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.
625 lines
26 KiB
C
625 lines
26 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*
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* Volumetric effects rendering using frostbite approach.
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*/
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#include "DRW_render.h"
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#include "BLI_listbase.h"
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#include "BLI_rand.h"
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#include "BLI_string_utils.h"
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#include "DNA_fluid_types.h"
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#include "DNA_object_force_types.h"
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#include "DNA_volume_types.h"
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#include "DNA_world_types.h"
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#include "BKE_fluid.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_modifier.h"
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#include "BKE_volume.h"
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#include "BKE_volume_render.h"
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#include "ED_screen.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_capabilities.h"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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#include "eevee_private.h"
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static struct {
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GPUTexture *depth_src;
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GPUTexture *dummy_zero;
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GPUTexture *dummy_one;
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GPUTexture *dummy_flame;
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GPUTexture *dummy_scatter;
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GPUTexture *dummy_transmit;
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} e_data = {NULL}; /* Engine data */
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void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample)
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{
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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double ht_point[3];
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double ht_offset[3] = {0.0, 0.0};
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const uint ht_primes[3] = {3, 7, 2};
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BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point);
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common_data->vol_jitter[0] = (float)ht_point[0];
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common_data->vol_jitter[1] = (float)ht_point[1];
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common_data->vol_jitter[2] = (float)ht_point[2];
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}
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void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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const float *viewport_size = DRW_viewport_size_get();
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const int tile_size = scene_eval->eevee.volumetric_tile_size;
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/* Find Froxel Texture resolution. */
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int tex_size[3];
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tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
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tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
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tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
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common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
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common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
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common_data->vol_coord_scale[2] = 1.0f / viewport_size[0];
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common_data->vol_coord_scale[3] = 1.0f / viewport_size[1];
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/* TODO: compute snap to maxZBuffer for clustered rendering. */
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if ((common_data->vol_tex_size[0] != tex_size[0]) ||
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(common_data->vol_tex_size[1] != tex_size[1]) ||
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(common_data->vol_tex_size[2] != tex_size[2])) {
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
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DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
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DRW_TEXTURE_FREE_SAFE(txl->volume_transmit);
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DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
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DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
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copy_v3_v3_int(common_data->vol_tex_size, tex_size);
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common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
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common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
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common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
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}
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/* Like frostbite's paper, 5% blend of the new frame. */
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common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
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/* Temporal Super sampling jitter */
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uint ht_primes[3] = {3, 7, 2};
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uint current_sample = 0;
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/* If TAA is in use do not use the history buffer. */
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bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
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if (draw_ctx->evil_C != NULL) {
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struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
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do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
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}
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if (do_taa) {
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common_data->vol_history_alpha = 0.0f;
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current_sample = effects->taa_current_sample - 1;
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effects->volume_current_sample = -1;
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}
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else if (DRW_state_is_image_render()) {
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const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
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current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) %
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max_sample;
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if (current_sample != max_sample - 1) {
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DRW_viewport_request_redraw();
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}
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}
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EEVEE_volumes_set_jitter(sldata, current_sample);
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float integration_start = scene_eval->eevee.volumetric_start;
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float integration_end = scene_eval->eevee.volumetric_end;
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effects->volume_light_clamp = scene_eval->eevee.volumetric_light_clamp;
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common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
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if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
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common_data->vol_shadow_steps = 0;
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}
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if (DRW_view_is_persp_get(NULL)) {
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float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
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sample_distribution = 4.0f * (max_ff(1.0f - sample_distribution, 1e-2f));
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const float clip_start = DRW_view_near_distance_get(NULL);
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/* Negate */
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float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
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float far = integration_end = min_ff(-integration_end, near - 1e-4f);
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common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) /
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(far - near);
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common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
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common_data->vol_depth_param[2] = sample_distribution;
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}
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else {
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const float clip_start = DRW_view_near_distance_get(NULL);
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const float clip_end = DRW_view_far_distance_get(NULL);
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integration_start = min_ff(integration_end, clip_start);
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integration_end = max_ff(-integration_end, clip_end);
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common_data->vol_depth_param[0] = integration_start;
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common_data->vol_depth_param[1] = integration_end;
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common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
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}
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/* Disable clamp if equal to 0. */
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if (effects->volume_light_clamp == 0.0) {
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effects->volume_light_clamp = FLT_MAX;
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}
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common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
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common_data->vol_use_soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0;
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if (!e_data.dummy_scatter) {
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const float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float transmit[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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e_data.dummy_scatter = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, scatter);
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e_data.dummy_transmit = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, transmit);
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}
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}
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void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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DRWShadingGroup *grp = NULL;
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/* Quick breakdown of the Volumetric rendering:
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*
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* The rendering is separated in 4 stages:
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*
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* - Material Parameters : we collect volume properties of
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* all participating media in the scene and store them in
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* a 3D texture aligned with the 3D frustum.
