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authorClément Foucault <foucault.clem@gmail.com>2017-07-11 02:10:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-11 13:39:35 +0300
commit91d324b3dcf1e5ecff133ff3c27ba5e1f0849209 (patch)
tree033a2d0d7e04963f101ff0f8489f5720842308ec /source
parenta57bc75576e780797a60e2240a12f49247ca9505 (diff)
Eevee: Transparency: Add support for Clip and Stochastic shadows.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c30
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c39
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h7
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl16
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_frag.glsl1
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_geom.glsl28
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl1
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl1
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl18
10 files changed, 136 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index c6436d5b923..37b33e21021 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -196,6 +196,30 @@ void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassLis
DRW_shgroup_call_dynamic_add_empty(grp);
}
+void EEVEE_lights_cache_shcaster_material_add(
+ EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct GPUMaterial *gpumat, struct Gwn_Batch *geom, float (*obmat)[4], float *alpha_threshold)
+{
+ DRWShadingGroup *grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cube_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ if (alpha_threshold != NULL)
+ DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
+
+ for (int i = 0; i < 6; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+
+ grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cascade_pass, geom);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
+
+ if (alpha_threshold != NULL)
+ DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
+
+ for (int i = 0; i < MAX_CASCADE_NUM; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+}
+
void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
@@ -727,6 +751,12 @@ void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
srd->exponent = la->bleedexp;
copy_v3_v3(srd->position, ob->obmat[3]);
for (int j = 0; j < 6; ++j) {
+ float tmp[4][4];
+
+ unit_m4(tmp);
+ negate_v3_v3(tmp[3], ob->obmat[3]);
+ mul_m4_m4m4(srd->viewmat[j], cubefacemat[i], tmp);
+
copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
}
DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index bd6c4b9ccc0..ab56b908416 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -94,9 +94,8 @@ extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_lit_surface_frag_glsl[];
extern char datatoc_lit_surface_vert_glsl[];
-extern char datatoc_shadow_frag_glsl[];
-extern char datatoc_shadow_geom_glsl[];
extern char datatoc_shadow_vert_glsl[];
+extern char datatoc_shadow_geom_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_background_vert_glsl[];
@@ -203,6 +202,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_CLIP) != 0) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_CLIP\n");
}
+ if ((options & VAR_MAT_SHADOW) != 0) {
+ BLI_dynstr_appendf(ds, "#define SHADOW_SHADER\n");
+ }
if ((options & VAR_MAT_HASH) != 0) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_HASH\n");
}
@@ -503,7 +505,9 @@ struct GPUMaterial *EEVEE_material_mesh_get(
return mat;
}
-struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha)
+struct GPUMaterial *EEVEE_material_mesh_depth_get(
+ struct Scene *scene, Material *ma,
+ bool use_hashed_alpha, bool is_shadow)
{
const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH;
@@ -515,6 +519,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material
options |= VAR_MAT_CLIP;
}
+ if (is_shadow)
+ options |= VAR_MAT_SHADOW;
+
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options);
if (mat) {
return mat;
@@ -530,7 +537,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material
mat = GPU_material_from_nodetree(
scene, ma->nodetree, &ma->gpumaterial, engine, options,
- datatoc_lit_surface_vert_glsl, NULL, frag_str,
+ (is_shadow) ? datatoc_shadow_vert_glsl : datatoc_lit_surface_vert_glsl,
+ (is_shadow) ? datatoc_shadow_geom_glsl : NULL,
+ frag_str,
defines);
MEM_freeN(frag_str);
@@ -758,7 +767,7 @@ static void material_opaque(
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
scene, ma, stl->effects->use_ao, stl->effects->use_bent_normals, false, false) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
- scene, ma, (ma->blend_method == MA_BM_HASHED)) : NULL;
+ scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
}
@@ -784,7 +793,7 @@ static void material_opaque(
* fail the depth test for shading. */
if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) {
*gpumat_depth = EEVEE_material_mesh_depth_get(scene, ma,
- (ma->blend_method == MA_BM_HASHED));
+ (ma->blend_method == MA_BM_HASHED), false);
*shgrp_depth = DRW_shgroup_material_create(*gpumat_depth, do_cull ? psl->depth_pass_cull : psl->depth_pass);
*shgrp_depth_clip = DRW_shgroup_material_create(*gpumat_depth, do_cull ? psl->depth_pass_clip_cull : psl->depth_pass_clip);
@@ -911,6 +920,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
GHash *material_hash = stl->g_data->material_hash;
IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, "");
@@ -974,6 +984,11 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
+ Material *ma = give_current_material(ob, i + 1);
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
/* Shading pass */
ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i]);
@@ -982,7 +997,16 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i]);
/* Shadow Pass */
- EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat);
+ if (ma->blend_method == MA_BM_SOLID)
+ EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat);
+ else if (ma->blend_method == MA_BM_HASHED) {
