diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_materials.c | 277 |
1 files changed, 143 insertions, 134 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 7661dfb41a5..89e45148ee8 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -1728,6 +1728,144 @@ BLI_INLINE Material *eevee_object_material_get(Object *ob, int slot) return ma; } +static void eevee_hair_cache_populate(EEVEE_Data *vedata, + EEVEE_ViewLayerData *sldata, + Object *ob, + ParticleSystem *psys, + ModifierData *md, + int matnr, + bool *cast_shadow) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + + DRWShadingGroup *shgrp = NULL; + Material *ma = eevee_object_material_get(ob, matnr - 1); + + float *color_p = &ma->r; + float *metal_p = &ma->metallic; + float *spec_p = &ma->spec; + float *rough_p = &ma->roughness; + + bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0); + const bool holdout = (ob->base_flag & BASE_HOLDOUT) != 0; + + shgrp = DRW_shgroup_hair_create(ob, psys, md, psl->depth_pass, e_data.default_hair_prepass_sh); + + shgrp = DRW_shgroup_hair_create( + ob, psys, md, psl->depth_pass_clip, e_data.default_hair_prepass_clip_sh); + + shgrp = NULL; + + if (ma->use_nodes && ma->nodetree && !holdout) { + static int ssr_id; + ssr_id = (use_ssr) ? 1 : -1; + static float half = 0.5f; + static float error_col[3] = {1.0f, 0.0f, 1.0f}; + static float compile_col[3] = {0.5f, 0.5f, 0.5f}; + struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma); + + switch (GPU_material_status(gpumat)) { + case GPU_MAT_SUCCESS: { + bool use_diffuse = GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE); + bool use_glossy = GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY); + bool use_refract = GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT); + + shgrp = DRW_shgroup_material_hair_create(ob, psys, md, psl->material_pass, gpumat); + + if (!use_diffuse && !use_glossy && !use_refract) { + /* HACK: Small hack to avoid issue when utilTex is needed for + * world_normals_get and none of the bsdfs are present. + * This binds utilTex even if not needed. */ + DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); + } + + add_standard_uniforms(shgrp, + sldata, + vedata, + &ssr_id, + NULL, + use_diffuse, + use_glossy, + use_refract, + false, + false, + DEFAULT_RENDER_PASS_FLAG); + + /* Add the hair to all the render_passes that are enabled */ + RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) + shgrp = DRW_shgroup_material_hair_create( + ob, psys, md, psl->material_accum_pass[render_pass_index], gpumat); + if (!use_diffuse && !use_glossy && !use_refract) { + /* Small hack to avoid issue when utilTex is needed for + * world_normals_get and none of the bsdfs that need it are present. + * This binds `utilTex` even if not needed. */ + DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); + } + + add_standard_uniforms(shgrp, + sldata, + vedata, + &ssr_id, + NULL, + use_diffuse, + use_glossy, + use_refract, + false, + false, + render_pass_flag); + RENDER_PASS_ITER_END(render_pass_index) + + break; + } + case GPU_MAT_QUEUED: { + stl->g_data->queued_shaders_count++; + color_p = compile_col; + metal_p = spec_p = rough_p = ½ + break; + } + case GPU_MAT_FAILED: + default: + color_p = error_col; + metal_p = spec_p = rough_p = ½ + break; + } + } + + /* Fallback to default shader */ + if (shgrp == NULL) { + shgrp = EEVEE_default_shading_group_get(sldata, vedata, ob, psys, md, true, holdout, use_ssr); + DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); + DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); + DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); + DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); + + RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) + shgrp = EEVEE_default_hair_render_pass_shading_group_get( + sldata, + vedata, + ob, + psys, + md, + holdout, + use_ssr, + psl->material_accum_pass[render_pass_index], + render_pass_flag); + + DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); + DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); + DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); + DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); + RENDER_PASS_ITER_END(render_pass_index) + } + + /* Shadows */ + DRW_shgroup_hair_create(ob, psys, md, psl->shadow_pass, e_data.default_hair_prepass_sh); + *cast_shadow = true; +} + void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, @@ -1906,18 +2044,12 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, } } -void