diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-04-21 11:28:30 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-04-23 00:12:05 +0300 |
commit | a60215f058845e14084132c82ddce3c3b028c80f (patch) | |
tree | 589dc5898e5db74b628d45ee2aad89e987c47d08 | |
parent | 2882cbe685e7eca2a79438998354035c5d665205 (diff) |
EEVEE: Rewrite: Implement nodetree support with every geometry typestmp-eevee-next-merge
35 files changed, 4219 insertions, 7 deletions
diff --git a/source/blender/blenlib/BLI_memory_utils.hh b/source/blender/blenlib/BLI_memory_utils.hh index a7cad5461b4..d7c41ae88a8 100644 --- a/source/blender/blenlib/BLI_memory_utils.hh +++ b/source/blender/blenlib/BLI_memory_utils.hh @@ -543,6 +543,18 @@ Container &move_assign_container(Container &dst, Container &&src) noexcept( return dst; } +/** + * Returns true if the value is different and was assigned. + */ +template<typename T> inline bool assign_if_different(T &old_value, T new_value) +{ + if (old_value != new_value) { + old_value = std::move(new_value); + return true; + } + return false; +} + } // namespace blender namespace blender::detail { diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index b196d56fae2..211e4daecf6 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -133,6 +133,13 @@ set(SRC engines/eevee/eevee_temporal_sampling.c engines/eevee/eevee_volumes.c engines/eevee_next/eevee_engine.cc + engines/eevee_next/eevee_instance.cc + engines/eevee_next/eevee_material.cc + engines/eevee_next/eevee_pipeline.cc + engines/eevee_next/eevee_shader.cc + engines/eevee_next/eevee_sync.cc + engines/eevee_next/eevee_view.cc + engines/eevee_next/eevee_world.cc engines/workbench/workbench_data.c engines/workbench/workbench_effect_antialiasing.c engines/workbench/workbench_effect_cavity.c @@ -341,6 +348,18 @@ set(GLSL_SRC engines/eevee/shaders/volumetric_integration_frag.glsl engines/eevee/shaders/world_vert.glsl + engines/eevee_next/shaders/eevee_attributes_lib.glsl + engines/eevee_next/shaders/eevee_geom_curves_vert.glsl + engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl + engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl + engines/eevee_next/shaders/eevee_geom_world_vert.glsl + engines/eevee_next/shaders/eevee_nodetree_lib.glsl + engines/eevee_next/shaders/eevee_surf_deferred_frag.glsl + engines/eevee_next/shaders/eevee_surf_depth_frag.glsl + engines/eevee_next/shaders/eevee_surf_forward_frag.glsl + engines/eevee_next/shaders/eevee_surf_lib.glsl + engines/eevee_next/shaders/eevee_surf_world_frag.glsl + engines/workbench/shaders/workbench_cavity_lib.glsl engines/workbench/shaders/workbench_common_lib.glsl engines/workbench/shaders/workbench_composite_frag.glsl diff --git a/source/blender/draw/engines/eevee_next/eevee_camera.hh b/source/blender/draw/engines/eevee_next/eevee_camera.hh new file mode 100644 index 00000000000..3db343703e0 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_camera.hh @@ -0,0 +1,46 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + */ + +namespace blender::eevee { + +class Instance; + +static const float cubeface_mat[6][4][4] = { + /* Pos X */ + {{0.0f, 0.0f, -1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f, 0.0f}, + {-1.0f, 0.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}}, + /* Neg X */ + {{0.0f, 0.0f, 1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f, 0.0f}, + {1.0f, 0.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}}, + /* Pos Y */ + {{1.0f, 0.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, -1.0f, 0.0f}, + {0.0f, 1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}}, + /* Neg Y */ + {{1.0f, 0.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 1.0f, 0.0f}, + {0.0f, -1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}}, + /* Pos Z */ + {{1.0f, 0.0f, 0.0f, 0.0f}, + {0.0f, -1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, -1.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}}, + /* Neg Z */ + {{-1.0f, 0.0f, 0.0f, 0.0f}, + {0.0f, -1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 1.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}}, +}; + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh new file mode 100644 index 00000000000..35eb33671db --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh @@ -0,0 +1,43 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * List of defines that are shared with the GPUShaderCreateInfos. We do this to avoid + * dragging larger headers into the createInfo pipeline which would cause problems. + */ + +#pragma once + +/* Number of items in a culling batch. Needs to be Power of 2. Must be <= to 65536. */ +/* Current limiting factor is the sorting phase which is single pass and only sort within a + * threadgroup which maximum size is 1024. */ +#define CULLING_BATCH_SIZE 1024 + +/** + * IMPORTANT: Some data packing are tweaked for these values. + * Be sure to update them accordingly. + * SHADOW_TILEMAP_RES max is 32 because of the shared bitmaps used for LOD tagging. + * It is also limited by the maximum thread group size (1024). + */ +#define SHADOW_TILEMAP_RES 16 +#define SHADOW_TILEMAP_LOD 4 /* LOG2(SHADOW_TILEMAP_RES) */ +#define SHADOW_TILEMAP_PER_ROW 64 +#define SHADOW_PAGE_COPY_GROUP_SIZE 32 +#define SHADOW_DEPTH_SCAN_GROUP_SIZE 32 +#define SHADOW_AABB_TAG_GROUP_SIZE 64 +#define SHADOW_MAX_TILEMAP 4096 +#define SHADOW_MAX_PAGE 4096 +#define SHADOW_PAGE_PER_ROW 64 + +#define HIZ_MIP_COUNT 6u +/* Group size is 2x smaller because we simply copy the level 0. */ +#define HIZ_GROUP_SIZE 1u << (HIZ_MIP_COUNT - 2u) + +#define RAYTRACE_GROUP_SIZE 16 +#define RAYTRACE_MAX_TILES (16384 / RAYTRACE_GROUP_SIZE) * (16384 / RAYTRACE_GROUP_SIZE) + +/* Minimum visibility size. */ +#define LIGHTPROBE_FILTER_VIS_GROUP_SIZE 16 diff --git a/source/blender/draw/engines/eevee_next/eevee_engine.cc b/source/blender/draw/engines/eevee_next/eevee_engine.cc index 390ab1f3e50..79c0af5bb8b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_engine.cc +++ b/source/blender/draw/engines/eevee_next/eevee_engine.cc @@ -11,38 +11,91 @@ #include "DRW_render.h" +#include "eevee_instance.hh" + +using namespace blender; + struct EEVEE_Data { DrawEngineType *engine_type; DRWViewportEmptyList *fbl; DRWViewportEmptyList *txl; DRWViewportEmptyList *psl; DRWViewportEmptyList *stl; - void *instance; + eevee::Instance *instance; }; static void eevee_engine_init(void *vedata) { - UNUSED_VARS(vedata); + EEVEE_Data *ved = reinterpret_cast<EEVEE_Data *>(vedata); + if (ved->instance == nullptr) { + ved->instance = new eevee::Instance(); + } + + const DRWContextState *ctx_state = DRW_context_state_get(); + Depsgraph *depsgraph = ctx_state->depsgraph; + Scene *scene = ctx_state->scene; + View3D *v3d = ctx_state->v3d; + const ARegion *region = ctx_state->region; + RegionView3D *rv3d = ctx_state->rv3d; + + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + int2 size = int2(GPU_texture_width(dtxl->color), GPU_texture_height(dtxl->color)); + + const DRWView *default_view = DRW_view_default_get(); + + Object *camera = nullptr; + /* Get render borders. */ + rcti rect; + BLI_rcti_init(&rect, 0, size[0], 0, size[1]); + if (v3d) { + if (rv3d && (rv3d->persp == RV3D_CAMOB)) { + camera = v3d->camera; + } + + if (v3d->flag2 & V3D_RENDER_BORDER) { + if (camera) { + rctf viewborder; + /* TODO(fclem) Might be better to get it from DRW. */ + ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false); + float viewborder_sizex = BLI_rctf_size_x(&viewborder); + float viewborder_sizey = BLI_rctf_size_y(&viewborder); + rect.xmin = floorf(viewborder.xmin + (scene->r.border.xmin * viewborder_sizex)); + rect.ymin = floorf(viewborder.ymin + (scene->r.border.ymin * viewborder_sizey)); + rect.xmax = floorf(viewborder.xmin + (scene->r.border.xmax * viewborder_sizex)); + rect.ymax = floorf(viewborder.ymin + (scene->r.border.ymax * viewborder_sizey)); + } + else { + rect.xmin = v3d->render_border.xmin * size[0]; + rect.ymin = v3d->render_border.ymin * size[1]; + rect.xmax = v3d->render_border.xmax * size[0]; + rect.ymax = v3d->render_border.ymax * size[1]; + } + } + } + + ved->instance->init( + size, &rect, nullptr, depsgraph, nullptr, camera, nullptr, default_view, v3d, rv3d); } static void eevee_draw_scene(void *vedata) { - UNUSED_VARS(vedata); + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + reinterpret_cast<EEVEE_Data *>(vedata)->instance->draw_viewport(dfbl); } static void eevee_cache_init(void *vedata) { - UNUSED_VARS(vedata); + reinterpret_cast<EEVEE_Data *>(vedata)->instance->begin_sync(); } static void eevee_cache_populate(void *vedata, Object *object) { - UNUSED_VARS(vedata, object); + reinterpret_cast<EEVEE_Data *>(vedata)->instance->object_sync(object); } static void eevee_cache_finish(void *vedata) { - UNUSED_VARS(vedata); + reinterpret_cast<EEVEE_Data *>(vedata)->instance->end_sync(); } static void eevee_engine_free() @@ -51,7 +104,7 @@ static void eevee_engine_free() static void eevee_instance_free(void *instance) { - UNUSED_VARS(instance); + delete reinterpret_cast<eevee::Instance *>(instance); } static void eevee_render_to_image(void *UNUSED(vedata), diff --git a/source/blender/draw/engines/eevee_next/eevee_engine.h b/source/blender/draw/engines/eevee_next/eevee_engine.h index 9cee11bbba8..37fc74ad68b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_engine.h +++ b/source/blender/draw/engines/eevee_next/eevee_engine.h @@ -7,6 +7,9 @@ #pragma once +#include "DRW_render.h" +#include "RE_engine.h" + #ifdef __cplusplus extern "C" { #endif diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc new file mode 100644 index 00000000000..ce463ef7257 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -0,0 +1,167 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * An instance contains all structures needed to do a complete render. + */ + +#include "BKE_global.h" +#include "BKE_object.h" +#include "BLI_rect.h" +#include "DEG_depsgraph_query.h" +#include "DNA_ID.h" +#include "DNA_lightprobe_types.h" +#include "DNA_modifier_types.h" + +#include "eevee_instance.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name Init + * + * Init funcions need to be called once at the start of a frame. + * Active camera, render extent and enabled render passes are immutable until next init. + * This takes care of resizing output buffers and view in case a parameter changed. + * IMPORTANT: xxx.init() functions are NOT meant to acquire and allocate DRW resources. + * Any attempt to do so will likely produce use after free situations. + * \{ */ + +void Instance::init(const int2 &output_res, + const rcti *output_rect, + RenderEngine *render_, + Depsgraph *depsgraph_, + const LightProbe *light_probe_, + Object *camera_object_, + const RenderLayer *render_layer_, + const DRWView *drw_view_, + const View3D *v3d_, + const RegionView3D *rv3d_) +{ + render = render_; + depsgraph = depsgraph_; + render_layer = render_layer_; + drw_view = drw_view_; + v3d = v3d_; + rv3d = rv3d_; + + update_eval_members(); + + main_view.init(output_res); +} + +void Instance::update_eval_members(void) +{ + scene = DEG_get_evaluated_scene(depsgraph); + view_layer = DEG_get_evaluated_view_layer(depsgraph); + // camera_eval_object = (camera_orig_object) ? + // DEG_get_evaluated_object(depsgraph, camera_orig_object) : + // nullptr; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Sync + * + * Sync will gather data from the scene that can change over a time step (i.e: motion steps). + * IMPORTANT: xxx.sync() functions area responsible for creating DRW resources (i.e: DRWView) as + * well as querying temp texture pool. All DRWPasses should be ready by the end end_sync(). + * \{ */ + +void Instance::begin_sync() +{ + materials.begin_sync(); + + pipelines.sync(); + main_view.sync(); + world.sync(); +} + +void Instance::object_sync(Object *ob) +{ + const bool is_renderable_type = ELEM(ob->type, OB_MESH); + const int ob_visibility = DRW_object_visibility_in_active_context(ob); + const bool partsys_is_visible = (ob_visibility & OB_VISIBLE_PARTICLES) != 0 && + (ob->type == OB_MESH); + const bool object_is_visible = DRW_object_is_renderable(ob) && + (ob_visibility & OB_VISIBLE_SELF) != 0; + + if (!is_renderable_type || (!partsys_is_visible && !object_is_visible)) { + return; + } + + ObjectHandle &ob_handle = sync.sync_object(ob); + + if (object_is_visible) { + switch (ob->type) { + case OB_LAMP: + break; + case OB_MESH: + case OB_CURVES_LEGACY: + case OB_SURF: + case OB_FONT: + case OB_MBALL: { + sync.sync_mesh(ob, ob_handle); + break; + } + case OB_VOLUME: + break; + case OB_CURVES: + sync.sync_curves(ob, ob_handle, nullptr); + break; + case OB_GPENCIL: + sync.sync_gpencil(ob, ob_handle); + break; + default: + break; + } + } + + ob_handle.reset_recalc_flag(); +} + +void Instance::end_sync(void) +{ +} + +void Instance::render_sync(void) +{ +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Rendering + * \{ */ + +/** + * Conceptually renders one sample per pixel. + * Everything based on random sampling should be done here (i.e: DRWViews jitter) + **/ +void Instance::render_sample(void) +{ + main_view.render(); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Interface + * \{ */ + +void Instance::render_frame(RenderLayer *render_layer, const char *view_name) +{ +} + +void Instance::draw_viewport(DefaultFramebufferList *dfbl) +{ + render_sample(); +} + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh new file mode 100644 index 00000000000..0f085b0952a --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh @@ -0,0 +1,94 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * An renderer instance that contains all data to render a full frame. + */ + +#pragma once + +#include "BKE_object.h" +#include "DEG_depsgraph.h" +#include "DNA_lightprobe_types.h" +#include "DRW_render.h" + +#include "eevee_material.hh" +#include "eevee_pipeline.hh" +#include "eevee_shader.hh" +#include "eevee_sync.hh" +#include "eevee_view.hh" +#include "eevee_world.hh" + +namespace blender::eevee { + +/** + * \class Instance + * \brief A running instance of the engine. + */ +class Instance { + public: + ShaderModule &shaders; + SyncModule sync; + MaterialModule materials; + PipelineModule pipelines; + MainView main_view; + World world; + + /** Input data. */ + Depsgraph *depsgraph; + /** Evaluated IDs. */ + Scene *scene; + ViewLayer *view_layer; + /** Only available when rendering for final render. */ + const RenderLayer *render_layer; + RenderEngine *render; + /** Only available when rendering for viewport. */ + const DRWView *drw_view; + const View3D *v3d; + const RegionView3D *rv3d; + + /* Info string displayed at the top of the render / viewport. */ + char info[64]; + + public: + Instance() + : shaders(*ShaderModule::module_get()), + sync(*this), + materials(*this), + pipelines(*this), + main_view(*this), + world(*this){}; + ~Instance(){}; + + void init(const int2 &output_res, + const rcti *output_rect, + RenderEngine *render, + Depsgraph *depsgraph, + const LightProbe *light_probe_ = nullptr, + Object *camera_object = nullptr, + const RenderLayer *render_layer = nullptr, + const DRWView *drw_view = nullptr, + const View3D *v3d = nullptr, + const RegionView3D *rv3d = nullptr); + + void begin_sync(void); + void object_sync(Object *ob); + void end_sync(void); + + void render_sync(void); + void render_frame(RenderLayer *render_layer, const char *view_name); + + void draw_viewport(DefaultFramebufferList *dfbl); + + private: + void render_sample(void); + + void mesh_sync(Object *ob, ObjectHandle &ob_handle); + + void update_eval_members(void); +}; + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc new file mode 100644 index 00000000000..f3132185683 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_material.cc @@ -0,0 +1,320 @@ +/* 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_); +} + +/* Configure a default nodetree with the given material. */ +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(void) +{ + 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) +{ + 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) ? + MAT_PIPE_FORWARD_PREPASS : + MAT_PIPE_DEFERRED_PREPASS; + + /* Test */ + surface_pipe = MAT_PIPE_FORWARD; + prepass_pipe = 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; +} + +/* Return correct material or empty default material if slot is empty. */ +::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(); + } + else { + return BKE_material_default_surface(); + } + } + return ma; +} + +/* Returned Material references are valid until the next call to this function or + * material_get(). */ +MaterialArray &MaterialModule::material_array_get(Object *ob) +{ + 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)); + material_array_.materials.append(&mat); + material_array_.gpu_materials.append(mat.shading.gpumat); + } + return material_array_; +} + +/* Returned Material references are valid until the next call to this function or + * material_array_get(). */ +Material &MaterialModule::material_get(Object *ob, int mat_nr, eMaterialGeometry geometry_type) +{ + ::Material *blender_mat = material_from_slot(ob, mat_nr); + Material &mat = material_sync(blender_mat, geometry_type); + return mat; +} + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_material.hh b/source/blender/draw/engines/eevee_next/eevee_material.hh new file mode 100644 index 00000000000..0c454128aba --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_material.hh @@ -0,0 +1,257 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + */ + +#pragma once + +#include "DRW_render.h" + +#include "BLI_map.hh" +#include "BLI_vector.hh" +#include "GPU_material.h" + +#include "eevee_sync.hh" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name MaterialKey + * + * \{ */ + +enum eMaterialPipeline { + MAT_PIPE_DEFERRED = 0, + MAT_PIPE_FORWARD = 1, + MAT_PIPE_DEFERRED_PREPASS = 2, + MAT_PIPE_FORWARD_PREPASS = 3, + MAT_PIPE_VOLUME = 4, + MAT_PIPE_SHADOW = 5, +}; + +enum eMaterialGeometry { + MAT_GEOM_MESH = 0, + MAT_GEOM_CURVES = 1, + MAT_GEOM_GPENCIL = 2, + MAT_GEOM_VOLUME = 3, + MAT_GEOM_WORLD = 4, +}; + +static inline void material_type_from_shader_uuid(uint64_t shader_uuid, + eMaterialPipeline &pipeline_type, + eMaterialGeometry &geometry_type) +{ + const uint64_t geometry_mask = ((1u << 3u) - 1u); + const uint64_t pipeline_mask = ((1u << 3u) - 1u); + geometry_type = static_cast<eMaterialGeometry>(shader_uuid & geometry_mask); + pipeline_type = static_cast<eMaterialPipeline>((shader_uuid >> 3u) & pipeline_mask); +} + +static inline uint64_t shader_uuid_from_material_type(eMaterialPipeline pipeline_type, + eMaterialGeometry geometry_type) +{ + return geometry_type | (pipeline_type << 3); +} + +ENUM_OPERATORS(eClosureBits, CLOSURE_AMBIENT_OCCLUSION) + +static inline eClosureBits shader_closure_bits_from_flag(const GPUMaterial *gpumat) +{ + eClosureBits closure_bits = eClosureBits(0); + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE)) { + closure_bits |= CLOSURE_DIFFUSE; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) { + closure_bits |= CLOSURE_TRANSPARENCY; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_EMISSION)) { + closure_bits |= CLOSURE_EMISSION; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY)) { + closure_bits |= CLOSURE_REFLECTION; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_SUBSURFACE)) { + closure_bits |= CLOSURE_SSS; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT)) { + closure_bits |= CLOSURE_REFRACTION; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_HOLDOUT)) { + closure_bits |= CLOSURE_HOLDOUT; + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_AO)) { + closure_bits |= CLOSURE_AMBIENT_OCCLUSION; + } + return closure_bits; +} + +static inline eMaterialGeometry to_material_geometry(const Object *ob) +{ + switch (ob->type) { + case OB_CURVES: + return MAT_GEOM_CURVES; + case OB_VOLUME: + return MAT_GEOM_VOLUME; + case OB_GPENCIL: + return MAT_GEOM_GPENCIL; + default: + return MAT_GEOM_MESH; + } +} + +/** Unique key to identify each material in the hashmap. */ +struct MaterialKey { + Material *mat; + uint64_t options; + + MaterialKey(::Material *mat_, eMaterialGeometry geometry, eMaterialPipeline surface_pipeline) + : mat(mat_) + { + options = shader_uuid_from_material_type(surface_pipeline, geometry); + } + + uint64_t hash(void) const + { + BLI_assert(options < sizeof(*mat)); + return (uint64_t)mat + options; + } + + bool operator<(const MaterialKey &k) const + { + return (mat < k.mat) || (options < k.options); + } + + bool operator==(const MaterialKey &k) const + { + return (mat == k.mat) && (options == k.options); + } +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name ShaderKey + * + * \{ */ + +struct ShaderKey { + GPUShader *shader; + uint64_t options; + + ShaderKey(GPUMaterial *gpumat, eMaterialGeometry geometry, eMaterialPipeline pipeline) + { + shader = GPU_material_get_shader(gpumat); + options = shader_uuid_from_material_type(pipeline, geometry); + options = (options << 16u) | shader_closure_bits_from_flag(gpumat); + } + + uint64_t hash(void) const + { + return (uint64_t)shader + options; + } + + bool operator<(const ShaderKey &k) const + { + return (shader == k.shader) ? (options < k.options) : (shader < k.shader); + } + + bool operator==(const ShaderKey &k) const + { + return (shader == k.shader) && (options == k.options); + } +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Default Material Nodetree + * + * In order to support materials without nodetree we reuse and configure a standalone nodetree that + * we pass for shader generation. The GPUMaterial is still stored inside the Material even if + * it does not use the same nodetree. + * + * \{ */ + +class DefaultSurfaceNodeTree { + private: + bNodeTree *ntree_; + bNodeSocketValueRGBA *color_socket_; + bNodeSocketValueFloat *metallic_socket_; + bNodeSocketValueFloat *roughness_socket_; + bNodeSocketValueFloat *specular_socket_; + + public: + DefaultSurfaceNodeTree(); + ~DefaultSurfaceNodeTree(); + + bNodeTree *nodetree_get(::Material *ma); +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Material + * + * \{ */ + +struct MaterialPass { + GPUMaterial *gpumat = nullptr; + DRWShadingGroup *shgrp = nullptr; +}; + +struct Material { + bool init = false; + bool is_alpha_blend_transparent; + MaterialPass shadow, shading, prepass; +}; + +struct MaterialArray { + Vector<Material *> materials; + Vector<GPUMaterial *> gpu_materials; +}; + +class MaterialModule { + public: + ::Material *diffuse_mat_; + ::Material *glossy_mat_; + + private: + Instance &inst_; + + Map<MaterialKey, Material *> material_map_; + Map<ShaderKey, DRWShadingGroup *> shader_map_; + + MaterialArray material_array_; + + DefaultSurfaceNodeTree default_surface_ntree_; + + ::Material *error_mat_; + + int64_t queued_shaders_count_ = 0; + + public: + MaterialModule(Instance &inst); + ~MaterialModule(); + + void begin_sync(void); + + MaterialArray &material_array_get(Object *ob); + Material &material_get(Object *ob, int mat_nr, eMaterialGeometry geometry_type); + + private: + Material &material_sync(::Material *blender_mat, eMaterialGeometry geometry_type); + + ::Material *material_from_slot(Object *ob, int slot); + MaterialPass material_pass_get(::Material *blender_mat, + eMaterialPipeline pipeline_type, + eMaterialGeometry geometry_type); +}; + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc new file mode 100644 index 00000000000..6d3a00160a5 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc @@ -0,0 +1,220 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Shading passes contain drawcalls specific to shading pipelines. + * They are to be shared across views. + * This file is only for shading passes. Other passes are declared in their own module. + */ + +#include "eevee_instance.hh" + +#include "eevee_pipeline.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name World Pipeline + * + * Used to draw background. + * \{ */ + +void WorldPipeline::sync(GPUMaterial *gpumat) +{ + DRWState state = DRW_STATE_WRITE_COLOR; + world_ps_ = DRW_pass_create("World", state); + + /* Push a matrix at the same location as the camera. */ + float4x4 camera_mat = float4x4::identity(); + // copy_v3_v3(camera_mat[3], inst_.camera.data_get().viewinv[3]); + + DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, world_ps_); + DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); + DRW_shgroup_call_obmat(grp, DRW_cache_fullscreen_quad_get(), camera_mat.ptr()); +} + +void WorldPipeline::render(void) +{ + DRW_draw_pass(world_ps_); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Forward Pass + * + * NPR materials (using Closure to RGBA) or material using ALPHA_BLEND. + * \{ */ + +void ForwardPipeline::sync(void) +{ + { + DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; + prepass_ps_ = DRW_pass_create("Forward.Opaque.Prepass", state); + + state |= DRW_STATE_CULL_BACK; + prepass_culled_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Culled", state); + + DRW_pass_link(prepass_ps_, prepass_culled_ps_); + } + { + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; + opaque_ps_ = DRW_pass_create("Forward.Opaque", state); + + state |= DRW_STATE_CULL_BACK; + opaque_culled_ps_ = DRW_pass_create("Forward.Opaque.Culled", state); + + DRW_pass_link(opaque_ps_, opaque_culled_ps_); + } + { + DRWState state = DRW_STATE_DEPTH_LESS_EQUAL; + transparent_ps_ = DRW_pass_create("Forward.Transparent", state); + } +} + +DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat) +{ + DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_; + // LightModule &lights = inst_.lights; + // LightProbeModule &lightprobes = inst_.lightprobes; + // RaytracingModule &raytracing = inst_.raytracing; + // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT; + DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass); + // lights.shgroup_resources(grp); + // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get()); + // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get()); + // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get()); + // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get()); + // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get()); + // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get()); + DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); + /* TODO(fclem): Make this only needed if material uses it ... somehow. */ + // if (true) { + // DRW_shgroup_uniform_texture_ref( + // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get()); + // } + // if (raytracing.enabled()) { + // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data); + // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data); + // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data); + // DRW_shgroup_uniform_texture_ref_ex(grp, "radiance_tx", &input_screen_radiance_tx_, + // no_interp); + // } + // if (raytracing.enabled()) { + // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get()); + // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get()); + // } + return grp; +} + +DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat, GPUMaterial *gpumat) +{ + DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? prepass_culled_ps_ : + prepass_ps_; + DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass); + return grp; +} + +DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat, + GPUMaterial *gpumat) +{ + // LightModule &lights = inst_.lights; + // LightProbeModule &lightprobes = inst_.lightprobes; + // RaytracingModule &raytracing = inst_.raytracing; + // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT; + DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_); + // lights.shgroup_resources(grp); + // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get()); + // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get()); + // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get()); + // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get()); + // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get()); + // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get()); + // DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); + /* TODO(fclem): Make this only needed if material uses it ... somehow. */ + // if (true) { + // DRW_shgroup_uniform_texture_ref( + // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get()); + // } + // if (raytracing.enabled()) { + // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data); + // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data); + // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data); + // DRW_shgroup_uniform_texture_ref_ex( + // grp, "rt_radiance_tx", &input_screen_radiance_tx_, no_interp); + // } + // if (raytracing.enabled()) { + // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get()); + // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get()); + // } + + DRWState state_disable = DRW_STATE_WRITE_DEPTH; + DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM; + if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) { + state_enable |= DRW_STATE_CULL_BACK; + } + DRW_shgroup_state_disable(grp, state_disable); + DRW_shgroup_state_enable(grp, state_enable); + return grp; +} + +DRWShadingGroup *ForwardPipeline::prepass_transparent_add(::Material *blender_mat, + GPUMaterial *gpumat) +{ + if ((blender_mat->blend_flag & MA_BL_HIDE_BACKFACE) == 0) { + return nullptr; + } + + DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_); + + DRWState state_disable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM; + DRWState state_enable = DRW_STATE_WRITE_DEPTH; + if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) { + state_enable |= DRW_STATE_CULL_BACK; + } + DRW_shgroup_state_disable(grp, state_disable); + DRW_shgroup_state_enable(grp, state_enable); + return grp; +} + +void ForwardPipeline::render(const DRWView *view, + GPUTexture *depth_tx, + GPUTexture *UNUSED(combined_tx)) +{ + // HiZBuffer &hiz = inst_.hiz_front; + + DRW_stats_group_start("ForwardOpaque"); + + DRW_draw_pass(prepass_ps_); + // hiz.set_dirty(); + + // if (inst_.raytracing.enabled()) { + // rt_buffer.radiance_copy(combined_tx); + // hiz.update(depth_tx); + // } + + // inst_.shadows.set_view(view, depth_tx); + + DRW_draw_pass(opaque_ps_); + + DRW_stats_group_end(); + + DRW_stats_group_start("ForwardTransparent"); + /* TODO(fclem) This is suboptimal. We could sort during sync. */ + /* FIXME(fclem) This wont work for panoramic, where we need + * to sort by distance to camera, not by z. */ + // DRW_pass_sort_shgroup_z(transparent_ps_); + // DRW_draw_pass(transparent_ps_); + DRW_stats_group_end(); + + // if (inst_.raytracing.enabled()) { + // gbuffer.ray_radiance_tx.release(); + // } +} + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh new file mode 100644 index 00000000000..14eac812e55 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh @@ -0,0 +1,216 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Shading passes contain drawcalls specific to shading pipelines. + * They are shared across views. + * This file is only for shading passes. Other passes are declared in their own module. + */ + +#pragma once + +#include "DRW_render.h" + +/* TODO(fclem): Move it to GPU/DRAW. */ +#include "../eevee/eevee_lut.h" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name World Pipeline + * + * Render world values. + * \{ */ + +class WorldPipeline { + private: + Instance &inst_; + + DRWPass *world_ps_ = nullptr; + + public: + WorldPipeline(Instance &inst) : inst_(inst){}; + + void sync(GPUMaterial *gpumat); + void render(void); +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Forward Pass + * + * Handles alpha blended surfaces and NPR materials (using Closure to RGBA). + * \{ */ + +class ForwardPipeline { + private: + Instance &inst_; + + DRWPass *prepass_ps_ = nullptr; + DRWPass *prepass_culled_ps_ = nullptr; + DRWPass *opaque_ps_ = nullptr; + DRWPass *opaque_culled_ps_ = nullptr; + DRWPass *transparent_ps_ = nullptr; + + // GPUTexture *input_screen_radiance_tx_ = nullptr; + + public: + ForwardPipeline(Instance &inst) : inst_(inst){}; + + void sync(void); + + DRWShadingGroup *material_add(::Material *blender_mat, GPUMaterial *gpumat) + { + return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ? + material_transparent_add(blender_mat, gpumat) : + material_opaque_add(blender_mat, gpumat); + } + + DRWShadingGroup *prepass_add(::Material *blender_mat, GPUMaterial *gpumat) + { + return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ? + prepass_transparent_add(blender_mat, gpumat) : + prepass_opaque_add(blender_mat, gpumat); + } + + DRWShadingGroup *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat); + DRWShadingGroup *prepass_opaque_add(::Material *blender_mat, GPUMaterial *gpumat); + DRWShadingGroup *material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat); + DRWShadingGroup *prepass_transparent_add(::Material *blender_mat, GPUMaterial *gpumat); + + void render(const DRWView *view, GPUTexture *depth_tx, GPUTexture *combined_tx); +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Utility texture + * + * 64x64 2D array texture containing LUT tables and blue noises. + * \{ */ + +class UtilityTexture : public Texture { + struct Layer { + float data[UTIL_TEX_SIZE * UTIL_TEX_SIZE][4]; + }; + + static constexpr int lut_size = UTIL_TEX_SIZE; + static constexpr int lut_size_sqr = lut_size * lut_size; + static constexpr int layer_count = 4 + UTIL_BTDF_LAYER_COUNT; + + public: + UtilityTexture() : Texture("UtilityTx", GPU_RGBA16F, int2(lut_size), layer_count, nullptr) + { +#ifdef RUNTIME_LUT_CREATION + float *bsdf_ggx_lut = EEVEE_lut_update_ggx_brdf(lut_size); + float(*btdf_ggx_lut)[lut_size_sqr * 2] = (float(*)[lut_size_sqr * 2]) + EEVEE_lut_update_ggx_btdf(lut_size, UTIL_BTDF_LAYER_COUNT); +#else + const float *bsdf_ggx_lut = bsdf_split_sum_ggx; + const float(*btdf_ggx_lut)[lut_size_sqr * 2] = btdf_split_sum_ggx; +#endif + + Vector<Layer> data(layer_count); + { + Layer &layer = data[UTIL_BLUE_NOISE_LAYER]; + memcpy(layer.data, blue_noise, sizeof(layer)); + } + { + Layer &layer = data[UTIL_LTC_MAT_LAYER]; + memcpy(layer.data, ltc_mat_ggx, sizeof(layer)); + } + { + Layer &layer = data[UTIL_LTC_MAG_LAYER]; + for (auto i : IndexRange(lut_size_sqr)) { + layer.data[i][0] = bsdf_ggx_lut[i * 2 + 0]; + layer.data[i][1] = bsdf_ggx_lut[i * 2 + 1]; + layer.data[i][2] = ltc_mag_ggx[i * 2 + 0]; + layer.data[i][3] = ltc_mag_ggx[i * 2 + 1]; + } + BLI_assert(UTIL_LTC_MAG_LAYER == UTIL_BSDF_LAYER); + } + { + Layer &layer = data[UTIL_DISK_INTEGRAL_LAYER]; + for (auto i : IndexRange(lut_size_sqr)) { + layer.data[i][UTIL_DISK_INTEGRAL_COMP] = ltc_disk_integral[i]; + } + } + { + for (auto layer_id : IndexRange(16)) { + Layer &layer = data[3 + layer_id]; + for (auto i : IndexRange(lut_size_sqr)) { + layer.data[i][0] = btdf_ggx_lut[layer_id][i * 2 + 0]; + layer.data[i][1] = btdf_ggx_lut[layer_id][i * 2 + 1]; + } + } + } + GPU_texture_update_mipmap(*this, 0, GPU_DATA_FLOAT, data.data()); + } + + ~UtilityTexture(){}; +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Pipelines + * + * Contains Shading passes. Shared between views. Objects will subscribe to at least one of them. + * \{ */ + +class PipelineModule { + public: + WorldPipeline world; + // DeferredPipeline deferred; + ForwardPipeline forward; + // ShadowPipeline shadow; + // VelocityPipeline velocity; + + UtilityTexture utility_tx; + + public: + PipelineModule(Instance &inst) : world(inst), forward(inst){}; + + void sync() + { + // deferred.sync(); + forward.sync(); + // shadow.sync(); + // velocity.sync(); + } + + DRWShadingGroup *material_add(::Material *blender_mat, + GPUMaterial *gpumat, + eMaterialPipeline pipeline_type) + { + switch (pipeline_type) { + case MAT_PIPE_DEFERRED_PREPASS: + // return deferred.prepass_add(blender_mat, gpumat); + break; + case MAT_PIPE_FORWARD_PREPASS: + return forward.prepass_add(blender_mat, gpumat); + case MAT_PIPE_DEFERRED: + // return deferred.material_add(blender_mat, gpumat); + break; + case MAT_PIPE_FORWARD: + return forward.material_add(blender_mat, gpumat); + case MAT_PIPE_VOLUME: + /* TODO(fclem) volume pass. */ + return nullptr; + case MAT_PIPE_SHADOW: + // return shadow.material_add(blender_mat, gpumat); + break; + } + return nullptr; + } +}; + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc new file mode 100644 index 00000000000..1ebf387f32b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc @@ -0,0 +1,375 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Shader module that manage shader libraries, deferred compilation, + * and static shader usage. + */ + +#include "gpu_shader_create_info.hh" + +#include "eevee_shader.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name Module + * + * \{ */ + +ShaderModule *ShaderModule::g_shader_module = nullptr; + +ShaderModule *ShaderModule::module_get() +{ + if (g_shader_module == nullptr) { + /* TODO(fclem) threadsafety. */ + g_shader_module = new ShaderModule(); + } + return g_shader_module; +} + +void ShaderModule::module_free() +{ + if (g_shader_module != nullptr) { + /* TODO(fclem) threadsafety. */ + delete g_shader_module; + g_shader_module = nullptr; + } +} + +ShaderModule::ShaderModule() +{ + for (GPUShader *&shader : shaders_) { + shader = nullptr; + } + +#ifdef DEBUG + /* Ensure all shader are described. */ + for (auto i : IndexRange(MAX_SHADER_TYPE)) { + const char *name = static_shader_create_info_name_get(eShaderType(i)); + if (name == nullptr) { + std::cerr << "EEVEE: Missing case for eShaderType(" << i + << ") in static_shader_create_info_name_get()."; + BLI_assert(0); + } + const GPUShaderCreateInfo *create_info = GPU_shader_create_info_get(name); + BLI_assert_msg(create_info != nullptr, "EEVEE: Missing create info for static shader."); + } +#endif +} + +ShaderModule::~ShaderModule() +{ + for (GPUShader *&shader : shaders_) { + DRW_SHADER_FREE_SAFE(shader); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Static shaders + * + * \{ */ + +const char *ShaderModule::static_shader_create_info_name_get(eShaderType shader_type) +{ + switch (shader_type) { + /* To avoid compiler warning about missing case. */ + case MAX_SHADER_TYPE: + return ""; + } + return ""; +} + +GPUShader *ShaderModule::static_shader_get(eShaderType shader_type) +{ + if (shaders_[shader_type] == nullptr) { + const char *shader_name = static_shader_create_info_name_get(shader_type); + + shaders_[shader_type] = GPU_shader_create_from_info_name(shader_name); + + if (shaders_[shader_type] == nullptr) { + fprintf(stderr, "EEVEE: error: Could not compile static shader \"%s\"\n", shader_name); + } + BLI_assert(shaders_[shader_type] != nullptr); + } + return shaders_[shader_type]; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name GPU Materials + * + * \{ */ + +void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOutput *codegen_) +{ + using namespace blender::gpu::shader; + + uint64_t shader_uuid = GPU_material_uuid_get(gpumat); + + eMaterialPipeline pipeline_type; + eMaterialGeometry geometry_type; + material_type_from_shader_uuid(shader_uuid, pipeline_type, geometry_type); + + GPUCodegenOutput &codegen = *codegen_; + ShaderCreateInfo &info = *reinterpret_cast<ShaderCreateInfo *>(codegen.create_info); + + info.auto_resource_location(true); + + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) { + info.define("MAT_TRANSPARENT"); + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC)) { + switch (geometry_type) { + case MAT_GEOM_MESH: + /* Support using gpu builtin barycentrics. */ + info.define("USE_BARYCENTRICS"); + info.builtins(BuiltinBits::BARYCENTRIC_COORD); + break; + case MAT_GEOM_CURVES: + /* Support using one vec2 attribute. See #hair_get_barycentric(). */ + info.define("USE_BARYCENTRICS"); + break; + default: + /* No support */ + break; + } + } + + std::stringstream global_vars; + switch (geometry_type) { + case MAT_GEOM_MESH: + /** Noop. */ + break; + case MAT_GEOM_CURVES: + /** Hair attributes comme from sampler buffer. Transfer attributes to sampler. */ + for (auto &input : info.vertex_inputs_) { + info.sampler(0, ImageType::FLOAT_BUFFER, input.name, Frequency::BATCH); + } + info.vertex_inputs_.clear(); + break; + case MAT_GEOM_WORLD: + /** + * Only orco layer is supported by world and it is procedurally generated. These are here to + * make the attribs_load function calls valids. + */ + ATTR_FALLTHROUGH; + case MAT_GEOM_GPENCIL: + /** + * Only one uv and one color attribute layer are supported by gpencil objects and they are + * already declared in another createInfo. These are here to make the attribs_load + * function calls valids. + */ + for (auto &input : info.vertex_inputs_) { + global_vars << input.type << " " << input.name << ";\n"; + } + info.vertex_inputs_.clear(); + break; + case MAT_GEOM_VOLUME: + /** No attributes supported. */ + info.vertex_inputs_.clear(); + break; + } + + const bool do_fragment_attrib_load = (geometry_type == MAT_GEOM_WORLD); + + if (do_fragment_attrib_load && !info.vertex_out_interfaces_.is_empty()) { + /* Codegen outputs only one interface. */ + const StageInterfaceInfo &iface = *info.vertex_out_interfaces_.first(); + /* Globals the attrib_load() can write to when it is in the fragment shader. */ + global_vars << "struct " << iface.name << " {\n"; + for (auto &inout : iface.inouts) { + global_vars << " " << inout.type << " " << inout.name << ";\n"; + } + global_vars << "};\n"; + global_vars << iface.name << " " << iface.instance_name << ";\n"; + + info.vertex_out_interfaces_.clear(); + } + + std::stringstream attr_load; + attr_load << "void attrib_load()\n"; + attr_load << "{\n"; + attr_load << ((codegen.attr_load) ? codegen.attr_load : ""); + attr_load << "}\n\n"; + + std::stringstream vert_gen, frag_gen; + + if (do_fragment_attrib_load) { + frag_gen << global_vars.str() << attr_load.str(); + } + else { + vert_gen << global_vars.str() << attr_load.str(); + } + + { + /* Only mesh and curves support displacement for now. */ + if (ELEM(geometry_type, MAT_GEOM_MESH, MAT_GEOM_CURVES)) { + vert_gen << "vec3 nodetree_displacement()\n"; + vert_gen << "{\n"; + vert_gen << ((codegen.displacement) ? codegen.displacement : "return vec3(0);\n"); + vert_gen << "}\n\n"; + } + + info.vertex_source_generated = vert_gen.str(); + } + + { + frag_gen << ((codegen.material_functions) ? codegen.material_functions : "\n"); + + if (codegen.displacement) { + /* Bump displacement. Needed to recompute normals after displacement. */ + info.define("MAT_DISPLACEMENT_BUMP"); + + frag_gen << "vec3 nodetree_displacement()\n"; + frag_gen << "{\n"; + frag_gen << codegen.displacement; + frag_gen << "}\n\n"; + } + + frag_gen << "Closure nodetree_surface()\n"; + frag_gen << "{\n"; + frag_gen << " closure_weights_reset();\n"; + frag_gen << ((codegen.surface) ? codegen.surface : "return Closure(0);\n"); + frag_gen << "}\n\n"; + + frag_gen << "Closure nodetree_volume()\n"; + frag_gen << "{\n"; + frag_gen << " closure_weights_reset();\n"; + frag_gen << ((codegen.volume) ? codegen.volume : "return Closure(0);\n"); + frag_gen << "}\n\n"; + + frag_gen << "float nodetree_thickness()\n"; + frag_gen << "{\n"; + /* TODO(fclem): Better default. */ + frag_gen << ((codegen.thickness) ? codegen.thickness : "return 0.1;\n"); + frag_gen << "}\n\n"; + + info.fragment_source_generated = frag_gen.str(); + } + + /* Geometry Info. */ + switch (geometry_type) { + case MAT_GEOM_WORLD: + info.additional_info("eevee_geom_world"); + break; + case MAT_GEOM_VOLUME: + info.additional_info("eevee_geom_volume"); + break; + case MAT_GEOM_GPENCIL: + info.additional_info("eevee_geom_gpencil"); + break; + case MAT_GEOM_CURVES: + info.additional_info("eevee_geom_hair"); + break; + case MAT_GEOM_MESH: + default: + info.additional_info("eevee_geom_mesh"); + break; + } + + /* Pipeline Info. */ + switch (geometry_type) { + case MAT_GEOM_WORLD: + info.additional_info("eevee_surf_world"); + break; + case MAT_GEOM_VOLUME: + break; + default: + switch (pipeline_type) { + case MAT_PIPE_FORWARD_PREPASS: + case MAT_PIPE_DEFERRED_PREPASS: + case MAT_PIPE_SHADOW: + info.additional_info("eevee_surf_depth"); + break; + case MAT_PIPE_DEFERRED: + info.additional_info("eevee_surf_deferred"); + break; + case MAT_PIPE_FORWARD: + info.additional_info("eevee_surf_forward"); + break; + default: + BLI_assert(0); + break; + } + break; + } +} + +/* WATCH: This can be called from another thread! Needs to not touch the shader module in any + * thread unsafe manner. */ +static void codegen_callback(void *thunk, GPUMaterial *mat, GPUCodegenOutput *codegen) +{ + reinterpret_cast<ShaderModule *>(thunk)->material_create_info_ammend(mat, codegen); +} + +GPUMaterial *ShaderModule::material_shader_get(::Material *blender_mat, + struct bNodeTree *nodetree, + eMaterialPipeline pipeline_type, + eMaterialGeometry geometry_type, + bool deferred_compilation) +{ + uint64_t shader_uuid = shader_uuid_from_material_type(pipeline_type, geometry_type); + + bool is_volume = (pipeline_type == MAT_PIPE_VOLUME); + + return DRW_shader_from_material( + blender_mat, nodetree, shader_uuid, is_volume, deferred_compilation, codegen_callback, this); +} + +GPUMaterial *ShaderModule::world_shader_get(::World *blender_world, struct bNodeTree *nodetree) +{ + eMaterialPipeline pipeline_type = MAT_PIPE_DEFERRED; /* Unused. */ + eMaterialGeometry geometry_type = MAT_GEOM_WORLD; + + uint64_t shader_uuid = shader_uuid_from_material_type(pipeline_type, geometry_type); + + bool is_volume = (pipeline_type == MAT_PIPE_VOLUME); + bool deferred_compilation = false; + + return DRW_shader_from_world(blender_world, + nodetree, + shader_uuid, + is_volume, + deferred_compilation, + codegen_callback, + this); +} + +/* Variation to compile a material only with a nodetree. Caller needs to maintain the list of + * materials and call GPU_material_free on it to update the material. */ +GPUMaterial *ShaderModule::material_shader_get(const char *name, + ListBase &materials, + struct bNodeTree *nodetree, + eMaterialPipeline pipeline_type, + eMaterialGeometry geometry_type, + bool is_lookdev) +{ + uint64_t shader_uuid = shader_uuid_from_material_type(pipeline_type, geometry_type); + + bool is_volume = (pipeline_type == MAT_PIPE_VOLUME); + + GPUMaterial *gpumat = GPU_material_from_nodetree(nullptr, + nullptr, + nodetree, + &materials, + name, + shader_uuid, + is_volume, + is_lookdev, + codegen_callback, + this); + GPU_material_status_set(gpumat, GPU_MAT_QUEUED); + GPU_material_compile(gpumat); + return gpumat; +} + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.hh b/source/blender/draw/engines/eevee_next/eevee_shader.hh new file mode 100644 index 00000000000..ba7c97b3b6a --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_shader.hh @@ -0,0 +1,70 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Shader module that manage shader libraries, deferred compilation, + * and static shader usage. + */ + +#pragma once + +#include <array> +#include <string> + +#include "BLI_string_ref.hh" +#include "DRW_render.h" +#include "GPU_material.h" +#include "GPU_shader.h" + +#include "eevee_material.hh" +#include "eevee_sync.hh" + +namespace blender::eevee { + +/* Keep alphabetical order and clean prefix. */ +enum eShaderType { + MAX_SHADER_TYPE = 0, +}; + +/** + * Shader module. shared between instances. + */ +class ShaderModule { + private: + std::array<GPUShader *, MAX_SHADER_TYPE> shaders_; + + /** Shared shader module accross all engine instances. */ + static ShaderModule *g_shader_module; + + public: + ShaderModule(); + ~ShaderModule(); + + GPUShader *static_shader_get(eShaderType shader_type); + GPUMaterial *material_shader_get(::Material *blender_mat, + struct bNodeTree *nodetree, + eMaterialPipeline pipeline_type, + eMaterialGeometry geometry_type, + bool deferred_compilation); + GPUMaterial *world_shader_get(::World *blender_world, struct bNodeTree *nodetree); + GPUMaterial *material_shader_get(const char *name, + ListBase &materials, + struct bNodeTree *nodetree, + eMaterialPipeline pipeline_type, + eMaterialGeometry geometry_type, + bool is_lookdev); + + void material_create_info_ammend(GPUMaterial *mat, GPUCodegenOutput *codegen); + + /** Only to be used by Instance constructor. */ + static ShaderModule *module_get(); + static void module_free(); + + private: + const char *static_shader_create_info_name_get(eShaderType shader_type); +}; + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh new file mode 100644 index 00000000000..2c539339952 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -0,0 +1,86 @@ + +/** + * Shared structures, enums & defines between C++ and GLSL. + * Can also include some math functions but they need to be simple enough to be valid in both + * language. + */ + +#ifndef USE_GPU_SHADER_CREATE_INFO +# pragma once + +# include "BLI_memory_utils.hh" +# include "DRW_gpu_wrapper.hh" + +// # include "eevee_defines.hh" + +# include "GPU_shader_shared.h" + +namespace blender::eevee { + +using draw::Framebuffer; +using draw::Texture; +using draw::TextureFromPool; + +#endif + +#define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14 + +/* -------------------------------------------------------------------- */ +/** \name Raytracing + * \{ */ + +enum eClosureBits : uint32_t { + /** NOTE: Theses are used as stencil bits. So we are limited to 8bits. */ + CLOSURE_DIFFUSE = (1u << 0u), + CLOSURE_SSS = (1u << 1u), + CLOSURE_REFLECTION = (1u << 2u), + CLOSURE_REFRACTION = (1u << 3u), + /* Non-stencil bits. */ + CLOSURE_TRANSPARENCY = (1u << 8u), + CLOSURE_EMISSION = (1u << 9u), + CLOSURE_HOLDOUT = (1u << 10u), + CLOSURE_VOLUME = (1u << 11u), + CLOSURE_AMBIENT_OCCLUSION = (1u << 12u), +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Utility Texture + * \{ */ + +#define UTIL_TEX_SIZE 64 +#define UTIL_BTDF_LAYER_COUNT 16 +/* Scale and bias to avoid interpolation of the border pixel. + * Remap UVs to the border pixels centers. */ +#define UTIL_TEX_UV_SCALE ((UTIL_TEX_SIZE - 1.0f) / UTIL_TEX_SIZE) +#define UTIL_TEX_UV_BIAS (0.5f / UTIL_TEX_SIZE) + +#define UTIL_BLUE_NOISE_LAYER 0 +#define UTIL_LTC_MAT_LAYER 1 +#define UTIL_LTC_MAG_LAYER 2 +#define UTIL_BSDF_LAYER 2 +#define UTIL_BTDF_LAYER 3 +#define UTIL_DISK_INTEGRAL_LAYER 3 +#define UTIL_DISK_INTEGRAL_COMP 2 + +#ifndef __cplusplus +/* Fetch texel. Wrapping if above range. */ +float4 utility_tx_fetch(sampler2DArray util_tx, float2 texel, float layer) +{ + return texelFetch(util_tx, int3(int2(texel) % UTIL_TEX_SIZE, layer), 0); +} + +/* Sample at uv position. Filtered & Wrapping enabled. */ +float4 utility_tx_sample(sampler2DArray util_tx, float2 uv, float layer) +{ + return textureLod(util_tx, float3(uv, layer), 0.0); +} +#endif + +/** \} */ + +#ifdef __cplusplus + +} // namespace blender::eevee +#endif diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.cc b/source/blender/draw/engines/eevee_next/eevee_sync.cc new file mode 100644 index 00000000000..c0dba146f7e --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_sync.cc @@ -0,0 +1,316 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Converts the different renderable object types to drawcalls. + */ + +#include "eevee_engine.h" + +#include "BKE_gpencil.h" +#include "BKE_object.h" +#include "DEG_depsgraph_query.h" +#include "DNA_curves_types.h" +#include "DNA_gpencil_types.h" +#include "DNA_modifier_types.h" +#include "DNA_particle_types.h" + +#include "eevee_instance.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name Draw Data + * + * \{ */ + +static void draw_data_init_cb(struct DrawData *dd) +{ + /* Object has just been created or was never evaluated by the engine. */ + dd->recalc = ID_RECALC_ALL; +} + +ObjectHandle &SyncModule::sync_object(Object *ob) +{ + DrawEngineType *owner = (DrawEngineType *)&DRW_engine_viewport_eevee_next_type; + struct DrawData *dd = DRW_drawdata_ensure( + (ID *)ob, owner, sizeof(eevee::ObjectHandle), draw_data_init_cb, nullptr); + ObjectHandle &eevee_dd = *reinterpret_cast<ObjectHandle *>(dd); + + if (eevee_dd.object_key.ob == nullptr) { + eevee_dd.object_key = ObjectKey(ob); + } + + const int recalc_flags = ID_RECALC_COPY_ON_WRITE | ID_RECALC_TRANSFORM | ID_RECALC_SHADING | + ID_RECALC_GEOMETRY; + if ((eevee_dd.recalc & recalc_flags) != 0) { + // inst_.sampling.reset(); + UNUSED_VARS(inst_); + } + + return eevee_dd; +} + +WorldHandle &SyncModule::sync_world(::World *world) +{ + DrawEngineType *owner = (DrawEngineType *)&DRW_engine_viewport_eevee_next_type; + struct DrawData *dd = DRW_drawdata_ensure( + (ID *)world, owner, sizeof(eevee::WorldHandle), draw_data_init_cb, nullptr); + WorldHandle &eevee_dd = *reinterpret_cast<WorldHandle *>(dd); + + const int recalc_flags = ID_RECALC_ALL; + if ((eevee_dd.recalc & recalc_flags) != 0) { + // inst_.sampling.reset(); + } + return eevee_dd; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Common + * \{ */ + +static inline void shgroup_geometry_call(DRWShadingGroup *grp, + Object *ob, + GPUBatch *geom, + int v_first = -1, + int v_count = -1, + bool use_instancing = false) +{ + if (grp == nullptr) { + return; + } + + if (v_first == -1) { + DRW_shgroup_call(grp, geom, ob); + } + else if (use_instancing) { + DRW_shgroup_call_instance_range(grp, ob, geom, v_first, v_count); + } + else { + DRW_shgroup_call_range(grp, ob, geom, v_first, v_count); + } +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Mesh + * \{ */ + +void SyncModule::sync_mesh(Object *ob, ObjectHandle &ob_handle) +{ + MaterialArray &material_array = inst_.materials.material_array_get(ob); + + GPUBatch **mat_geom = DRW_cache_object_surface_material_get( + ob, material_array.gpu_materials.data(), material_array.gpu_materials.size()); + + if (mat_geom == nullptr) { + return; + } + + bool is_shadow_caster = false; + bool is_alpha_blend = false; + for (auto i : material_array.gpu_materials.index_range()) { + GPUBatch *geom = mat_geom[i]; + if (geom == nullptr) { + continue; + } + Material *material = material_array.materials[i]; + shgroup_geometry_call(material->shading.shgrp, ob, geom); + shgroup_geometry_call(material->prepass.shgrp, ob, geom); + shgroup_geometry_call(material->shadow.shgrp, ob, geom); + + is_shadow_caster = is_shadow_caster || material->shadow.shgrp != nullptr; + is_alpha_blend = is_alpha_blend || material->is_alpha_blend_transparent; + } + // shading_passes.velocity.mesh_add(ob, ob_handle); + + // shadows.sync_object(ob, ob_handle, is_shadow_caster, is_alpha_blend); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name GPencil + * \{ */ + +#define DO_BATCHING true + +struct gpIterData { + Instance &inst; + Object *ob; + MaterialArray &material_array; + int cfra; + + /* Drawcall batching. */ + GPUBatch *geom = nullptr; + Material *material = nullptr; + int vfirst = 0; + int vcount = 0; + bool instancing = false; + + gpIterData(Instance &inst_, Object *ob_) + : inst(inst_), ob(ob_), material_array(inst_.materials.material_array_get(ob_)) + { + cfra = DEG_get_ctime(inst.depsgraph); + }; +}; + +static void gpencil_drawcall_flush(gpIterData &iter) +{ + if (iter.geom != nullptr) { + shgroup_geometry_call(iter.material->shading.shgrp, + iter.ob, + iter.geom, + iter.vfirst, + iter.vcount, + iter.instancing); + shgroup_geometry_call(iter.material->prepass.shgrp, + iter.ob, + iter.geom, + iter.vfirst, + iter.vcount, + iter.instancing); + shgroup_geometry_call(iter.material->shadow.shgrp, + iter.ob, + iter.geom, + iter.vfirst, + iter.vcount, + iter.instancing); + } + iter.geom = nullptr; + iter.vfirst = -1; + iter.vcount = 0; +} + +/* Group draw-calls that are consecutive and