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authorClément Foucault <foucault.clem@gmail.com>2022-04-14 19:47:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-14 19:47:58 +0300
commit80859a6cb2726a39fb22cb49f06e0355dc9390a7 (patch)
treefd3f8ead5a247a79ea11e4aacc720843bbc5e2c2 /source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
parent66dc4d4efb88ecf2d18bfa08ab9c43b024ebd2fb (diff)
GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_transform.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_transform.cc39
1 files changed, 22 insertions, 17 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
index d610e1309a7..de588f9005f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
@@ -43,7 +43,7 @@ static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *nod
node->storage = vect;
}
-static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
+static const char *get_gpufn_name_from_to(short from, short to, bool is_direction)
{
switch (from) {
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
@@ -51,9 +51,11 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
return nullptr;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return GPU_builtin(GPU_OBJECT_MATRIX);
+ return is_direction ? "direction_transform_object_to_world" :
+ "point_transform_object_to_world";
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
+ return is_direction ? "direction_transform_object_to_view" :
+ "point_transform_object_to_view";
}
break;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
@@ -61,9 +63,11 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_WORLD:
return nullptr;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
- return GPU_builtin(GPU_VIEW_MATRIX);
+ return is_direction ? "direction_transform_world_to_view" :
+ "point_transform_world_to_view";
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
+ return is_direction ? "direction_transform_world_to_object" :
+ "point_transform_world_to_object";
}
break;
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
@@ -71,14 +75,17 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
case SHD_VECT_TRANSFORM_SPACE_CAMERA:
return nullptr;
case SHD_VECT_TRANSFORM_SPACE_WORLD:
- return GPU_builtin(GPU_INVERSE_VIEW_MATRIX);
+ return is_direction ? "direction_transform_view_to_world" :
+ "point_transform_view_to_world";
case SHD_VECT_TRANSFORM_SPACE_OBJECT:
- return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
+ return is_direction ? "direction_transform_view_to_object" :
+ "point_transform_view_to_object";
}
break;
}
- return nullptr;
+ return NULL;
}
+
static int gpu_shader_vect_transform(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
@@ -86,11 +93,6 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
GPUNodeStack *out)
{
struct GPUNodeLink *inputlink;
- struct GPUNodeLink *fromto;
-
- const char *vtransform = "direction_transform_m4v3";
- const char *ptransform = "point_transform_m4v3";
- const char *func_name = nullptr;
NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
@@ -101,17 +103,20 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
inputlink = GPU_constant(in[0].vec);
}
- fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to);
+ const bool is_direction = (nodeprop->type != SHD_VECT_TRANSFORM_TYPE_POINT);
+ const char *func_name = get_gpufn_name_from_to(
+ nodeprop->convert_from, nodeprop->convert_to, is_direction);
- func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform;
- if (fromto) {
+ if (func_name) {
/* For cycles we have inverted Z */
/* TODO: pass here the correct matrices */
if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA &&
nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
GPU_link(mat, "invert_z", inputlink, &inputlink);
}
- GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
+
+ GPU_link(mat, func_name, inputlink, &out[0].link);
+
if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA &&
nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
GPU_link(mat, "invert_z", out[0].link, &out[0].link);