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authorClément Foucault <foucault.clem@gmail.com>2017-11-13 23:56:49 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-11-14 00:09:12 +0300
commitab013224adf5bb07c1467637592cd8c7bb5cb2fe (patch)
tree42a5c4e396b795f3e196e0fd67103f15c01d7aa1 /source
parentf4beb64020dec7729b298bd6660e19a02b89e948 (diff)
GPUMaterial : Add sss_data to Closure struct.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl65
-rw-r--r--source/blender/makesdna/DNA_node_types.h2
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c36
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c2
5 files changed, 105 insertions, 13 deletions
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 b2c72126c40..bbb69d557c4 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -580,6 +580,9 @@ Closure closure_add(Closure cl1, Closure cl2)
struct Closure {
vec3 radiance;
float opacity;
+#ifdef USE_SSS
+ vec4 sss_data;
+#endif
vec4 ssr_data;
vec2 ssr_normal;
int ssr_id;
@@ -589,13 +592,22 @@ struct Closure {
#define TRANSPARENT_CLOSURE_FLAG -2
#define REFRACT_CLOSURE_FLAG -3
+#ifdef USE_SSS
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1)
+#else
#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
+#endif
uniform int outputSsrId;
Closure closure_mix(Closure cl1, Closure cl2, float fac)
{
Closure cl;
+
+#ifdef USE_SSS
+ cl.sss_data = mix(cl1.sss_data, cl2.sss_data, fac);
+#endif
+
if (cl1.ssr_id == outputSsrId) {
cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
cl.ssr_normal = cl1.ssr_normal;
@@ -603,6 +615,7 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
}
else {
cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
+ cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
cl.ssr_normal = cl2.ssr_normal;
cl.ssr_id = cl2.ssr_id;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 2cf66c78db1..e829c4a0c0e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2672,7 +2672,11 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
#ifdef EEVEE_ENGINE
vec3 L = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0);
vec3 vN = normalize(mat3(ViewMatrix) * N);
- result = Closure(L * color.rgb, 1.0, vec4(0.0), normal_encode(vN, viewCameraVec), -1);
+ result.radiance = L * color.rgb;
+ result.opacity = 1.0;
+ result.ssr_data = vec4(0.0);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = -1;
#else
/* ambient light */
vec3 L = vec3(0.2);
@@ -2697,7 +2701,11 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
roughness = sqrt(roughness);
vec3 L = eevee_surface_glossy_lit(N, vec3(1.0), roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
- result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
+ result.radiance = L * color.rgb;
+ result.opacity = 1.0;
+ result.ssr_data = vec4(ssr_spec * color.rgb, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
#else
/* ambient light */
vec3 L = vec3(0.2);
@@ -2735,7 +2743,11 @@ void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_i
roughness = sqrt(roughness);
vec3 L = eevee_surface_glass(N, (refractionDepth > 0.0) ? color.rgb : vec3(1.0), roughness, ior, int(ssr_id), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
- result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
+ result.radiance = L * color.rgb;
+ result.opacity = 1.0;
+ result.ssr_data = vec4(ssr_spec * color.rgb, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
#else
node_bsdf_diffuse(color, 0.0, N, result);
#endif
@@ -2856,7 +2868,11 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
vec3 L = eevee_surface_lit(N, diffuse, f0, roughness, 1.0, int(ssr_id), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
- result = Closure(L, 1.0, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
+ result.radiance = L;
+ result.opacity = 1.0;
+ result.ssr_data = vec4(ssr_spec, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2909,7 +2925,11 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
vec3 L = eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, int(ssr_id), ssr_spec);
L = mix(L, L_trans, transmission);
vec3 vN = normalize(mat3(ViewMatrix) * N);
- result = Closure(L, 1.0, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
+ result.radiance = L;
+ result.opacity = 1.0;
+ result.ssr_data = vec4(ssr_spec, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
#endif
#else
@@ -2940,10 +2960,21 @@ void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)
}
void node_subsurface_scattering(
- vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N,
+ vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N, float sss_id,
out Closure result)
{
+#if defined(EEVEE_ENGINE) && defined(USE_SSS)
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result.radiance = vec3(0.0);
