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-rw-r--r--release/scripts/startup/bl_ui/properties_render.py1
-rw-r--r--release/scripts/startup/bl_ui/properties_render_layer.py1
-rw-r--r--source/blender/draw/CMakeLists.txt1
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c91
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c38
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h23
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl15
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl303
-rw-r--r--source/blender/makesrna/intern/rna_scene.c9
10 files changed, 456 insertions, 35 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index bd599bc0cb4..86d454c3254 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -631,6 +631,7 @@ class RENDER_PT_eevee_poststack_settings(RenderButtonsPanel, Panel):
props = scene.layer_properties['BLENDER_EEVEE']
col = layout.column()
+ col.prop(props, "volumetric_enable")
col.prop(props, "gtao_enable")
col.prop(props, "motion_blur_enable")
col.prop(props, "dof_enable")
diff --git a/release/scripts/startup/bl_ui/properties_render_layer.py b/release/scripts/startup/bl_ui/properties_render_layer.py
index 4de48f00b04..9e563fc6236 100644
--- a/release/scripts/startup/bl_ui/properties_render_layer.py
+++ b/release/scripts/startup/bl_ui/properties_render_layer.py
@@ -167,6 +167,7 @@ class RENDERLAYER_PT_eevee_poststack_settings(RenderLayerButtonsPanel, Panel):
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
+ col.template_override_property(layer_props, scene_props, "volumetric_enable")
col.template_override_property(layer_props, scene_props, "gtao_enable")
col.template_override_property(layer_props, scene_props, "motion_blur_enable")
col.template_override_property(layer_props, scene_props, "dof_enable")
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 765e6a2fda2..4b760f68705 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -157,6 +157,7 @@ data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC)
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 4191c21eea1..96b168cdeee 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -38,6 +38,8 @@
#include "BKE_animsys.h"
#include "BKE_screen.h"
+#include "BLI_dynstr.h"
+
#include "eevee_private.h"
#include "GPU_texture.h"
@@ -45,11 +47,6 @@ typedef struct EEVEE_LightProbeData {
short probe_id, shadow_id;
} EEVEE_LightProbeData;
-/* TODO Option */
-#define ENABLE_EFFECT_MOTION_BLUR 1
-#define ENABLE_EFFECT_BLOOM 1
-#define ENABLE_EFFECT_DOF 1
-
static struct {
/* Downsample Depth */
struct GPUShader *minmaxz_downlevel_sh;
@@ -70,7 +67,10 @@ static struct {
struct GPUShader *dof_scatter_sh;
struct GPUShader *dof_resolve_sh;
- struct GPUTexture *minmmaxz_depth_src;
+ /* Volumetric */
+ struct GPUShader *volumetric_upsample_sh;
+
+ struct GPUTexture *depth_src;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_minmaxz_frag_glsl[];
@@ -80,6 +80,7 @@ extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_geom_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
extern char datatoc_tonemap_frag_glsl[];
+extern char datatoc_volumetric_frag_glsl[];
static void eevee_motion_blur_camera_get_matrix_at_time(
Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4])
@@ -151,6 +152,8 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
/* Shaders */
if (!e_data.motion_blur_sh) {
+ e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
+
e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL);
e_data.minmaxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n");
e_data.minmaxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n"
@@ -190,7 +193,6 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
int enabled_effects = 0;
-#if ENABLE_EFFECT_MOTION_BLUR
if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
@@ -221,9 +223,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
}
}
}
-#endif /* ENABLE_EFFECT_MOTION_BLUR */
-#if ENABLE_EFFECT_BLOOM
if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
/* Bloom */
int blitsize[2], texsize[2];
@@ -294,9 +294,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
enabled_effects |= EFFECT_BLOOM;
}
-#endif /* ENABLE_EFFECT_BLOOM */
-#if ENABLE_EFFECT_DOF
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
/* Depth Of Field */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
@@ -375,7 +373,6 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
enabled_effects |= EFFECT_DOF;
}
}
-#endif /* ENABLE_EFFECT_DOF */
effects->enabled_effects = enabled_effects;
