diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 14:55:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 17:44:58 +0300 |
commit | da741013a1e1b2e7c4f61a9486588253a457afd2 (patch) | |
tree | b491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/workbench | |
parent | 55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff) |
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/workbench')
7 files changed, 14 insertions, 46 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 722dbdd0b5e..d0d52c8485b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -28,7 +28,7 @@ void cavity_compute(vec2 screenco, return; } - vec3 position = view_position_from_depth(screenco, depth, ViewVecs, ProjectionMatrix); + vec3 position = get_view_space_from_depth(screenco, depth); vec3 normal = workbench_normal_decode(texture(normalBuffer, screenco)); vec2 jitter_co = (screenco * world_data.viewport_size.xy) * world_data.cavity_jitter_scale; @@ -68,7 +68,7 @@ void cavity_compute(vec2 screenco, bool is_background = (s_depth == 1.0); /* This trick provide good edge effect even if no neighbor is found. */ s_depth = (is_background) ? depth : s_depth; - vec3 s_pos = view_position_from_depth(uvcoords, s_depth, ViewVecs, ProjectionMatrix); + vec3 s_pos = get_view_space_from_depth(uvcoords, s_depth); if (is_background) { s_pos.z -= world_data.cavity_distance; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index c529f23265b..eb61edca6c7 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -67,31 +67,3 @@ void workbench_float_pair_decode(float data, out float v1, out float v2) v1 = float(idata & v1_mask) * (1.0 / float(v1_mask)); v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask)); } - -vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[2], mat4 proj_mat) -{ - if (proj_mat[3][3] == 0.0) { - return normalize(vec3(viewvecs[0].xy + uv * viewvecs[1].xy, 1.0)); - } - else { - return vec3(0.0, 0.0, 1.0); - } -} - -vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[2], mat4 proj_mat) -{ - if (proj_mat[3][3] == 0.0) { - /* Perspective */ - float d = 2.0 * depth - 1.0; - - float zview = -proj_mat[3][2] / (d + proj_mat[2][2]); - - return zview * vec3(viewvecs[0].xy + uvcoords * viewvecs[1].xy, 1.0); - } - else { - /* Orthographic */ - vec3 offset = vec3(uvcoords, depth); - - return viewvecs[0].xyz + offset * viewvecs[1].xyz; - } -} diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl index f3a238fd112..6e10a656fc1 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl @@ -14,7 +14,7 @@ out vec4 fragColor; void main() { /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ - vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, ViewVecs, ProjectionMatrix); + vec3 I = get_view_vector_from_screen_uv(uvcoordsvar.st); vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st)); vec4 mat_data = texture(materialBuffer, uvcoordsvar.st); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 51007a9f246..71816f6ff6e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -1,3 +1,6 @@ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + /** * Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois * https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/ @@ -21,13 +24,6 @@ uniform sampler2D noiseTex; #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z -#define M_PI 3.1415926535897932 /* pi */ - -float max_v4(vec4 v) -{ - return max(max(v.x, v.y), max(v.z, v.w)); -} - #define weighted_sum(a, b, c, d, e, e_sum) \ ((a)*e.x + (b)*e.y + (c)*e.z + (d)*e.w) / max(1e-6, e_sum); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index ba8eeff1001..fd4d00d96dd 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -57,7 +57,7 @@ void main() { /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ vec2 uv_viewport = gl_FragCoord.xy * world_data.viewport_size_inv; - vec3 I = view_vector_from_screen_uv(uv_viewport, ViewVecs, ProjectionMatrix); + vec3 I = get_view_vector_from_screen_uv(uv_viewport); vec3 N = normalize(normal_interp); vec3 color = color_interp; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index 6ab652cbf36..aa938d80fa3 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -1,4 +1,5 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl) #pragma BLENDER_REQUIRE(workbench_data_lib.glsl) @@ -33,11 +34,6 @@ float phase_function_isotropic() return 1.0 / (4.0 * M_PI); } -float max_v3(vec3 v) -{ - return max(v.x, max(v.y, v.z)); -} - float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) { /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ @@ -194,8 +190,8 @@ void main() float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r; float depth_end = min(depth, gl_FragCoord.z); - vec3 vs_ray_end = view_position_from_depth(screen_uv, depth_end, ViewVecs, ProjectionMatrix); - vec3 vs_ray_ori = view_position_from_depth(screen_uv, 0.0, ViewVecs, ProjectionMatrix); + vec3 vs_ray_end = get_view_space_from_depth(screen_uv, depth_end); + vec3 vs_ray_ori = get_view_space_from_depth(screen_uv, 0.0); vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0); vs_ray_dir /= abs(vs_ray_dir.z); diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c index 835f10598d4..aab3cef00e6 100644 --- a/source/blender/draw/engines/workbench/workbench_shader.c +++ b/source/blender/draw/engines/workbench/workbench_shader.c @@ -28,6 +28,8 @@ #include "workbench_engine.h" #include "workbench_private.h" +extern char datatoc_common_math_lib_glsl[]; +extern char datatoc_common_math_geom_lib_glsl[]; extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_common_pointcloud_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; @@ -119,6 +121,8 @@ void workbench_shader_library_ensure(void) if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); /* NOTE: Theses needs to be ordered by dependencies. */ + DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_pointcloud_lib); |