_dynstr_append(ds, "#define USE_REFRACTION\n");
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}
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if ((options & VAR_MAT_LOOKDEV) != 0) {
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BLI_dynstr_append(ds, "#define LOOKDEV\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *eevee_get_volume_defines(int options)
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{
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, SHADER_DEFINES);
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BLI_dynstr_append(ds, "#define VOLUMETRICS\n");
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if ((options & VAR_MAT_VOLUME) != 0) {
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BLI_dynstr_append(ds, "#define MESH_SHADER\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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/**
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* ssr_id can be null to disable ssr contribution.
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*/
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static void add_standard_uniforms(DRWShadingGroup *shgrp,
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EEVEE_ViewLayerData *sldata,
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EEVEE_Data *vedata,
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int *ssr_id,
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float *refract_depth,
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bool use_diffuse,
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bool use_glossy,
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bool use_refract,
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bool use_ssrefraction,
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bool use_alpha_blend)
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{
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LightCache *lcache = vedata->stl->g_data->light_cache;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
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DRW_shgroup_uniform_block(shgrp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(shgrp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(shgrp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_int_copy(shgrp, "outputSssId", 1);
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if (use_diffuse || use_glossy || use_refract) {
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DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
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DRW_shgroup_uniform_texture_ref(shgrp, "shadowCubeTexture", &sldata->shadow_cube_pool);
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DRW_shgroup_uniform_texture_ref(shgrp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
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DRW_shgroup_uniform_texture_ref(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
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}
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if ((use_diffuse || use_glossy) && !use_ssrefraction) {
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DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &effects->gtao_horizons);
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}
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if (use_diffuse) {
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DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
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}
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if (use_glossy || use_refract) {
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DRW_shgroup_uniform_texture_ref(shgrp, "probeCubes", &lcache->cube_tx.tex);
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}
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if (use_glossy) {
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DRW_shgroup_uniform_texture_ref(shgrp, "probePlanars", &vedata->txl->planar_pool);
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DRW_shgroup_uniform_int_copy(shgrp, "outputSsrId", ssr_id ? *ssr_id : 0);
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}
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if (use_refract) {
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DRW_shgroup_uniform_float_copy(
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shgrp, "refractionDepth", (refract_depth) ? *refract_depth : 0.0);
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if (use_ssrefraction) {
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DRW_shgroup_uniform_texture_ref(shgrp, "colorBuffer", &vedata->txl->refract_color);
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}
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}
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if (use_alpha_blend) {
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DRW_shgroup_uniform_texture_ref(shgrp, "inScattering", &effects->volume_scatter);
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DRW_shgroup_uniform_texture_ref(shgrp, "inTransmittance", &effects->volume_transmit);
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}
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}
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static void create_default_shader(int options)
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{
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char *frag_str = BLI_string_joinN(e_data.frag_shader_lib, datatoc_default_frag_glsl);
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char *defines = eevee_get_defines(options);
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e_data.default_lit[options] = DRW_shader_create(e_data.vert_shader_str, NULL, frag_str, defines);
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MEM_freeN(defines);
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MEM_freeN(frag_str);
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}
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static void eevee_init_noise_texture(void)
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{
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e_data.noise_tex = DRW_texture_create_2d(64, 64, GPU_RGBA16F, 0, (float *)blue_noise);
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}
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static void eevee_init_util_texture(void)
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{
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const int layers = 4 + 16;
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float(*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
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float(*texels_layer)[4] = texels;
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/* Copy ltc_mat_ggx into 1st layer */
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memcpy(texels_layer, ltc_mat_ggx, sizeof(float[4]) * 64 * 64);
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texels_layer += 64 * 64;
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/* Copy bsdf_split_sum_ggx into 2nd layer red and green channels.
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* Copy ltc_mag_ggx into 2nd layer blue and alpha channel. */
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for (int i = 0; i < 64 * 64; i++) {
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texels_layer[i][0] = bsdf_split_sum_ggx[i * 2 + 0];
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texels_layer[i][1] = bsdf_split_sum_ggx[i * 2 + 1];
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texels_layer[i][2] = ltc_mag_ggx[i * 2 + 0];
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texels_layer[i][3] = ltc_mag_ggx[i * 2 + 1];
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}
|
|
texels_layer += 64 * 64;
|
|
|
|
/* Copy blue noise in 3rd layer */
|
|
for (int i = 0; i < 64 * 64; i++) {
|
|
texels_layer[i][0] = blue_noise[i][0];
|
|
texels_layer[i][1] = blue_noise[i][2];
|
|
texels_layer[i][2] = cosf(blue_noise[i][1] * 2.0f * M_PI);
|
|
texels_layer[i][3] = sinf(blue_noise[i][1] * 2.0f * M_PI);
|
|
}
|
|
texels_layer += 64 * 64;
|
|
|
|
/* Copy ltc_disk_integral in 4th layer */
|
|
for (int i = 0; i < 64 * 64; i++) {
|
|
texels_layer[i][0] = ltc_disk_integral[i];
|
|
texels_layer[i][1] = 0.0; /* UNUSED */
|
|
texels_layer[i][2] = 0.0; /* UNUSED */
|
|
texels_layer[i][3] = 0.0; /* UNUSED */
|
|
}
|
|
texels_layer += 64 * 64;
|
|
|
|
/* Copy Refraction GGX LUT in layer 5 - 21 */
|
|
for (int j = 0; j < 16; j++) {
|
|
for (int i = 0; i < 64 * 64; i++) {
|
|
texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i];
|
|
texels_layer[i][1] = 0.0; /* UNUSED */
|
|
texels_layer[i][2] = 0.0; /* UNUSED */
|
|
texels_layer[i][3] = 0.0; /* UNUSED */
|
|
}
|
|
texels_layer += 64 * 64;
|
|
}
|
|
|
|
e_data.util_tex = DRW_texture_create_2d_array(
|
|
64, 64, layers, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
|
|
|
|
MEM_freeN(texels);
|
|
}
|
|
|
|
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3])
|
|
{
|
|
e_data.noise_offsets[0] = offsets[0];
|
|
e_data.noise_offsets[1] = offsets[1];
|
|
e_data.noise_offsets[2] = offsets[2];
|
|
|
|
/* Attach & detach because we don't currently support multiple FB per texture,
|
|
* and this would be the case for multiple viewport. */
|
|
GPU_framebuffer_bind(fbl->update_noise_fb);
|
|
DRW_draw_pass(psl->update_noise_pass);
|
|
}
|
|
|
|
void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4])
|
|
{
|
|
/* view vectors for the corners of the view frustum.
