Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2017-10-24 18:52:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-27 23:49:15 +0300
commit310f1db7bf508c764dde47ff85bccb31458b1893 (patch)
tree960c5e0b3860773ed1571c28412b81db10e400c2 /source/blender/draw/engines/eevee/eevee_materials.c
parent66d8f82b832b58cba3273c0a4196fae6db0e1efd (diff)
Eevee: Volumetrics: Add volumetric support to alpha blended meshes.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c42
1 files changed, 31 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index b555761d5df..f5d3898d1bc 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -308,6 +308,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_ESM) != 0) {
BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n");
}
+ if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
+ }
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -334,7 +337,7 @@ static char *eevee_get_volume_defines(int UNUSED(options))
**/
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
- int *ssr_id, float *refract_depth, bool use_ssrefraction)
+ int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
{
if (ssr_id == NULL || !vedata->stl->g_data->valid_double_buffer) {
static int no_ssr = -1.0f;
@@ -364,15 +367,18 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
+
if (refract_depth != NULL) {
DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
}
+
if (use_ssrefraction) {
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
+
if (vedata->stl->effects->use_ao) {
DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &vedata->txl->gtao_horizons);
DRW_shgroup_uniform_ivec2(shgrp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
@@ -381,6 +387,14 @@ static void add_standard_uniforms(
/* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &sldata->shadow_pool);
}
+
+ if (vedata->stl->effects->use_volumetrics && use_alpha_blend) {
+ /* Do not use history buffers as they already have been swapped */
+ DRW_shgroup_uniform_buffer(shgrp, "inScattering", &vedata->txl->volume_scatter);
+ DRW_shgroup_uniform_buffer(shgrp, "inTransmittance", &vedata->txl->volume_transmittance);
+ DRW_shgroup_uniform_vec2(shgrp, "volume_uv_ratio", (float *)sldata->volumetrics->volume_coord_scale, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "volume_param", (float *)sldata->volumetrics->depth_param, 1);
+ }
}
static void create_default_shader(int options)
@@ -474,6 +488,7 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl);
e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
@@ -611,7 +626,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
}
struct GPUMaterial *EEVEE_material_mesh_get(
- struct Scene *scene, Material *ma,
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
bool use_blend, bool use_multiply, bool use_refract, int shadow_method)
{
const void *engine = &DRW_engine_viewport_eevee_type;
@@ -620,6 +635,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(
if (use_blend) options |= VAR_MAT_BLEND;
if (use_multiply) options |= VAR_MAT_MULT;
if (use_refract) options |= VAR_MAT_REFRACT;
+ if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
options |= eevee_material_shadow_option(shadow_method);
@@ -722,6 +738,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
if (is_hair) options |= VAR_MAT_HAIR;
if (is_flat_normal) options |= VAR_MAT_FLAT;
if (use_blend) options |= VAR_MAT_BLEND;
+ if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
options |= eevee_material_shadow_option(shadow_method);
@@ -730,7 +747,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
return shgrp;
}
@@ -760,7 +777,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
@@ -780,6 +797,8 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");
/* SSR switch */
stl->effects->use_ssr = BKE_collection_engine_property_value_get_bool(props, "ssr_enable");
+ /* Volumetrics */
+ stl->effects->use_volumetrics = BKE_collection_engine_property_value_get_bool(props, "volumetric_enable");
}
/* Create Material Ghash */
@@ -929,7 +948,7 @@ static void material_opaque(
/* This will have been created already, just perform a lookup. */
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
- scene, ma, false, false, use_refract, linfo->shadow_method) : NULL;
+ scene, ma, vedata, false, false, use_refract, linfo->shadow_method) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
@@ -937,14 +956,14 @@ static void material_opaque(
if (use_gpumat) {
/* Shading */
- *gpumat = EEVEE_material_mesh_get(scene, ma, false, false, use_refract, linfo->shadow_method);
+ *gpumat = EEVEE_material_mesh_get(scene, ma, vedata, false, false, use_refract, linfo->shadow_method);
*shgrp = DRW_shgroup_material_create(*gpumat, use_refract ? psl->refract_pass : psl->material_pass);
if (*shgrp) {
static int no_ssr = -1;
static int first_ssr = 0;
int *ssr_id = (stl->effects->use_ssr && !use_refract) ? &first_ssr : &no_ssr;
- add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract);
+ add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
}
else {
/* Shader failed : pink color */
@@ -971,7 +990,7 @@ static void material_opaque(
}
if (*shgrp_depth != NULL) {
- add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false);
+ add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
if (ma->blend_method == MA_BM_CLIP) {
DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
@@ -1028,12 +1047,13 @@ static void material_transparent(
if (ma->use_nodes && ma->nodetree) {
/* Shading */
- *gpumat = EEVEE_material_mesh_get(scene, ma, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
+ *gpumat = EEVEE_material_mesh_get(scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
if (*shgrp) {
static int ssr_id = -1; /* TODO transparent SSR */
- add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract);
+ bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
+ add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
}
else {
/* Shader failed : pink color */
@@ -1266,7 +1286,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
- add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false);
+ add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
BLI_ghash_insert(material_hash, ma, shgrp);