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authorClément Foucault <foucault.clem@gmail.com>2020-06-02 17:58:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-02 17:58:07 +0300
commitb18c2a3c413b7741b2a854b7bd25721352be2589 (patch)
tree7dbdc9556a5eb4ff8f4d52afae01a9d3c47f7951 /source/blender/draw/engines/eevee/eevee_subsurface.c
parentb82cb0ad3241ead3faee699847bc3e0065e304cd (diff)
EEVEE: Refactor of eevee_material.c
These are the modifications: -With DRW modification we reduce the number of passes we need to populate. -Rename passes for consistent naming. -Reduce complexity in code compilation -Cleanup how renderpass accumulation passes are setup, using pass instances. -Make sculpt mode compatible with shadows -Make hair passes compatible with SSS -Error shader and lookdev materials now use standalone materials. -Support default shader (world and material) using a default nodetree internally. -Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations. -Use BLI_memblock for cache memory allocation. -Renderpasses are handled by switching a UBO ref bind. One major hack in this patch is the use of modified pointer as ghash keys. This rely on the assumption that the keys will never overlap because the number of options per key will never be bigger than the pointed struct. The use of one single nodetree to support default material is also a bit hacky since it won't support concurent usage of this nodetree. (see EEVEE_shader_default_surface_nodetree) Another change is that objects with shader errors now appear solid magenta instead of shaded magenta. This is only because of code reuse purpose but could be changed if really needed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7642
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c125
1 files changed, 67 insertions, 58 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 0726f1822cc..7674148f76a 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -29,7 +29,9 @@
#include "DEG_depsgraph_query.h"
#include "GPU_extensions.h"
+#include "GPU_material.h"
#include "GPU_texture.h"
+
#include "eevee_private.h"
static struct {
@@ -83,6 +85,7 @@ void EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2;
+ effects->sss_surface_count = 0;
common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;
}
@@ -221,70 +224,77 @@ void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
- uint sss_id,
- struct GPUUniformBuffer *sss_profile)
+ Material *ma,
+ DRWShadingGroup *shgrp,
+ struct GPUMaterial *gpumat)
{
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
- DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
- DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_irradiance);
- DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
- DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_block(
- grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
- DRW_shgroup_stencil_mask(grp, sss_id);
- DRW_shgroup_call(grp, quad, NULL);
-
- grp = DRW_shgroup_create(e_data.sss_sh[1], psl->sss_resolve_ps);
- DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
- DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur);
- DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
- DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
- DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_block(
- grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
- DRW_shgroup_stencil_mask(grp, sss_id);
- DRW_shgroup_call(grp, quad, NULL);
-}
+ struct GPUTexture *sss_tex_profile = NULL;
+ struct GPUUniformBuffer *sss_profile = GPU_material_sss_profile_get(
+ gpumat, stl->effects->sss_sample_count, &sss_tex_profile);
-void EEVEE_subsurface_translucency_add_pass(EEVEE_ViewLayerData *sldata,
- EEVEE_Data *vedata,
- uint sss_id,
- struct GPUUniformBuffer *sss_profile,
- GPUTexture *sss_tex_profile)
-{
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- EEVEE_PassList *psl = vedata->psl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_EffectsInfo *effects = stl->effects;
- struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
- GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;
+ if (!sss_profile) {
+ BLI_assert(0 && "SSS pass requested but no SSS data was found");
+ return;
+ }
+
+ /* Limit of 8 bit stencil buffer. ID 255 is refraction. */
+ if (effects->sss_surface_count >= 254) {
+ /* TODO : display message. */
+ printf("Error: Too many different Subsurface shader in the scene.\n");
+ return;
+ }
+
+ int sss_id = ++(effects->sss_surface_count);
+ /* Make main pass output stencil mask. */
+ DRW_shgroup_stencil_mask(shgrp, sss_id);
+
+ {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
+ DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_irradiance);
+ DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+
+ grp = DRW_shgroup_create(e_data.sss_sh[1], psl->sss_resolve_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
+ DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur);
+ DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
+ DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[2], psl->sss_translucency_ps);
- DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
- DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile);
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
- DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
- DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool);
- DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool);
- DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
- DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
- DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_block(
- grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
- DRW_shgroup_stencil_mask(grp, sss_id);
- DRW_shgroup_call(grp, quad, NULL);
+ if (ma->blend_flag & MA_BL_TRANSLUCENCY) {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[2], psl->sss_translucency_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
+ DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
+ DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
}
void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
@@ -310,8 +320,7 @@ void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)});
GPU_framebuffer_bind(fbl->main_fb);
- DRW_draw_pass(psl->sss_pass);
- DRW_draw_pass(psl->sss_pass_cull);
+ DRW_draw_pass(psl->material_sss_ps);
/* Restore */
GPU_framebuffer_ensure_config(&fbl->main_fb,