|
|
* Can be used to recreate the world space position easily */
|
|
float view_vecs[4][4] = {
|
|
{-1.0f, -1.0f, -1.0f, 1.0f},
|
|
{1.0f, -1.0f, -1.0f, 1.0f},
|
|
{-1.0f, 1.0f, -1.0f, 1.0f},
|
|
{-1.0f, -1.0f, 1.0f, 1.0f},
|
|
};
|
|
|
|
/* convert the view vectors to view space */
|
|
const bool is_persp = (winmat[3][3] == 0.0f);
|
|
for (int i = 0; i < 4; i++) {
|
|
mul_project_m4_v3(invproj, view_vecs[i]);
|
|
/* normalized trick see:
|
|
* http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
|
|
if (is_persp) {
|
|
/* Divide XY by Z. */
|
|
mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
|
|
* view_vecs[1] is the vector going from the near-bottom-left corner to
|
|
* the far-top-right corner.
|
|
* If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
|
|
* when Z = 1, and top-left corner if Z = 1.
|
|
* view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
|
|
* distance from the near plane to the far clip plane.
|
|
*/
|
|
copy_v4_v4(r_viewvecs[0], view_vecs[0]);
|
|
|
|
/* we need to store the differences */
|
|
r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
|
|
r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
|
|
r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
|
|
}
|
|
|
|
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_StorageList *stl,
|
|
EEVEE_FramebufferList *fbl)
|
|
{
|
|
if (!e_data.frag_shader_lib) {
|
|
/* Shaders */
|
|
e_data.frag_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
|
|
datatoc_common_uniforms_lib_glsl,
|
|
datatoc_bsdf_common_lib_glsl,
|
|
datatoc_bsdf_sampling_lib_glsl,
|
|
datatoc_ambient_occlusion_lib_glsl,
|
|
datatoc_raytrace_lib_glsl,
|
|
datatoc_ssr_lib_glsl,
|
|
datatoc_octahedron_lib_glsl,
|
|
datatoc_irradiance_lib_glsl,
|
|
datatoc_lightprobe_lib_glsl,
|
|
datatoc_ltc_lib_glsl,
|
|
datatoc_lights_lib_glsl,
|
|
/* Add one for each Closure */
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_lit_surface_frag_glsl,
|
|
datatoc_volumetric_lib_glsl);
|
|
|
|
e_data.volume_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
|
|
datatoc_common_uniforms_lib_glsl,
|
|
datatoc_bsdf_common_lib_glsl,
|
|
datatoc_ambient_occlusion_lib_glsl,
|
|
datatoc_octahedron_lib_glsl,
|
|
datatoc_irradiance_lib_glsl,
|
|
datatoc_lightprobe_lib_glsl,
|
|
datatoc_ltc_lib_glsl,
|
|
datatoc_lights_lib_glsl,
|
|
datatoc_volumetric_lib_glsl,
|
|
datatoc_volumetric_frag_glsl);
|
|
|
|
e_data.vert_shader_str = BLI_string_joinN(
|
|
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_lit_surface_vert_glsl);
|
|
|
|
e_data.vert_shadow_shader_str = BLI_string_joinN(
|
|
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
|
|
|
|
e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
|
|
datatoc_background_vert_glsl);
|
|
|
|
e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
|
|
datatoc_volumetric_vert_glsl);
|
|
|
|
e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
|
|
datatoc_volumetric_geom_glsl);
|
|
|
|
e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
|
|
NULL,
|
|
datatoc_default_world_frag_glsl,
|
|
datatoc_common_view_lib_glsl,
|
|
NULL);
|
|
|
|
char *vert_str = BLI_string_joinN(
|
|
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_prepass_vert_glsl);
|
|
|
|
e_data.default_prepass_sh = DRW_shader_create(vert_str, NULL, datatoc_prepass_frag_glsl, NULL);
|
|
|
|
e_data.default_prepass_clip_sh = DRW_shader_create(
|
|
vert_str, NULL, datatoc_prepass_frag_glsl, "#define CLIP_PLANES\n");
|
|
|
|
e_data.default_hair_prepass_sh = DRW_shader_create(
|
|
vert_str, NULL, datatoc_prepass_frag_glsl, "#define HAIR_SHADER\n");
|
|
|
|
e_data.default_hair_prepass_clip_sh = DRW_shader_create(vert_str,
|
|
NULL,
|
|
datatoc_prepass_frag_glsl,
|
|
"#define HAIR_SHADER\n"
|
|
"#define CLIP_PLANES\n");
|
|
|
|
MEM_freeN(vert_str);
|
|
|
|
e_data.update_noise_sh = DRW_shader_create_fullscreen(datatoc_update_noise_frag_glsl, NULL);
|
|
|
|
eevee_init_util_texture();
|
|
eevee_init_noise_texture();
|
|
}
|
|
|
|
if (!DRW_state_is_image_render() && ((stl->effects->enabled_effects & EFFECT_TAA) == 0)) {
|
|
e_data.alpha_hash_offset = 0.0f;
|
|
e_data.alpha_hash_scale = 1.0f;
|
|
}
|
|
else {
|
|
double r;
|
|
BLI_halton_1d(5, 0.0, stl->effects->taa_current_sample - 1, &r);
|
|
e_data.alpha_hash_offset = (float)r;
|
|
e_data.alpha_hash_scale = 0.01f;
|
|
}
|
|
|
|
{
|
|
/* Update view_vecs */
|
|
float invproj[4][4], winmat[4][4];
|
|
DRW_view_winmat_get(NULL, winmat, false);
|
|
DRW_view_winmat_get(NULL, invproj, true);
|
|
|
|
EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
|
|
}
|
|
|
|
{
|
|
/* Update noise Framebuffer. */
|
|
GPU_framebuffer_ensure_config(
|
|
&fbl->update_noise_fb,
|
|
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE_LAYER(e_data.util_tex, 2)});
|
|
}
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, World *wo)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
const int options = VAR_WORLD_PROBE;
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options, false);
|
|
if (mat != NULL) {
|
|
return mat;
|
|
}
|
|
return DRW_shader_create_from_world(scene,
|
|
wo,
|
|
engine,
|
|
options,
|
|
e_data.vert_background_shader_str,
|
|
NULL,
|
|
e_data.frag_shader_lib,
|
|
SHADER_DEFINES "#define PROBE_CAPTURE\n",
|
|
false);
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, World *wo)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
