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authorClément Foucault <foucault.clem@gmail.com>2017-07-15 17:09:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commit04f8e1b21c716b6d4eefed6678d036cd0c96d4d2 (patch)
treef40516a3f77666f682de70d958f52b594fad2584 /source/blender
parentb7fbe6ae5ded2c73a52d298bee60cd70e971d547 (diff)
Eevee: Ssr: Add ssr id to glossy nodes.
An id is given to each glossy node in order to determine which specular lobe is using ssr.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl18
-rw-r--r--source/blender/makesdna/DNA_node_types.h5
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c44
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_eevee_specular.c2
7 files changed, 63 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 1cfc00ef8d7..4241eeb8b8e 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -24,7 +24,7 @@ in vec3 viewNormal;
/* ----------- default ----------- */
-vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
+vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, float ssr_id)
{
/* Zero length vectors cause issues, see: T51979. */
#if 0
@@ -166,7 +166,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
vec3 eevee_surface_clearcoat_lit(
vec3 N, vec3 albedo, vec3 f0, float roughness,
vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
- float ao)
+ float ao, float ssr_id)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 81f70332876..f319cfd82c6 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2824,13 +2824,13 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
- float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out Closure result)
+ float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 diffuse, f0;
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
- result = Closure(eevee_surface_lit(N, diffuse, f0, roughness, 1.0), 1.0);
+ result = Closure(eevee_surface_lit(N, diffuse, f0, roughness, 1.0, ssr_id), 1.0);
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2840,7 +2840,7 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
- float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out Closure result)
+ float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, out Closure result)
{
#ifdef EEVEE_ENGINE
vec3 diffuse, f0;
@@ -2865,13 +2865,13 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
N = tangent_to_world(Ht, N, Y, X);
if (dot(N, cameraVec) > 0) {
- surface_color.rgb += eevee_surface_clearcoat_lit(N, diffuse, f0, sqrt(min(ax, ay)), CN, clearcoat, clearcoat_roughness, 1.0);
+ surface_color.rgb += eevee_surface_clearcoat_lit(N, diffuse, f0, sqrt(min(ax, ay)), CN, clearcoat, clearcoat_roughness, 1.0, ssr_id);
surface_color.a += 1.0;
}
}
result = Closure(surface_color.rgb / surface_color.a, 1.0);
#else
- result = Closure(eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0), 1.0);
+ result = Closure(eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, ssr_id), 1.0);
#endif
#else
@@ -4013,20 +4013,20 @@ void world_normals_get(out vec3 N)
void node_eevee_metallic(
vec4 basecol, float metallic, float specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
- float occlusion, out Closure result)
+ float occlusion, float ssr_id, out Closure result)
{
vec3 diffuse, f0;
convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, f0);
- result = Closure(eevee_surface_lit(normal, diffuse, f0, roughness, occlusion) + emissive.rgb, 1.0 - transp);
+ result = Closure(eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, ssr_id) + emissive.rgb, 1.0 - transp);
}
void node_eevee_specular(
vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
- float occlusion, out Closure result)
+ float occlusion, float ssr_id, out Closure result)
{
- result = Closure(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp);
+ result = Closure(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion, ssr_id) + emissive.rgb, 1.0 - transp);
}
void node_output_eevee_material(Closure surface, out Closure result)
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index b922ac072b0..de1214e9b3d 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -214,8 +214,11 @@ typedef struct bNode {
* and replacing all uses with per-instance data.
*/
short preview_xsize, preview_ysize; /* reserved size of the preview rect */
- int pad2;
+ short pad2[2];
struct uiBlock *block; /* runtime during drawing */
+
+ float ssr_id; /* XXX: eevee only, id of screen space reflection layer, needs to be a float to feed GPU_uniform. */
+ float pad3;
} bNode;
/* node->flag */
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index b5d77e99328..52e9ed35a2e 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -475,6 +475,48 @@ static void ntree_shader_relink_displacement(bNodeTree *ntree,
ntreeUpdateTree(G.main, ntree);
}
+static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata, const bool UNUSED(reversed))
+{
+ switch (fromnode->type) {
+ case SH_NODE_BSDF_ANISOTROPIC:
+ case SH_NODE_EEVEE_METALLIC:
+ case SH_NODE_EEVEE_SPECULAR:
+ case SH_NODE_BSDF_PRINCIPLED:
+ case SH_NODE_BSDF_GLOSSY:
+ fromnode->ssr_id = (*(float *)userdata);
+ (*(float *)userdata) += 1;
+ break;
+ default:
+ /* We could return false here but since we (will)
+ * allow the use of Closure as RGBA, we can have
+ * Bsdf nodes linked to other Bsdf nodes. */
+ break;
+ }
+
+ return true;
+}
+
+/* EEVEE: Scan the ntree to set the Screen Space Reflection
+ * layer id of every specular node.
+ */
+static void ntree_shader_tag_ssr_node(bNodeTree *ntree, short compatibility)
+{
+ if (compatibility != NODE_NEWER_SHADING) {
+ /* We can only deal with new shading system here. */
+ return;
+ }
+
+ bNode *output_node = ntree_shader_output_node(ntree);
+ if (output_node == NULL) {
+ return;
+ }
+ /* Make sure sockets links pointers are correct. */
+ ntreeUpdateTree(G.main, ntree);
+
+ int lobe_count = 0;
+ nodeChainIter(ntree, output_node, ntree_tag_ssr_bsdf_cb, &lobe_count, true);
+}
+
void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibility)
{
/* localize tree to create links for reroute and mute */
@@ -486,6 +528,8 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibili
*/
ntree_shader_relink_displacement(localtree, compatibility);
+ ntree_shader_tag_ssr_node(localtree, compatibility);
+
exec = ntreeShaderBeginExecTree(localtree);
ntreeExecGPUNodes(exec, mat, 1, compatibility);
ntreeShaderEndExecTree(exec);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index 4ae0474d685..1ec77bc9189 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -100,10 +100,10 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
/* Only use complex versions when needed. */
if (!in[12].link && (in[12].vec[0] == 0.0f)) {
- return GPU_stack_link(mat, node, "node_bsdf_principled_simple", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ return GPU_stack_link(mat, node, "node_bsdf_principled_simple", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
}
else {
- return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c b/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
index 2a8a3a44f39..071486493fa 100644
--- a/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
@@ -68,7 +68,7 @@ static int node_shader_gpu_eevee_metallic(GPUMaterial *mat, bNode *node, bNodeEx
GPU_link(mat, "set_value", GPU_uniform(&one), &in[10].link);
}
- return GPU_stack_link(mat, node, "node_eevee_metallic", in, out);
+ return GPU_stack_link(mat, node, "node_eevee_metallic", in, out, GPU_uniform(&node->ssr_id));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
index 954f9b3ee4a..c249e77c17a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
+++ b/source/blender/nodes/shader/nodes/node_shader_eevee_specular.c
@@ -67,7 +67,7 @@ static int node_shader_gpu_eevee_specular(GPUMaterial *mat, bNode *node, bNodeEx
GPU_link(mat, "set_value", GPU_uniform(&one), &in[9].link);
}
- return GPU_stack_link(mat, node, "node_eevee_specular", in, out);
+ return GPU_stack_link(mat, node, "node_eevee_specular", in, out, GPU_uniform(&node->ssr_id));
}