diff options
author | Jeroen Bakker <jbakker> | 2020-10-07 18:17:19 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-10-07 18:26:37 +0300 |
commit | 7c373555fd5de16905f52f0b60d46434ea3cbac6 (patch) | |
tree | 1a68981de0c90d2be6bd90c3acfc826e4e77e626 /source/blender/draw | |
parent | afab33e0b97cc5e5278c3e8af5490b9583c3b95c (diff) |
Fix T81254: Incorrect calculation of EEVEE Transmittance Volumetrics
Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.
Backport to Blender 2.83.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9038
Diffstat (limited to 'source/blender/draw')
6 files changed, 23 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 10f3314c573..5330ea2f770 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -1119,7 +1119,7 @@ struct GPUShader *EEVEE_shaders_volumes_clear_sh_get(void); struct GPUShader *EEVEE_shaders_volumes_scatter_sh_get(void); struct GPUShader *EEVEE_shaders_volumes_scatter_with_lights_sh_get(void); struct GPUShader *EEVEE_shaders_volumes_integration_sh_get(void); -struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get(void); +struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get(bool accum); struct GPUShader *EEVEE_shaders_volumes_accum_sh_get(void); struct GPUShader *EEVEE_shaders_ggx_lut_sh_get(void); struct GPUShader *EEVEE_shaders_ggx_refraction_lut_sh_get(void); diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 58897272425..f46a98ed845 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -137,7 +137,7 @@ static struct { struct GPUShader *scatter_sh; struct GPUShader *scatter_with_lights_sh; struct GPUShader *volumetric_integration_sh; - struct GPUShader *volumetric_resolve_sh; + struct GPUShader *volumetric_resolve_sh[2]; struct GPUShader *volumetric_accum_sh; /* Shader strings */ @@ -854,13 +854,16 @@ struct GPUShader *EEVEE_shaders_volumes_integration_sh_get() return e_data.volumetric_integration_sh; } -struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get() +struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get(bool accum) { - if (e_data.volumetric_resolve_sh == NULL) { - e_data.volumetric_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib( - datatoc_volumetric_resolve_frag_glsl, e_data.lib, SHADER_DEFINES); + const int index = accum ? 1 : 0; + if (e_data.volumetric_resolve_sh[index] == NULL) { + e_data.volumetric_resolve_sh[index] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_volumetric_resolve_frag_glsl, + e_data.lib, + accum ? "#define VOLUMETRICS_ACCUM\n" SHADER_DEFINES : SHADER_DEFINES); } - return e_data.volumetric_resolve_sh; + return e_data.volumetric_resolve_sh[index]; } struct GPUShader *EEVEE_shaders_volumes_accum_sh_get() @@ -1409,7 +1412,8 @@ void EEVEE_shaders_free(void) DRW_SHADER_FREE_SAFE(e_data.scatter_sh); DRW_SHADER_FREE_SAFE(e_data.scatter_with_lights_sh); DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh); - DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh); + DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh[1]); DRW_SHADER_FREE_SAFE(e_data.volumetric_accum_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 48e38a9c982..c6e6530830d 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -610,7 +610,7 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) grp, NULL, USE_VOLUME_OPTI ? 1 : common_data->vol_tex_size[2]); DRW_PASS_CREATE(psl->volumetric_resolve_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); - grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(), psl->volumetric_resolve_ps); + grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(false), psl->volumetric_resolve_ps); DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter); DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit); DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src); @@ -823,7 +823,7 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRW_PASS_CREATE(psl->volumetric_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); DRWShadingGroup *grp = NULL; if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { - grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(), psl->volumetric_accum_ps); + grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(true), psl->volumetric_accum_ps); DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter); DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit); DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src); diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_accum_frag.glsl index 1b6a7b33f42..d8ce7905a1a 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_accum_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_accum_frag.glsl @@ -1,8 +1,8 @@ /* This shader is used to add default values to the volume accum textures. * so it looks similar (transmittance = 1, scattering = 0) */ -layout(location = 0, index = 0) out vec4 FragColor0; -layout(location = 0, index = 1) out vec4 FragColor1; +layout(location = 0) out vec4 FragColor0; +layout(location = 1) out vec4 FragColor1; void main() { diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl index 6ab21587c9a..665a34741ca 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl @@ -9,8 +9,13 @@ uniform sampler2D inSceneDepth; /* Blend equation is : FragColor0 + FragColor1 * DstColor */ +#ifdef VOLUMETRICS_ACCUM +layout(location = 0) out vec4 FragColor0; +layout(location = 1) out vec4 FragColor1; +#else layout(location = 0, index = 0) out vec4 FragColor0; layout(location = 0, index = 1) out vec4 FragColor1; +#endif void main() { diff --git a/source/blender/draw/tests/shaders_test.cc b/source/blender/draw/tests/shaders_test.cc index 9ca15d412e0..703099477d6 100644 --- a/source/blender/draw/tests/shaders_test.cc +++ b/source/blender/draw/tests/shaders_test.cc @@ -340,7 +340,8 @@ TEST_F(DrawTest, eevee_glsl_shaders_static) EXPECT_NE(EEVEE_shaders_volumes_scatter_sh_get(), nullptr); EXPECT_NE(EEVEE_shaders_volumes_scatter_with_lights_sh_get(), nullptr); EXPECT_NE(EEVEE_shaders_volumes_integration_sh_get(), nullptr); - EXPECT_NE(EEVEE_shaders_volumes_resolve_sh_get(), nullptr); + EXPECT_NE(EEVEE_shaders_volumes_resolve_sh_get(false), nullptr); + EXPECT_NE(EEVEE_shaders_volumes_resolve_sh_get(true), nullptr); EXPECT_NE(EEVEE_shaders_volumes_accum_sh_get(), nullptr); EXPECT_NE(EEVEE_shaders_studiolight_probe_sh_get(), nullptr); EXPECT_NE(EEVEE_shaders_studiolight_background_sh_get(), nullptr); |