with the same type. Reduces GPU driver overhead. */ +static void gpencil_drawcall_add(gpIterData &iter, + GPUBatch *geom, + Material *material, + int v_first, + int v_count, + bool instancing) +{ + int last = iter.vfirst + iter.vcount; + /* Interrupt draw-call grouping if the sequence is not consecutive. */ + if (!DO_BATCHING || (geom != iter.geom) || (material != iter.material) || (v_first - last > 3)) { + gpencil_drawcall_flush(iter); + } + iter.geom = geom; + iter.material = material; + iter.instancing = instancing; + if (iter.vfirst == -1) { + iter.vfirst = v_first; + } + iter.vcount = v_first + v_count - iter.vfirst; +} + +static void gpencil_stroke_sync(bGPDlayer *UNUSED(gpl), + bGPDframe *UNUSED(gpf), + bGPDstroke *gps, + void *thunk) +{ + gpIterData &iter = *(gpIterData *)thunk; + + Material *material = iter.material_array.materials[gps->mat_nr]; + MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(iter.ob, gps->mat_nr + 1); + + bool hide_material = (gp_style->flag & GP_MATERIAL_HIDE) != 0; + bool show_stroke = ((gp_style->flag & GP_MATERIAL_STROKE_SHOW) != 0) || + (!DRW_state_is_image_render() && ((gps->flag & GP_STROKE_NOFILL) != 0)); + bool show_fill = (gps->tot_triangles > 0) && ((gp_style->flag & GP_MATERIAL_FILL_SHOW) != 0); + + if (hide_material) { + return; + } + + if (show_fill) { + GPUBatch *geom = DRW_cache_gpencil_fills_get(iter.ob, iter.cfra); + int vfirst = gps->runtime.fill_start * 3; + int vcount = gps->tot_triangles * 3; + gpencil_drawcall_add(iter, geom, material, vfirst, vcount, false); + } + + if (show_stroke) { + GPUBatch *geom = DRW_cache_gpencil_strokes_get(iter.ob, iter.cfra); + /* Start one vert before to have gl_InstanceID > 0 (see shader). */ + int vfirst = gps->runtime.stroke_start - 1; + /* Include "potential" cyclic vertex and start adj vertex (see shader). */ + int vcount = gps->totpoints + 1 + 1; + gpencil_drawcall_add(iter, geom, material, vfirst, vcount, true); + } +} + +void SyncModule::sync_gpencil(Object *ob, ObjectHandle &ob_handle) +{ + gpIterData iter(inst_, ob); + + BKE_gpencil_visible_stroke_iter((bGPdata *)ob->data, nullptr, gpencil_stroke_sync, &iter); + + gpencil_drawcall_flush(iter); + + /* TODO(fclem) Gpencil velocity. */ + // shading_passes.velocity.gpencil_add(ob, ob_handle); + + // bool is_caster = true; /* TODO material.shadow.shgrp. */ + // bool is_alpha_blend = true; /* TODO material.is_alpha_blend. */ + // shadows.sync_object(ob, ob_handle, is_caster, is_alpha_blend); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Hair + * \{ */ + +static void shgroup_curves_call(MaterialPass &matpass, + Object *ob, + ParticleSystem *part_sys = nullptr, + ModifierData *modifier_data = nullptr) +{ + if (matpass.shgrp == nullptr) { + return; + } + DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.shgrp, matpass.gpumat); +} + +void SyncModule::sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data) +{ + int mat_nr = CURVES_MATERIAL_NR; + + ParticleSystem *part_sys = nullptr; + if (modifier_data != nullptr) { + part_sys = reinterpret_cast<ParticleSystemModifierData *>(modifier_data)->psys; + if (!DRW_object_is_visible_psys_in_active_context(ob, part_sys)) { + return; + } + ParticleSettings *part_settings = part_sys->part; + const int draw_as = (part_settings->draw_as == PART_DRAW_REND) ? part_settings->ren_as : + part_settings->draw_as; + if (draw_as != PART_DRAW_PATH) { + return; + } + mat_nr = part_settings->omat; + } + + Material &material = inst_.materials.material_get(ob, mat_nr - 1, MAT_GEOM_CURVES); + + shgroup_curves_call(material.shading, ob, part_sys, modifier_data); + shgroup_curves_call(material.prepass, ob, part_sys, modifier_data); + shgroup_curves_call(material.shadow, ob, part_sys, modifier_data); + /* TODO(fclem) Hair velocity. */ + // shading_passes.velocity.gpencil_add(ob, ob_handle); + + // bool is_caster = material.shadow.shgrp != nullptr; + // bool is_alpha_blend = material.is_alpha_blend_transparent; + // shadows.sync_object(ob, ob_handle, is_caster, is_alpha_blend); +} + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.hh b/source/blender/draw/engines/eevee_next/eevee_sync.hh new file mode 100644 index 00000000000..74b08d0f10a --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_sync.hh @@ -0,0 +1,159 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Structures to identify unique data blocks. The keys are unique so we are able to + * match ids across frame updates. + */ + +#pragma once + +#include "BKE_duplilist.h" +#include "BLI_ghash.h" +#include "BLI_map.hh" +#include "DNA_object_types.h" +#include "DRW_render.h" +#include "GPU_material.h" + +#include "eevee_shader_shared.hh" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name ObjectKey + * + * Unique key to identify each object in the hashmap. + * \{ */ + +struct ObjectKey { + /** Hash value of the key. */ + uint64_t hash_value; + /** Original Object or source object for duplis. */ + Object *ob; + /** Original Parent object for duplis. */ + Object *parent; + /** Dupli objects recursive unique identifier */ + int id[MAX_DUPLI_RECUR]; + /** If object uses particle system hair. */ + bool use_particle_hair; +#ifdef DEBUG + char name[64]; +#endif + ObjectKey() : ob(nullptr), parent(nullptr){}; + + ObjectKey(Object *ob_, Object *parent_, int id_[MAX_DUPLI_RECUR], bool use_particle_hair_) + : ob(ob_), parent(parent_), use_particle_hair(use_particle_hair_) + { + if (id_) { + memcpy(id, id_, sizeof(id)); + } + else { + memset(id, 0, sizeof(id)); + } + /* Compute hash on creation so we avoid the cost of it for every sync. */ + hash_value = BLI_ghashutil_ptrhash(ob); + hash_value = BLI_ghashutil_combine_hash(hash_value, BLI_ghashutil_ptrhash(parent)); + for (int i = 0; i < MAX_DUPLI_RECUR; i++) { + if (id[i] != 0) { + hash_value = BLI_ghashutil_combine_hash(hash_value, BLI_ghashutil_inthash(id[i])); + } + else { + break; + } + } +#ifdef DEBUG + STRNCPY(name, ob->id.name); +#endif + } + + ObjectKey(Object *ob, DupliObject *dupli, Object *parent) + : ObjectKey(ob, parent, dupli ? dupli->persistent_id : nullptr, false){}; + + ObjectKey(Object *ob) + : ObjectKey(ob, DRW_object_get_dupli(ob), DRW_object_get_dupli_parent(ob)){}; + + uint64_t hash(void) const + { + return hash_value; + } + + bool operator<(const ObjectKey &k) const + { + if (ob != k.ob) { + return (ob < k.ob); + } + if (parent != k.parent) { + return (parent < k.parent); + } + if (use_particle_hair != k.use_particle_hair) { + return (use_particle_hair < k.use_particle_hair); + } + return memcmp(id, k.id, sizeof(id)) < 0; + } + + bool operator==(const ObjectKey &k) const + { + if (ob != k.ob) { + return false; + } + if (parent != k.parent) { + return false; + } + if (use_particle_hair != k.use_particle_hair) { + return false; + } + return memcmp(id, k.id, sizeof(id)) == 0; + } +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Sync Module + * + * \{ */ + +struct ObjectHandle : public DrawData { + ObjectKey object_key; + + void reset_recalc_flag(void) + { + if (recalc != 0) { + recalc = 0; + } + } +}; + +struct WorldHandle : public DrawData { + void reset_recalc_flag(void) + { + if (recalc != 0) { + recalc = 0; + } + } +}; + +class SyncModule { + private: + Instance &inst_; + + public: + SyncModule(Instance &inst) : inst_(inst){}; + ~SyncModule(){}; + + ObjectHandle &sync_object(Object *ob); + WorldHandle &sync_world(::World *world); + + void sync_mesh(Object *ob, ObjectHandle &ob_handle); + void sync_gpencil(Object *ob, ObjectHandle &ob_handle); + void sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data); +}; + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc new file mode 100644 index 00000000000..aa3f229123b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_view.cc @@ -0,0 +1,206 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * A view is either: + * - The entire main view. + * - A fragment of the main view (for panoramic projections). + * - A shadow map view. + * - A lightprobe view (either planar, cubemap, irradiance grid). + * + * A pass is a container for scene data. It is view agnostic but has specific logic depending on + * its type. Passes are shared between views. + */ + +#include "BKE_global.h" +#include "DRW_render.h" + +#include "eevee_instance.hh" + +#include "eevee_view.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name ShadingView + * \{ */ + +void ShadingView::init() +{ + // dof_.init(); + // mb_.init(); +} + +void ShadingView::sync(int2 render_extent_) +{ + if (false /* inst_.camera.is_panoramic() */) { + int64_t render_pixel_count = render_extent_.x * (int64_t)render_extent_.y; + /* Divide pixel count between the 6 views. Rendering to a square target. */ + extent_[0] = extent_[1] = ceilf(sqrtf(1 + (render_pixel_count / 6))); + /* TODO(fclem) Clip unused views heres. */ + is_enabled_ = true; + } + else { + extent_ = render_extent_; + /* Only enable -Z view. */ + is_enabled_ = (StringRefNull(name_) == "negZ_view"); + } + + if (!is_enabled_) { + return; + } + + /* Create views. */ + // const CameraData &data = inst_.camera.data_get(); + + float4x4 viewmat, winmat; + const float(*viewmat_p)[4] = viewmat.ptr(), (*winmat_p)[4] = winmat.ptr(); +#if 0 + if (false /* inst_.camera.is_panoramic() */) { + /* TODO(fclem) Overscans. */ + /* For now a mandatory 5% overscan for DoF. */ + float side = data.clip_near * 1.05f; + float near = data.clip_near; + float far = data.clip_far; + perspective_m4(winmat.ptr(), -side, side, -side, side, near, far); + viewmat = face_matrix_ * data.viewmat; + } + else { + viewmat_p = data.viewmat.ptr(); + winmat_p = data.winmat.ptr(); + } +#else + /* TEMP */ + const DRWView *default_view = DRW_view_default_get(); + DRW_view_winmat_get(default_view, winmat.ptr(), false); + DRW_view_viewmat_get(default_view, viewmat.ptr(), false); +#endif + + main_view_ = DRW_view_create(viewmat_p, winmat_p, nullptr, nullptr, nullptr); + sub_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p); + render_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p); + + // dof_.sync(winmat_p, extent_); + // mb_.sync(extent_); + // velocity_.sync(extent_); + // rt_buffer_opaque_.sync(extent_); + // rt_buffer_refract_.sync(extent_); + // inst_.hiz_back.view_sync(extent_); + // inst_.hiz_front.view_sync(extent_); + // inst_.gbuffer.view_sync(extent_); + + combined_tx_.sync(); + postfx_tx_.sync(); +} + +void ShadingView::render(void) +{ + if (!is_enabled_) { + return; + } + + /* Query temp textures and create framebuffers. */ + /* HACK: View name should be unique and static. + * With this, we can reuse the same texture across views. */ + DrawEngineType *owner = (DrawEngineType *)name_; + + depth_tx_.ensure_2d(GPU_DEPTH24_STENCIL8, extent_); + combined_tx_.acquire(extent_, GPU_RGBA16F, owner); + view_fb_.ensure(GPU_ATTACHMENT_TEXTURE(depth_tx_), GPU_ATTACHMENT_TEXTURE(combined_tx_)); + + update_view(); + + DRW_stats_group_start(name_); + // DRW_view_set_active(render_view_); + + /* Alpha stores transmittance. So start at 1. */ + float4 clear_color = {0.0f, 0.0f, 0.0f, 1.0f}; + // GPU_framebuffer_bind(view_fb_); + // GPU_framebuffer_clear_color_depth(view_fb_, clear_color, 1.0f); + GPUFrameBuffer *dfb = GPU_framebuffer_active_get(); + GPU_framebuffer_clear_color_depth(dfb, clear_color, 1.0f); + + inst_.pipelines.world.render(); + + // inst_.pipelines.deferred.render( + // render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_); + + // inst_.lightprobes.draw_cache_display(); + + // inst_.lookdev.render_overlay(view_fb_); + + inst_.pipelines.forward.render(render_view_, depth_tx_, combined_tx_); + + // inst_.lights.debug_draw(view_fb_); + // inst_.shadows.debug_draw(view_fb_); + + // velocity_.render(depth_tx_); + + // if (inst_.render_passes.vector) { + // inst_.render_passes.vector->accumulate(velocity_.camera_vectors_get(), sub_view_); + // } + + // GPUTexture *final_radiance_tx = render_post(combined_tx_); + + // if (inst_.render_passes.combined) { + // inst_.render_passes.combined->accumulate(final_radiance_tx, sub_view_); + // } + + // if (inst_.render_passes.depth) { + // inst_.render_passes.depth->accumulate(depth_tx_, sub_view_); + // } + + DRW_stats_group_end(); + + combined_tx_.release(); + postfx_tx_.release(); +} + +GPUTexture *ShadingView::render_post(GPUTexture *input_tx) +{ +#if 0 + if (!dof_.postfx_enabled() && !mb_.enabled()) { + return input_tx; + } + /* HACK: View name should be unique and static. + * With this, we can reuse the same texture across views. */ + postfx_tx_.acquire(extent_, GPU_RGBA16F, (void *)name_); + + GPUTexture *velocity_tx = velocity_.view_vectors_get(); + GPUTexture *output_tx = postfx_tx_; + + /* Swapping is done internally. Actual output is set to the next input. */ + dof_.render(depth_tx_, &input_tx, &output_tx); + mb_.render(depth_tx_, velocity_tx, &input_tx, &output_tx); +#endif + return input_tx; +} + +void ShadingView::update_view(void) +{ + float4x4 viewmat, winmat; + DRW_view_viewmat_get(main_view_, viewmat.ptr(), false); + DRW_view_winmat_get(main_view_, winmat.ptr(), false); + + /* Anti-Aliasing / Super-Sampling jitter. */ + // float jitter_u = 2.0f * (inst_.sampling.rng_get(SAMPLING_FILTER_U) - 0.5f) / extent_[0]; + // float jitter_v = 2.0f * (inst_.sampling.rng_get(SAMPLING_FILTER_V) - 0.5f) / extent_[1]; + + // window_translate_m4(winmat.ptr(), winmat.ptr(), jitter_u, jitter_v); + DRW_view_update_sub(sub_view_, viewmat.ptr(), winmat.ptr()); + + /* FIXME(fclem): The offset may be is noticeably large and the culling might make object pop + * out of the blurring radius. To fix this, use custom enlarged culling matrix. */ + // dof_.jitter_apply(winmat, viewmat); + DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr()); + + // inst_.lightprobes.set_view(render_view_, extent_); + // inst_.lights.set_view(render_view_, extent_, !inst_.use_scene_lights()); +} + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh new file mode 100644 index 00000000000..16c2184784c --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_view.hh @@ -0,0 +1,157 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * A view is either: + * - The entire main view. + * - A portion of the main view (for panoramic projections). + * - A lightprobe view (either planar, cubemap, irradiance grid). + * + * A pass is a container for scene data. It is view agnostic but has specific logic depending on + * its type. Passes are shared between views. + */ + +#pragma once + +#include "DRW_render.h" + +#include "eevee_camera.hh" +#include "eevee_pipeline.hh" +#include "eevee_shader.hh" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name ShadingView + * + * Render the scene and fill all render passes data. + * \{ */ + +class ShadingView { + private: + Instance &inst_; + /** Static string pointer. Used as debug name and as UUID for texture pool. */ + const char *name_; + /** Matrix to apply to the viewmat. */ + const float (*face_matrix_)[4]; + + /** Post-fx modules. */ + // DepthOfField dof_; + // MotionBlur mb_; + // Velocity velocity_; + + /** Raytracing persistent buffers. Only opaque and refraction can have surface tracing. */ + // RaytraceBuffer rt_buffer_opaque_; + // RaytraceBuffer rt_buffer_refract_; + + Framebuffer view_fb_; + Texture depth_tx_; + TextureFromPool combined_tx_; + TextureFromPool postfx_tx_; + + /** Main views is created from the camera (or is from the viewport). It is not jittered. */ + DRWView *main_view_ = nullptr; + /** Sub views is jittered versions or the main views. This allows jitter updates without trashing + * the visibility culling cache. */ + DRWView *sub_view_ = nullptr; + /** Same as sub_view_ but has Depth Of Field jitter applied. */ + DRWView *render_view_ = nullptr; + + /** Render size of the view. Can change between scene sample eval. */ + int2 extent_ = {-1, -1}; + + bool is_enabled_ = false; + + public: + ShadingView(Instance &inst, const char *name, const float (*face_matrix)[4]) + : inst_(inst), name_(name), face_matrix_(face_matrix){}; + + ~ShadingView(){}; + + void init(void); + + void sync(int2 render_extent_); + + void render(void); + + GPUTexture *render_post(GPUTexture *input_tx); + + private: + void update_view(void); +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Main View + * + * Container for all views needed to render the final image. + * We might need up to 6 views for panoramic cameras. + * All views are always available but only enabled for if need. + * \{ */ + +class MainView { + private: + /* WORKAROUND: Defining this as an array does not seems to work on GCC < 9.4. + * It tries to use the copy constructor and fails because ShadingView is non-copyable and + * non-movable. */ + ShadingView shading_views_0; + ShadingView shading_views_1; + ShadingView shading_views_2; + ShadingView shading_views_3; + ShadingView shading_views_4; + ShadingView shading_views_5; +#define shading_views_ (&shading_views_0) + /** Internal render size. */ + int render_extent_[2]; + + public: + MainView(Instance &inst) + : shading_views_0(inst, "posX_view", cubeface_mat[0]), + shading_views_1(inst, "negX_view", cubeface_mat[1]), + shading_views_2(inst, "posY_view", cubeface_mat[2]), + shading_views_3(inst, "negY_view", cubeface_mat[3]), + shading_views_4(inst, "posZ_view", cubeface_mat[4]), + shading_views_5(inst, "negZ_view", cubeface_mat[5]) + { + } + + void init(const int2 full_extent_) + { + /* TODO(fclem) parameter hidden in experimental. We need to figure out mipmap bias to preserve + * texture crispiness. */ + float resolution_scale = 1.0f; + for (int i = 0; i < 2; i++) { + render_extent_[i] = max_ii(1, roundf(full_extent_[i] * resolution_scale)); + } + + for (auto i : IndexRange(6)) { + shading_views_[i].init(); + } + } + + void sync(void) + { + for (auto i : IndexRange(6)) { + shading_views_[i].sync(render_extent_); + } + } + + void render(void) + { + for (auto i : IndexRange(6)) { + shading_views_[i].render(); + } + } + +#undef shading_views_ +}; + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_world.cc b/source/blender/draw/engines/eevee_next/eevee_world.cc new file mode 100644 index 00000000000..939f6087137 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_world.cc @@ -0,0 +1,97 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + */ + +#include "BKE_lib_id.h" +#include "BKE_node.h" +#include "BKE_world.h" +#include "DEG_depsgraph_query.h" +#include "NOD_shader.h" + +#include "eevee_instance.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name Default Material + * + * \{ */ + +DefaultWorldNodeTree::DefaultWorldNodeTree() +{ + bNodeTree *ntree = ntreeAddTree(nullptr, "World Nodetree", ntreeType_Shader->idname); + bNode *background = nodeAddStaticNode(nullptr, ntree, SH_NODE_BACKGROUND); + bNode *output = nodeAddStaticNode(nullptr, ntree, SH_NODE_OUTPUT_WORLD); + bNodeSocket *background_out = nodeFindSocket(background, SOCK_OUT, "Background"); + bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface"); + nodeAddLink(ntree, background, background_out, output, output_in); + nodeSetActive(ntree, output); + + color_socket_ = + (bNodeSocketValueRGBA *)nodeFindSocket(background, SOCK_IN, "Color")->default_value; + ntree_ = ntree; +} + +DefaultWorldNodeTree::~DefaultWorldNodeTree() +{ + ntreeFreeEmbeddedTree(ntree_); + MEM_SAFE_FREE(ntree_); +} + +/* Configure a default nodetree with the given world. */ +bNodeTree *DefaultWorldNodeTree::nodetree_get(::World *wo) +{ + /* WARNING: This function is not threadsafe. Which is not a problem for the moment. */ + copy_v3_fl3(color_socket_->value, wo->horr, wo->horg, wo->horb); + return ntree_; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name World + * + * \{ */ + +void World::sync() +{ + // if (inst_.lookdev.sync_world()) { + // return; + // } + + ::World *bl_world = inst_.scene->world; + + if (bl_world == nullptr) { + // bl_world = BKE_world_default(); + return; + } + else { + WorldHandle &wo_handle = inst_.sync.sync_world(bl_world); + + if (wo_handle.recalc != 0) { + // inst_.lightprobes.set_world_dirty(); + } + wo_handle.reset_recalc_flag(); + } + + /* TODO(fclem) This should be detected to scene level. */ + ::World *orig_world = (::World *)DEG_get_original_id(&bl_world->id); + if (assign_if_different(prev_original_world, orig_world)) { + // inst_.sampling.reset(); + } + + bNodeTree *ntree = (bl_world->nodetree && bl_world->use_nodes) ? + bl_world->nodetree : + default_tree.nodetree_get(bl_world); + + GPUMaterial *gpumat = inst_.shaders.world_shader_get(bl_world, ntree); + inst_.pipelines.world.sync(gpumat); +} + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_world.hh b/source/blender/draw/engines/eevee_next/eevee_world.hh new file mode 100644 index 00000000000..a7b77ef2e62 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_world.hh @@ -0,0 +1,64 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * World rendering with material handling. Also take care of lookdev + * HDRI and default material. + */ + +#pragma once + +#include "DNA_world_types.h" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name Default World Nodetree + * + * In order to support worlds without nodetree we reuse and configure a standalone nodetree that + * we pass for shader generation. The GPUMaterial is still stored inside the World even if + * it does not use a nodetree. + * \{ */ + +class DefaultWorldNodeTree { + private: + bNodeTree *ntree_; + bNodeSocketValueRGBA *color_socket_; + + public: + DefaultWorldNodeTree(); + ~DefaultWorldNodeTree(); + + bNodeTree *nodetree_get(::World *world); +}; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name World + * + * \{ */ + +class World { + private: + Instance &inst_; + + DefaultWorldNodeTree default_tree; + + /* Used to detect if world change. */ + ::World *prev_original_world = nullptr; + + public: + World(Instance &inst) : inst_(inst){}; + + void sync(void); +}; + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl new file mode 100644 index 00000000000..d315fe92400 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl @@ -0,0 +1,305 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl) + +#if defined(MAT_GEOM_MESH) + +/* -------------------------------------------------------------------- */ +/** \name Mesh + * + * Mesh objects attributes are loaded using vertex input attributes. + * \{ */ + +# ifdef OBINFO_LIB +vec3 attr_load_orco(vec4 orco) +{ + /* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex + * attrib (which is [0,0,0,1]). */ + if (orco.w == 1.0) { + /* If the object does not have any deformation, the orco layer calculation is done on the fly + * using the orco_madd factors. */ + return OrcoTexCoFactors[0].xyz + pos * OrcoTexCoFactors[1].xyz; + } + return orco.xyz * 0.5 + 0.5; +} +# endif +vec4 attr_load_tangent(vec4 tangent) +{ + tangent.xyz = safe_normalize(normal_object_to_world(tangent.xyz)); + return tangent; +} +vec4 attr_load_vec4(vec4 attr) +{ + return attr; +} +vec3 attr_load_vec3(vec3 attr) +{ + return attr; +} +vec2 attr_load_vec2(vec2 attr) +{ + return attr; +} +float attr_load_float(float attr) +{ + return attr; +} +vec4 attr_load_color(vec4 attr) +{ + return attr; +} +vec3 attr_load_uv(vec3 attr) +{ + return attr; +} + +/** \} */ + +#elif defined(MAT_GEOM_GPENCIL) + +/* -------------------------------------------------------------------- */ +/** \name Grease Pencil + * + * Grease Pencil objects have one uv and one color attribute layer. + * \{ */ + +/* Globals to feed the load functions. */ +vec2 g_uvs; +vec4 g_color; + +# ifdef OBINFO_LIB +vec3 attr_load_orco(vec4 orco) +{ + vec3 lP = point_world_to_object(interp.P); + return OrcoTexCoFactors[0].xyz + lP * OrcoTexCoFactors[1].xyz; +} +# endif +vec4 attr_load_tangent(vec4 tangent) +{ + return vec4(0.0, 0.0, 0.0, 1.0); +} +vec3 attr_load_uv(vec3 dummy) +{ + return vec3(g_uvs, 0.0); +} +vec4 attr_load_color(vec4 dummy) +{ + return g_color; +} +vec4 attr_load_vec4(vec4 attr) +{ + return vec4(0.0); +} +vec3 attr_load_vec3(vec3 attr) +{ + return vec3(0.0); +} +vec2 attr_load_vec2(vec2 attr) +{ + return vec2(0.0); +} +float attr_load_float(float attr) +{ + return 0.0; +} + +/** \} */ + +#elif defined(MAT_GEOM_CURVES) + +/* -------------------------------------------------------------------- */ +/** \name Curve + * + * Curve objects loads attributes from buffers through sampler buffers. + * \{ */ + +# ifdef OBINFO_LIB +vec3 attr_load_orco(samplerBuffer cd_buf) +{ + vec3 P = hair_get_strand_pos(); + vec3 lP = transform_point(ModelMatrixInverse, P); + return OrcoTexCoFactors[0].xyz + lP * OrcoTexCoFactors[1].xyz; +} +# endif +vec4 attr_load_tangent(samplerBuffer cd_buf) +{ + /* Not supported for the moment. */ + return vec4(0.0, 0.0, 0.0, 1.0); +} +vec3 attr_load_uv(samplerBuffer cd_buf) +{ + return texelFetch(cd_buf, interp.curves_strand_id).rgb; +} +vec4 attr_load_color(samplerBuffer cd_buf) +{ + return texelFetch(cd_buf, interp.curves_strand_id).rgba; +} +vec4 attr_load_vec4(samplerBuffer cd_buf) +{ + return texelFetch(cd_buf, interp.curves_strand_id).rgba; +} +vec3 attr_load_vec3(samplerBuffer cd_buf) +{ + return texelFetch(cd_buf, interp.curves_strand_id).rgb; +} +vec2 attr_load_vec2(samplerBuffer cd_buf) +{ + return texelFetch(cd_buf, interp.curves_strand_id).rg; +} +float attr_load_float(samplerBuffer cd_buf) +{ + return texelFetch(cd_buf, interp.curves_strand_id).r; +} + +/** \} */ + +#elif defined(MAT_GEOM_VOLUME) + +/* -------------------------------------------------------------------- */ +/** \name Volume + * + * Volume objects loads attributes from "grids" in the form of 3D textures. + * Per grid transform order is following loading order. + * \{ */ + +# ifndef OBINFO_LIB +# error "draw_object_infos is mandatory for volume objects" +# endif + +vec3 g_orco; +int g_attr_id = 0; + +vec3 grid_coordinates() +{ + vec3 co = g_orco; + /* Optional per-grid transform. */ + if (drw_volume.grids_xform[g_attr_id][3][3] != 0.0) { + co = (drw_volume.grids_xform[g_attr_id] * vec4(objectPosition, 1.0)).xyz; + } + g_attr_id += 1; + return co; +} + +vec3 attr_load_orco(sampler3D tex) +{ + g_attr_id += 1; + return g_orco; +} +vec4 attr_load_tangent(sampler3D tex) +{ + attr_id += 1; + return vec4(0); +} +vec4 attr_load_vec4(sampler3D tex) +{ + return texture(tex, grid_coordinates()); +} +vec3 attr_load_vec3(sampler3D tex) +{ + return texture(tex, grid_coordinates()).rgb; +} +vec2 attr_load_vec2(sampler3D tex) +{ + return texture(tex, grid_coordinates()).rg; +} +float attr_load_float(sampler3D tex) +{ + return texture(tex, grid_coordinates()).r; +} +vec4 attr_load_color(sampler3D tex) +{ + return texture(tex, grid_coordinates()); +} +vec3 attr_load_uv(sampler3D attr) +{ + attr_id += 1; + return vec3(0); +} + +/** \} */ + +#elif defined(MAT_GEOM_WORLD) + +/* -------------------------------------------------------------------- */ +/** \name World + * + * World has no attributes other than orco. + * \{ */ + +vec3 attr_load_orco(vec4 orco) +{ + return -g_data.N; +} +vec4 attr_load_tangent(vec4 tangent) +{ + return vec4(0); +} +vec4 attr_load_vec4(vec4 attr) +{ + return vec4(0); +} +vec3 attr_load_vec3(vec3 attr) +{ + return vec3(0); +} +vec2 attr_load_vec2(vec2 attr) +{ + return vec2(0); +} +float attr_load_float(float attr) +{ + return 0.0; +} +vec4 attr_load_color(vec4 attr) +{ + return vec4(0); +} +vec3 attr_load_uv(vec3 attr) +{ + return vec3(0); +} + +/** \} */ + +#endif + +/* -------------------------------------------------------------------- */ +/** \name Volume Attribute post + * + * TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on + * the engine side. But as of now, the engines are reponsible for loading the attributes. + * + * \{ */ + +#if defined(MAT_GEOM_VOLUME) + +float attr_load_temperature_post(float attr) +{ + /* Bring the into standard range without having to modify the grid values */ + attr = (attr > 0.01) ? (attr * drw_volume.temperature_mul + drw_volume.temperature_bias) : 0.0; + return attr; +} +vec4 attr_load_color_post(vec4 attr) +{ + /* Density is premultiplied for interpolation, divide it out here. */ + attr.rgb *= safe_rcp(attr.a); + attr.rgb *= drw_volume.color_mul.rgb; + attr.a = 1.0; + return attr; +} + +#else /* Noop for any other surface. */ + +float attr_load_temperature_post(float attr) +{ + return attr; +} +vec4 attr_load_color_post(vec4 attr) +{ + return attr; +} + +#endif + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl new file mode 100644 index 00000000000..4c123031c83 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl @@ -0,0 +1,37 @@ + +#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl) +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) /* TODO rename to curve. */ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) + +void main(void) +{ + init_interface(); + + vec3 T; + + bool is_persp = (ProjectionMatrix[3][3] == 0.0); + hair_get_pos_tan_binor_time(is_persp, + ModelMatrixInverse, + ViewMatrixInverse[3].xyz, + ViewMatrixInverse[2].xyz, + interp.P, + T, + interp.curves_binormal, + interp.curves_time, + interp.curves_thickness, + interp.curves_time_width); + + interp.N = cross(T, interp.curves_binormal); + interp.curves_strand_id = hair_get_strand_id(); + interp.barycentric_coords = hair_get_barycentric(); + + init_globals(); + attrib_load(); + + interp.P += nodetree_displacement(); + + gl_Position = point_world_to_ndc(interp.P); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl new file mode 100644 index 00000000000..8e7201b9bce --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl @@ -0,0 +1,46 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl) + +void main(void) +{ + init_interface(); + + /* TODO(fclem): Expose through a node? */ + vec4 sspos; + vec2 aspect; + float strength; + float hardness; + vec2 thickness; + + gl_Position = gpencil_vertex(ma, + ma1, + ma2, + ma3, + pos, + pos1, + pos2, + pos3, + uv1, + uv2, + col1, + col2, + fcol1, + vec4(drw_view.viewport_size, drw_view.viewport_size_inverse), + interp.P, + interp.N, + g_color, + strength, + g_uvs, + sspos, + aspect, + thickness, + hardness); + + init_globals(); + attrib_load(); + + interp.P += nodetree_displacement(); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl new file mode 100644 index 00000000000..24d5a2c60b0 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl @@ -0,0 +1,20 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) + +void main(void) +{ + init_interface(); + + interp.P = point_object_to_world(pos); + interp.N = normal_object_to_world(nor); + + init_globals(); + attrib_load(); + + interp.P += nodetree_displacement(); + + gl_Position = point_world_to_ndc(interp.P); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_world_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_world_vert.glsl new file mode 100644 index 00000000000..6ce98f26c7e --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_world_vert.glsl @@ -0,0 +1,21 @@ + +/** + * Custom fullscreen triangle with placeholders varyings. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) + +void main(void) +{ + /* Fullscreen triangle. */ + int v = gl_VertexID % 3; + float x = float((v & 1) << 2) - 1.0; + float y = float((v & 2) << 1) - 1.0; + gl_Position = vec4(x, y, 1.0, 1.0); + + /* Pass view position to keep accuracy. */ + interp.P = project_point(ProjectionMatrixInverse, gl_Position.xyz); + interp.N = vec3(1); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl new file mode 100644 index 00000000000..0110a2bd930 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl @@ -0,0 +1,358 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl) + +vec3 g_emission; +vec3 g_transmittance; +float g_holdout; + +/* The Closure type is never used. Use float as dummy type. */ +#define Closure float + +/* Sampled closure parameters. */ +ClosureDiffuse g_diffuse_data; +ClosureReflection g_reflection_data; +ClosureRefraction g_refraction_data; +/* Weight accumulation per sampled closure type. */ +float g_diffuse_weight; +float g_reflection_weight; +float g_refraction_weight; +/* Random number per sampled closure type. */ +float g_diffuse_rand; +float g_reflection_rand; +float g_refraction_rand; + +/** + * Returns true if the closure is to be selected based on the input weight. + */ +bool closure_select(float weight, inout float total_weight, inout float r) +{ + total_weight += weight; + float x = weight / total_weight; + bool chosen = (r < x); + /* Assuming that if r is in the interval [0,x] or [x,1], it's still uniformly distributed within + * that interval, so you remaping to [0,1] again to explore this space of probability. */ + r = (chosen) ? (r / x) : ((r - x) / (1.0 - x)); + return chosen; +} + +#define SELECT_CLOSURE(destination, weight_total, random, candidate) \ + if (closure_select(candidate.weight, weight_total, random)) { \ + destination = candidate; \ + } + +void closure_weights_reset() +{ + g_diffuse_weight = 0.0; + g_reflection_weight = 0.0; + g_refraction_weight = 0.0; + + g_diffuse_data.weight = 0.0; + g_diffuse_data.color = vec3(0.0); + g_diffuse_data.N = vec3(0.0); + g_diffuse_data.sss_radius = vec3(0.0); + g_diffuse_data.sss_id = uint(0); + + g_reflection_data.weight = 0.0; + g_reflection_data.color = vec3(0.0); + g_reflection_data.N = vec3(0.0); + g_reflection_data.roughness = 0.0; + + g_refraction_data.weight = 0.0; + g_refraction_data.color = vec3(0.0); + g_refraction_data.N = vec3(0.0); + g_refraction_data.roughness = 0.0; + g_refraction_data.ior = 0.0; + + /* TODO */ + g_diffuse_rand = 0.5; + g_reflection_rand = 0.5; + g_refraction_rand = 0.5; + + g_emission = vec3(0.0); + g_transmittance = vec3(0.0); + g_holdout = 0.0; +} + +/* Single BSDFs. */ +Closure closure_eval(ClosureDiffuse diffuse) +{ + SELECT_CLOSURE(g_diffuse_data, g_diffuse_weight, g_diffuse_rand, diffuse); + return Closure(0); +} + +Closure closure_eval(ClosureTranslucent translucent) +{ + /* TODO */ + return Closure(0); +} + +Closure closure_eval(ClosureReflection reflection) +{ + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, reflection); + return Closure(0); +} + +Closure closure_eval(ClosureRefraction refraction) +{ + SELECT_CLOSURE(g_refraction_data, g_refraction_weight, g_refraction_rand, refraction); + return Closure(0); +} + +Closure closure_eval(ClosureEmission emission) +{ + g_emission += emission.emission * emission.weight; + return Closure(0); +} + +Closure closure_eval(ClosureTransparency transparency) +{ + g_transmittance += transparency.transmittance * transparency.weight; + g_holdout += transparency.holdout * transparency.weight; + return Closure(0); +} + +Closure closure_eval(ClosureVolumeScatter volume_scatter) +{ + /* TODO */ + return Closure(0); +} + +Closure closure_eval(ClosureVolumeAbsorption volume_absorption) +{ + /* TODO */ + return Closure(0); +} + +Closure closure_eval(ClosureHair hair) +{ + /* TODO */ + return Closure(0); +} + +/* Glass BSDF. */ +Closure closure_eval(ClosureReflection reflection, ClosureRefraction refraction) +{ + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, reflection); + SELECT_CLOSURE(g_refraction_data, g_refraction_weight, g_refraction_rand, refraction); + return Closure(0); +} + +/* Dielectric BSDF. */ +Closure closure_eval(ClosureDiffuse diffuse, ClosureReflection reflection) +{ + SELECT_CLOSURE(g_diffuse_data, g_diffuse_weight, g_diffuse_rand, diffuse); + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, reflection); + return Closure(0); +} + +/* ClearCoat BSDF. */ +Closure closure_eval(ClosureReflection reflection, ClosureReflection clearcoat) +{ + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, reflection); + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, clearcoat); + return Closure(0); +} + +/* Volume BSDF. */ +Closure closure_eval(ClosureVolumeScatter volume_scatter, + ClosureVolumeAbsorption volume_absorption, + ClosureEmission emission) +{ + /* TODO */ + return Closure(0); +} + +/* Specular BSDF. */ +Closure closure_eval(ClosureDiffuse diffuse, + ClosureReflection reflection, + ClosureReflection clearcoat) +{ + SELECT_CLOSURE(g_diffuse_data, g_diffuse_weight, g_diffuse_rand, diffuse); + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, reflection); + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, clearcoat); + return Closure(0); +} + +/* Principled BSDF. */ +Closure closure_eval(ClosureDiffuse diffuse, + ClosureReflection reflection, + ClosureReflection clearcoat, + ClosureRefraction refraction) +{ + SELECT_CLOSURE(g_diffuse_data, g_diffuse_weight, g_diffuse_rand, diffuse); + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, reflection); + SELECT_CLOSURE(g_reflection_data, g_reflection_weight, g_reflection_rand, clearcoat); + SELECT_CLOSURE(g_refraction_data, g_refraction_weight, g_refraction_rand, refraction); + return Closure(0); +} + +/* Noop since we are sampling closures. */ +Closure closure_add(Closure cl1, Closure cl2) +{ + return Closure(0); +} +Closure closure_mix(Closure cl1, Closure cl2, float fac) +{ + return Closure(0); +} + +float ambient_occlusion_eval(vec3 normal, + float distance, + const float inverted, + const float sample_count) +{ + /* TODO */ + return 0.0; +} + +#ifndef GPU_METAL +void attrib_load(); +Closure nodetree_surface(); +Closure nodetree_volume(); +vec3 nodetree_displacement(); +float nodetree_thickness(); +#endif + +/* Stubs. */ +vec2 btdf_lut(float a, float b, float c) +{ + return vec2(1, 0); +} +vec2 brdf_lut(float a, float b) +{ + return vec2(1, 0); +} +vec3 F_brdf_multi_scatter(vec3 a, vec3 b, vec2 c) +{ + return a; +} +vec3 F_brdf_single_scatter(vec3 a, vec3 b, vec2 c) +{ + return a; +} +float F_eta(float a, float b) +{ + return a; +} +vec4 closure_to_rgba(Closure cl) +{ + return vec4(0.0); +} +void output_aov(vec4 color, float value, uint hash) +{ +} + +#ifdef EEVEE_MATERIAL_STUBS +# define attrib_load() +# define nodetree_displacement() vec3(0.0) +# define nodetree_surface() Closure(0) +# define nodetree_volume() Closure(0) +# define nodetree_thickness() 0.1 +#endif + +/* -------------------------------------------------------------------- */ +/** \name Fragment Displacement + * + * Displacement happening in the fragment shader. + * Can be used in conjunction with a per vertex displacement. + * + * \{ */ + +#ifdef MAT_DISPLACEMENT_BUMP +/* Return new shading normal. */ +vec3 displacement_bump() +{ +# ifdef GPU_FRAGMENT_SHADER + vec2 dHd; + dF_branch(dot(nodetree_displacement(), g_data.N + dF_impl(g_data.N)), dHd); + + vec3 dPdx = dFdx(g_data.P); + vec3 dPdy = dFdy(g_data.P); + + /* Get surface tangents from normal. */ + vec3 Rx = cross(dPdy, g_data.N); + vec3 Ry = cross(g_data.N, dPdx); + + /* Compute surface gradient and determinant. */ + float det = dot(dPdx, Rx); + + vec3 surfgrad = dHd.x * Rx + dHd.y * Ry; + + float facing = FrontFacing ? 1.0 : -1.0; + return normalize(abs(det) * g_data.N - facing * sign(det) * surfgrad); +# else + return g_data.N; +# endif +} +#endif + +void fragment_displacement() +{ +#ifdef MAT_DISPLACEMENT_BUMP + g_data.N = displacement_bump(); +#endif +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Coordinate implementations + * + * Callbacks for the texture coordinate node. + * + * \{ */ + +vec3 coordinate_camera(vec3 P) +{ + vec3 vP; + if (false /* probe */) { + /* Unsupported. It would make the probe camera-dependent. */ + vP = P; + } + else { +#ifdef MAT_WORLD + vP = transform_direction(ViewMatrix, P); +#else + vP = transform_point(ViewMatrix, P); +#endif + } + vP.z = -vP.z; + return vP; +} + +vec3 coordinate_screen(vec3 P) +{ + vec3 window = vec3(0.0); + if (false /* probe */) { + /* Unsupported. It would make the probe camera-dependent. */ + window.xy = vec2(0.5); + } + else { + /* TODO(fclem): Actual camera tranform. */ + window.xy = project_point(ViewProjectionMatrix, P).xy * 0.5 + 0.5; + window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; + } + return window; +} + +vec3 coordinate_reflect(vec3 P, vec3 N) +{ +#ifdef MAT_WORLD + return N; +#else + return -reflect(cameraVec(P), N); +#endif +} + +vec3 coordinate_incoming(vec3 P) +{ +#ifdef MAT_WORLD + return -P; +#else + return cameraVec(P); +#endif +} + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_deferred_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_deferred_frag.glsl new file mode 100644 index 00000000000..fbc5be853a0 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_deferred_frag.glsl @@ -0,0 +1,18 @@ + +/** + * Deferred lighting evaluation: Lighting is evaluated in a separate pass. + * + * Outputs shading parameter per pixel using a randomized set of BSDFs. