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authorClément Foucault <foucault.clem@gmail.com>2017-07-03 23:08:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-03 23:08:33 +0300
commitb09052002c3bc9ffcf60dd8e2efe0374ca6e550f (patch)
tree3a4b1d3c9f103b246502b3ad464a5a8a7eed6089
parent2eef097831caf14634cc0fc6749b857096baf3da (diff)
Eevee: Add support for volumetrics in node tree.
Only volume scatter is implemented for now.
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c59
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c1
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c34
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h3
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl38
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl46
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl30
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_scatter.c4
8 files changed, 150 insertions, 65 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 96b168cdeee..7150cac6add 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -32,6 +32,7 @@
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
#include "BKE_camera.h"
#include "BKE_object.h"
@@ -402,14 +403,17 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
&tex, 1);
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
- /* MinMax Pyramid */
+ /* Integration result */
DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex_vol, 1);
- effects->enabled_effects |= EFFECT_VOLUMETRIC;
+ World *wo = scene->world;
+ if ((wo != NULL) && (wo->use_nodes != NULL) && (wo->nodetree != NULL)) {
+ effects->enabled_effects |= EFFECT_VOLUMETRIC;
+ }
}
}
@@ -441,27 +445,38 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
- {
- struct GPUShader *sh = EEVEE_material_world_volume_get(NULL, NULL);
- psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->volumetric_integrate_ps);
- DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
- DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
- DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
- 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, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
- DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
- DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
- DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
- DRW_shgroup_call_add(grp, quad, NULL);
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ struct World *wo = scene->world; /* Already checked non NULL */
- psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
- grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
- DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
- DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
- DRW_shgroup_call_add(grp, quad, NULL);
+ struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
+ psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps);
+
+ if (grp != NULL) {
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
+ DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
+ 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, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
+ DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
+ grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ else {
+ /* Compilation failled */
+ effects->enabled_effects &= ~EFFECT_VOLUMETRIC;
+ }
}
{
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index ee518cc268c..5ae60ff4ef6 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -73,7 +73,6 @@ static struct {
extern char datatoc_background_vert_glsl[];
extern char datatoc_default_world_frag_glsl[];
-extern char datatoc_fullscreen_vert_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index f7c28530aef..c35b94e8105 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -63,8 +63,8 @@
/* *********** STATIC *********** */
static struct {
char *frag_shader_lib;
+ char *volume_shader_lib;
- struct GPUShader *default_volume_sh;
struct GPUShader *default_prepass_sh;
struct GPUShader *default_prepass_clip_sh;
struct GPUShader *default_lit[VAR_MAT_MAX];
@@ -273,6 +273,12 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
+ BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
+ e_data.volume_shader_lib = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
BLI_dynstr_append(ds_frag, datatoc_default_frag_glsl);
frag_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
@@ -290,16 +296,6 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
MEM_freeN(frag_str);
- ds_frag = BLI_dynstr_new();
- BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
- BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
- frag_str = BLI_dynstr_get_cstring(ds_frag);
- BLI_dynstr_free(ds_frag);
-
- e_data.default_volume_sh = DRW_shader_create_fullscreen(frag_str, SHADER_DEFINES "#define STEP_INTEGRATE\n");
-
- MEM_freeN(frag_str);
-
/* Textures */
const int layers = 3;
float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
@@ -403,9 +399,19 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
-struct GPUShader *EEVEE_material_world_volume_get(struct Scene *UNUSED(scene), World *UNUSED(wo))
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo)
{
- return e_data.default_volume_sh;
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_WORLD_VOLUME;
+
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+ return GPU_material_from_nodetree(
+ scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.volume_shader_lib,
+ SHADER_DEFINES "#define VOLUMETRICS\n");
}
struct GPUMaterial *EEVEE_material_mesh_get(
@@ -785,7 +791,7 @@ void EEVEE_materials_free(void)
DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
}
MEM_SAFE_FREE(e_data.frag_shader_lib);
- DRW_SHADER_FREE_SAFE(e_data.default_volume_sh);
+ MEM_SAFE_FREE(e_data.volume_shader_lib);
DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
DRW_SHADER_FREE_SAFE(e_data.default_background);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 727edfb9607..adfa598b91c 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -50,6 +50,7 @@ extern struct DrawEngineType draw_engine_eevee_type;
enum {
VAR_WORLD_BACKGROUND,
VAR_WORLD_PROBE,
+ VAR_WORLD_VOLUME,
};
/* Material shader variations */
@@ -424,7 +425,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
-struct GPUShader *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_lightprobe_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 6f255583340..2c72df16135 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -17,6 +17,44 @@ uniform vec4 viewvecs[2];
#define cameraPos ViewMatrixInverse[3].xyz
/* ------- Structures -------- */
+#ifdef VOLUMETRICS
+
+#define NODETREE_EXEC
+
+struct Closure {
+ vec3 absorption;
+ vec3 scatter;
+ vec3 emission;
+ float anisotropy;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0);
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
+ cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
+ cl.emission = mix(cl1.emission, cl2.emission, fac);
+ cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.absorption = cl1.absorption + cl2.absorption;
+ cl.scatter = cl1.scatter + cl2.scatter;
+ cl.emission = cl1.emission + cl2.emission;
+ cl.anisotropy = cl1.anisotropy + cl2.anisotropy;
+ return cl;
+}
+
+Closure nodetree_exec(void); /* Prototype */
+
+
+#endif /* VOLUMETRICS */
+
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 8e7393a2f58..fe80fed232f 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -1,34 +1,17 @@
out vec4 FragColor;
-#ifdef STEP_INTEGRATE
+#ifdef VOLUMETRICS
uniform sampler2D depthFull;
-float find_next_step(float near, float far, float noise, int iter, int iter_count)
-{
- const float lambda = 0.8f; /* TODO : Parameter */
-
- float progress = (float(iter) + noise) / float(iter_count);
-
- float linear_split = mix(near, far, progress);
-
- if (ProjectionMatrix[3][3] == 0.0) {
- float exp_split = near * pow(far / near, progress);
- return mix(linear_split, exp_split, lambda);
- }
- else {
- return linear_split;
- }
-}
-
void participating_media_properties(vec3 wpos, out vec3 absorption, out vec3 scattering, out float anisotropy)
{
- /* TODO Call nodetree from here. */
- absorption = vec3(0.00);
- scattering = vec3(1.0) * step(-1.0, -wpos.z);
+ Closure cl = nodetree_exec();
- anisotropy = -0.8;
+ absorption = cl.absorption;
+ scattering = cl.scatter;
+ anisotropy = cl.anisotropy;
}
float phase_function_isotropic()
@@ -38,7 +21,7 @@ float phase_function_isotropic()
float phase_function(vec3 v, vec3 l, float g)
{
-#if 0
+#if 1
/* Henyey-Greenstein */
float cos_theta = dot(v, l);
float sqr_g = g * g;
@@ -54,6 +37,23 @@ vec3 light_volume(LightData ld, vec4 l_vector, vec3 l_col)
return l_col * (4.0 * ld.l_radius * ld.l_radius * M_PI * M_PI) / (dist * dist);
}
+float find_next_step(float near, float far, float noise, int iter, int iter_count)
+{
+ const float lambda = 0.8f; /* TODO : Parameter */
+
+ float progress = (float(iter) + noise) / float(iter_count);
+
+ float linear_split = mix(near, far, progress);
+
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float exp_split = near * pow(far / near, progress);
+ return mix(linear_split, exp_split, lambda);
+ }
+ else {
+ return linear_split;
+ }
+}
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index afe862bb70f..5765644cd2b 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2653,8 +2653,8 @@ layout(std140) uniform lightSource {
glLight glLightSource[NUM_LIGHTS];
};
+#ifndef VOLUMETRICS
/* bsdfs */
-
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
/* ambient light */
@@ -2905,13 +2905,18 @@ void node_ambient_occlusion(vec4 color, out Closure result)
{
result = Closure(color.rgb, color.a);
}
+#endif /* VOLUMETRICS */
/* emission */
void node_emission(vec4 color, float strength, vec3 N, out Closure result)
{
+#ifndef VOLUMETRICS
color *= strength;
result = Closure(color.rgb, color.a);
+#else
+ result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0);
+#endif
}
/* background */
@@ -2931,8 +2936,23 @@ void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
void node_background(vec4 color, float strength, out Closure result)
{
+#ifndef VOLUMETRICS
color *= strength;
result = Closure(color.rgb, color.a);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
+}
+
+/* volumes */
+
+void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result)
+{
+#ifdef VOLUMETRICS
+ result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
}
/* closures */
@@ -3947,9 +3967,14 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
+#ifndef VOLUMETRICS
result = Closure(surface.radiance, backgroundAlpha);
+#else
+ result = volume;
+#endif /* VOLUMETRICS */
}
+#ifndef VOLUMETRICS
/* TODO : clean this ifdef mess */
/* EEVEE output */
#ifdef EEVEE_ENGINE
@@ -3982,7 +4007,8 @@ void node_output_eevee_material(Closure surface, out Closure result)
result = Closure(surface.radiance, length(viewPosition));
}
-#endif
+#endif /* EEVEE_ENGINE */
+#endif /* VOLUMETRICS */
/* ********************** matcap style render ******************** */
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
index 0c5647b4ba8..4fb1188c1d2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
@@ -41,9 +41,9 @@ static bNodeSocketTemplate sh_node_volume_scatter_out[] = {
{ -1, 0, "" }
};
-static int node_shader_gpu_volume_scatter(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+static int node_shader_gpu_volume_scatter(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- return false;
+ return GPU_stack_link(mat, "node_volume_scatter", in, out);
}
/* node type definition */