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blender-archive/source/blender/draw/engines/eevee_next/eevee_material.cc
Clément Foucault f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00

320 lines
11 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*/
#include "DNA_material_types.h"
#include "BKE_lib_id.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "NOD_shader.h"
#include "eevee_instance.hh"
#include "eevee_material.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name Default Material
*
* \{ */
DefaultSurfaceNodeTree::DefaultSurfaceNodeTree()
{
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
bNode *bsdf = nodeAddStaticNode(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED);
bNode *output = nodeAddStaticNode(nullptr, 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);
color_socket_ =
(bNodeSocketValueRGBA *)nodeFindSocket(bsdf, SOCK_IN, "Base Color")->default_value;
metallic_socket_ =
(bNodeSocketValueFloat *)nodeFindSocket(bsdf, SOCK_IN, "Metallic")->default_value;
roughness_socket_ =
(bNodeSocketValueFloat *)nodeFindSocket(bsdf, SOCK_IN, "Roughness")->default_value;
specular_socket_ =
(bNodeSocketValueFloat *)nodeFindSocket(bsdf, SOCK_IN, "Specular")->default_value;
ntree_ = ntree;
}
DefaultSurfaceNodeTree::~DefaultSurfaceNodeTree()
{
ntreeFreeEmbeddedTree(ntree_);
MEM_SAFE_FREE(ntree_);
}
bNodeTree *DefaultSurfaceNodeTree::nodetree_get(::Material *ma)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
copy_v3_fl3(color_socket_->value, ma->r, ma->g, ma->b);
metallic_socket_->value = ma->metallic;
roughness_socket_->value = ma->roughness;
specular_socket_->value = ma->spec;
return ntree_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Material
*
* \{ */
MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
{
{
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
diffuse_mat = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default diffuse");
diffuse_mat->nodetree = ntree;
diffuse_mat->use_nodes = true;
/* To use the forward pipeline. */
diffuse_mat->blend_method = MA_BM_BLEND;
bNode *bsdf = nodeAddStaticNode(nullptr, 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(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
}
{
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
glossy_mat = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default metal");
glossy_mat->nodetree = ntree;
glossy_mat->use_nodes = true;
/* To use the forward pipeline. */
glossy_mat->blend_method = MA_BM_BLEND;
bNode *bsdf = nodeAddStaticNode(nullptr, 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(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
}
{
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
error_mat_ = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default error");
error_mat_->nodetree = ntree;
error_mat_->use_nodes = true;
/* Use emission and output material to be compatible with both World and Material. */
bNode *bsdf = nodeAddStaticNode(nullptr, 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(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL);
nodeAddLink(ntree,
bsdf,
nodeFindSocket(bsdf, SOCK_OUT, "Emission"),
output,
nodeFindSocket(output, SOCK_IN, "Surface"));
nodeSetActive(ntree, output);
}
}
MaterialModule::~MaterialModule()
{
for (Material *mat : material_map_.values()) {
delete mat;
}
BKE_id_free(nullptr, glossy_mat);
BKE_id_free(nullptr, diffuse_mat);
BKE_id_free(nullptr, error_mat_);
}
void MaterialModule::begin_sync()
{
queued_shaders_count = 0;
for (Material *mat : material_map_.values()) {
mat->init = false;
}
shader_map_.clear();
}
MaterialPass MaterialModule::material_pass_get(::Material *blender_mat,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type)
{
bNodeTree *ntree = (blender_mat->use_nodes && blender_mat->nodetree != nullptr) ?
