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authorClément Foucault <foucault.clem@gmail.com>2021-05-18 16:39:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-05-18 16:39:40 +0300
commit0c71240f14e6016728a9942c079d357bc9eb4b41 (patch)
tree339c5884f39c014737f7a0226a53543a5136299d /source/blender/draw/engines/eevee/eevee_material.hh
parentf46661428b34edaa427909cdc29e07857ae03664 (diff)
EEVEE: Material: Add basic material logic
This is a port of the old material grouping. This is a bit more clean as we use containers for each passes and other structures. Nodetree is generated without major error for simple materials but it is not yet used as closures are not outputed.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_material.hh')
-rw-r--r--source/blender/draw/engines/eevee/eevee_material.hh118
1 files changed, 118 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_material.hh b/source/blender/draw/engines/eevee/eevee_material.hh
new file mode 100644
index 00000000000..424130dffe3
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_material.hh
@@ -0,0 +1,118 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 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_id_map.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+/* -------------------------------------------------------------------- */
+/** \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 a 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 {
+ MaterialPass shadow, shading;
+};
+
+struct MaterialArray {
+ Vector<Material *> materials;
+ Vector<GPUMaterial *> gpu_materials;
+};
+
+class MaterialModule {
+ private:
+ Instance &inst_;
+
+ Map<MaterialKey, Material> material_map_;
+ Map<ShaderKey, DRWShadingGroup *> shader_map_;
+
+ MaterialArray material_array_;
+
+ DefaultSurfaceNodeTree default_surface_ntree_;
+
+ ::Material *diffuse_mat_;
+ ::Material *glossy_mat_;
+ ::Material *error_mat_;
+
+ int64_t queued_shaders_count_ = 0;
+
+ public:
+ MaterialModule(Instance &inst);
+ ~MaterialModule();
+
+ void begin_sync(void);
+
+ MaterialArray &surface_materials_get(Object *ob);
+
+ 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,
+ eMaterialGeometry geometry_type,
+ eMaterialDomain domain_type);
+};
+
+/** \} */
+
+} // namespace blender::eevee \ No newline at end of file