Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c277
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);
}
}
}