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authorClément Foucault <foucault.clem@gmail.com>2019-05-31 02:45:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-13 18:32:18 +0300
commitce34a6b0d727bbde6ae373afa8ec6c42bc8980ce (patch)
treef8cc84f7e2038f2a81ac0141d79205f1df649e4e /source/blender/draw/engines/eevee/eevee_materials.c
parentf7e8b580989ec70d1cf8f15a11d4f09e6b36f407 (diff)
DRW: Refactor to support draw call batching
Reviewers: brecht Differential Revision: D4997
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c64
1 files changed, 40 insertions, 24 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 712bcc43f52..2158d395d84 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -48,6 +48,9 @@ static struct {
char *frag_shader_lib;
char *vert_shader_str;
char *vert_shadow_shader_str;
+ char *vert_background_shader_str;
+ char *vert_volume_shader_str;
+ char *geom_volume_shader_str;
char *volume_shader_lib;
struct GPUShader *default_prepass_sh;
@@ -565,6 +568,15 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
e_data.vert_shadow_shader_str = BLI_string_joinN(
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
+ e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_background_vert_glsl);
+
+ e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_volumetric_vert_glsl);
+
+ e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_volumetric_geom_glsl);
+
e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
@@ -637,7 +649,7 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
wo,
engine,
options,
- datatoc_background_vert_glsl,
+ e_data.vert_background_shader_str,
NULL,
e_data.frag_shader_lib,
SHADER_DEFINES "#define PROBE_CAPTURE\n",
@@ -657,7 +669,7 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
wo,
engine,
options,
- datatoc_background_vert_glsl,
+ e_data.vert_background_shader_str,
NULL,
e_data.frag_shader_lib,
SHADER_DEFINES "#define WORLD_BACKGROUND\n",
@@ -680,8 +692,8 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
wo,
engine,
options,
- datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
+ e_data.vert_volume_shader_str,
+ e_data.geom_volume_shader_str,
e_data.volume_shader_lib,
defines,
true);
@@ -741,8 +753,8 @@ struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material
ma,
engine,
options,
- datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
+ e_data.vert_volume_shader_str,
+ e_data.geom_volume_shader_str,
e_data.volume_shader_lib,
defines,
true);
@@ -1338,6 +1350,24 @@ static void material_transparent(Material *ma,
const float *spec_p = &ma->spec;
const float *rough_p = &ma->roughness;
+ const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKFACE) != 0);
+
+ DRWState cur_state;
+ DRWState all_state = (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_BLEND_CUSTOM);
+
+ /* Depth prepass */
+ if (use_prepass) {
+ *shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
+
+ cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
+
+ DRW_shgroup_state_disable(*shgrp_depth, all_state);
+ DRW_shgroup_state_enable(*shgrp_depth, cur_state);
+ }
+
if (ma->use_nodes && ma->nodetree) {
static float error_col[3] = {1.0f, 0.0f, 1.0f};
static float compile_col[3] = {0.5f, 0.5f, 0.5f};
@@ -1394,30 +1424,13 @@ static void material_transparent(Material *ma,
DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
}
- const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKFACE) != 0);
-
- DRWState all_state = (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
- DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
- DRW_STATE_BLEND_CUSTOM);
-
- DRWState cur_state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
+ cur_state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS_EQUAL;
cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
/* Disable other blend modes and use the one we want. */
DRW_shgroup_state_disable(*shgrp, all_state);
DRW_shgroup_state_enable(*shgrp, cur_state);
-
- /* Depth prepass */
- if (use_prepass) {
- *shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
-
- cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
-
- DRW_shgroup_state_disable(*shgrp_depth, all_state);
- DRW_shgroup_state_enable(*shgrp_depth, cur_state);
- }
}
/* Return correct material or &defmaterial if slot is empty. */
@@ -1734,6 +1747,9 @@ void EEVEE_materials_free(void)
MEM_SAFE_FREE(e_data.frag_shader_lib);
MEM_SAFE_FREE(e_data.vert_shader_str);
MEM_SAFE_FREE(e_data.vert_shadow_shader_str);
+ MEM_SAFE_FREE(e_data.vert_background_shader_str);
+ MEM_SAFE_FREE(e_data.vert_volume_shader_str);
+ MEM_SAFE_FREE(e_data.geom_volume_shader_str);
MEM_SAFE_FREE(e_data.volume_shader_lib);
DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_sh);
DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_clip_sh);