@@ -404,6 +401,16 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex, 1);
+ if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
+ /* MinMax Pyramid */
+ DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
+
+ DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
+ &tex_vol, 1);
+
+ effects->enabled_effects |= EFFECT_VOLUMETRIC;
+ }
}
static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
@@ -424,7 +431,7 @@ static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsI
return grp;
}
-void EEVEE_effects_cache_init(EEVEE_Data *vedata)
+void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
@@ -435,6 +442,29 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
{
+ struct GPUShader *sh = EEVEE_material_world_volume_get(NULL, NULL);
+ psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->volumetric_integrate_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
+ DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
+ DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
+ grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minmaxz);
@@ -442,12 +472,12 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
psl->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth);
- DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth);
- DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
}
@@ -574,7 +604,7 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
- e_data.minmmaxz_depth_src = depth_src;
+ e_data.depth_src = depth_src;
/* Copy depth buffer to minmax texture top level */
DRW_framebuffer_texture_attach(fbl->minmaxz_fb, stl->g_data->minmaxz, 0, 0);
@@ -586,6 +616,33 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata);
}
+void EEVEE_effects_do_volumetrics(EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ e_data.depth_src = dtxl->depth;
+
+ /* Compute volumetric integration at halfres. */
+ DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric, 0, 0);
+ DRW_framebuffer_bind(fbl->volumetric_fb);
+ DRW_draw_pass(psl->volumetric_integrate_ps);
+
+ /* Resolve at fullres */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_bind(fbl->main);
+ DRW_draw_pass(psl->volumetric_resolve_ps);
+
+ /* Restore */
+ DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
+ }
+}
+
void EEVEE_draw_effects(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
@@ -709,6 +766,8 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
void EEVEE_effects_free(void)
{
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
+
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_copydepth_sh);
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 88f16e41d6b..c72e1f03f4d 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -62,7 +62,7 @@ static void EEVEE_engine_init(void *ved)
}
stl->g_data->background_alpha = 1.0f;
- EEVEE_materials_init();
+ EEVEE_materials_init(stl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
EEVEE_effects_init(vedata);
@@ -76,7 +76,7 @@ static void EEVEE_cache_init(void *vedata)
EEVEE_materials_cache_init(vedata);
EEVEE_lights_cache_init(sldata, psl);
EEVEE_lightprobes_cache_init(sldata, vedata);
- EEVEE_effects_cache_init(vedata);
+ EEVEE_effects_cache_init(sldata, vedata);
}
static void EEVEE_cache_populate(void *vedata, Object *ob)
@@ -160,6 +160,9 @@ static void EEVEE_draw_scene(void *vedata)
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
+ /* Volumetrics */
+ EEVEE_effects_do_volumetrics(vedata);
+
/* Post Process */
EEVEE_draw_effects(vedata);
}
@@ -187,6 +190,8 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
+ BKE_collection_engine_property_add_bool(props, "volumetric_enable", false);
+
BKE_collection_engine_property_add_bool(props, "gtao_enable", false);
BKE_collection_engine_property_add_bool(props, "gtao_use_bent_normals", true);
BKE_collection_engine_property_add_float(props, "gtao_distance", 0.2f);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index d7494430f76..f7c28530aef 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -64,6 +64,7 @@
static struct {
char *frag_shader_lib;
+ struct GPUShader *default_volume_sh;
struct GPUShader *default_prepass_sh;
struct GPUShader *default_prepass_clip_sh;
struct GPUShader *default_lit[VAR_MAT_MAX];
@@ -99,6 +100,7 @@ extern char datatoc_shadow_vert_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_background_vert_glsl[];
+extern char datatoc_volumetric_frag_glsl[];
extern Material defmaterial;
extern GlobalsUboStorage ts;
@@ -167,6 +169,12 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
}
#endif
