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authorClément Foucault <foucault.clem@gmail.com>2017-06-17 00:50:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-19 11:47:56 +0300
commit5c67ac2236581532c4ce13448db457d33dd4e863 (patch)
tree208c2de6599d4fcfe1672d9f321fdd04d5baf374 /source/blender/draw/engines/eevee/eevee_materials.c
parent539225db8111796c2e194b13a5e4081fe487684a (diff)
Eevee: Add special shader for depth prespass.
This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c30
1 files changed, 27 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 2e83b775218..55e608570e2 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -65,6 +65,8 @@ enum {
static struct {
char *frag_shader_lib;
+ struct GPUShader *default_prepass_sh;
+ struct GPUShader *default_prepass_clip_sh;
struct GPUShader *default_lit;
struct GPUShader *default_lit_flat;
struct GPUShader *default_lit_hair;
@@ -76,6 +78,8 @@ static struct {
struct GPUTexture *util_tex;
} e_data = {NULL}; /* Engine data */
+extern char datatoc_prepass_frag_glsl[];
+extern char datatoc_prepass_vert_glsl[];
extern char datatoc_default_frag_glsl[];
extern char datatoc_default_world_frag_glsl[];
extern char datatoc_ltc_lib_glsl[];
@@ -217,6 +221,14 @@ void EEVEE_materials_init(void)
"#define MESH_SHADER\n"
"#define HAIR_SHADER\n");
+ e_data.default_prepass_sh = DRW_shader_create(
+ datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
+ NULL);
+
+ e_data.default_prepass_clip_sh = DRW_shader_create(
+ datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
+ "#define CLIP_PLANES\n");
+
MEM_freeN(frag_str);
/* Textures */
@@ -362,14 +374,21 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
}
{
- struct GPUShader *depth_sh = DRW_shader_create_3D_depth_only();
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
- stl->g_data->depth_shgrp = DRW_shgroup_create(depth_sh, psl->depth_pass);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass);
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK;
psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state);
- stl->g_data->depth_shgrp_cull = DRW_shgroup_create(depth_sh, psl->depth_pass_cull);
+ stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state);
+ stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK;
+ psl->depth_pass_clip_cull = DRW_pass_create("Depth Pass Cull Clip", state);
+ stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip_cull);
}
{
@@ -417,7 +436,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
/* Depth Prepass */
DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
+ DRWShadingGroup *depth_clip_shgrp = do_cull ? stl->g_data->depth_shgrp_clip_cull : stl->g_data->depth_shgrp_clip;
ADD_SHGROUP_CALL(depth_shgrp, ob, geom);
+ ADD_SHGROUP_CALL(depth_clip_shgrp, ob, geom);
/* Get per-material split surface */
struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
@@ -514,6 +535,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
float *rough_p = &ma->gloss_mir;
DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat);
shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
@@ -574,6 +596,8 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
void EEVEE_materials_free(void)
{
MEM_SAFE_FREE(e_data.frag_shader_lib);
+ DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
DRW_SHADER_FREE_SAFE(e_data.default_lit);
DRW_SHADER_FREE_SAFE(e_data.default_lit_flat);
DRW_SHADER_FREE_SAFE(e_data.default_lit_hair);