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blender-archive/source/blender/draw/engines/eevee/eevee_shaders.c
2020-06-05 14:34:00 +10:00

814 lines
29 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BKE_lib_id.h"
#include "BKE_node.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "MEM_guardedalloc.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "NOD_shader.h"
#include "eevee_engine.h"
#include "eevee_private.h"
static const char *filter_defines = "#define HAMMERSLEY_SIZE " STRINGIFY(HAMMERSLEY_SIZE) "\n"
#if defined(IRRADIANCE_SH_L2)
"#define IRRADIANCE_SH_L2\n"
#elif defined(IRRADIANCE_CUBEMAP)
"#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
"#define IRRADIANCE_HL2\n"
#endif
"#define NOISE_SIZE 64\n";
static struct {
/* Probes */
struct GPUShader *probe_default_sh;
struct GPUShader *probe_default_studiolight_sh;
struct GPUShader *probe_background_studiolight_sh;
struct GPUShader *probe_grid_display_sh;
struct GPUShader *probe_cube_display_sh;
struct GPUShader *probe_planar_display_sh;
struct GPUShader *probe_filter_glossy_sh;
struct GPUShader *probe_filter_diffuse_sh;
struct GPUShader *probe_filter_visibility_sh;
struct GPUShader *probe_grid_fill_sh;
struct GPUShader *probe_planar_downsample_sh;
/* Velocity Resolve */
struct GPUShader *velocity_resolve_sh;
/* Temporal Anti Aliasing */
struct GPUShader *taa_resolve_sh;
struct GPUShader *taa_resolve_reproject_sh;
/* General purpose Shaders. */
struct GPUShader *default_background;
struct GPUShader *update_noise_sh;
/* Shader strings */
char *frag_shader_lib;
char *vert_shader_str;
char *vert_shadow_shader_str;
char *vert_background_shader_str;
char *vert_volume_shader_str;
char *geom_volume_shader_str;
char *volume_shader_lib;
/* LookDev Materials */
Material *glossy_mat;
Material *diffuse_mat;
Material *error_mat;
/* Default Material */
struct {
bNodeTree *ntree;
bNodeSocketValueRGBA *color_socket;
bNodeSocketValueFloat *metallic_socket;
bNodeSocketValueFloat *roughness_socket;
bNodeSocketValueFloat *specular_socket;
} surface;
struct {
bNodeTree *ntree;
bNodeSocketValueRGBA *color_socket;
} world;
} e_data = {NULL}; /* Engine data */
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_bsdf_sampling_lib_glsl[];
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_ambient_occlusion_lib_glsl[];
extern char datatoc_background_vert_glsl[];
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_cubemap_lib_glsl[];
extern char datatoc_default_world_frag_glsl[];
extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lightprobe_cube_display_frag_glsl[];
extern char datatoc_lightprobe_cube_display_vert_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_visibility_frag_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_grid_display_frag_glsl[];
extern char datatoc_lightprobe_grid_display_vert_glsl[];
extern char datatoc_lightprobe_grid_fill_frag_glsl[];
extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_lightprobe_planar_display_frag_glsl[];
extern char datatoc_lightprobe_planar_display_vert_glsl[];
extern char datatoc_lightprobe_planar_downsample_frag_glsl[];
extern char datatoc_lightprobe_planar_downsample_geom_glsl[];
extern char datatoc_lightprobe_planar_downsample_vert_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_lights_lib_glsl[];
extern char datatoc_lit_surface_frag_glsl[];
extern char datatoc_lit_surface_vert_glsl[];
extern char datatoc_ltc_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_prepass_frag_glsl[];
extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_ssr_lib_glsl[];
extern char datatoc_update_noise_frag_glsl[];
extern char datatoc_volumetric_frag_glsl[];
extern char datatoc_volumetric_geom_glsl[];
extern char datatoc_volumetric_lib_glsl[];
extern char datatoc_volumetric_vert_glsl[];
/* Velocity Resolve */
extern char datatoc_effect_velocity_resolve_frag_glsl[];
/* Temporal Sampling */
extern char datatoc_effect_temporal_aa_glsl[];
/* *********** FUNCTIONS *********** */
void EEVEE_shaders_lightprobe_shaders_init(void)
{
BLI_assert(e_data.probe_filter_glossy_sh == NULL);
char *shader_str = NULL;
shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_bsdf_sampling_lib_glsl,
datatoc_lightprobe_filter_glossy_frag_glsl);
e_data.probe_filter_glossy_sh = DRW_shader_create(
datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str, filter_defines);
e_data.probe_default_sh = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
MEM_freeN(shader_str);
shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_bsdf_sampling_lib_glsl,
datatoc_lightprobe_filter_diffuse_frag_glsl);
e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen(shader_str, filter_defines);
MEM_freeN(shader_str);
shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_bsdf_sampling_lib_glsl,
datatoc_lightprobe_filter_visibility_frag_glsl);
e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen(shader_str, filter_defines);
MEM_freeN(shader_str);
e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen(datatoc_lightprobe_grid_fill_frag_glsl,
filter_defines);
e_data.probe_planar_downsample_sh = DRW_shader_create(
datatoc_lightprobe_planar_downsample_vert_glsl,
datatoc_lightprobe_planar_downsample_geom_glsl,
datatoc_lightprobe_planar_downsample_frag_glsl,
NULL);
}
void EEVEE_shaders_material_shaders_init(void)
{
e_data.frag_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_bsdf_sampling_lib_glsl,
datatoc_ambient_occlusion_lib_glsl,
datatoc_raytrace_lib_glsl,
datatoc_ssr_lib_glsl,
datatoc_octahedron_lib_glsl,
datatoc_cubemap_lib_glsl,
datatoc_irradiance_lib_glsl,
datatoc_lightprobe_lib_glsl,
datatoc_ltc_lib_glsl,
datatoc_lights_lib_glsl,
/* Add one for each Closure */
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_volumetric_lib_glsl);
e_data.volume_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_ambient_occlusion_lib_glsl,
datatoc_octahedron_lib_glsl,
datatoc_cubemap_lib_glsl,
datatoc_irradiance_lib_glsl,
datatoc_lightprobe_lib_glsl,
datatoc_ltc_lib_glsl,
datatoc_lights_lib_glsl,
datatoc_volumetric_lib_glsl,
datatoc_volumetric_frag_glsl);
e_data.vert_shader_str = BLI_string_joinN(
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_lit_surface_vert_glsl);
e_data.vert_shadow_shader_str = BLI_string_joinN(
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_background_vert_glsl);
e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_volumetric_vert_glsl);
e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_volumetric_geom_glsl);
}
GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void)
{
return e_data.probe_filter_glossy_sh;
}
GPUShader *EEVEE_shaders_probe_default_sh_get(void)
{
return e_data.probe_default_sh;
}
GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void)
{
return e_data.probe_filter_diffuse_sh;
}
GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void)
{
return e_data.probe_filter_visibility_sh;
}
GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void)
{
return e_data.probe_grid_fill_sh;
}
GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void)
{
return e_data.probe_planar_downsample_sh;
}
GPUShader *EEVEE_shaders_default_studiolight_sh_get(void)
{
if (e_data.probe_default_studiolight_sh == NULL) {
e_data.probe_default_studiolight_sh = DRW_shader_create_with_lib(
datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
datatoc_common_view_lib_glsl,
"#define LOOKDEV\n");
}
return e_data.probe_default_studiolight_sh;
}
GPUShader *EEVEE_shaders_background_studiolight_sh_get(void)
{
if (e_data.probe_background_studiolight_sh == NULL) {
char *frag_str = BLI_string_joinN(datatoc_octahedron_lib_glsl,
datatoc_cubemap_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_lightprobe_lib_glsl,
datatoc_default_world_frag_glsl);
e_data.probe_background_studiolight_sh = DRW_shader_create_with_lib(
datatoc_background_vert_glsl,
NULL,
frag_str,
datatoc_common_view_lib_glsl,
"#define LOOKDEV_BG\n" SHADER_DEFINES);
MEM_freeN(frag_str);
}
return e_data.probe_background_studiolight_sh;
}
GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void)
{
if (e_data.probe_cube_display_sh == NULL) {
char *shader_str = BLI_string_joinN(datatoc_octahedron_lib_glsl,
datatoc_cubemap_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_lightprobe_lib_glsl,
