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blender-archive/source/blender/draw/engines/eevee/eevee_volumes.c
Clément Foucault a5ac0375b0 Fix T98697: EEVEE: Regression: Missing custom property from volumetrics
The resource binding were missing from the shading group
(`shgroup->uniform_attrs`), leading to no custom property UBO creation
(`drw_uniform_attrs_pool_update`) when issuing the drawcall,
resulting in a missing UBO bind.

The fix make sure to no duplicate the bindings by creating a simple
shader bind instead of a `GPUMaterial` bind.

Candidate for 3.2.1 corrective release.
2022-06-29 14:12:03 +02:00

625 lines
26 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw_engine
*
* Volumetric effects rendering using frostbite approach.
*/
#include "DRW_render.h"
#include "BLI_listbase.h"
#include "BLI_rand.h"
#include "BLI_string_utils.h"
#include "DNA_fluid_types.h"
#include "DNA_object_force_types.h"
#include "DNA_volume_types.h"
#include "DNA_world_types.h"
#include "BKE_fluid.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_volume.h"
#include "BKE_volume_render.h"
#include "ED_screen.h"
#include "DEG_depsgraph_query.h"
#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "eevee_private.h"
static struct {
GPUTexture *depth_src;
GPUTexture *dummy_zero;
GPUTexture *dummy_one;
GPUTexture *dummy_flame;
GPUTexture *dummy_scatter;
GPUTexture *dummy_transmit;
} e_data = {NULL}; /* Engine data */
void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
double ht_point[3];
double ht_offset[3] = {0.0, 0.0};
const uint ht_primes[3] = {3, 7, 2};
BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point);
common_data->vol_jitter[0] = (float)ht_point[0];
common_data->vol_jitter[1] = (float)ht_point[1];
common_data->vol_jitter[2] = (float)ht_point[2];
}
void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
const float *viewport_size = DRW_viewport_size_get();
const int tile_size = scene_eval->eevee.volumetric_tile_size;
/* Find Froxel Texture resolution. */
int tex_size[3];
tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
common_data->vol_coord_scale[2] = 1.0f / viewport_size[0];
common_data->vol_coord_scale[3] = 1.0f / viewport_size[1];
/* TODO: compute snap to maxZBuffer for clustered rendering. */
if ((common_data->vol_tex_size[0] != tex_size[0]) ||
(common_data->vol_tex_size[1] != tex_size[1]) ||
(common_data->vol_tex_size[2] != tex_size[2])) {
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmit);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
copy_v3_v3_int(common_data->vol_tex_size, tex_size);
common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
}
/* Like frostbite's paper, 5% blend of the new frame. */
common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
/* Temporal Super sampling jitter */
uint ht_primes[3] = {3, 7, 2};
uint current_sample = 0;
/* If TAA is in use do not use the history buffer. */
bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
if (draw_ctx->evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
}
if (do_taa) {
common_data->vol_history_alpha = 0.0f;
current_sample = effects->taa_current_sample - 1;
effects->volume_current_sample = -1;
}
else if (DRW_state_is_image_render()) {
const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) %
max_sample;
if (current_sample != max_sample - 1) {
DRW_viewport_request_redraw();
}
}
EEVEE_volumes_set_jitter(sldata, current_sample);
float integration_start = scene_eval->eevee.volumetric_start;
float integration_end = scene_eval->eevee.volumetric_end;
effects->volume_light_clamp = scene_eval->eevee.volumetric_light_clamp;
common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
common_data->vol_shadow_steps = 0;
}
if (DRW_view_is_persp_get(NULL)) {
float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
sample_distribution = 4.0f * (max_ff(1.0f - sample_distribution, 1e-2f));
const float clip_start = DRW_view_near_distance_get(NULL);
/* Negate */
float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
float far = integration_end = min_ff(-integration_end, near - 1e-4f);
common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) /
(far - near);
common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
common_data->vol_depth_param[2] = sample_distribution;
}
else {
const float clip_start = DRW_view_near_distance_get(NULL);
const float clip_end = DRW_view_far_distance_get(NULL);
integration_start = min_ff(integration_end, clip_start);
integration_end = max_ff(-integration_end, clip_end);
common_data->vol_depth_param[0] = integration_start;
common_data->vol_depth_param[1] = integration_end;
common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
}
/* Disable clamp if equal to 0. */
if (effects->volume_light_clamp == 0.0) {
effects->volume_light_clamp = FLT_MAX;
}
common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
common_data->vol_use_soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
if (!e_data.dummy_scatter) {
const float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f};
const float transmit[4] = {1.0f, 1.0f, 1.0f, 1.0f};
e_data.dummy_scatter = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, scatter);
e_data.dummy_transmit = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, transmit);
}
}
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
DRWShadingGroup *grp = NULL;
/* Quick breakdown of the Volumetric rendering:
*
* The rendering is separated in 4 stages:
*
* - Material Parameters : we collect volume properties of
* all participating media in the scene and store them in
* a 3D texture aligned with the 3D frustum.