+/* XXX TODO define all shared resources in a shared place without duplication */
+struct GPUTexture *EEVEE_materials_get_util_tex(void)
+{
+ return e_data.util_tex;
+}
+
static char *eevee_get_defines(int options)
{
char *str = NULL;
@@ -222,7 +230,7 @@ static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *
DRW_shgroup_uniform_buffer(shgrp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(shgrp, "shadowCascades", &sldata->shadow_depth_cascade_pool);
if (vedata->stl->effects->use_ao) {
- DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)e_data.viewvecs, 2);
+ DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)&vedata->stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(shgrp, "minMaxDepthTex", &vedata->stl->g_data->minmaxz);
DRW_shgroup_uniform_vec3(shgrp, "aoParameters", &vedata->stl->effects->ao_dist, 1);
}
@@ -244,7 +252,7 @@ static void create_default_shader(int options)
MEM_freeN(frag_str);
}
-void EEVEE_materials_init(void)
+void EEVEE_materials_init(EEVEE_StorageList *stl)
{
if (!e_data.frag_shader_lib) {
char *frag_str = NULL;
@@ -282,6 +290,16 @@ void EEVEE_materials_init(void)
MEM_freeN(frag_str);
+ ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
+ BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
+ frag_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.default_volume_sh = DRW_shader_create_fullscreen(frag_str, SHADER_DEFINES "#define STEP_INTEGRATE\n");
+
+ MEM_freeN(frag_str);
+
/* Textures */
const int layers = 3;
float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
@@ -338,19 +356,19 @@ void EEVEE_materials_init(void)
viewvecs[i][3] = 1.0;
}
- copy_v4_v4(e_data.viewvecs[0], viewvecs[0]);
- copy_v4_v4(e_data.viewvecs[1], viewvecs[1]);
+ copy_v4_v4(stl->g_data->viewvecs[0], viewvecs[0]);
+ copy_v4_v4(stl->g_data->viewvecs[1], viewvecs[1]);
/* we need to store the differences */
- e_data.viewvecs[1][0] -= viewvecs[0][0];
- e_data.viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1];
+ stl->g_data->viewvecs[1][0] -= viewvecs[0][0];
+ stl->g_data->viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1];
/* calculate a depth offset as well */
if (!is_persp) {
float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
mul_m4_v4(invproj, vec_far);
mul_v3_fl(vec_far, 1.0f / vec_far[3]);
- e_data.viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
+ stl->g_data->viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
}
}
}
@@ -385,6 +403,11 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
+struct GPUShader *EEVEE_material_world_volume_get(struct Scene *UNUSED(scene), World *UNUSED(wo))
+{
+ return e_data.default_volume_sh;
+}
+
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma,
bool use_ao, bool use_bent_normals)
@@ -762,6 +785,7 @@ void EEVEE_materials_free(void)
DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
}
MEM_SAFE_FREE(e_data.frag_shader_lib);
+ DRW_SHADER_FREE_SAFE(e_data.default_volume_sh);
DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
DRW_SHADER_FREE_SAFE(e_data.default_background);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 0c4de70be1b..727edfb9607 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -93,6 +93,8 @@ typedef struct EEVEE_PassList {
struct DRWPass *minmaxz_downlevel;
struct DRWPass *minmaxz_downdepth;
struct DRWPass *minmaxz_copydepth;
+ struct DRWPass *volumetric_integrate_ps;
+ struct DRWPass *volumetric_resolve_ps;
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
@@ -106,17 +108,18 @@ typedef struct EEVEE_PassList {
typedef struct EEVEE_FramebufferList {
/* Effects */
struct GPUFrameBuffer *minmaxz_fb;
- struct GPUFrameBuffer *effect_fb; /* HDR */
- struct GPUFrameBuffer *bloom_blit_fb; /* HDR */
- struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP]; /* HDR */
- struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP-1]; /* HDR */
+ struct GPUFrameBuffer *effect_fb;
+ struct GPUFrameBuffer *bloom_blit_fb;
+ struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
+ struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP-1];
struct GPUFrameBuffer *dof_down_fb;
struct GPUFrameBuffer *dof_scatter_far_fb;
struct GPUFrameBuffer *dof_scatter_near_fb;
+ struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *planarref_fb;
- struct GPUFrameBuffer *main; /* HDR */
+ struct GPUFrameBuffer *main;
} EEVEE_FramebufferList;
typedef struct EEVEE_TextureList {
@@ -312,6 +315,7 @@ enum {
EFFECT_MOTION_BLUR = (1 << 0),
EFFECT_BLOOM = (1 << 1),
EFFECT_DOF = (1 << 2),
+ EFFECT_VOLUMETRIC = (1 << 3),
};
/* ************** SCENE LAYER DATA ************** */