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* This is done in 2 passes, one that clear the texture
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* and/or evaluate the world volumes, and the 2nd one that
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* additively render object volumes.
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*
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* - Light Scattering : the volume properties then are sampled
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* and light scattering is evaluated for each cell of the
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* volume texture. Temporal super-sampling (if enabled) occurs here.
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*
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* - Volume Integration : the scattered light and extinction is
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* integrated (accumulated) along the view-rays. The result is stored
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* for every cell in another texture.
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*
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* - Full-screen Resolve : From the previous stage, we get two
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* 3D textures that contains integrated scattered light and extinction
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* for "every" positions in the frustum. We only need to sample
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* them and blend the scene color with those factors. This also
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* work for alpha blended materials.
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*/
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/* World pass is not additive as it also clear the buffer. */
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DRW_PASS_CREATE(psl->volumetric_world_ps, DRW_STATE_WRITE_COLOR);
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DRW_PASS_CREATE(psl->volumetric_objects_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
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/* World Volumetric */
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struct World *wo = scene->world;
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if (wo != NULL && wo->use_nodes && wo->nodetree &&
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!LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
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struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_MAT_VOLUME);
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if (mat && GPU_material_has_volume_output(mat)) {
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grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps);
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}
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if (grp) {
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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/* TODO(fclem): remove those (need to clean the GLSL files). */
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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/* Fix principle volumetric not working with world materials. */
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grp = DRW_shgroup_volume_create_sub(NULL, NULL, grp, mat);
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DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
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effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
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}
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}
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if (grp == NULL) {
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/* If no world or volume material is present just clear the buffer with this drawcall */
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grp = DRW_shgroup_create(EEVEE_shaders_volumes_clear_sh_get(), psl->volumetric_world_ps);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
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}
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}
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void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
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EEVEE_Data *vedata,
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Scene *scene,
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Object *ob)
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{
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Material *ma = BKE_object_material_get_eval(ob, 1);
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if (ma == NULL) {
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if (ob->type == OB_VOLUME) {
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ma = BKE_material_default_volume();
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}
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else {
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return;
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}
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}
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float size[3];
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mat4_to_size(size, ob->obmat);
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/* Check if any of the axes have 0 length. (see T69070) */
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const float epsilon = 1e-8f;
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if ((size[0] < epsilon) || (size[1] < epsilon) || (size[2] < epsilon)) {
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return;
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}
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int mat_options = VAR_MAT_VOLUME | VAR_MAT_MESH;
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struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
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/* If shader failed to compile or is currently compiling. */
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if (mat == NULL) {
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return;
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}
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GPUShader *sh = GPU_material_get_shader(mat);
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if (sh == NULL) {
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return;
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}
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/* TODO(fclem): Reuse main shading group to avoid shading binding cost just like for surface
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* shaders. */
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DRWShadingGroup *grp = DRW_shgroup_create(sh, vedata->psl->volumetric_objects_ps);
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grp = DRW_shgroup_volume_create_sub(scene, ob, grp, mat);
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DRW_shgroup_add_material_resources(grp, mat);
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if (grp == NULL) {
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return;
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}
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/* TODO(fclem): remove those "unnecessary" UBOs */
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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/* TODO: Reduce to number of slices intersecting. */
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/* TODO: Preemptive culling. */
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DRW_shgroup_call_procedural_triangles(grp, ob, sldata->common_data.vol_tex_size[2]);
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vedata->stl->effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
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}
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void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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LightCache *lcache = vedata->stl->g_data->light_cache;
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
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DRWShadingGroup *grp;
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struct GPUShader *sh;
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DRW_PASS_CREATE(psl->volumetric_scatter_ps, DRW_STATE_WRITE_COLOR);
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sh = (common_data->vol_use_lights) ? EEVEE_shaders_volumes_scatter_with_lights_sh_get() :
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EEVEE_shaders_volumes_scatter_sh_get();
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grp = DRW_shgroup_create(sh, psl->volumetric_scatter_ps);
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DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
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DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
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DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
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DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
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DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
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DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
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DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
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DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
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DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmit_history);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
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DRW_PASS_CREATE(psl->volumetric_integration_ps, DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(EEVEE_shaders_volumes_integration_sh_get(),
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psl->volumetric_integration_ps);
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DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
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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);
|
|
}
|
|
}
|
|
|
|
/** \} */
|