* This is done in 2 passes, one that clear the texture
* and/or evaluate the world volumes, and the 2nd one that
* additively render object volumes.
*
* - Light Scattering : the volume properties then are sampled
* and light scattering is evaluated for each cell of the
* volume texture. Temporal super-sampling (if enabled) occurs here.
*
* - Volume Integration : the scattered light and extinction is
* integrated (accumulated) along the view-rays. The result is stored
* for every cell in another texture.
*
* - Full-screen Resolve : From the previous stage, we get two
* 3D textures that contains integrated scattered light and extinction
* for "every" positions in the frustum. We only need to sample
* them and blend the scene color with those factors. This also
* work for alpha blended materials.
*/
/* World pass is not additive as it also clear the buffer. */
DRW_PASS_CREATE(psl->volumetric_world_ps, DRW_STATE_WRITE_COLOR);
DRW_PASS_CREATE(psl->volumetric_objects_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
/* World Volumetric */
struct World *wo = scene->world;
if (wo != NULL && wo->use_nodes && wo->nodetree &&
!LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_MAT_VOLUME);
if (mat && GPU_material_has_volume_output(mat)) {
grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps);
}
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
/* TODO(fclem): remove those (need to clean the GLSL files). */
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_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
/* Fix principle volumetric not working with world materials. */
grp = DRW_shgroup_volume_create_sub(NULL, NULL, grp, mat);
DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
}
}
if (grp == NULL) {
/* If no world or volume material is present just clear the buffer with this drawcall */
grp = DRW_shgroup_create(EEVEE_shaders_volumes_clear_sh_get(), psl->volumetric_world_ps);
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_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
}
}
void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Scene *scene,
Object *ob)
{
Material *ma = BKE_object_material_get_eval(ob, 1);
if (ma == NULL) {
if (ob->type == OB_VOLUME) {
ma = BKE_material_default_volume();
}
else {
return;
}
}
float size[3];
mat4_to_size(size, ob->obmat);
/* Check if any of the axes have 0 length. (see T69070) */
const float epsilon = 1e-8f;
if ((size[0] < epsilon) || (size[1] < epsilon) || (size[2] < epsilon)) {
return;
}
int mat_options = VAR_MAT_VOLUME | VAR_MAT_MESH;
struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
/* If shader failed to compile or is currently compiling. */
if (mat == NULL) {
return;
}
GPUShader *sh = GPU_material_get_shader(mat);
if (sh == NULL) {
return;
}
/* TODO(fclem): Reuse main shading group to avoid shading binding cost just like for surface
* shaders. */
DRWShadingGroup *grp = DRW_shgroup_create(sh, vedata->psl->volumetric_objects_ps);
grp = DRW_shgroup_volume_create_sub(scene, ob, grp, mat);
DRW_shgroup_add_material_resources(grp, mat);
if (grp == NULL) {
return;
}
/* TODO(fclem): remove those "unnecessary" UBOs */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
/* TODO: Reduce to number of slices intersecting. */
/* TODO: Preemptive culling. */
DRW_shgroup_call_procedural_triangles(grp, ob, sldata->common_data.vol_tex_size[2]);
vedata->stl->effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
}
void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = vedata->stl->effects;
LightCache *lcache = vedata->stl->g_data->light_cache;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
DRWShadingGroup *grp;
struct GPUShader *sh;
DRW_PASS_CREATE(psl->volumetric_scatter_ps, DRW_STATE_WRITE_COLOR);
sh = (common_data->vol_use_lights) ? EEVEE_shaders_volumes_scatter_with_lights_sh_get() :
EEVEE_shaders_volumes_scatter_sh_get();
grp = DRW_shgroup_create(sh, psl->volumetric_scatter_ps);
DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmit_history);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
DRW_PASS_CREATE(psl->volumetric_integration_ps, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(EEVEE_shaders_volumes_integration_sh_get(),
psl->volumetric_integration_ps);
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmit);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
if (USE_VOLUME_OPTI) {
DRW_shgroup_uniform_image_ref(grp, "finalScattering_img", &txl->volume_scatter_history);
DRW_shgroup_uniform_image_ref(grp, "finalTransmittance_img", &txl->volume_transmit_history);
}
DRW_shgroup_call_procedural_triangles(
grp, NULL, USE_VOLUME_OPTI ? 1 : common_data->vol_tex_size[2]);
DRW_PASS_CREATE(psl->volumetric_resolve_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(false),
psl->volumetric_resolve_ps);
DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
}
void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = vedata->stl->effects;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
int *tex_size = common_data->vol_tex_size;
if (txl->volume_prop_scattering == NULL) {