@@ -399,7 +403,9 @@ typedef struct EEVEE_PrivateData {
struct GHash *material_hash;
struct GHash *hair_material_hash;
struct GPUTexture *minmaxz;
+ struct GPUTexture *volumetric;
float background_alpha; /* TODO find a better place for this. */
+ float viewvecs[2][4];
/* For planar probes */
float texel_size[2];
} EEVEE_PrivateData; /* Transient data */
@@ -411,12 +417,14 @@ EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
/* eevee_materials.c */
-void EEVEE_materials_init(void);
+struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
+void EEVEE_materials_init(EEVEE_StorageList *stl);
void EEVEE_materials_cache_init(EEVEE_Data *vedata);
void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob, struct Gwn_Batch *geom);
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
+struct GPUShader *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_lightprobe_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
@@ -443,8 +451,9 @@ void EEVEE_lightprobes_free(void);
/* eevee_effects.c */
void EEVEE_effects_init(EEVEE_Data *vedata);
-void EEVEE_effects_cache_init(EEVEE_Data *vedata);
+void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src);
+void EEVEE_effects_do_volumetrics(EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_Data *vedata);
void EEVEE_effects_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 40dc6d4e6f7..6f255583340 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -225,12 +225,21 @@ float buffer_depth(bool is_persp, float z, float zf, float zn)
}
}
-vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
+float get_view_z_from_depth(float depth)
{
if (ProjectionMatrix[3][3] == 0.0) {
float d = 2.0 * depth - 1.0;
- float zview = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
- return (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz) * zview;
+ return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+ }
+ else {
+ return viewvecs[0].z + depth * viewvecs[1].z;
+ }
+}
+
+vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ return (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz) * get_view_z_from_depth(depth);
}
else {
return viewvecs[0].xyz + vec3(uvcoords, depth) * viewvecs[1].xyz;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
new file mode 100644
index 00000000000..8e7393a2f58
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -0,0 +1,303 @@
+
+out vec4 FragColor;
+
+#ifdef STEP_INTEGRATE
+
+uniform sampler2D depthFull;
+
+float find_next_step(float near, float far, float noise, int iter, int iter_count)
+{
+ const float lambda = 0.8f; /* TODO : Parameter */
+
+ float progress = (float(iter) + noise) / float(iter_count);
+
+ float linear_split = mix(near, far, progress);
+
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float exp_split = near * pow(far / near, progress);
+ return mix(linear_split, exp_split, lambda);
+ }
+ else {
+ return linear_split;
+ }
+}
+
+void participating_media_properties(vec3 wpos, out vec3 absorption, out vec3 scattering, out float anisotropy)
+{
+ /* TODO Call nodetree from here. */
+ absorption = vec3(0.00);
+ scattering = vec3(1.0) * step(-1.0, -wpos.z);
+
+ anisotropy = -0.8;
+}
+
+float phase_function_isotropic()
+{
+ return 1.0 / (4.0 * M_PI);
+}
+
+float phase_function(vec3 v, vec3 l, float g)
+{
+#if 0
+ /* Henyey-Greenstein */
+ float cos_theta = dot(v, l);
+ float sqr_g = g * g;
+ return (1- sqr_g) / (4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0));
+#else
+ return phase_function_isotropic();
+#endif
+}
+
+vec3 light_volume(LightData ld, vec4 l_vector, vec3 l_col)
+{
+ float dist = max(1e-4, abs(l_vector.w - ld.l_radius));
+ return l_col * (4.0 * ld.l_radius * ld.l_radius * M_PI * M_PI) / (dist * dist);
+}
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+void main()
+{
+ vec2 uv = (gl_FragCoord.xy * 2.0) / ivec2(textureSize(depthFull, 0));
+ float scene_depth = texelFetch(depthFull, ivec2(gl_FragCoord.xy) * 2, 0).r; /* use the same depth as in the upsample step */
+ vec3 vpos = get_view_space_from_depth(uv, scene_depth);
+ vec3 wpos = (ViewMatrixInverse * vec4(vpos, 1.0)).xyz;
+ vec3 wdir = (ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - wpos) : cameraForward;
+
+ /* Note: this is NOT the distance to the camera. */
+ float max_z = vpos.z;
+
+ /* project ray to clip plane so we can integrate in even steps in clip space. */
+ vec3 wdir_proj = wdir / abs(dot(cameraForward, wdir));
+ float wlen = length(wdir_proj);
+
+ /* Transmittance: How much light can get through. */
+ vec3 transmittance = vec3(1.0);
