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authorClément Foucault <foucault.clem@gmail.com>2017-10-24 18:52:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-27 23:49:15 +0300
commit310f1db7bf508c764dde47ff85bccb31458b1893 (patch)
tree960c5e0b3860773ed1571c28412b81db10e400c2 /source/blender
parent66d8f82b832b58cba3273c0a4196fae6db0e1efd (diff)
Eevee: Volumetrics: Add volumetric support to alpha blended meshes.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c42
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h7
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl13
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl13
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl12
6 files changed, 66 insertions, 23 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 2306dbbab0a..e5f942f5e8e 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -1079,9 +1079,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_int(grp, "light_count", (volumetrics->use_lights) ? &sldata->lamps->num_light : &zero, 1);
- DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
DRW_shgroup_uniform_float(grp, "volume_light_clamp", &volumetrics->light_clamp, 1);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index b555761d5df..f5d3898d1bc 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -308,6 +308,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_ESM) != 0) {
BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n");
}
+ if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
+ }
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@@ -334,7 +337,7 @@ static char *eevee_get_volume_defines(int UNUSED(options))
**/
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
- int *ssr_id, float *refract_depth, bool use_ssrefraction)
+ int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
{
if (ssr_id == NULL || !vedata->stl->g_data->valid_double_buffer) {
static int no_ssr = -1.0f;
@@ -364,15 +367,18 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
+
if (refract_depth != NULL) {
DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
}
+
if (use_ssrefraction) {
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
+
if (vedata->stl->effects->use_ao) {
DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &vedata->txl->gtao_horizons);
DRW_shgroup_uniform_ivec2(shgrp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
@@ -381,6 +387,14 @@ static void add_standard_uniforms(
/* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &sldata->shadow_pool);
}
+
+ if (vedata->stl->effects->use_volumetrics && use_alpha_blend) {
+ /* Do not use history buffers as they already have been swapped */
+ DRW_shgroup_uniform_buffer(shgrp, "inScattering", &vedata->txl->volume_scatter);
+ DRW_shgroup_uniform_buffer(shgrp, "inTransmittance", &vedata->txl->volume_transmittance);
+ DRW_shgroup_uniform_vec2(shgrp, "volume_uv_ratio", (float *)sldata->volumetrics->volume_coord_scale, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "volume_param", (float *)sldata->volumetrics->depth_param, 1);
+ }
}
static void create_default_shader(int options)
@@ -474,6 +488,7 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl);
e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
@@ -611,7 +626,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
}
struct GPUMaterial *EEVEE_material_mesh_get(
- struct Scene *scene, Material *ma,
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
bool use_blend, bool use_multiply, bool use_refract, int shadow_method)
{
const void *engine = &DRW_engine_viewport_eevee_type;
@@ -620,6 +635,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(
if (use_blend) options |= VAR_MAT_BLEND;
if (use_multiply) options |= VAR_MAT_MULT;
if (use_refract) options |= VAR_MAT_REFRACT;
+ if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
options |= eevee_material_shadow_option(shadow_method);
@@ -722,6 +738,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
if (is_hair) options |= VAR_MAT_HAIR;
if (is_flat_normal) options |= VAR_MAT_FLAT;
if (use_blend) options |= VAR_MAT_BLEND;
+ if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
options |= eevee_material_shadow_option(shadow_method);
@@ -730,7 +747,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
return shgrp;
}
@@ -760,7 +777,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
@@ -780,6 +797,8 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");
/* SSR switch */
stl->effects->use_ssr = BKE_collection_engine_property_value_get_bool(props, "ssr_enable");
+ /* Volumetrics */
+ stl->effects->use_volumetrics = BKE_collection_engine_property_value_get_bool(props, "volumetric_enable");
}
/* Create Material Ghash */
@@ -929,7 +948,7 @@ static void material_opaque(
/* This will have been created already, just perform a lookup. */
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
- scene, ma, false, false, use_refract, linfo->shadow_method) : NULL;
+ scene, ma, vedata, false, false, use_refract, linfo->shadow_method) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
@@ -937,14 +956,14 @@ static void material_opaque(
if (use_gpumat) {
/* Shading */