int options = VAR_WORLD_BACKGROUND;
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options, true);
|
|
if (mat != NULL) {
|
|
return mat;
|
|
}
|
|
return DRW_shader_create_from_world(scene,
|
|
wo,
|
|
engine,
|
|
options,
|
|
e_data.vert_background_shader_str,
|
|
NULL,
|
|
e_data.frag_shader_lib,
|
|
SHADER_DEFINES "#define WORLD_BACKGROUND\n",
|
|
true);
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
int options = VAR_WORLD_VOLUME;
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options, true);
|
|
if (mat != NULL) {
|
|
return mat;
|
|
}
|
|
|
|
char *defines = eevee_get_volume_defines(options);
|
|
|
|
mat = DRW_shader_create_from_world(scene,
|
|
wo,
|
|
engine,
|
|
options,
|
|
e_data.vert_volume_shader_str,
|
|
e_data.geom_volume_shader_str,
|
|
e_data.volume_shader_lib,
|
|
defines,
|
|
true);
|
|
|
|
MEM_freeN(defines);
|
|
|
|
return mat;
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene,
|
|
Material *ma,
|
|
EEVEE_Data *UNUSED(vedata),
|
|
bool use_blend,
|
|
bool use_refract)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
int options = VAR_MAT_MESH;
|
|
|
|
SET_FLAG_FROM_TEST(options, use_blend, VAR_MAT_BLEND);
|
|
SET_FLAG_FROM_TEST(options, use_refract, VAR_MAT_REFRACT);
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
|
|
if (mat) {
|
|
return mat;
|
|
}
|
|
|
|
char *defines = eevee_get_defines(options);
|
|
|
|
mat = DRW_shader_create_from_material(scene,
|
|
ma,
|
|
engine,
|
|
options,
|
|
e_data.vert_shader_str,
|
|
NULL,
|
|
e_data.frag_shader_lib,
|
|
defines,
|
|
true);
|
|
|
|
MEM_freeN(defines);
|
|
|
|
return mat;
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material *ma)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
int options = VAR_MAT_VOLUME;
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
|
|
if (mat != NULL) {
|
|
return mat;
|
|
}
|
|
|
|
char *defines = eevee_get_volume_defines(options);
|
|
|
|
mat = DRW_shader_create_from_material(scene,
|
|
ma,
|
|
engine,
|
|
options,
|
|
e_data.vert_volume_shader_str,
|
|
e_data.geom_volume_shader_str,
|
|
e_data.volume_shader_lib,
|
|
defines,
|
|
true);
|
|
|
|
MEM_freeN(defines);
|
|
|
|
return mat;
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene,
|
|
Material *ma,
|
|
bool use_hashed_alpha,
|
|
bool is_shadow)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
int options = VAR_MAT_MESH;
|
|
|
|
SET_FLAG_FROM_TEST(options, use_hashed_alpha, VAR_MAT_HASH);
|
|
SET_FLAG_FROM_TEST(options, !use_hashed_alpha, VAR_MAT_CLIP);
|
|
SET_FLAG_FROM_TEST(options, is_shadow, VAR_MAT_SHADOW);
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
|
|
if (mat) {
|
|
return mat;
|
|
}
|
|
|
|
char *defines = eevee_get_defines(options);
|
|
|
|
char *frag_str = BLI_string_joinN(e_data.frag_shader_lib, datatoc_prepass_frag_glsl);
|
|
|
|
mat = DRW_shader_create_from_material(scene,
|
|
ma,
|
|
engine,
|
|
options,
|
|
(is_shadow) ? e_data.vert_shadow_shader_str :
|
|
e_data.vert_shader_str,
|
|
NULL,
|
|
frag_str,
|
|
defines,
|
|
true);
|
|
|
|
MEM_freeN(frag_str);
|
|
MEM_freeN(defines);
|
|
|
|
return mat;
|
|
}
|
|
|
|
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma)
|
|
{
|
|
const void *engine = &DRW_engine_viewport_eevee_type;
|
|
int options = VAR_MAT_MESH | VAR_MAT_HAIR;
|
|
|
|
GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
|
|
if (mat) {
|
|
return mat;
|
|
}
|
|
|
|
char *defines = eevee_get_defines(options);
|
|
|
|
mat = DRW_shader_create_from_material(scene,
|
|
ma,
|
|
engine,
|
|
options,
|
|
e_data.vert_shader_str,
|
|
NULL,
|
|
e_data.frag_shader_lib,
|
|
defines,
|
|
true);
|
|
|
|
MEM_freeN(defines);
|
|
|
|
return mat;
|
|
}
|
|
|
|
/**
|
|
* Create a default shading group inside the given pass.
|
|
*/
|
|
static struct DRWShadingGroup *EEVEE_default_shading_group_create(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
DRWPass *pass,
|
|
bool is_hair,
|
|
bool use_blend,
|
|
bool use_ssr)
|
|
{
|
|
static int ssr_id;
|
|
ssr_id = (use_ssr) ? 1 : -1;
|
|
int options = VAR_MAT_MESH;
|
|
|
|
SET_FLAG_FROM_TEST(options, is_hair, VAR_MAT_HAIR);
|
|
SET_FLAG_FROM_TEST(options, use_blend, VAR_MAT_BLEND);
|
|
|
|
if (e_data.default_lit[options] == NULL) {
|
|
create_default_shader(options);
|
|
}
|
|
|
|
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
|
|
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, use_blend);
|
|
|
|
return shgrp;
|
|
}
|
|
|
|
/**
|
|
* Create a default shading group inside the default pass without standard uniforms.
|
|
*/
|
|
static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
Object *ob,
|
|
ParticleSystem *psys,
|
|
ModifierData *md,
|
|
bool is_hair,
|
|
bool use_ssr)
|
|
{
|
|
static int ssr_id;
|
|
ssr_id = (use_ssr) ? 1 : -1;
|
|
int options = VAR_MAT_MESH;
|
|
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
|
|
BLI_assert(!is_hair || (ob && psys && md));
|
|
|
|
SET_FLAG_FROM_TEST(options, is_hair, VAR_MAT_HAIR);
|
|
|
|
if (e_data.default_lit[options] == NULL) {
|
|
create_default_shader(options);
|
|
}
|
|
|
|
if (psl->default_pass[options] == NULL) {
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES;
|
|
DRW_PASS_CREATE(psl->default_pass[options], state);
|
|
|
|
/* XXX / WATCH: This creates non persistent binds for the ubos and textures.
|
|
* But it's currently OK because the following shgroups does not add any bind.