+
+ /* Scattering: Light that has been accumulated from scattered light sources. */
+ vec3 scattering = vec3(0.0);
+
+ vec3 ray_origin = (ProjectionMatrix[3][3] == 0.0)
+ ? cameraPos
+ : (ViewMatrixInverse * vec4(get_view_space_from_depth(uv, 0.5), 1.0)).xyz;
+
+ /* Start from near clip. TODO make start distance an option. */
+ float rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).r;
+ /* Less noisy but noticeable patterns, could work better with temporal AA. */
+ // float rand = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float near = get_view_z_from_depth(0.0);
+ float far = get_view_z_from_depth(1.0);
+ float dist = near;
+ for (int i = 1; i < 64; ++i) {
+ float new_dist = find_next_step(near, far, rand, i, 64);
+ float step = dist - new_dist; /* Marching step */
+ dist = new_dist;
+
+ vec3 ray_wpos = ray_origin + wdir_proj * dist;
+
+ /* Volume Sample */
+ vec3 s_absorption, s_scattering; /* mu_a, mu_s */
+ float s_anisotropy;
+ participating_media_properties(ray_wpos, s_absorption, s_scattering, s_anisotropy);
+
+ vec3 s_extinction = max(vec3(1e-8), s_absorption + s_scattering); /* mu_t */
+
+ /* Evaluate each light */
+ vec3 Lscat = vec3(0.0);
+
+#if 1 /* Lights */
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
+
+ vec4 l_vector;
+ l_vector.xyz = ld.l_position - ray_wpos;
+ l_vector.w = length(l_vector.xyz);
+
+#if 1 /* Shadows & Spots */
+ float Vis = light_visibility(ld, ray_wpos, l_vector);
+#else
+ float Vis = 1.0;
+#endif
+ vec3 Li = light_volume(ld, l_vector, ld.l_color);
+
+ Lscat += Li * Vis * s_scattering * phase_function(-wdir, l_vector.xyz / l_vector.w, s_anisotropy);
+ }
+#endif
+
+ /* Environment : Average color. */
+ IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0));
+ Lscat += (ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]) * 0.333333 * s_scattering * phase_function_isotropic();
+
+ ir_data = load_irradiance_cell(0, vec3(-1.0));
+ Lscat += (ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]) * 0.333333 * s_scattering * phase_function_isotropic();
+
+ /* Evaluate Scattering */
+ float s_len = wlen * step;
+ vec3 Tr = exp(-s_extinction * s_len);
+
+ /* integrate along the current step segment */
+ Lscat = (Lscat - Lscat * Tr) / s_extinction;
+ /* accumulate and also take into account the transmittance from previous steps */
+ scattering += transmittance * Lscat;
+
+ /* Evaluate transmittance to view independantely */
+ transmittance *= Tr;
+
+ if (dist < max_z)
+ break;
+ }
+
+ float mono_transmittance = dot(transmittance, vec3(1.0)) / 3.0;
+
+ FragColor = vec4(scattering, mono_transmittance);
+}
+
+#else /* STEP_UPSAMPLE */
+
+uniform sampler2D depthFull;
+uniform sampler2D volumetricBuffer;
+
+uniform mat4 ProjectionMatrix;
+
+vec4 get_view_z_from_depth(vec4 depth)
+{
+ vec4 d = 2.0 * depth - 1.0;
+ return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+}
+
+void main()
+{
+#if 0 /* 2 x 2 with bilinear */
+
+ const vec4 bilinear_weights[4] = vec4[4](
+ vec4(9.0 / 16.0, 3.0 / 16.0, 3.0 / 16.0, 1.0 / 16.0 ),
+ vec4(3.0 / 16.0, 9.0 / 16.0, 1.0 / 16.0, 3.0 / 16.0 ),
+ vec4(3.0 / 16.0, 1.0 / 16.0, 9.0 / 16.0, 3.0 / 16.0 ),
+ vec4(1.0 / 16.0, 3.0 / 16.0, 3.0 / 16.0, 9.0 / 16.0 )
+ );
+
+ /* Depth aware upsampling */
+ vec4 depths;
+ ivec2 texel_co = ivec2(gl_FragCoord.xy * 0.5) * 2;
+
+ /* TODO use textureGather on glsl 4.0 */
+ depths.x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths.y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths.z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths.w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ vec4 target_depth = texelFetch(depthFull, ivec2(gl_FragCoord.xy), 0).rrrr;
+
+ depths = get_view_z_from_depth(depths);
+ target_depth = get_view_z_from_depth(target_depth);
+
+ vec4 weights = 1.0 - step(0.05, abs(depths - target_depth));
+
+ /* Index in range [0-3] */
+ int pix_id = int(dot(mod(ivec2(gl_FragCoord.xy), 2), ivec2(1, 2)));
+ weights *= bilinear_weights[pix_id];
+
+ float weight_sum = dot(weights, vec4(1.0));
+
+ if (weight_sum == 0.0) {
+ weights.x = 1.0;
+ weight_sum = 1.0;
+ }
+
+ texel_co = ivec2(gl_FragCoord.xy * 0.5);
+
+ vec4 integration_result;
+ integration_result = texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights.x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights.y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights.z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights.w;
+
+#else /* 4 x 4 */
+
+ /* Depth aware upsampling */
+ vec4 depths[4];
