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.
355 lines
13 KiB
GLSL
355 lines
13 KiB
GLSL
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#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
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// #pragma (gpu_shader_codegen_lib.glsl)
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#pragma BLENDER_REQUIRE(lights_lib.glsl)
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#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
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#ifndef GPU_FRAGMENT_SHADER
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# define gl_FragCoord vec4(0.0)
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# define gl_FrontFacing true
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#endif
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/**
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* Extensive use of Macros to be able to change the maximum amount of evaluated closure easily.
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* NOTE: GLSL does not support variadic macros.
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*
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* Example
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* // Declare the cl_eval function
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* CLOSURE_EVAL_FUNCTION_DECLARE_3(name, Diffuse, Glossy, Refraction);
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* // Declare the inputs & outputs
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* CLOSURE_VARS_DECLARE(Diffuse, Glossy, Refraction);
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* // Specify inputs
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* in_Diffuse_0.N = N;
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* ...
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* // Call the cl_eval function
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* CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction);
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* // Get the cl_out
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* closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance;
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*/
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#define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \
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ClosureInputCommon in_common = CLOSURE_INPUT_COMMON_DEFAULT; \
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ClosureInput##t0 in_##t0##_0 = CLOSURE_INPUT_##t0##_DEFAULT; \
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ClosureInput##t1 in_##t1##_1 = CLOSURE_INPUT_##t1##_DEFAULT; \
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ClosureInput##t2 in_##t2##_2 = CLOSURE_INPUT_##t2##_DEFAULT; \
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ClosureInput##t3 in_##t3##_3 = CLOSURE_INPUT_##t3##_DEFAULT; \
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ClosureOutput##t0 out_##t0##_0; \
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ClosureOutput##t1 out_##t1##_1; \
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ClosureOutput##t2 out_##t2##_2; \
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ClosureOutput##t3 out_##t3##_3;
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#define CLOSURE_EVAL_DECLARE(t0, t1, t2, t3) \
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ClosureEvalCommon cl_common = closure_Common_eval_init(in_common); \
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ClosureEval##t0 eval_##t0##_0 = closure_##t0##_eval_init(in_##t0##_0, cl_common, out_##t0##_0); \
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ClosureEval##t1 eval_##t1##_1 = closure_##t1##_eval_init(in_##t1##_1, cl_common, out_##t1##_1); \
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ClosureEval##t2 eval_##t2##_2 = closure_##t2##_eval_init(in_##t2##_2, cl_common, out_##t2##_2); \
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ClosureEval##t3 eval_##t3##_3 = closure_##t3##_eval_init(in_##t3##_3, cl_common, out_##t3##_3);
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#define CLOSURE_META_SUBROUTINE(subroutine, t0, t1, t2, t3) \
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closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, out_##t0##_0); \
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closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, out_##t1##_1); \
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closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, out_##t2##_2); \
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closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, out_##t3##_3);
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#define CLOSURE_META_SUBROUTINE_DATA(subroutine, sub_data, t0, t1, t2, t3) \
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closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, sub_data, out_##t0##_0); \
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closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, sub_data, out_##t1##_1); \
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closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, sub_data, out_##t2##_2); \
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closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, sub_data, out_##t3##_3);
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#ifndef DEPTH_SHADER
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/* Inputs are inout so that callers can get the final inputs used for evaluation. */
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# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
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void closure_##name##_eval(ClosureInputCommon in_common, \
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inout ClosureInput##t0 in_##t0##_0, \
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inout ClosureInput##t1 in_##t1##_1, \
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inout ClosureInput##t2 in_##t2##_2, \
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inout ClosureInput##t3 in_##t3##_3, \
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out ClosureOutput##t0 out_##t0##_0, \
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out ClosureOutput##t1 out_##t1##_1, \
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out ClosureOutput##t2 out_##t2##_2, \
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out ClosureOutput##t3 out_##t3##_3) \
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{ \
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CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
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\
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/* Starts at 1 because 0 is world cubemap. */ \
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for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \
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i++) { \
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ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \
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if (cube.attenuation > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \
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} \
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} \
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\
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/* Starts at 1 because 0 is world irradiance. */ \
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for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; \
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i++) { \