- *gpumat = EEVEE_material_mesh_get(scene, ma, false, false, use_refract, linfo->shadow_method);
+ *gpumat = EEVEE_material_mesh_get(scene, ma, vedata, false, false, use_refract, linfo->shadow_method);
*shgrp = DRW_shgroup_material_create(*gpumat, use_refract ? psl->refract_pass : psl->material_pass);
if (*shgrp) {
static int no_ssr = -1;
static int first_ssr = 0;
int *ssr_id = (stl->effects->use_ssr && !use_refract) ? &first_ssr : &no_ssr;
- add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract);
+ add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
}
else {
/* Shader failed : pink color */
@@ -971,7 +990,7 @@ static void material_opaque(
}
if (*shgrp_depth != NULL) {
- add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false);
+ add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
if (ma->blend_method == MA_BM_CLIP) {
DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
@@ -1028,12 +1047,13 @@ static void material_transparent(
if (ma->use_nodes && ma->nodetree) {
/* Shading */
- *gpumat = EEVEE_material_mesh_get(scene, ma, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
+ *gpumat = EEVEE_material_mesh_get(scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
if (*shgrp) {
static int ssr_id = -1; /* TODO transparent SSR */
- add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract);
+ bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
+ add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
}
else {
/* Shader failed : pink color */
@@ -1266,7 +1286,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
- add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false);
+ add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
BLI_ghash_insert(material_hash, ma, shgrp);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 4919189ff91..15cc25788ca 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -93,6 +93,7 @@ enum {
VAR_MAT_MULT = (1 << 10),
VAR_MAT_SHADOW = (1 << 11),
VAR_MAT_REFRACT = (1 << 12),
+ VAR_MAT_VOLUME = (1 << 13),
};
/* Shadow Technique */
@@ -395,6 +396,9 @@ enum {
typedef struct EEVEE_EffectsInfo {
int enabled_effects;
+ /* Volumetrics */
+ bool use_volumetrics;
+
/* SSR */
bool use_ssr;
bool reflection_trace_full;
@@ -593,7 +597,8 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, str
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_get(
- struct Scene *scene, Material *ma, bool use_blend, bool use_multiply, bool use_refract, int shadow_method);
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
+ bool use_blend, bool use_multiply, bool use_refract, int shadow_method);
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
void EEVEE_materials_free(void);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index c9aa6705b67..eb0b93d5ac4 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -631,11 +631,24 @@ layout(location = 2) out vec4 ssrData;
Closure nodetree_exec(void); /* Prototype */
+#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
+/* Prototype because this file is included before volumetric_lib.glsl */
+vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth);
+#endif
+
#define NODETREE_EXEC
void main()
{
Closure cl = nodetree_exec();
+
+#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
+ /* XXX fragile, better use real viewport resolution */
+ vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
+ fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
+#else
fragColor = vec4(cl.radiance, cl.opacity);
+#endif
+
ssrNormals = cl.ssr_normal.xyyy;
ssrData = cl.ssr_data;
}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index fd2630f54f9..c13938e141d 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -132,3 +132,16 @@ vec3 irradiance_volumetric(vec3 wpos)
return irradiance;
}
#endif
+
+uniform sampler3D inScattering;
+uniform sampler3D inTransmittance;
+
+vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth)
+{
+ vec3 volume_cos = ndc_to_volume(vec3(frag_uvs, frag_depth));
+
+ vec3 scattering = texture(inScattering, volume_cos).rgb;
+ vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
+
+ return vec4(scene_color.rgb * transmittance + scattering, scene_color.a);
+}
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 3e678bbc83f..0115b2cb99e 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
@@ -6,9 +6,6 @@
* Note that we do the blending ourself instead of relying
* on hardware blending which would require 2 pass. */
-uniform sampler3D inScattering;
-uniform sampler3D inTransmittance;
-
uniform sampler2D inSceneColor;
uniform sampler2D inSceneDepth;
@@ -17,11 +14,8 @@ out vec4 FragColor;
void main()
{
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(inSceneDepth, 0));
- vec3 volume_cos = ndc_to_volume(vec3(uvs, texture(inSceneDepth, uvs).r));
-
- vec3 scene_color = texture(inSceneColor, uvs).rgb;
- vec3 scattering = texture(inScattering, volume_cos).rgb;
- vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
+ vec4 scene_color = texture(inSceneColor, uvs);
+ float scene_depth = texture(inSceneDepth, uvs).r;
- FragColor = vec4(scene_color * transmittance + scattering, 1.0);
+ FragColor = volumetric_resolve(scene_color, uvs, scene_depth);
}