datatoc_lightprobe_cube_display_frag_glsl);
char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_lightprobe_cube_display_vert_glsl);
e_data.probe_cube_display_sh = DRW_shader_create(vert_str, NULL, shader_str, SHADER_DEFINES);
MEM_freeN(vert_str);
MEM_freeN(shader_str);
}
return e_data.probe_cube_display_sh;
}
GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void)
{
if (e_data.probe_grid_display_sh == NULL) {
char *shader_str = BLI_string_joinN(datatoc_octahedron_lib_glsl,
datatoc_cubemap_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_irradiance_lib_glsl,
datatoc_lightprobe_lib_glsl,
datatoc_lightprobe_grid_display_frag_glsl);
char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_lightprobe_grid_display_vert_glsl);
e_data.probe_grid_display_sh = DRW_shader_create(vert_str, NULL, shader_str, filter_defines);
MEM_freeN(vert_str);
MEM_freeN(shader_str);
}
return e_data.probe_grid_display_sh;
}
GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void)
{
if (e_data.probe_planar_display_sh == NULL) {
char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_lightprobe_planar_display_vert_glsl);
char *shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_lightprobe_planar_display_frag_glsl);
e_data.probe_planar_display_sh = DRW_shader_create(vert_str, NULL, shader_str, NULL);
MEM_freeN(vert_str);
MEM_freeN(shader_str);
}
return e_data.probe_planar_display_sh;
}
GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void)
{
if (e_data.velocity_resolve_sh == NULL) {
char *frag_str = BLI_string_joinN(datatoc_common_uniforms_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_effect_velocity_resolve_frag_glsl);
e_data.velocity_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL);
MEM_freeN(frag_str);
}
return e_data.velocity_resolve_sh;
}
GPUShader *EEVEE_shaders_default_background_sh_get(void)
{
if (e_data.default_background == NULL) {
e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
}
return e_data.default_background;
}
GPUShader *EEVEE_shaders_update_noise_sh_get(void)
{
if (e_data.update_noise_sh == NULL) {
e_data.update_noise_sh = DRW_shader_create_fullscreen(datatoc_update_noise_frag_glsl, NULL);
}
return e_data.update_noise_sh;
}
GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects)
{
GPUShader **sh;
const char *define = NULL;
if (enabled_effects & EFFECT_TAA_REPROJECT) {
sh = &e_data.taa_resolve_reproject_sh;
define = "#define USE_REPROJECTION\n";
}
else {
sh = &e_data.taa_resolve_sh;
}
if (*sh == NULL) {
char *frag_str = BLI_string_joinN(datatoc_common_uniforms_lib_glsl,
datatoc_common_view_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_effect_temporal_aa_glsl);
*sh = DRW_shader_create_fullscreen(frag_str, define);
MEM_freeN(frag_str);
}
return *sh;
}
Material *EEVEE_material_default_diffuse_get(void)
{
if (!e_data.diffuse_mat) {
Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default diffuse");
bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
ma->nodetree = ntree;
ma->use_nodes = true;
bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_DIFFUSE);
bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color");
copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 0.8f);
bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
e_data.diffuse_mat = ma;
}
return e_data.diffuse_mat;
}
Material *EEVEE_material_default_glossy_get(void)
{
if (!e_data.glossy_mat) {
Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default metal");
bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
ma->nodetree = ntree;
ma->use_nodes = true;
bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_GLOSSY);
bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color");
copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 1.0f);
bNodeSocket *roughness = nodeFindSocket(bsdf, SOCK_IN, "Roughness");
((bNodeSocketValueFloat *)roughness->default_value)->value = 0.0f;
bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
e_data.glossy_mat = ma;
}
return e_data.glossy_mat;
}
Material *EEVEE_material_default_error_get(void)
{
if (!e_data.error_mat) {
Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default metal");
bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
ma->nodetree = ntree;
ma->use_nodes = true;
/* Use emission and output material to be compatible with both World and Material. */
bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
bNodeSocket *color = nodeFindSocket(bsdf, SOCK_IN, "Color");
copy_v3_fl3(((bNodeSocketValueRGBA *)color->default_value)->value, 1.0f, 0.0f, 1.0f);
bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "Emission"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
e_data.error_mat = ma;
}
return e_data.error_mat;
}
/* Configure a default nodetree with the given material. */
struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
if (!e_data.surface.ntree) {
bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_PRINCIPLED);
bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
bNodeSocket *bsdf_out = nodeFindSocket(bsdf, SOCK_OUT, "BSDF");
bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
nodeAddLink(ntree, bsdf, bsdf_out, output, output_in);
nodeSetActive(ntree, output);
e_data.surface.color_socket = nodeFindSocket(bsdf, SOCK_IN, "Base Color")->default_value;
e_data.surface.metallic_socket = nodeFindSocket(bsdf, SOCK_IN, "Metallic")->default_value;
e_data.surface.roughness_socket = nodeFindSocket(bsdf, SOCK_IN, "Roughness")->default_value;
e_data.surface.specular_socket = nodeFindSocket(bsdf, SOCK_IN, "Specular")->default_value;
e_data.surface.ntree = ntree;
}
/* Update */
copy_v3_fl3(e_data.surface.color_socket->value, ma->r, ma->g, ma->b);
e_data.surface.metallic_socket->value = ma->metallic;
e_data.surface.roughness_socket->value = ma->roughness;
e_data.surface.specular_socket->value = ma->spec;
return e_data.surface.ntree;
}
/* Configure a default nodetree with the given world. */
struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
if (!e_data.world.ntree) {
bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
bNode *bg = nodeAddStaticNode(NULL, ntree, SH_NODE_BACKGROUND);
bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_WORLD);
bNodeSocket *bg_out = nodeFindSocket(bg, SOCK_OUT, "Background");
bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
nodeAddLink(ntree, bg, bg_out, output, output_in);
nodeSetActive(ntree, output);
e_data.world.color_socket = nodeFindSocket(bg, SOCK_IN, "Color")->default_value;
e_data.world.ntree = ntree;
}
copy_v3_fl3(e_data.world.color_socket->value, wo->horr, wo->horg, wo->horb);
return e_data.world.ntree;
}
static char *eevee_get_defines(int options)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, SHADER_DEFINES);
if ((options & VAR_WORLD_BACKGROUND) != 0) {
BLI_dynstr_append(ds, "#define WORLD_BACKGROUND\n");
}
if ((options & VAR_MAT_VOLUME) != 0) {
BLI_dynstr_append(ds, "#define VOLUMETRICS\n");
}
if ((options & VAR_MAT_MESH) != 0) {
BLI_dynstr_append(ds, "#define MESH_SHADER\n");
}
if ((options & VAR_MAT_DEPTH) != 0) {
BLI_dynstr_append(ds, "#define DEPTH_SHADER\n");
}
if ((options & VAR_MAT_HAIR) != 0) {
BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
}
if ((options & (VAR_MAT_PROBE | VAR_WORLD_PROBE)) != 0) {
BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n");
}
if ((options & VAR_MAT_HASH) != 0) {
BLI_dynstr_append(ds, "#define USE_ALPHA_HASH\n");
}
if ((options & VAR_MAT_BLEND) != 0) {
BLI_dynstr_append(ds, "#define USE_ALPHA_BLEND\n");
}
if ((options & VAR_MAT_REFRACT) != 0) {
BLI_dynstr_append(ds, "#define USE_REFRACTION\n");
}
if ((options & VAR_MAT_LOOKDEV) != 0) {
BLI_dynstr_append(ds, "#define LOOKDEV\n");
}
if ((options & VAR_MAT_HOLDOUT) != 0) {
BLI_dynstr_append(ds, "#define HOLDOUT\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *eevee_get_vert(int options)
{
char *str = NULL;
if ((options & VAR_MAT_VOLUME) != 0) {
str = BLI_strdup(e_data.vert_volume_shader_str);
}
else if ((options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0) {
str = BLI_strdup(e_data.vert_background_shader_str);
}
else {
str = BLI_strdup(e_data.vert_shader_str);
}
return str;
}
static char *eevee_get_geom(int options)
{
char *str = NULL;
if ((options & VAR_MAT_VOLUME) != 0) {
str = BLI_strdup(e_data.geom_volume_shader_str);