EEVEE_hair_cache_populate(EEVEE_Data *vedata, - EEVEE_ViewLayerData *sldata, - Object *ob, - bool *cast_shadow) +void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata, + EEVEE_ViewLayerData *sldata, + Object *ob, + bool *cast_shadow) { - EEVEE_PassList *psl = vedata->psl; - EEVEE_StorageList *stl = vedata->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); - Scene *scene = draw_ctx->scene; - - bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0); - const bool holdout = (ob->base_flag & BASE_HOLDOUT) != 0; if (ob->type == OB_MESH) { if (ob != draw_ctx->object_edit) { @@ -1934,130 +2066,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata, if (draw_as != PART_DRAW_PATH) { continue; } - - DRWShadingGroup *shgrp = NULL; - Material *ma = eevee_object_material_get(ob, part->omat - 1); - - float *color_p = &ma->r; - float *metal_p = &ma->metallic; - float *spec_p = &ma->spec; - float *rough_p = &ma->roughness; - - shgrp = DRW_shgroup_hair_create( - ob, psys, md, psl->depth_pass, e_data.default_hair_prepass_sh); - - shgrp = DRW_shgroup_hair_create( - ob, psys, md, psl->depth_pass_clip, e_data.default_hair_prepass_clip_sh); - - shgrp = NULL; - - if (ma->use_nodes && ma->nodetree && !holdout) { - static int ssr_id; - ssr_id = (use_ssr) ? 1 : -1; - static float half = 0.5f; - static float error_col[3] = {1.0f, 0.0f, 1.0f}; - static float compile_col[3] = {0.5f, 0.5f, 0.5f}; - struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma); - - switch (GPU_material_status(gpumat)) { - case GPU_MAT_SUCCESS: { - bool use_diffuse = GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE); - bool use_glossy = GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY); - bool use_refract = GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT); - - shgrp = DRW_shgroup_material_hair_create(ob, psys, md, psl->material_pass, gpumat); - - if (!use_diffuse && !use_glossy && !use_refract) { - /* HACK: Small hack to avoid issue when utilTex is needed for - * world_normals_get and none of the bsdfs are present. - * This binds utilTex even if not needed. */ - DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); - } - - add_standard_uniforms(shgrp, - sldata, - vedata, - &ssr_id, - NULL, - use_diffuse, - use_glossy, - use_refract, - false, - false, - DEFAULT_RENDER_PASS_FLAG); - - /* Add the hair to all the render_passes that are enabled */ - RENDER_PASS_ITER_BEGIN( - stl->g_data->render_passes, render_pass_index, render_pass_flag) - shgrp = DRW_shgroup_material_hair_create( - ob, psys, md, psl->material_accum_pass[render_pass_index], gpumat); - if (!use_diffuse && !use_glossy && !use_refract) { - /* Small hack to avoid issue when utilTex is needed for - * world_normals_get and none of the bsdfs that need it are present. - * This binds `utilTex` even if not needed. */ - DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); - } - - add_standard_uniforms(shgrp, - sldata, - vedata, - &ssr_id, - NULL, - use_diffuse, - use_glossy, - use_refract, - false, - false, - render_pass_flag); - RENDER_PASS_ITER_END(render_pass_index) - - break; - } - case GPU_MAT_QUEUED: { - stl->g_data->queued_shaders_count++; - color_p = compile_col; - metal_p = spec_p = rough_p = ½ - break; - } - case GPU_MAT_FAILED: - default: - color_p = error_col; - metal_p = spec_p = rough_p = ½ - break; - } - } - - /* Fallback to default shader */ - if (shgrp == NULL) { - shgrp = EEVEE_default_shading_group_get( - sldata, vedata, ob, psys, md, true, holdout, use_ssr); - DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); - DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); - DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); - DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); - - RENDER_PASS_ITER_BEGIN(stl->g_data->render_passes, render_pass_index, render_pass_flag) - shgrp = EEVEE_default_hair_render_pass_shading_group_get( - sldata, - vedata, - ob, - psys, - md, - holdout, - use_ssr, - psl->material_accum_pass[render_pass_index], - render_pass_flag); - - DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); - DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); - DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); - DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); - RENDER_PASS_ITER_END(render_pass_index) - } - - /* Shadows */ - DRW_shgroup_hair_create(ob, psys, md, psl->shadow_pass, e_data.default_hair_prepass_sh); - *cast_shadow = true; + eevee_hair_cache_populate(vedata, sldata, ob, psys, md, part->omat, cast_shadow); } } } |