/* Volume properties: We evaluate all volumetric objects
* and store their final properties into each froxel */
txl->volume_prop_scattering = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_extinction = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_emission = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_phase = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL);
/* Volume scattering: We compute for each froxel the
* Scattered light towards the view. We also resolve temporal
* super sampling during this stage. */
txl->volume_scatter = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_transmit = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
/* Final integration: We compute for each froxel the
* amount of scattered light and extinction coef at this
* given depth. We use these textures as double buffer
* for the volumetric history. */
txl->volume_scatter_history = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_transmit_history = DRW_texture_create_3d(
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
}
GPU_framebuffer_ensure_config(&fbl->volumetric_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering),
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction),
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission),
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)});
GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter),
GPU_ATTACHMENT_TEXTURE(txl->volume_transmit)});
GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history),
GPU_ATTACHMENT_TEXTURE(txl->volume_transmit_history)});
}
else {
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmit);
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
}
effects->volume_scatter = e_data.dummy_scatter;
effects->volume_transmit = e_data.dummy_transmit;
}
void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
DRW_stats_group_start("Volumetrics");
/* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode.
* TODO(fclem): avoid this by using sampler objects. */
GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);
GPU_framebuffer_bind(fbl->volumetric_fb);
DRW_draw_pass(psl->volumetric_world_ps);
DRW_draw_pass(psl->volumetric_objects_ps);
GPU_framebuffer_bind(fbl->volumetric_scat_fb);
DRW_draw_pass(psl->volumetric_scatter_ps);
if (USE_VOLUME_OPTI) {
/* Avoid feedback loop assert. */
GPU_framebuffer_bind(fbl->volumetric_fb);
}
else {
GPU_framebuffer_bind(fbl->volumetric_integ_fb);
}
DRW_draw_pass(psl->volumetric_integration_ps);
SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
SWAP(GPUTexture *, txl->volume_transmit, txl->volume_transmit_history);
effects->volume_scatter = txl->volume_scatter;
effects->volume_transmit = txl->volume_transmit;
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
DRW_stats_group_end();
}
}
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
if (USE_VOLUME_OPTI) {
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
}
/* Apply for opaque geometry. */
GPU_framebuffer_bind(fbl->main_color_fb);
DRW_draw_pass(psl->volumetric_resolve_ps);
/* Restore. */
GPU_framebuffer_bind(fbl->main_fb);
}
}
void EEVEE_volumes_free(void)
{
DRW_TEXTURE_FREE_SAFE(e_data.dummy_scatter);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_transmit);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_zero);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_one);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_flame);
}
/* -------------------------------------------------------------------- */
/** \name Render Passes
* \{ */
void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_EffectsInfo *effects = stl->effects;
/* Create FrameBuffer. */
/* Should be enough precision for many samples. */
const eGPUTextureFormat texture_format_accum = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F;
DRW_texture_ensure_fullscreen_2d(&txl->volume_scatter_accum, texture_format_accum, 0);
DRW_texture_ensure_fullscreen_2d(&txl->volume_transmittance_accum, texture_format_accum, 0);
GPU_framebuffer_ensure_config(&fbl->volumetric_accum_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_accum),
GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_accum)});
/* Create Pass and shgroup. */
DRW_PASS_CREATE(psl->volumetric_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
DRWShadingGroup *grp = NULL;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(true), psl->volumetric_accum_ps);
DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
}
else {
/* There is no volumetrics in the scene. Use a shader to fill the accum textures with a default
* value. */
grp = DRW_shgroup_create(EEVEE_shaders_volumes_accum_sh_get(), psl->volumetric_accum_ps);
}
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->volumetric_accum_fb != NULL) {
/* Accum pass */
GPU_framebuffer_bind(fbl->volumetric_accum_fb);
/* Clear texture. */
if (effects->taa_current_sample == 1) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear);
}
DRW_draw_pass(psl->volumetric_accum_ps);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
}
}
/** \} */