|
|
* EDIT: THIS IS NOT THE CASE FOR HAIRS !!! DUMMY!!! */
|
|
if (!is_hair) {
|
|
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options],
|
|
psl->default_pass[options]);
|
|
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
|
|
}
|
|
}
|
|
|
|
if (is_hair) {
|
|
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
|
|
ob, psys, md, vedata->psl->default_pass[options], e_data.default_lit[options]);
|
|
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
|
|
return shgrp;
|
|
}
|
|
else {
|
|
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
|
|
}
|
|
}
|
|
|
|
void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
/* Create Material Ghash */
|
|
{
|
|
stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash");
|
|
}
|
|
|
|
{
|
|
DRW_PASS_CREATE(psl->background_pass, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
|
|
|
|
struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
|
|
DRWShadingGroup *grp = NULL;
|
|
|
|
Scene *scene = draw_ctx->scene;
|
|
World *wo = scene->world;
|
|
|
|
const float *col = G_draw.block.colorBackground;
|
|
|
|
EEVEE_lookdev_cache_init(
|
|
vedata, &grp, psl->background_pass, stl->g_data->background_alpha, wo, NULL);
|
|
|
|
if (!grp && wo) {
|
|
col = &wo->horr;
|
|
|
|
if (wo->use_nodes && wo->nodetree) {
|
|
static float error_col[3] = {1.0f, 0.0f, 1.0f};
|
|
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
|
|
struct GPUMaterial *gpumat = EEVEE_material_world_background_get(scene, wo);
|
|
|
|
switch (GPU_material_status(gpumat)) {
|
|
case GPU_MAT_SUCCESS:
|
|
grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
|
|
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
|
|
/* TODO (fclem): remove those (need to clean the GLSL files). */
|
|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
|
|
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
|
|
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
|
|
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
|
|
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
|
|
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
|
|
DRW_shgroup_call(grp, geom, NULL);
|
|
break;
|
|
case GPU_MAT_QUEUED:
|
|
/* TODO Bypass probe compilation. */
|
|
stl->g_data->queued_shaders_count++;
|
|
col = compile_col;
|
|
break;
|
|
case GPU_MAT_FAILED:
|
|
default:
|
|
col = error_col;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Fallback if shader fails or if not using nodetree. */
|
|
if (grp == NULL) {
|
|
grp = DRW_shgroup_create(e_data.default_background, psl->background_pass);
|
|
DRW_shgroup_uniform_vec3(grp, "color", col, 1);
|
|
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
|
|
DRW_shgroup_call(grp, geom, NULL);
|
|
}
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
|
|
DRW_PASS_CREATE(psl->depth_pass, state);
|
|
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass);
|
|
|
|
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
|
|
DRW_PASS_CREATE(psl->depth_pass_cull, state);
|
|
stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh,
|
|
psl->depth_pass_cull);
|
|
|
|
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES;
|
|
DRW_PASS_CREATE(psl->depth_pass_clip, state);
|
|
stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh,
|
|
psl->depth_pass_clip);
|
|
|
|
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES |
|
|
DRW_STATE_CULL_BACK;
|
|
DRW_PASS_CREATE(psl->depth_pass_clip_cull, state);
|
|
stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(e_data.default_prepass_clip_sh,
|
|
psl->depth_pass_clip_cull);
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES;
|
|
DRW_PASS_CREATE(psl->material_pass, state);
|
|
DRW_PASS_CREATE(psl->material_pass_cull, state | DRW_STATE_CULL_BACK);
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
|
|
DRW_PASS_CREATE(psl->refract_depth_pass, state);
|
|
stl->g_data->refract_depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh,
|
|
psl->refract_depth_pass);
|
|
|
|
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
|
|
DRW_PASS_CREATE(psl->refract_depth_pass_cull, state);
|
|
stl->g_data->refract_depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh,
|
|
psl->refract_depth_pass_cull);
|
|
|
|
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES;
|
|
DRW_PASS_CREATE(psl->refract_depth_pass_clip, state);
|
|
stl->g_data->refract_depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh,
|
|
psl->refract_depth_pass_clip);
|
|
|
|
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES |
|
|
DRW_STATE_CULL_BACK;
|
|
DRW_PASS_CREATE(psl->refract_depth_pass_clip_cull, state);
|
|
stl->g_data->refract_depth_shgrp_clip_cull = DRW_shgroup_create(
|
|
e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip_cull);
|
|
}
|
|
|
|
{
|
|
DRWState state = (DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES);
|
|
DRW_PASS_CREATE(psl->refract_pass, state);
|
|
}
|
|
|
|
{
|
|
DRWState state = (DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
|
|
DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS);
|
|
DRW_PASS_CREATE(psl->sss_pass, state);
|
|
DRW_PASS_CREATE(psl->sss_pass_cull, state | DRW_STATE_CULL_BACK);
|
|
e_data.sss_count = 0;
|
|
}
|
|
|
|
{
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES;
|
|
DRW_PASS_CREATE(psl->transparent_pass, state);
|
|
}
|
|
|
|
{
|
|
DRW_PASS_CREATE(psl->update_noise_pass, DRW_STATE_WRITE_COLOR);
|
|
DRWShadingGroup *grp = DRW_shgroup_create(e_data.update_noise_sh, psl->update_noise_pass);
|
|
DRW_shgroup_uniform_texture(grp, "blueNoise", e_data.noise_tex);
|
|
DRW_shgroup_uniform_vec3(grp, "offsets", e_data.noise_offsets, 1);
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
|
|
if (LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) {
|
|
DRWShadingGroup *shgrp;
|
|
|
|
struct GPUBatch *sphere = DRW_cache_sphere_get();
|
|
static float color_chrome[3] = {1.0f, 1.0f, 1.0f};
|
|
static float color_diffuse[3] = {0.8f, 0.8f, 0.8f};
|
|
int options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
|
|
|
|
if (e_data.default_lit[options] == NULL) {
|
|
create_default_shader(options);
|
|
}
|
|
|
|
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
|
|
DRW_STATE_CULL_BACK;
|
|
|
|
DRW_PASS_CREATE(psl->lookdev_diffuse_pass, state);
|
|
shgrp = DRW_shgroup_create(e_data.default_lit[options], psl->lookdev_diffuse_pass);
|
|
add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, true, true, false, false, false);
|
|