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) + +void main(void) +{ + init_globals(); + + nodetree_surface(); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl new file mode 100644 index 00000000000..a7656d70c1b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl @@ -0,0 +1,71 @@ + +/** + * Depth shader that can stochastically discard transparent pixel. + */ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) + +/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire. */ +float hash(vec2 a) +{ + return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x)))); +} + +float hash3d(vec3 a) +{ + return hash(vec2(hash(a.xy), a.z)); +} + +float hashed_alpha_threshold(float hash_scale, float hash_offset, vec3 P) +{ + /* Find the discretized derivatives of our coordinates. */ + float max_deriv = max(length(dFdx(P)), length(dFdy(P))); + float pix_scale = 1.0 / (hash_scale * max_deriv); + /* Find two nearest log-discretized noise scales. */ + float pix_scale_log = log2(pix_scale); + vec2 pix_scales; + pix_scales.x = exp2(floor(pix_scale_log)); + pix_scales.y = exp2(ceil(pix_scale_log)); + /* Compute alpha thresholds at our two noise scales. */ + vec2 alpha; + alpha.x = hash3d(floor(pix_scales.x * P)); + alpha.y = hash3d(floor(pix_scales.y * P)); + /* Factor to interpolate lerp with. */ + float fac = fract(log2(pix_scale)); + /* Interpolate alpha threshold from noise at two scales. */ + float x = mix(alpha.x, alpha.y, fac); + /* Pass into CDF to compute uniformly distrib threshold. */ + float a = min(fac, 1.0 - fac); + float one_a = 1.0 - a; + float denom = 1.0 / (2 * a * one_a); + float one_x = (1 - x); + vec3 cases = vec3((x * x) * denom, (x - 0.5 * a) / one_a, 1.0 - (one_x * one_x * denom)); + /* Find our final, uniformly distributed alpha threshold. */ + float threshold = (x < one_a) ? ((x < a) ? cases.x : cases.y) : cases.z; + /* Jitter the threshold for TAA accumulation. */ + threshold = fract(threshold + hash_offset); + /* Avoids threshold == 0. */ + threshold = clamp(threshold, 1.0e-6, 1.0); + return threshold; +} + +void main(void) +{ +#ifdef MAT_TRANSPARENT + init_globals(); + + nodetree_surface(); + + // float noise_offset = sampling_rng_1D_get(sampling_buf, SAMPLING_TRANSPARENCY); + float noise_offset = 0.5; + float random_threshold = hashed_alpha_threshold(1.0, noise_offset, g_data.P); + + float transparency = avg(g_transmittance); + if (transparency > random_threshold) { + discard; + } +#endif +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl new file mode 100644 index 00000000000..d83802c73f3 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl @@ -0,0 +1,36 @@ + +/** + * Forward lighting evaluation: Lighting is evaluated during the geometry rasterization. + * + * This is used by alpha blended materials and materials using Shader to RGB nodes. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) + +void main(void) +{ + init_globals(); + + fragment_displacement(); + + nodetree_surface(); + + g_holdout = saturate(g_holdout); + + out_radiance.rgb = g_emission; + out_radiance.rgb += g_diffuse_data.color * saturate(g_diffuse_data.N.z); + out_radiance.rgb += g_reflection_data.color * saturate(g_reflection_data.N.z); + out_radiance.a = 0.0; + + out_radiance.rgb *= 1.0 - g_holdout; + + out_transmittance.rgb = g_transmittance; + out_transmittance.a = saturate(avg(g_transmittance)); + + /* Test */ + out_transmittance.a = 1.0 - out_transmittance.a; + out_radiance.a = 1.0 - out_radiance.a; +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl new file mode 100644 index 00000000000..5811b935c0d --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl @@ -0,0 +1,106 @@ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) + +#if defined(USE_BARYCENTRICS) && defined(GPU_FRAGMENT_SHADER) && defined(MAT_GEOM_MESH) +vec3 barycentric_distances_get() +{ + /* NOTE: No need to undo perspective divide since it has not been applied. */ + vec3 pos0 = (ProjectionMatrixInverse * gpu_position_at_vertex(0)).xyz; + vec3 pos1 = (ProjectionMatrixInverse * gpu_position_at_vertex(1)).xyz; + vec3 pos2 = (ProjectionMatrixInverse * gpu_position_at_vertex(2)).xyz; + vec3 edge21 = pos2 - pos1; + vec3 edge10 = pos1 - pos0; + vec3 edge02 = pos0 - pos2; + vec3 d21 = safe_normalize(edge21); + vec3 d10 = safe_normalize(edge10); + vec3 d02 = safe_normalize(edge02); + vec3 dists; + float d = dot(d21, edge02); + dists.x = sqrt(dot(edge02, edge02) - d * d); + d = dot(d02, edge10); + dists.y = sqrt(dot(edge10, edge10) - d * d); + d = dot(d10, edge21); + dists.z = sqrt(dot(edge21, edge21) - d * d); + return dists.xyz; +} +#endif + +void init_globals_mesh(void) +{ +#if defined(USE_BARYCENTRICS) && defined(GPU_FRAGMENT_SHADER) && defined(MAT_GEOM_MESH) + g_data.barycentric_coords = gpu_BaryCoord.xy; + g_data.barycentric_dists = barycentric_distances_get(); +#endif +} + +void init_globals_curves(void) +{ +#if 0 /* TODO */ + /* Shade as a cylinder. */ + float cos_theta = interp.curves_time_width / interp.curves_thickness; + float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); + g_data.N = normalize(interp.N * sin_theta + interp.curves_binormal * cos_theta); + + g_data.is_strand = true; + g_data.hair_time = interp.curves_time; + g_data.hair_thickness = interp.curves_thickness; + g_data.hair_strand_id = interp.curves_strand_id; +# if defined(USE_BARYCENTRICS) && defined(GPU_FRAGMENT_SHADER) && defined(MAT_GEOM_CURVES) + g_data.barycentric_coords = hair_resolve_barycentric(interp.barycentric_coords); +# endif +#endif +} + +void init_globals_gpencil(void) +{ + /* Undo backface flip as the gpencil normal is already pointing towards the camera. */ + g_data.N = interp.N; +} + +void init_globals(void) +{ + /* Default values. */ + g_data.P = interp.P; + g_data.N = safe_normalize(interp.N); + g_data.Ng = g_data.N; + g_data.is_strand = false; + g_data.hair_time = 0.0; + g_data.hair_thickness = 0.0; + g_data.hair_strand_id = 0; + g_data.ray_type = RAY_TYPE_CAMERA; /* TODO */ + g_data.ray_depth = 0.0; + g_data.ray_length = distance(g_data.P, cameraPos); + g_data.barycentric_coords = vec2(0.0); + g_data.barycentric_dists = vec3(0.0); + +#ifdef GPU_FRAGMENT_SHADER + g_data.N = (FrontFacing) ? g_data.N : -g_data.N; + g_data.Ng = safe_normalize(cross(dFdx(g_data.P), dFdy(g_data.P))); +#endif + +#if defined(MAT_GEOM_MESH) + init_globals_mesh(); +#elif defined(MAT_GEOM_CURVES) + init_globals_curves(); +#elif defined(MAT_GEOM_GPENCIL) + init_globals_gpencil(); +#endif +} + +/* Avoid some compiler issue with non set interface parameters. */ +void init_interface() +{ +#ifdef GPU_VERTEX_SHADER + interp.P = vec3(0.0); + interp.N = vec3(0.0); + interp.barycentric_coords = vec2(0.0); + interp.curves_binormal = vec3(0.0); + interp.curves_time = 0.0; + interp.curves_time_width = 0.0; + interp.curves_thickness = 0.0; + interp.curves_strand_id = 0; + drw_ResourceID_iface.resource_index = resource_id; +#endif +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl new file mode 100644 index 00000000000..9901596623d --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl @@ -0,0 +1,29 @@ + +/** + * Background used to shade the world. + * + * Outputs shading parameter per pixel using a set of randomized BSDFs. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) + +void main(void) +{ + init_globals(); + /* View position is passed to keep accuracy. */ + g_data.N = normal_view_to_world(viewCameraVec(interp.P)); + g_data.Ng = g_data.N; + g_data.P = -g_data.N + cameraPos; + attrib_load(); + + nodetree_surface(); + + g_holdout = saturate(g_holdout); + + out_background.rgb = safe_color(g_emission) * (1.0 - g_holdout); + out_background.a = saturate(avg(g_transmittance)) * g_holdout; +} diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh new file mode 100644 index 00000000000..13269d833e8 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh @@ -0,0 +1,176 @@ + +#include "gpu_shader_create_info.hh" + +/* -------------------------------------------------------------------- */ +/** \name Common + * \{ */ + +/* TODO(@fclem): This is a bit out of place at the moment. */ +GPU_SHADER_CREATE_INFO(eevee_shared) + .typedef_source("eevee_defines.hh") + .typedef_source("eevee_shader_shared.hh"); + +GPU_SHADER_CREATE_INFO(eevee_sampling_data) + .additional_info("eevee_shared") + .uniform_buf(14, "SamplingData", "sampling_buf"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Surface Mesh Type + * \{ */ + +GPU_SHADER_CREATE_INFO(eevee_geom_mesh) + .define("MAT_GEOM_MESH") + .vertex_in(0, Type::VEC3, "pos") + .vertex_in(1, Type::VEC3, "nor") + .vertex_source("eevee_geom_mesh_vert.glsl") + .additional_info("draw_mesh", "draw_resource_id_varying", "draw_resource_handle"); + +GPU_SHADER_CREATE_INFO(eevee_geom_gpencil) + .define("MAT_GEOM_GPENCIL") + .vertex_source("eevee_geom_gpencil_vert.glsl") + .additional_info("draw_gpencil", "draw_resource_id_varying", "draw_resource_handle"); + +GPU_SHADER_CREATE_INFO(eevee_geom_curves) + .define("MAT_GEOM_CURVES") + .vertex_source("eevee_geom_curves_vert.glsl") + .additional_info("draw_hair", "draw_resource_id_varying", "draw_resource_handle"); + +GPU_SHADER_CREATE_INFO(eevee_geom_world) + .define("MAT_GEOM_WORLD") + .builtins(BuiltinBits::VERTEX_ID) + .vertex_source("eevee_geom_world_vert.glsl") + .additional_info("draw_modelmat", "draw_resource_id_varying", "draw_resource_handle"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Surface + * \{ */ + +GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp") + .smooth(Type::VEC3, "P") + .smooth(Type::VEC3, "N") + .smooth(Type::VEC2, "barycentric_coords") + .smooth(Type::VEC3, "curves_binormal") + .smooth(Type::FLOAT, "curves_time") + .smooth(Type::FLOAT, "curves_time_width") + .smooth(Type::FLOAT, "curves_thickness") + .flat(Type::INT, "curves_strand_id"); + +#define image_out(slot, qualifier, format, name) \ + image(slot, format, qualifier, ImageType::FLOAT_2D, name, Frequency::PASS) + +GPU_SHADER_CREATE_INFO(eevee_surf_deferred) + .vertex_out(eevee_surf_iface) + /* Note: This removes the possibility of using gl_FragDepth. */ + // .early_fragment_test(true) + /* Direct output. */ + .fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0) + .fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1) + /* Gbuffer. */ + // .image_out(0, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_transmit_color") + // .image_out(1, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_transmit_data") + // .image_out(2, Qualifier::WRITE, GPU_RGBA16F, "gbuff_transmit_normal") + // .image_out(3, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_reflection_color") + // .image_out(4, Qualifier::WRITE, GPU_RGBA16F, "gbuff_reflection_normal") + // .image_out(5, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_emission") + /* Renderpasses. */ + // .image_out(6, Qualifier::READ_WRITE, GPU_RGBA16F, "rpass_volume_light") + /* TODO: AOVs maybe? */ + .fragment_source("eevee_surf_deferred_frag.glsl") + // .additional_info("eevee_sampling_data", "eevee_utility_texture") + ; + +#undef image_out + +GPU_SHADER_CREATE_INFO(eevee_surf_forward) + .auto_resource_location(true) + .vertex_out(eevee_surf_iface) + .fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0) + .fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1) + .fragment_source("eevee_surf_forward_frag.glsl") + // .additional_info("eevee_sampling_data", + // "eevee_lightprobe_data", + /* Optionnally added depending on the material. */ + // "eevee_raytrace_data", + // "eevee_transmittance_data", + // "eevee_utility_texture", + // "eevee_light_data", + // "eevee_shadow_data" + // ) + ; + +GPU_SHADER_CREATE_INFO(eevee_surf_depth) + .vertex_out(eevee_surf_iface) + .fragment_source("eevee_surf_depth_frag.glsl") + // .additional_info("eevee_sampling_data", "eevee_utility_texture") + ; + +GPU_SHADER_CREATE_INFO(eevee_surf_world) + .vertex_out(eevee_surf_iface) + .fragment_out(0, Type::VEC4, "out_background") + .fragment_source("eevee_surf_world_frag.glsl") + // .additional_info("eevee_utility_texture") + ; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Volume + * \{ */ + +#if 0 /* TODO */ +GPU_SHADER_INTERFACE_INFO(eevee_volume_iface, "interp") + .smooth(Type::VEC3, "P_start") + .smooth(Type::VEC3, "P_end"); + +GPU_SHADER_CREATE_INFO(eevee_volume_deferred) + .sampler(0, ImageType::DEPTH_2D, "depth_max_tx") + .vertex_in(0, Type::VEC3, "pos") + .vertex_out(eevee_volume_iface) + .fragment_out(0, Type::UVEC4, "out_volume_data") + .fragment_out(1, Type::VEC4, "out_transparency_data") + .additional_info("eevee_shared") + .vertex_source("eevee_volume_vert.glsl") + .fragment_source("eevee_volume_deferred_frag.glsl") + .additional_info("draw_fullscreen"); +#endif + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Test shaders + * + * Variations that are only there to test shaders at compile time. + * \{ */ + +#ifdef DEBUG + +/* Stub functions defined by the material evaluation. */ +GPU_SHADER_CREATE_INFO(eevee_material_stub).define("EEVEE_MATERIAL_STUBS"); + +# define EEVEE_MAT_FINAL_VARIATION(name, ...) \ + GPU_SHADER_CREATE_INFO(name) \ + .additional_info(__VA_ARGS__) \ + .auto_resource_location(true) \ + .do_static_compilation(true); + +# define EEVEE_MAT_GEOM_VARIATIONS(prefix, ...) \ + EEVEE_MAT_FINAL_VARIATION(prefix##_world, "eevee_geom_world", __VA_ARGS__) \ + EEVEE_MAT_FINAL_VARIATION(prefix##_gpencil, "eevee_geom_gpencil", __VA_ARGS__) \ + EEVEE_MAT_FINAL_VARIATION(prefix##_hair, "eevee_geom_curves", __VA_ARGS__) \ + EEVEE_MAT_FINAL_VARIATION(prefix##_mesh, "eevee_geom_mesh", __VA_ARGS__) + +# define EEVEE_MAT_PIPE_VARIATIONS(name, ...) \ + EEVEE_MAT_GEOM_VARIATIONS(name##_world, "eevee_surf_world", __VA_ARGS__) \ + EEVEE_MAT_GEOM_VARIATIONS(name##_depth, "eevee_surf_depth", __VA_ARGS__) \ + EEVEE_MAT_GEOM_VARIATIONS(name##_deferred, "eevee_surf_deferred", __VA_ARGS__) \ + EEVEE_MAT_GEOM_VARIATIONS(name##_forward, "eevee_surf_forward", __VA_ARGS__) + +EEVEE_MAT_PIPE_VARIATIONS(eevee_surface, "eevee_material_stub") + +#endif + +/** \} */ diff --git a/source/blender/draw/intern/draw_manager_profiling.h b/source/blender/draw/intern/draw_manager_profiling.h index 5453fa5dc27..a64f139d8db 100644 --- a/source/blender/draw/intern/draw_manager_profiling.h +++ b/source/blender/draw/intern/draw_manager_profiling.h @@ -7,6 +7,10 @@ #pragma once +#ifdef __cplusplus +extern "C" { +#endif + struct rcti; void DRW_stats_free(void); @@ -27,3 +31,7 @@ void DRW_stats_query_start(const char *name); void DRW_stats_query_end(void); void DRW_stats_draw(const rcti *rect); + +#ifdef __cplusplus +} +#endif diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 93030d6ab6e..f9688e6c78c 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -411,6 +411,7 @@ list(APPEND SRC ${glsl_source_list_file}) list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR}) set(SRC_SHADER_CREATE_INFOS + ../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh ../draw/engines/gpencil/shaders/infos/gpencil_info.hh ../draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh ../draw/engines/overlay/shaders/infos/armature_info.hh |