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ClosureGridData grid = closure_grid_eval_init(i, cl_common); \
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if (grid.attenuation > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \
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} \
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} \
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\
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CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \
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\
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ClosurePlanarData planar = closure_planar_eval_init(cl_common); \
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if (planar.attenuation > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \
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} \
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\
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for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \
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ClosureLightData light = closure_light_eval_init(cl_common, i); \
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if (light.vis > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \
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} \
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} \
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\
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CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \
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}
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#else
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/* Inputs are inout so that callers can get the final inputs used for evaluation. */
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# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
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void closure_##name##_eval(ClosureInputCommon in_common, \
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inout ClosureInput##t0 in_##t0##_0, \
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inout ClosureInput##t1 in_##t1##_1, \
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inout ClosureInput##t2 in_##t2##_2, \
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inout ClosureInput##t3 in_##t3##_3, \
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out ClosureOutput##t0 out_##t0##_0, \
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out ClosureOutput##t1 out_##t1##_1, \
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out ClosureOutput##t2 out_##t2##_2, \
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out ClosureOutput##t3 out_##t3##_3) \
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{ \
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CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
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}
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#endif
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#define CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) \
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closure_##name##_eval(in_common, \
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in_##t0##_0, \
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in_##t1##_1, \
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in_##t2##_2, \
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in_##t3##_3, \
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out_##t0##_0, \
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out_##t1##_1, \
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out_##t2##_2, \
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out_##t3##_3)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_1(name, t0) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, Dummy, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_2(name, t0, t1) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_3(name, t0, t1, t2) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, Dummy)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_4(name, t0, t1, t2, t3) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3)
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#define CLOSURE_VARS_DECLARE_1(t0) CLOSURE_VARS_DECLARE(t0, Dummy, Dummy, Dummy)
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#define CLOSURE_VARS_DECLARE_2(t0, t1) CLOSURE_VARS_DECLARE(t0, t1, Dummy, Dummy)
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#define CLOSURE_VARS_DECLARE_3(t0, t1, t2) CLOSURE_VARS_DECLARE(t0, t1, t2, Dummy)
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#define CLOSURE_VARS_DECLARE_4(t0, t1, t2, t3) CLOSURE_VARS_DECLARE(t0, t1, t2, t3)
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#define CLOSURE_EVAL_FUNCTION_1(name, t0) CLOSURE_EVAL_FUNCTION(name, t0, Dummy, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_2(name, t0, t1) CLOSURE_EVAL_FUNCTION(name, t0, t1, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_3(name, t0, t1, t2) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, Dummy)
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#define CLOSURE_EVAL_FUNCTION_4(name, t0, t1, t2, t3) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3)
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/* -------------------------------------------------------------------- */
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/** \name Dummy Closure
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*
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* Dummy closure type that will be optimized out by the compiler.
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* \{ */
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#define ClosureInputDummy ClosureOutput
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#define ClosureOutputDummy ClosureOutput
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#define ClosureEvalDummy ClosureOutput
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#ifdef GPU_METAL
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/* C++ struct initialization. */
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# define CLOSURE_EVAL_DUMMY \
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{ \
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vec3(0) \
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}
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#else
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# define CLOSURE_EVAL_DUMMY ClosureOutput(vec3(0))
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#endif
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#define CLOSURE_INPUT_Dummy_DEFAULT CLOSURE_EVAL_DUMMY
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#define closure_Dummy_eval_init(cl_in, cl_common, cl_out) CLOSURE_EVAL_DUMMY
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#define closure_Dummy_planar_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_cubemap_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_grid_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_indirect_end(cl_in, cl_eval, cl_common, cl_out)
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#define closure_Dummy_light_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_eval_end(cl_in, cl_eval, cl_common, cl_out)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Common cl_eval data
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*
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* Eval data not dependent on input parameters. All might not be used but unused ones
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* will be optimized out.