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_diffuse, 1);
|
|
DRW_shgroup_uniform_float_copy(shgrp, "metallic", 0.0f);
|
|
DRW_shgroup_uniform_float_copy(shgrp, "specular", 0.5f);
|
|
DRW_shgroup_uniform_float_copy(shgrp, "roughness", 1.0f);
|
|
DRW_shgroup_call(shgrp, sphere, NULL);
|
|
|
|
DRW_PASS_CREATE(psl->lookdev_glossy_pass, state);
|
|
shgrp = DRW_shgroup_create(e_data.default_lit[options], psl->lookdev_glossy_pass);
|
|
add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, true, true, false, false, false);
|
|
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_chrome, 1);
|
|
DRW_shgroup_uniform_float_copy(shgrp, "metallic", 1.0f);
|
|
DRW_shgroup_uniform_float_copy(shgrp, "roughness", 0.0f);
|
|
DRW_shgroup_call(shgrp, sphere, NULL);
|
|
}
|
|
}
|
|
|
|
#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) \
|
|
do { \
|
|
if (oedata) { \
|
|
DRW_shgroup_call_with_callback(shgrp, geom, ob, oedata); \
|
|
} \
|
|
else { \
|
|
DRW_shgroup_call(shgrp, geom, ob); \
|
|
} \
|
|
} while (0)
|
|
|
|
#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, geom, oedata) \
|
|
do { \
|
|
if (shgrp) { \
|
|
ADD_SHGROUP_CALL(shgrp, ob, geom, oedata); \
|
|
} \
|
|
} while (0)
|
|
|
|
typedef struct EeveeMaterialShadingGroups {
|
|
struct DRWShadingGroup *shading_grp;
|
|
struct DRWShadingGroup *depth_grp;
|
|
struct DRWShadingGroup *depth_clip_grp;
|
|
} EeveeMaterialShadingGroups;
|
|
|
|
static void material_opaque(Material *ma,
|
|
GHash *material_hash,
|
|
EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUMaterial **gpumat,
|
|
struct GPUMaterial **gpumat_depth,
|
|
struct DRWShadingGroup **shgrp,
|
|
struct DRWShadingGroup **shgrp_depth,
|
|
struct DRWShadingGroup **shgrp_depth_clip)
|
|
{
|
|
EEVEE_EffectsInfo *effects = vedata->stl->effects;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Scene *scene = draw_ctx->scene;
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
bool use_diffuse, use_glossy, use_refract;
|
|
|
|
float *color_p = &ma->r;
|
|
float *metal_p = &ma->metallic;
|
|
float *spec_p = &ma->spec;
|
|
float *rough_p = &ma->roughness;
|
|
|
|
const bool do_cull = (ma->blend_flag & MA_BL_CULL_BACKFACE) != 0;
|
|
const bool use_gpumat = (ma->use_nodes && ma->nodetree);
|
|
const bool use_ssrefract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
|
|
((effects->enabled_effects & EFFECT_REFRACT) != 0);
|
|
const bool use_translucency = ((ma->blend_flag & MA_BL_TRANSLUCENCY) != 0);
|
|
|
|
EeveeMaterialShadingGroups *emsg = BLI_ghash_lookup(material_hash, (const void *)ma);
|
|
|
|
if (emsg) {
|
|
*shgrp = emsg->shading_grp;
|
|
*shgrp_depth = emsg->depth_grp;
|
|
*shgrp_depth_clip = emsg->depth_clip_grp;
|
|
|
|
/* This will have been created already, just perform a lookup. */
|
|
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(scene, ma, vedata, false, use_ssrefract) :
|
|
NULL;
|
|
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
|
|
scene, ma, (ma->blend_method == MA_BM_HASHED), false) :
|
|
NULL;
|
|
return;
|
|
}
|
|
|
|
if (use_gpumat) {
|
|
static float error_col[3] = {1.0f, 0.0f, 1.0f};
|
|
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
|
|
static float half = 0.5f;
|
|
|
|
/* Shading */
|
|
*gpumat = EEVEE_material_mesh_get(scene, ma, vedata, false, use_ssrefract);
|
|
|
|
eGPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
|
|
|
|
/* Alpha CLipped : Discard pixel from depth pass, then
|
|
* fail the depth test for shading. */
|
|
if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) {
|
|
*gpumat_depth = EEVEE_material_mesh_depth_get(
|
|
scene, ma, (ma->blend_method == MA_BM_HASHED), false);
|
|
|
|
eGPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth);
|
|
if (status_mat_depth != GPU_MAT_SUCCESS) {
|
|
/* Mixing both flags. If depth shader fails, show it to the user by not using
|
|
* the surface shader. */
|
|
status_mat_surface = status_mat_depth;
|
|
}
|
|
else if (use_ssrefract) {
|
|
*shgrp_depth = DRW_shgroup_material_create(
|
|
*gpumat_depth, (do_cull) ? psl->refract_depth_pass_cull : psl->refract_depth_pass);
|
|
*shgrp_depth_clip = DRW_shgroup_material_create(
|
|
*gpumat_depth,
|
|
(do_cull) ? psl->refract_depth_pass_clip_cull : psl->refract_depth_pass_clip);
|
|
}
|
|
else {
|
|
*shgrp_depth = DRW_shgroup_material_create(
|
|
*gpumat_depth, (do_cull) ? psl->depth_pass_cull : psl->depth_pass);
|
|
*shgrp_depth_clip = DRW_shgroup_material_create(
|
|
*gpumat_depth, (do_cull) ? psl->depth_pass_clip_cull : psl->depth_pass_clip);
|
|
}
|
|
|
|
if (*shgrp_depth != NULL) {
|
|
use_diffuse = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_DIFFUSE);
|
|
use_glossy = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_GLOSSY);
|
|
use_refract = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_REFRACT);
|
|
|
|
add_standard_uniforms(*shgrp_depth,
|
|
sldata,
|
|
vedata,
|
|
NULL,
|
|
NULL,
|
|
use_diffuse,
|
|
use_glossy,
|
|
use_refract,
|
|
false,
|
|
false);
|
|
add_standard_uniforms(*shgrp_depth_clip,
|
|
sldata,
|
|
vedata,
|
|
NULL,
|
|
NULL,
|
|
use_diffuse,
|
|
use_glossy,
|
|
use_refract,
|
|
false,
|
|
false);
|
|
|
|
if (ma->blend_method == MA_BM_CLIP) {
|
|
DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
|
|
DRW_shgroup_uniform_float(*shgrp_depth_clip, "alphaThreshold", &ma->alpha_threshold, 1);
|
|
}
|
|
else if (ma->blend_method == MA_BM_HASHED) {
|
|
DRW_shgroup_uniform_float(*shgrp_depth, "hashAlphaOffset", &e_data.alpha_hash_offset, 1);
|
|
DRW_shgroup_uniform_float(
|
|
*shgrp_depth_clip, "hashAlphaOffset", &e_data.alpha_hash_offset, 1);
|
|
DRW_shgroup_uniform_float_copy(*shgrp_depth, "hashAlphaScale", e_data.alpha_hash_scale);
|
|
DRW_shgroup_uniform_float_copy(
|
|
*shgrp_depth_clip, "hashAlphaScale", e_data.alpha_hash_scale);
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (status_mat_surface) {
|
|
case GPU_MAT_SUCCESS: {
|
|
static int no_ssr = 0;
|
|
static int first_ssr = 1;
|
|
int *ssr_id = (((effects->enabled_effects & EFFECT_SSR) != 0) && !use_ssrefract) ?
|
|
&first_ssr :
|
|
&no_ssr;
|
|
const bool use_sss = GPU_material_flag_get(*gpumat, GPU_MATFLAG_SSS);
|
|
use_diffuse = GPU_material_flag_get(*gpumat, GPU_MATFLAG_DIFFUSE);
|
|
use_glossy = GPU_material_flag_get(*gpumat, GPU_MATFLAG_GLOSSY);
|
|
use_refract = GPU_material_flag_get(*gpumat, GPU_MATFLAG_REFRACT);
|
|
|
|
*shgrp = DRW_shgroup_material_create(
|
|
*gpumat,
|
|
(use_ssrefract) ?