+ ivec2 texel_co = ivec2(gl_FragCoord.xy * 0.5) * 2;
+
+ /* TODO use textureGather on glsl 4.0 */
+ texel_co += ivec2(-2, -2);
+ depths[0].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[0].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[0].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[0].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ texel_co += ivec2(4, 0);
+ depths[1].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[1].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[1].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[1].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ texel_co += ivec2(-4, 4);
+ depths[2].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[2].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[2].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[2].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ texel_co += ivec2(4, 0);
+ depths[3].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[3].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[3].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[3].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ vec4 target_depth = texelFetch(depthFull, ivec2(gl_FragCoord.xy), 0).rrrr;
+
+ depths[0] = get_view_z_from_depth(depths[0]);
+ depths[1] = get_view_z_from_depth(depths[1]);
+ depths[2] = get_view_z_from_depth(depths[2]);
+ depths[3] = get_view_z_from_depth(depths[3]);
+
+ target_depth = get_view_z_from_depth(target_depth);
+
+ vec4 weights[4];
+ weights[0] = 1.0 - step(0.05, abs(depths[0] - target_depth));
+ weights[1] = 1.0 - step(0.05, abs(depths[1] - target_depth));
+ weights[2] = 1.0 - step(0.05, abs(depths[2] - target_depth));
+ weights[3] = 1.0 - step(0.05, abs(depths[3] - target_depth));
+
+ float weight_sum;
+ weight_sum = dot(weights[0], vec4(1.0));
+ weight_sum += dot(weights[1], vec4(1.0));
+ weight_sum += dot(weights[2], vec4(1.0));
+ weight_sum += dot(weights[3], vec4(1.0));
+
+ if (weight_sum == 0.0) {
+ weights[0].x = 1.0;
+ weight_sum = 1.0;
+ }
+
+ texel_co = ivec2(gl_FragCoord.xy * 0.5);
+
+ vec4 integration_result;
+
+ texel_co += ivec2(-1, -1);
+ integration_result = texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[0].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[0].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[0].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[0].w;
+
+ texel_co += ivec2(2, 0);
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[1].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[1].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[1].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[1].w;
+
+ texel_co += ivec2(-2, 2);
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[2].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[2].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[2].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[2].w;
+
+ texel_co += ivec2(2, 0);
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[3].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[3].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[3].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[3].w;
+#endif
+
+ FragColor = integration_result / weight_sum;
+}
+#endif
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index eec7c8b910d..8ff88af2df4 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -2612,6 +2612,7 @@ RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(bloom_intensity)
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(motion_blur_enable)
RNA_LAYER_ENGINE_EEVEE_GET_SET_INT(motion_blur_samples)
RNA_LAYER_ENGINE_EEVEE_GET_SET_FLOAT(motion_blur_shutter)
+RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(volumetric_enable)
/* object engine */
RNA_LAYER_MODE_OBJECT_GET_SET_BOOL(show_wire)
@@ -6166,6 +6167,14 @@ static void rna_def_scene_layer_engine_settings_eevee(BlenderRNA *brna)
/* see RNA_LAYER_ENGINE_GET_SET macro */
+ /* Volumetrics */
+ prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_volumetric_enable_get",
+ "rna_LayerEngineSettings_Eevee_volumetric_enable_set");
+ RNA_def_property_ui_text(prop, "Volumetrics", "Enable scattering and absorbance of volumetric material");
+ RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
+ RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_SceneLayerEngineSettings_update");
+
/* Ambient Occlusion */
prop = RNA_def_property(srna, "gtao_enable", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_LayerEngineSettings_Eevee_gtao_enable_get",