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* \{ */
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struct ClosureInputCommon {
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/** Custom occlusion value set by the user. */
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float occlusion;
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};
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#ifdef GPU_METAL
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/* C++ struct initialization. */
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# define CLOSURE_INPUT_COMMON_DEFAULT \
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{ \
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1.0 \
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}
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#else
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# define CLOSURE_INPUT_COMMON_DEFAULT ClosureInputCommon(1.0)
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#endif
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struct ClosureEvalCommon {
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/** Result of SSAO. */
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OcclusionData occlusion_data;
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/** View vector. */
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vec3 V;
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/** Surface position. */
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vec3 P;
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/** Normal vector, always facing camera. */
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vec3 N;
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/** Normal vector, always facing camera. (viewspace) */
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vec3 vN;
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/** Surface position. (viewspace) */
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vec3 vP;
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/** Geometric normal, always facing camera. */
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vec3 Ng;
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/** Geometric normal, always facing camera. (viewspace) */
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vec3 vNg;
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/** Random numbers. 3 random sequences. zw is a random point on a circle. */
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vec4 rand;
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/** Specular probe accumulator. Shared between planar and cubemap probe. */
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float specular_accum;
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/** Diffuse probe accumulator. */
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float diffuse_accum;
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};
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/* Common cl_out struct used by most closures. */
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struct ClosureOutput {
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vec3 radiance;
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};
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/* Workaround for screenspace shadows in SSR pass. */
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float FragDepth;
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ClosureEvalCommon closure_Common_eval_init(ClosureInputCommon cl_in)
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{
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ClosureEvalCommon cl_eval;
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cl_eval.rand = texelfetch_noise_tex(gl_FragCoord.xy);
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cl_eval.V = cameraVec(worldPosition);
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cl_eval.P = worldPosition;
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cl_eval.N = safe_normalize(gl_FrontFacing ? worldNormal : -worldNormal);
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cl_eval.vN = safe_normalize(gl_FrontFacing ? viewNormal : -viewNormal);
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cl_eval.vP = viewPosition;
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#ifdef GPU_FRAGMENT_SHADER
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cl_eval.Ng = safe_normalize(cross(dFdx(cl_eval.P), dFdy(cl_eval.P)));
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#else
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cl_eval.Ng = cl_eval.N;
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#endif
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cl_eval.vNg = transform_direction(ViewMatrix, cl_eval.Ng);
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cl_eval.occlusion_data = occlusion_load(cl_eval.vP, cl_in.occlusion);
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cl_eval.specular_accum = 1.0;
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cl_eval.diffuse_accum = 1.0;
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return cl_eval;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Loop data
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*
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* Loop data is conveniently packed into struct to make it future proof.
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* \{ */
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struct ClosureLightData {
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LightData data; /** Light Data. */
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vec4 L; /** Non-Normalized Light Vector (surface to light) with length in W component. */
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float vis; /** Light visibility. */
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float contact_shadow; /** Result of contact shadow tracing. */
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};
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ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_id)
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{
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ClosureLightData light;
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light.data = lights_data[light_id];
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light.L.xyz = light.data.l_position - cl_common.P;
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light.L.w = length(light.L.xyz);
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light.vis = light_visibility(light.data, cl_common.P, light.L);
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light.contact_shadow = light_contact_shadows(
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light.data, cl_common.P, cl_common.vP, cl_common.vNg, cl_common.rand.x, light.vis);
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return light;
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}
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struct ClosureCubemapData {
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int id; /** Probe id. */
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float attenuation; /** Attenuation. */
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};
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ClosureCubemapData closure_cubemap_eval_init(int cube_id, inout ClosureEvalCommon cl_common)
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{
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ClosureCubemapData cube;
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cube.id = cube_id;
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cube.attenuation = probe_attenuation_cube(cube_id, cl_common.P);
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cube.attenuation = min(cube.attenuation, cl_common.specular_accum);
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cl_common.specular_accum -= cube.attenuation;
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return cube;
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}
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struct ClosurePlanarData {
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int id; /** Probe id. */
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PlanarData data; /** planars_data[id]. */
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float attenuation; /** Attenuation. */
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};
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ClosurePlanarData closure_planar_eval_init(inout ClosureEvalCommon cl_common)
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{
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ClosurePlanarData planar;
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planar.attenuation = 0.0;
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/* TODO(fclem): Find planar with the maximum weight. */
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for (int i = 0; i < prbNumPlanar && i < MAX_PLANAR; i++) {
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float attenuation = probe_attenuation_planar(planars_data[i], cl_common.P);
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if (attenuation > planar.attenuation) {
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planar.id = i;
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planar.attenuation = attenuation;
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planar.data = planars_data[i];
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}
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}
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return planar;
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}
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struct ClosureGridData {
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int id; /** Grid id. */
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GridData data; /** grids_data[id] */
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float attenuation; /** Attenuation. */
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vec3 local_pos; /** Local position inside the grid. */
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};
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ClosureGridData closure_grid_eval_init(int id, inout ClosureEvalCommon cl_common)
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{
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ClosureGridData grid;
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grid.id = id;
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grid.data = grids_data[id];
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grid.attenuation = probe_attenuation_grid(grid.data, cl_common.P, grid.local_pos);
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grid.attenuation = min(grid.attenuation, cl_common.diffuse_accum);
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cl_common.diffuse_accum -= grid.attenuation;
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return grid;
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}
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/** \} */
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#ifndef GPU_FRAGMENT_SHADER
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# undef gl_FragCoord
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# undef gl_FrontFacing
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#endif
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