|
|
psl->refract_pass :
|
|
(use_sss) ? ((do_cull) ? psl->sss_pass_cull : psl->sss_pass) :
|
|
((do_cull) ? psl->material_pass_cull : psl->material_pass));
|
|
|
|
add_standard_uniforms(*shgrp,
|
|
sldata,
|
|
vedata,
|
|
ssr_id,
|
|
&ma->refract_depth,
|
|
use_diffuse,
|
|
use_glossy,
|
|
use_refract,
|
|
use_ssrefract,
|
|
false);
|
|
|
|
if (use_sss) {
|
|
struct GPUTexture *sss_tex_profile = NULL;
|
|
struct GPUUniformBuffer *sss_profile = GPU_material_sss_profile_get(
|
|
*gpumat, stl->effects->sss_sample_count, &sss_tex_profile);
|
|
|
|
if (sss_profile) {
|
|
/* Limit of 8 bit stencil buffer. ID 255 is refraction. */
|
|
if (e_data.sss_count < 254) {
|
|
int sss_id = e_data.sss_count + 1;
|
|
DRW_shgroup_stencil_mask(*shgrp, sss_id);
|
|
EEVEE_subsurface_add_pass(sldata, vedata, sss_id, sss_profile);
|
|
if (use_translucency) {
|
|
EEVEE_subsurface_translucency_add_pass(
|
|
sldata, vedata, sss_id, sss_profile, sss_tex_profile);
|
|
}
|
|
e_data.sss_count++;
|
|
}
|
|
else {
|
|
/* TODO : display message. */
|
|
printf("Error: Too many different Subsurface shader in the scene.\n");
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case GPU_MAT_QUEUED: {
|
|
stl->g_data->queued_shaders_count++;
|
|
color_p = compile_col;
|
|
metal_p = spec_p = rough_p = ½
|
|
break;
|
|
}
|
|
case GPU_MAT_FAILED:
|
|
default:
|
|
color_p = error_col;
|
|
metal_p = spec_p = rough_p = ½
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Fallback to default shader */
|
|
if (*shgrp == NULL) {
|
|
bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0);
|
|
*shgrp = EEVEE_default_shading_group_get(sldata, vedata, NULL, NULL, NULL, false, use_ssr);
|
|
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);
|
|
}
|
|
|
|
/* Fallback default depth prepass */
|
|
if (*shgrp_depth == NULL) {
|
|
if (use_ssrefract) {
|
|
*shgrp_depth = (do_cull) ? stl->g_data->refract_depth_shgrp_cull :
|
|
stl->g_data->refract_depth_shgrp;
|
|
*shgrp_depth_clip = (do_cull) ? stl->g_data->refract_depth_shgrp_clip_cull :
|
|
stl->g_data->refract_depth_shgrp_clip;
|
|
}
|
|
else {
|
|
*shgrp_depth = (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
|
|
*shgrp_depth_clip = (do_cull) ? stl->g_data->depth_shgrp_clip_cull :
|
|
stl->g_data->depth_shgrp_clip;
|
|
}
|
|
}
|
|
|
|
emsg = MEM_mallocN(sizeof(EeveeMaterialShadingGroups), "EeveeMaterialShadingGroups");
|
|
emsg->shading_grp = *shgrp;
|
|
emsg->depth_grp = *shgrp_depth;
|
|
emsg->depth_clip_grp = *shgrp_depth_clip;
|
|
BLI_ghash_insert(material_hash, ma, emsg);
|
|
}
|
|
|
|
static void material_transparent(Material *ma,
|
|
EEVEE_ViewLayerData *sldata,
|
|
EEVEE_Data *vedata,
|
|
struct GPUMaterial **gpumat,
|
|
struct DRWShadingGroup **shgrp,
|
|
struct DRWShadingGroup **shgrp_depth)
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Scene *scene = draw_ctx->scene;
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
|
|
|
|
const bool do_cull = (ma->blend_flag & MA_BL_CULL_BACKFACE) != 0;
|
|
const bool use_ssrefract = (((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
|
|
((stl->effects->enabled_effects & EFFECT_REFRACT) != 0));
|
|
const float *color_p = &ma->r;
|
|
const float *metal_p = &ma->metallic;
|
|
const float *spec_p = &ma->spec;
|
|
const float *rough_p = &ma->roughness;
|
|
|
|
const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKFACE) != 0);
|
|
|
|
DRWState cur_state;
|
|
DRWState all_state = (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
|
|
DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
|
|
DRW_STATE_BLEND_CUSTOM);
|
|
|
|
/* Depth prepass */
|
|
if (use_prepass) {
|
|
*shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
|
|
|
|
cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
|
|
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
|
|
|
|
DRW_shgroup_state_disable(*shgrp_depth, all_state);
|
|
DRW_shgroup_state_enable(*shgrp_depth, cur_state);
|
|
}
|
|
|
|
if (ma->use_nodes && ma->nodetree) {
|
|
static float error_col[3] = {1.0f, 0.0f, 1.0f};
|
|
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
|
|
static float half = 0.5f;
|
|
|
|
/* Shading */
|
|
*gpumat = EEVEE_material_mesh_get(scene, ma, vedata, true, use_ssrefract);
|
|
|
|
switch (GPU_material_status(*gpumat)) {
|
|
case GPU_MAT_SUCCESS: {
|
|
static int ssr_id = -1; /* TODO transparent SSR */
|
|
|
|
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
|
|
|
|
bool use_blend = true;
|
|
bool use_diffuse = GPU_material_flag_get(*gpumat, GPU_MATFLAG_DIFFUSE);
|
|
bool use_glossy = GPU_material_flag_get(*gpumat, GPU_MATFLAG_GLOSSY);
|
|
bool use_refract = GPU_material_flag_get(*gpumat, GPU_MATFLAG_REFRACT);
|
|
|
|
add_standard_uniforms(*shgrp,
|
|
sldata,
|
|
vedata,
|
|