blender_mat->nodetree :
default_surface_ntree_.nodetree_get(blender_mat);
MaterialPass matpass;
matpass.gpumat = inst_.shaders.material_shader_get(
blender_mat, ntree, pipeline_type, geometry_type, true);
switch (GPU_material_status(matpass.gpumat)) {
case GPU_MAT_SUCCESS:
break;
case GPU_MAT_QUEUED:
queued_shaders_count++;
blender_mat = (geometry_type == MAT_GEOM_VOLUME) ? BKE_material_default_volume() :
BKE_material_default_surface();
matpass.gpumat = inst_.shaders.material_shader_get(
blender_mat, blender_mat->nodetree, pipeline_type, geometry_type, false);
break;
case GPU_MAT_FAILED:
default:
matpass.gpumat = inst_.shaders.material_shader_get(
error_mat_, error_mat_->nodetree, pipeline_type, geometry_type, false);
break;
}
/* Returned material should be ready to be drawn. */
BLI_assert(GPU_material_status(matpass.gpumat) == GPU_MAT_SUCCESS);
if (GPU_material_recalc_flag_get(matpass.gpumat)) {
inst_.sampling.reset();
}
if ((pipeline_type == MAT_PIPE_DEFERRED) &&
GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_SHADER_TO_RGBA)) {
pipeline_type = MAT_PIPE_FORWARD;
}
if ((pipeline_type == MAT_PIPE_FORWARD) &&
GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT)) {
/* Transparent needs to use one shgroup per object to support reordering. */
matpass.shgrp = inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type);
}
else {
ShaderKey shader_key(matpass.gpumat, geometry_type, pipeline_type);
auto add_cb = [&]() -> DRWShadingGroup * {
/* First time encountering this shader. Create a shading group. */
return inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type);
};
DRWShadingGroup *grp = shader_map_.lookup_or_add_cb(shader_key, add_cb);
if (grp != nullptr) {
/* Shading group for this shader already exists. Create a sub one for this material. */
/* IMPORTANT: We always create a subgroup so that all subgroups are inserted after the
* first "empty" shgroup. This avoids messing the order of subgroups when there is more
* nested subgroup (i.e: hair drawing). */
/* TODO(@fclem): Remove material resource binding from the first group creation. */
matpass.shgrp = DRW_shgroup_create_sub(grp);
DRW_shgroup_add_material_resources(matpass.shgrp, matpass.gpumat);
}
}
return matpass;
}
Material &MaterialModule::material_sync(::Material *blender_mat,
eMaterialGeometry geometry_type,
bool has_motion)
{
eMaterialPipeline surface_pipe = (blender_mat->blend_method == MA_BM_BLEND) ? MAT_PIPE_FORWARD :
MAT_PIPE_DEFERRED;
eMaterialPipeline prepass_pipe = (blender_mat->blend_method == MA_BM_BLEND) ?
(has_motion ? MAT_PIPE_FORWARD_PREPASS_VELOCITY :
MAT_PIPE_FORWARD_PREPASS) :
(has_motion ? MAT_PIPE_DEFERRED_PREPASS_VELOCITY :
MAT_PIPE_DEFERRED_PREPASS);
/* TEST until we have deferred pipeline up and running. */
surface_pipe = MAT_PIPE_FORWARD;
prepass_pipe = has_motion ? MAT_PIPE_FORWARD_PREPASS_VELOCITY : MAT_PIPE_FORWARD_PREPASS;
MaterialKey material_key(blender_mat, geometry_type, surface_pipe);
/* TODO: allocate in blocks to avoid memory fragmentation. */
auto add_cb = [&]() { return new Material(); };
Material &mat = *material_map_.lookup_or_add_cb(material_key, add_cb);
/* Forward pipeline needs to use one shgroup per object. */
if (mat.init == false || (surface_pipe == MAT_PIPE_FORWARD)) {
mat.init = true;
/* Order is important for transparent. */
mat.prepass = material_pass_get(blender_mat, prepass_pipe, geometry_type);
mat.shading = material_pass_get(blender_mat, surface_pipe, geometry_type);
if (blender_mat->blend_shadow == MA_BS_NONE) {
mat.shadow = MaterialPass();
}
else {
mat.shadow = material_pass_get(blender_mat, MAT_PIPE_SHADOW, geometry_type);
}
mat.is_alpha_blend_transparent = (blender_mat->blend_method == MA_BM_BLEND) &&
GPU_material_flag_get(mat.prepass.gpumat,
GPU_MATFLAG_TRANSPARENT);
}
return mat;
}
::Material *MaterialModule::material_from_slot(Object *ob, int slot)
{
if (ob->base_flag & BASE_HOLDOUT) {
return BKE_material_default_holdout();
}
::Material *ma = BKE_object_material_get(ob, slot + 1);
if (ma == nullptr) {
if (ob->type == OB_VOLUME) {
return BKE_material_default_volume();
}
return BKE_material_default_surface();
}
return ma;
}
MaterialArray &MaterialModule::material_array_get(Object *ob, bool has_motion)
{
material_array_.materials.clear();
material_array_.gpu_materials.clear();
const int materials_len = DRW_cache_object_material_count_get(ob);
for (auto i : IndexRange(materials_len)) {
::Material *blender_mat = material_from_slot(ob, i);
Material &mat = material_sync(blender_mat, to_material_geometry(ob), has_motion);
material_array_.materials.append(&mat);
material_array_.gpu_materials.append(mat.shading.gpumat);
}
return material_array_;
}
Material &MaterialModule::material_get(Object *ob,
bool has_motion,
int mat_nr,
eMaterialGeometry geometry_type)
{
::Material *blender_mat = material_from_slot(ob, mat_nr);
Material &mat = material_sync(blender_mat, geometry_type, has_motion);
return mat;
}
/** \} */
} // namespace blender::eevee