+ result.opacity = 1.0;
+ result.ssr_data = vec4(0.0);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = -1;
+ result.sss_data.rgb = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0) * color.rgb;
+ result.sss_data.a = scale;
+#else
node_bsdf_diffuse(color, 0.0, N, result);
+#endif
}
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
@@ -2952,7 +2983,9 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
roughness = sqrt(roughness);
vec3 L = eevee_surface_refraction(N, vec3(1.0), roughness, ior);
- result = Closure(L * color.rgb, 1.0, vec4(0.0), vec2(0.0), REFRACT_CLOSURE_FLAG);
+ result.radiance = L * color.rgb;
+ result.opacity = 1.0;
+ result.ssr_id = REFRACT_CLOSURE_FLAG;
#else
node_bsdf_diffuse(color, 0.0, N, result);
#endif /* EEVEE_ENGINE */
@@ -2980,7 +3013,11 @@ void node_emission(vec4 color, float strength, vec3 N, out Closure result)
#ifndef VOLUMETRICS
color *= strength;
#ifdef EEVEE_ENGINE
- result = Closure(color.rgb, color.a, vec4(0.0), normal_encode(N, viewCameraVec), -1);
+ result.radiance = color.rgb;
+ result.opacity = color.a;
+ result.ssr_data = vec4(0.0);
+ result.ssr_normal = normal_encode(N, viewCameraVec);
+ result.ssr_id = -1;
#else
result = Closure(color.rgb, color.a);
#endif
@@ -3009,7 +3046,8 @@ void node_background(vec4 color, float strength, out Closure result)
#ifndef VOLUMETRICS
color *= strength;
#ifdef EEVEE_ENGINE
- result = Closure(color.rgb, color.a, vec4(0.0), vec2(0.0), -1);
+ result.radiance = color.rgb;
+ result.opacity = color.a;
#else
result = Closure(color.rgb, color.a);
#endif
@@ -4115,7 +4153,8 @@ void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
#ifdef EEVEE_ENGINE
- result = Closure(surface.radiance, backgroundAlpha, vec4(0.0), vec2(0.0), -1);
+ result.radiance = surface.radiance;
+ result.opacity = backgroundAlpha;
#else
result = Closure(surface.radiance, backgroundAlpha);
#endif
@@ -4142,7 +4181,11 @@ void node_eevee_specular(
vec3 L = eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion, int(ssr_id), ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * normal);
- result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
+ result.radiance = L + emissive.rgb;
+ result.opacity = 1.0 - transp;
+ result.ssr_data = vec4(ssr_spec, roughness);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.ssr_id = int(ssr_id);
}
#endif /* EEVEE_ENGINE */
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 016de0f1cc9..0bd36244ffb 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -225,7 +225,7 @@ typedef struct bNode {
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;
+ float sss_id; /* XXX: eevee only, id of screen subsurface scatter layer, needs to be a float to feed GPU_uniform. */
} bNode;
/* node->flag */
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index d05f9316fc4..18229db384f 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -527,6 +527,41 @@ static void ntree_shader_tag_ssr_node(bNodeTree *ntree, short compatibility)
nodeChainIter(ntree, output_node, ntree_tag_ssr_bsdf_cb, &lobe_count, true);
}
+static bool ntree_tag_sss_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata, const bool UNUSED(reversed))
+{
+ switch (fromnode->type) {
+ case SH_NODE_BSDF_PRINCIPLED:
+ case SH_NODE_SUBSURFACE_SCATTERING:
+ fromnode->sss_id = (*(float *)userdata);
+ (*(float *)userdata) += 1;
+ break;
+ default:
+ break;
+ }
+
+ return true;
+}
+
+/* EEVEE: Scan the ntree to set the Subsurface Scattering id of every SSS node.
+ */
+static void ntree_shader_tag_sss_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 sss_count = 0;
+ nodeChainIter(ntree, output_node, ntree_tag_sss_bsdf_cb, &sss_count, true);
+}
+
/* EEVEE: Find which material domain are used (volume, surface ...).
*/
void ntreeGPUMaterialDomain(bNodeTree *ntree, bool *has_surface_output, bool *has_volume_output)
@@ -568,6 +603,7 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, short compatibili
ntree_shader_relink_displacement(localtree, compatibility);
ntree_shader_tag_ssr_node(localtree, compatibility);
+ ntree_shader_tag_sss_node(localtree, compatibility);
exec = ntreeShaderBeginExecTree(localtree);
ntreeExecGPUNodes(exec, mat, 1, compatibility);
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index e34ff0aa420..58f345c2590 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -54,7 +54,7 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node,
if (!in[5].link)
GPU_link(mat, "world_normals_get", &in[5].link);
- return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out);
+ return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&node->sss_id));
}
static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)