&ssr_id,
|
|
&ma->refract_depth,
|
|
use_diffuse,
|
|
use_glossy,
|
|
use_refract,
|
|
use_ssrefract,
|
|
use_blend);
|
|
break;
|
|
}
|
|
case GPU_MAT_QUEUED: {
|
|
/* TODO Bypass probe compilation. */
|
|
stl->g_data->queued_shaders_count++;
|
|
color_p = compile_col;
|
|
metal_p = spec_p = rough_p = ½
|
|
break;
|
|
}
|
|
case GPU_MAT_FAILED:
|
|
default:
|
|
color_p = error_col;
|
|
metal_p = spec_p = rough_p = ½
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Fallback to default shader */
|
|
if (*shgrp == NULL) {
|
|
*shgrp = EEVEE_default_shading_group_create(
|
|
sldata, vedata, psl->transparent_pass, false, true, false);
|
|
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);
|
|
}
|
|
|
|
cur_state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
|
|
cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS_EQUAL;
|
|
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
|
|
|
|
/* Disable other blend modes and use the one we want. */
|
|
DRW_shgroup_state_disable(*shgrp, all_state);
|
|
DRW_shgroup_state_enable(*shgrp, cur_state);
|
|
}
|
|
|
|
/* Return correct material or &defmaterial if slot is empty. */
|
|
BLI_INLINE Material *eevee_object_material_get(Object *ob, int slot)
|
|
{
|
|
Material *ma = give_current_material(ob, slot + 1);
|
|
if (ma == NULL) {
|
|
ma = &defmaterial;
|
|
}
|
|
return ma;
|
|
}
|
|
|
|
void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob,
|
|
bool *cast_shadow)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Scene *scene = draw_ctx->scene;
|
|
GHash *material_hash = stl->g_data->material_hash;
|
|
|
|
bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
|
|
!DRW_state_is_image_render();
|
|
|
|
/* First get materials for this mesh. */
|
|
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
|
|
const int materials_len = MAX2(1, ob->totcol);
|
|
|
|
struct DRWShadingGroup **shgrp_array = BLI_array_alloca(shgrp_array, materials_len);
|
|
struct DRWShadingGroup **shgrp_depth_array = BLI_array_alloca(shgrp_depth_array,
|
|
materials_len);
|
|
struct DRWShadingGroup **shgrp_depth_clip_array = BLI_array_alloca(shgrp_depth_clip_array,
|
|
materials_len);
|
|
|
|
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
|
|
struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len);
|
|
struct Material **ma_array = BLI_array_alloca(ma_array, materials_len);
|
|
|
|
for (int i = 0; i < materials_len; i++) {
|
|
ma_array[i] = eevee_object_material_get(ob, i);
|
|
gpumat_array[i] = NULL;
|
|
gpumat_depth_array[i] = NULL;
|
|
shgrp_array[i] = NULL;
|
|
shgrp_depth_array[i] = NULL;
|
|
shgrp_depth_clip_array[i] = NULL;
|
|
|
|
switch (ma_array[i]->blend_method) {
|
|
case MA_BM_SOLID:
|
|
case MA_BM_CLIP:
|
|
case MA_BM_HASHED:
|
|
material_opaque(ma_array[i],
|
|
material_hash,
|
|
sldata,
|
|
vedata,
|
|
&gpumat_array[i],
|
|
&gpumat_depth_array[i],
|
|
&shgrp_array[i],
|
|
&shgrp_depth_array[i],
|
|
&shgrp_depth_clip_array[i]);
|
|
break;
|
|
case MA_BM_BLEND:
|
|
material_transparent(ma_array[i],
|
|
sldata,
|
|
vedata,
|
|
&gpumat_array[i],
|
|
&shgrp_array[i],
|
|
&shgrp_depth_array[i]);
|
|
break;
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Only support single volume material for now. */
|
|
/* XXX We rely on the previously compiled surface shader
|
|
* to know if the material has a "volume nodetree".
|
|
*/
|
|
bool use_volume_material = (gpumat_array[0] &&
|
|
GPU_material_use_domain_volume(gpumat_array[0]));
|
|
|
|
if ((ob->dt >= OB_SOLID) || DRW_state_is_image_render()) {
|
|
/* Get per-material split surface */
|
|
char *auto_layer_names;
|
|
int *auto_layer_is_srgb;
|
|
int auto_layer_count;
|
|
struct GPUBatch **mat_geom = NULL;
|
|
|
|
if (!use_sculpt_pbvh) {
|
|
mat_geom = DRW_cache_object_surface_material_get(ob,
|
|
gpumat_array,
|
|
materials_len,
|
|
&auto_layer_names,
|
|
&auto_layer_is_srgb,
|
|
&auto_layer_count);
|
|
}
|
|
|
|
if (use_sculpt_pbvh) {
|
|
/* Vcol is not supported in the modes that require PBVH drawing. */
|
|
bool use_vcol = false;
|
|
DRW_shgroup_call_sculpt_with_materials(shgrp_array, ob, use_vcol);
|
|
DRW_shgroup_call_sculpt_with_materials(shgrp_depth_array, ob, use_vcol);
|
|
DRW_shgroup_call_sculpt_with_materials(shgrp_depth_clip_array, ob, use_vcol);
|
|
/* TODO(fclem): Support shadows in sculpt mode. */
|
|
}
|
|
else if (mat_geom) {
|
|
for (int i = 0; i < materials_len; i++) {
|
|
if (mat_geom[i] == NULL) {
|
|
continue;
|
|
}
|
|
|
|
/* Do not render surface if we are rendering a volume object
|
|
* and do not have a surface closure. */
|
|
if (use_volume_material &&
|
|
(gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i]))) {
|
|
continue;
|
|
}
|
|
|
|
/* XXX TODO rewrite this to include the dupli objects.
