diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-10-29 21:40:28 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-10-29 21:44:02 +0300 |
commit | 8e6882a70dc4026c6c59e3ca3db4ad6714fe41da (patch) | |
tree | 14aecfa03faa9725452c174842dec910b9903e49 /source/blender/draw/engines/eevee | |
parent | 1907081f0eb11caf024bdac350945d8f36496c51 (diff) |
Fix T69468 EEVEE: Collections Holdout Button in Outliner Is Ignored
Not the cleanest implementation but the simplest.
This doubles the number of default shader variations.
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 38 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_private.h | 3 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 5 |
3 files changed, 39 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 5eba1b6c808..d0fe7c6637e 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -309,6 +309,9 @@ static char *eevee_get_defines(int options) if ((options & VAR_MAT_LOOKDEV) != 0) { BLI_dynstr_append(ds, "#define LOOKDEV\n"); } + if ((options & VAR_MAT_HOLDOUT) != 0) { + BLI_dynstr_append(ds, "#define HOLDOUT\n"); + } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); @@ -863,6 +866,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa ParticleSystem *psys, ModifierData *md, bool is_hair, + bool holdout, bool use_ssr) { static int ssr_id; @@ -874,6 +878,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa BLI_assert(!is_hair || (ob && psys && md)); SET_FLAG_FROM_TEST(options, is_hair, VAR_MAT_HAIR); + SET_FLAG_FROM_TEST(options, holdout, VAR_MAT_HOLDOUT); if (e_data.default_lit[options] == NULL) { create_default_shader(options); @@ -1114,7 +1119,8 @@ static void material_opaque(Material *ma, struct GPUMaterial **gpumat_depth, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth, - struct DRWShadingGroup **shgrp_depth_clip) + struct DRWShadingGroup **shgrp_depth_clip, + bool holdout) { EEVEE_EffectsInfo *effects = vedata->stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); @@ -1129,7 +1135,7 @@ static void material_opaque(Material *ma, float *rough_p = &ma->roughness; const bool do_cull = (ma->blend_flag & MA_BL_CULL_BACKFACE) != 0; - const bool use_gpumat = (ma->use_nodes && ma->nodetree); + const bool use_gpumat = (ma->use_nodes && ma->nodetree && !holdout); const bool use_ssrefract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) && ((effects->enabled_effects & EFFECT_REFRACT) != 0); const bool use_translucency = ((ma->blend_flag & MA_BL_TRANSLUCENCY) != 0); @@ -1291,7 +1297,8 @@ static void material_opaque(Material *ma, /* Fallback to default shader */ if (*shgrp == NULL) { bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0); - *shgrp = EEVEE_default_shading_group_get(sldata, vedata, NULL, NULL, NULL, false, use_ssr); + *shgrp = EEVEE_default_shading_group_get( + sldata, vedata, NULL, NULL, NULL, false, holdout, use_ssr); DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1); DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1); DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1); @@ -1443,6 +1450,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; GHash *material_hash = stl->g_data->material_hash; + const bool holdout = (ob->base_flag & BASE_HOLDOUT) != 0; bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && !DRW_state_is_image_render(); @@ -1469,6 +1477,20 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, shgrp_depth_array[i] = NULL; shgrp_depth_clip_array[i] = NULL; + if (holdout) { + material_opaque(ma_array[i], + material_hash, + sldata, + vedata, + &gpumat_array[i], + &gpumat_depth_array[i], + &shgrp_array[i], + &shgrp_depth_array[i], + &shgrp_depth_clip_array[i], + true); + continue; + } + switch (ma_array[i]->blend_method) { case MA_BM_SOLID: case MA_BM_CLIP: @@ -1481,7 +1503,8 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, &gpumat_depth_array[i], &shgrp_array[i], &shgrp_depth_array[i], - &shgrp_depth_clip_array[i]); + &shgrp_depth_clip_array[i], + false); break; case MA_BM_BLEND: material_transparent(ma_array[i], @@ -1622,6 +1645,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, Scene *scene = draw_ctx->scene; bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0); + const bool holdout = (ob->base_flag & BASE_HOLDOUT) != 0; if (ob->type == OB_MESH) { if (ob != draw_ctx->object_edit) { @@ -1654,7 +1678,8 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, ob, psys, md, psl->depth_pass_clip, e_data.default_hair_prepass_clip_sh); shgrp = NULL; - if (ma->use_nodes && ma->nodetree) { + + if (ma->use_nodes && ma->nodetree && !holdout) { static int ssr_id; ssr_id = (use_ssr) ? 1 : -1; static float half = 0.5f; @@ -1705,7 +1730,8 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, /* Fallback to default shader */ if (shgrp == NULL) { - shgrp = EEVEE_default_shading_group_get(sldata, vedata, ob, psys, md, true, use_ssr); + shgrp = EEVEE_default_shading_group_get( + sldata, vedata, ob, psys, md, true, holdout, use_ssr); DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 32c0523474a..7d02aacfac7 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -157,10 +157,11 @@ enum { VAR_MAT_BLEND = (1 << 3), VAR_MAT_VOLUME = (1 << 4), VAR_MAT_LOOKDEV = (1 << 5), + VAR_MAT_HOLDOUT = (1 << 6), /* Max number of variation */ /* IMPORTANT : Leave it last and set * it's value accordingly. */ - VAR_MAT_MAX = (1 << 6), + VAR_MAT_MAX = (1 << 7), /* These are options that are not counted in VAR_MAT_MAX * because they are not cumulative with the others above. */ VAR_MAT_CLIP = (1 << 9), diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index ca06d458f6e..a031ed193b6 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -41,5 +41,10 @@ Closure nodetree_exec(void) gl_FragDepth = 0.0; #endif +#ifdef HOLDOUT + cl = CLOSURE_DEFAULT; + cl.holdout = 1.0; +#endif + return cl; } |