}
return str;
}
static char *eevee_get_frag(int options)
{
char *str = NULL;
if ((options & VAR_MAT_VOLUME) != 0) {
str = BLI_strdup(e_data.volume_shader_lib);
}
else if ((options & VAR_MAT_DEPTH) != 0) {
str = BLI_string_joinN(e_data.frag_shader_lib, datatoc_prepass_frag_glsl);
}
else {
str = BLI_strdup(e_data.frag_shader_lib);
}
return str;
}
static struct GPUMaterial *eevee_material_get_ex(
struct Scene *scene, Material *ma, World *wo, int options, bool deferred)
{
BLI_assert(ma || wo);
const bool is_volume = (options & VAR_MAT_VOLUME) != 0;
const bool is_default = (options & VAR_DEFAULT) != 0;
const void *engine = &DRW_engine_viewport_eevee_type;
GPUMaterial *mat = NULL;
if (ma) {
mat = DRW_shader_find_from_material(ma, engine, options, deferred);
}
else {
mat = DRW_shader_find_from_world(wo, engine, options, deferred);
}
if (mat) {
return mat;
}
char *defines = eevee_get_defines(options);
char *vert = eevee_get_vert(options);
char *geom = eevee_get_geom(options);
char *frag = eevee_get_frag(options);
if (ma) {
bNodeTree *ntree = !is_default ? ma->nodetree : EEVEE_shader_default_surface_nodetree(ma);
mat = DRW_shader_create_from_material(
scene, ma, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred);
}
else {
bNodeTree *ntree = !is_default ? wo->nodetree : EEVEE_shader_default_world_nodetree(wo);
mat = DRW_shader_create_from_world(
scene, wo, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred);
}
MEM_SAFE_FREE(defines);
MEM_SAFE_FREE(vert);
MEM_SAFE_FREE(geom);
MEM_SAFE_FREE(frag);
return mat;
}
/* Note: Compilation is not deferred. */
struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options)
{
Material *def_ma = (ma && (options & VAR_MAT_VOLUME)) ? BKE_material_default_volume() :
BKE_material_default_surface();
BLI_assert(def_ma->use_nodes && def_ma->nodetree);
return eevee_material_get_ex(scene, def_ma, NULL, options, false);
}
struct GPUMaterial *EEVEE_material_get(
EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options)
{
if ((ma && (!ma->use_nodes || !ma->nodetree)) || (wo && (!wo->use_nodes || !wo->nodetree))) {
options |= VAR_DEFAULT;
}
/* Meh, implicit option. World probe cannot be deferred because they need
* to be rendered immediately. */
const bool deferred = (options & VAR_WORLD_PROBE) == 0;
GPUMaterial *mat = eevee_material_get_ex(scene, ma, wo, options, deferred);
int status = GPU_material_status(mat);
switch (status) {
case GPU_MAT_SUCCESS:
break;
case GPU_MAT_QUEUED:
vedata->stl->g_data->queued_shaders_count++;
mat = EEVEE_material_default_get(scene, ma, options);
break;
case GPU_MAT_FAILED:
default:
ma = EEVEE_material_default_error_get();
mat = eevee_material_get_ex(scene, ma, NULL, options, false);
break;
}
/* Returned material should be ready to be drawn. */
BLI_assert(GPU_material_status(mat) == GPU_MAT_SUCCESS);
return mat;
}
void EEVEE_shaders_free(void)
{
MEM_SAFE_FREE(e_data.frag_shader_lib);
MEM_SAFE_FREE(e_data.vert_shader_str);
MEM_SAFE_FREE(e_data.vert_shadow_shader_str);
MEM_SAFE_FREE(e_data.vert_background_shader_str);
MEM_SAFE_FREE(e_data.vert_volume_shader_str);
MEM_SAFE_FREE(e_data.geom_volume_shader_str);
MEM_SAFE_FREE(e_data.volume_shader_lib);
DRW_SHADER_FREE_SAFE(e_data.default_background);
DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_visibility_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_fill_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_default_studiolight_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_background_studiolight_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh);
if (e_data.glossy_mat) {
BKE_id_free(NULL, e_data.glossy_mat);
e_data.glossy_mat = NULL;
}
if (e_data.diffuse_mat) {
BKE_id_free(NULL, e_data.diffuse_mat);
e_data.diffuse_mat = NULL;
}
if (e_data.error_mat) {
BKE_id_free(NULL, e_data.error_mat);
e_data.error_mat = NULL;
}
if (e_data.surface.ntree) {
ntreeFreeEmbeddedTree(e_data.surface.ntree);
MEM_freeN(e_data.surface.ntree);
e_data.surface.ntree = NULL;
}
if (e_data.world.ntree) {
ntreeFreeEmbeddedTree(e_data.world.ntree);
MEM_freeN(e_data.world.ntree);
e_data.world.ntree = NULL;
}
}