|
|
* This means we cannot exclude dupli objects from reflections!!! */
|
|
EEVEE_ObjectEngineData *oedata = NULL;
|
|
if ((ob->base_flag & BASE_FROM_DUPLI) == 0) {
|
|
oedata = EEVEE_object_data_ensure(ob);
|
|
oedata->ob = ob;
|
|
oedata->test_data = &sldata->probes->vis_data;
|
|
}
|
|
|
|
ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i], oedata);
|
|
ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, mat_geom[i], oedata);
|
|
ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata);
|
|
|
|
char *name = auto_layer_names;
|
|
for (int j = 0; j < auto_layer_count; j++) {
|
|
/* TODO don't add these uniform when not needed (default pass shaders). */
|
|
/* FIXME: This is broken, as it overrides any autolayers srgb bool of the previous mesh
|
|
* that shares the same material. */
|
|
if (shgrp_array[i]) {
|
|
DRW_shgroup_uniform_bool_copy(shgrp_array[i], name, auto_layer_is_srgb[j]);
|
|
}
|
|
if (shgrp_depth_array[i]) {
|
|
DRW_shgroup_uniform_bool_copy(shgrp_depth_array[i], name, auto_layer_is_srgb[j]);
|
|
}
|
|
if (shgrp_depth_clip_array[i]) {
|
|
DRW_shgroup_uniform_bool_copy(
|
|
shgrp_depth_clip_array[i], name, auto_layer_is_srgb[j]);
|
|
}
|
|
/* Go to next layer name. */
|
|
while (*name != '\0') {
|
|
name++;
|
|
}
|
|
name += 1;
|
|
}
|
|
|
|
/* Shadow Pass */
|
|
struct GPUMaterial *gpumat;
|
|
switch (ma_array[i]->blend_shadow) {
|
|
case MA_BS_SOLID:
|
|
EEVEE_shadows_caster_add(sldata, stl, mat_geom[i], ob);
|
|
*cast_shadow = true;
|
|
break;
|
|
case MA_BS_CLIP:
|
|
gpumat = EEVEE_material_mesh_depth_get(scene, ma_array[i], false, true);
|
|
EEVEE_shadows_caster_material_add(
|
|
sldata, psl, gpumat, mat_geom[i], ob, &ma_array[i]->alpha_threshold);
|
|
*cast_shadow = true;
|
|
break;
|
|
case MA_BS_HASHED:
|
|
gpumat = EEVEE_material_mesh_depth_get(scene, ma_array[i], true, true);
|
|
EEVEE_shadows_caster_material_add(sldata, psl, gpumat, mat_geom[i], ob, NULL);
|
|
*cast_shadow = true;
|
|
break;
|
|
case MA_BS_NONE:
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Volumetrics */
|
|
if (use_volume_material) {
|
|
EEVEE_volumes_cache_object_add(sldata, vedata, scene, ob);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
|
|
EEVEE_ViewLayerData *sldata,
|
|
Object *ob,
|
|
bool *cast_shadow)
|
|
{
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0);
|
|
|
|
if (ob->type == OB_MESH) {
|
|
if (ob != draw_ctx->object_edit) {
|
|
for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
|
|
if (md->type != eModifierType_ParticleSystem) {
|
|
continue;
|
|
}
|
|
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
|
|
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
|
|
continue;
|
|
}
|
|
ParticleSettings *part = psys->part;
|
|
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
|
|
if (draw_as != PART_DRAW_PATH) {
|
|
continue;
|
|
}
|
|
|
|
DRWShadingGroup *shgrp = NULL;
|
|
Material *ma = eevee_object_material_get(ob, part->omat - 1);
|
|
|
|
float *color_p = &ma->r;
|
|
float *metal_p = &ma->metallic;
|
|
float *spec_p = &ma->spec;
|
|
float *rough_p = &ma->roughness;
|
|
|
|
shgrp = DRW_shgroup_hair_create(
|
|
ob, psys, md, psl->depth_pass, e_data.default_hair_prepass_sh);
|
|
|
|
shgrp = DRW_shgroup_hair_create(
|
|
ob, psys, md, psl->depth_pass_clip, e_data.default_hair_prepass_clip_sh);
|
|
|
|
shgrp = NULL;
|
|
if (ma->use_nodes && ma->nodetree) {
|
|
static int ssr_id;
|
|
ssr_id = (use_ssr) ? 1 : -1;
|
|
static float half = 0.5f;
|
|
static float error_col[3] = {1.0f, 0.0f, 1.0f};
|
|
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
|
|
struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma);
|
|
|
|
switch (GPU_material_status(gpumat)) {
|
|
case GPU_MAT_SUCCESS: {
|
|
bool use_diffuse = GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE);
|
|
bool use_glossy = GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY);
|
|
bool use_refract = GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT);
|
|
|
|
shgrp = DRW_shgroup_material_hair_create(ob, psys, md, psl->material_pass, gpumat);
|
|
|
|
if (!use_diffuse && !use_glossy && !use_refract) {
|
|
/* FIXME: Small hack to avoid issue when utilTex is needed for
|
|
* world_normals_get and none of the bsdfs that need it are present.
|
|
* This can try to bind utilTex even if not needed. */
|
|
DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
|
|
}
|
|
|
|
add_standard_uniforms(shgrp,
|
|
sldata,
|
|
vedata,
|
|
&ssr_id,
|
|
NULL,
|
|
use_diffuse,
|
|
use_glossy,
|
|
use_refract,
|
|
false,
|
|
false);
|
|
break;
|
|
}
|
|
case GPU_MAT_QUEUED: {
|
|
stl->g_data->queued_shaders_count++;
|
|
color_p = compile_col;
|
|
metal_p = spec_p = rough_p = ½
|
|
break;
|
|
}
|
|
case GPU_MAT_FAILED:
|
|
default:
|
|
color_p = error_col;
|
|
metal_p = spec_p = rough_p = ½
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Fallback to default shader */
|
|
if (shgrp == NULL) {
|
|
shgrp = EEVEE_default_shading_group_get(sldata, vedata, ob, psys, md, true, use_ssr);
|
|
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);
|
|
}
|
|
|
|
/* Shadows */
|
|
DRW_shgroup_hair_create(ob, psys, md, psl->shadow_pass, e_data.default_hair_prepass_sh);
|
|
*cast_shadow = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
|
|
{
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
|
|
BLI_ghash_free(stl->g_data->material_hash, NULL, MEM_freeN);
|
|
|
|
SET_FLAG_FROM_TEST(stl->effects->enabled_effects, e_data.sss_count > 0, EFFECT_SSS);
|
|
|
|
/* TODO(fclem) this is not really clean. Init should not be done in cache finish. */
|
|
EEVEE_subsurface_draw_init(sldata, vedata);
|
|
}
|
|
|
|
void EEVEE_materials_free(void)
|
|
{
|
|
for (int i = 0; i < VAR_MAT_MAX; i++) {
|
|
DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
|
|
}
|
|
MEM_SAFE_FREE(e_data.frag_shader_lib);
|
|
MEM_SAFE_FREE(e_data.vert_shader_str);
|
|
MEM_SAFE_FREE(e_data.vert_shadow_shader_str);
|
|
MEM_SAFE_FREE(e_data.vert_background_shader_str);
|
|
MEM_SAFE_FREE(e_data.vert_volume_shader_str);
|
|
MEM_SAFE_FREE(e_data.geom_volume_shader_str);
|
|
MEM_SAFE_FREE(e_data.volume_shader_lib);
|
|
DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_clip_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.default_background);
|
|
DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
|
|
DRW_TEXTURE_FREE_SAFE(e_data.util_tex);
|
|
DRW_TEXTURE_FREE_SAFE(e_data.noise_tex);
|
|
}
|
|
|
|
void EEVEE_materials_draw_opaque(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl)
|
|
{
|
|
for (int i = 0; i < VAR_MAT_MAX; i++) {
|
|
if (psl->default_pass[i]) {
|
|
DRW_draw_pass(psl->default_pass[i]);
|
|
}
|
|
}
|
|
|
|
DRW_draw_pass(psl->material_pass);
|
|
DRW_draw_pass(psl->material_pass_cull);
|
|
}
|