+ struct GPUMaterial *gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true);
+ EEVEE_lights_cache_shcaster_material_add(sldata, psl, gpumat, mat_geom[i], ob->obmat, NULL);
+ }
+ else if (ma->blend_method == MA_BM_CLIP) {
+ struct GPUMaterial *gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
+ EEVEE_lights_cache_shcaster_material_add(sldata, psl, gpumat, mat_geom[i], ob->obmat, &ma->alpha_threshold);
+ }
}
}
}
@@ -1026,7 +1050,6 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
}
else {
if (ma->use_nodes && ma->nodetree) {
- Scene *scene = draw_ctx->scene;
struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma,
stl->effects->use_ao, stl->effects->use_bent_normals);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 5e0d3ea177b..eb420e2a8c7 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -76,6 +76,7 @@ enum {
VAR_MAT_CLIP = (1 << 8),
VAR_MAT_HASH = (1 << 9),
VAR_MAT_MULT = (1 << 10),
+ VAR_MAT_SHADOW = (1 << 11),
};
typedef struct EEVEE_PassList {
@@ -187,6 +188,7 @@ typedef struct EEVEE_ShadowCascade {
typedef struct EEVEE_ShadowRender {
float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustrum for cubemap shadow */
+ float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
float position[3];
float pad;
int layer;
@@ -453,7 +455,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(
struct Scene *scene, struct World *wo, bool use_lights, bool use_volume_shadows, bool is_homogeneous, bool use_color_transmit);
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals, bool use_blend, bool use_multiply);
-struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha);
+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, bool use_ao, bool use_bent_normals);
void EEVEE_materials_free(void);
void EEVEE_draw_default_passes(EEVEE_PassList *psl);
@@ -463,6 +465,9 @@ void EEVEE_lights_init(EEVEE_SceneLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
+void EEVEE_lights_cache_shcaster_material_add(
+ EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl,
+ struct GPUMaterial *gpumat, struct Gwn_Batch *geom, float (*obmat)[4], float *alpha_threshold);
void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata);
void EEVEE_lights_update(EEVEE_SceneLayerData *sldata);
void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl);
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 5aac853da00..ceed99a7b80 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -10,12 +10,26 @@
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewMatrix;
uniform vec4 viewvecs[2];
+#ifndef SHADOW_SHADER
+uniform mat4 ViewMatrix;
+#else
+layout(std140) uniform shadow_render_block {
+ mat4 ShadowMatrix[6];
+ mat4 FaceViewMatrix[6];
+ vec4 lampPosition;
+ int layer;
+ float exponent;
+};
+
+flat in int shFace; /* Shadow layer we are rendering to. */
+#define ViewMatrix FaceViewMatrix[shFace]
+#endif
#define cameraForward normalize(ViewMatrixInverse[2].xyz)
#define cameraPos ViewMatrixInverse[3].xyz
+
/* ------- Structures -------- */
#ifdef VOLUMETRICS
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
index f921d56e3bc..cf59b29548a 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -62,6 +62,10 @@ float hashed_alpha_threshold(vec3 co)
uniform float alphaThreshold;
#endif
+#ifdef SHADOW_SHADER
+out vec4 FragColor;
+#endif
+
void main()
{
/* For now do nothing.
@@ -82,4 +86,9 @@ void main()
discard;
#endif
#endif
+
+#ifdef SHADOW_SHADER
+ float dist = distance(lampPosition.xyz, worldPosition.xyz);
+ FragColor = vec4(dist, 0.0, 0.0, 1.0);
+#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
index 3fc3c146c66..df6fbc4c2fe 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
@@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
+ mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
index afc78c4a8f8..d9d30c4d9e6 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
@@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
+ mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;
@@ -12,15 +13,36 @@ layout(triangle_strip, max_vertices=3) out;
in vec4 vPos[];
flat in int face[];
+#ifdef MESH_SHADER
+in vec3 vNor[];
+in vec3 vNor[];
+#endif
+
out vec3 worldPosition;
+#ifdef MESH_SHADER
+out vec3 viewPosition; /* Required. otherwise generate linking error. */
+out vec3 worldNormal; /* Required. otherwise generate linking error. */
+out vec3 viewNormal; /* Required. otherwise generate linking error. */
+flat out int shFace;
+#else
+int shFace;
+#endif
void main() {
- int f = face[0];
- gl_Layer = f;
+ shFace = face[0];
+ gl_Layer = shFace;
for (int v = 0; v < 3; ++v) {
- gl_Position = ShadowMatrix[f] * vPos[v];
+ gl_Position = ShadowMatrix[shFace] * vPos[v];
worldPosition = vPos[v].xyz;
+#ifdef MESH_SHADER
+ worldNormal = vNor[v];
+ viewPosition = (FaceViewMatrix[shFace] * vec4(worldPosition, 1.0)).xyz;
+ viewNormal = (FaceViewMatrix[shFace] * vec4(worldNormal, 0.0)).xyz;
+#ifdef ATTRIB
+ pass_attrib(v);
+#endif
+#endif
EmitVertex();
}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index 40b980b3904..6782922a2e4 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
+ mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl
index 1d456095e02..78ccb025ce6 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl
@@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
+ mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 288098ba771..777902ccba8 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -1,13 +1,29 @@
uniform mat4 ShadowModelMatrix;
+#ifdef MESH_SHADER
+uniform mat3 WorldNormalMatrix;
+#endif
in vec3 pos;
+#ifdef MESH_SHADER
+in vec3 nor;
+#endif
out vec4 vPos;
+#ifdef MESH_SHADER
+out vec3 vNor;
+#endif
flat out int face;
void main() {
vPos = ShadowModelMatrix * vec4(pos, 1.0);
face = gl_InstanceID;
-} \ No newline at end of file
+
+#ifdef MESH_SHADER
+ vNor = WorldNormalMatrix * nor;
+#ifdef ATTRIB
+ pass_attrib(pos);
+#endif
+#endif
+}