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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c1756
1 files changed, 1756 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
new file mode 100644
index 00000000000..5cc20adf961
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -0,0 +1,1756 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_materials.c
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_ghash.h"
+#include "BLI_alloca.h"
+#include "BLI_rand.h"
+#include "BLI_string_utils.h"
+
+#include "BKE_particle.h"
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+#include "BKE_studiolight.h"
+
+#include "DNA_world_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_view3d_types.h"
+
+#include "GPU_material.h"
+
+#include "eevee_engine.h"
+#include "eevee_lut.h"
+#include "eevee_private.h"
+
+/* *********** STATIC *********** */
+static struct {
+ char *frag_shader_lib;
+ char *vert_shader_str;
+ char *volume_shader_lib;
+
+ struct GPUShader *default_prepass_sh;
+ struct GPUShader *default_prepass_clip_sh;
+ struct GPUShader *default_hair_prepass_sh;
+ struct GPUShader *default_hair_prepass_clip_sh;
+ struct GPUShader *default_lit[VAR_MAT_MAX];
+ struct GPUShader *default_background;
+ struct GPUShader *default_studiolight_background;
+ struct GPUShader *update_noise_sh;
+
+ /* 64*64 array texture containing all LUTs and other utilitarian arrays.
+ * Packing enables us to same precious textures slots. */
+ struct GPUTexture *util_tex;
+ struct GPUTexture *noise_tex;
+
+ uint sss_count;
+
+ float alpha_hash_offset;
+ float noise_offsets[3];
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_lamps_lib_glsl[];
+extern char datatoc_lightprobe_lib_glsl[];
+extern char datatoc_ambient_occlusion_lib_glsl[];
+extern char datatoc_prepass_frag_glsl[];
+extern char datatoc_prepass_vert_glsl[];
+extern char datatoc_default_frag_glsl[];
+extern char datatoc_default_world_frag_glsl[];
+extern char datatoc_ltc_lib_glsl[];
+extern char datatoc_bsdf_lut_frag_glsl[];
+extern char datatoc_btdf_lut_frag_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_sampling_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+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_raytrace_lib_glsl[];
+extern char datatoc_ssr_lib_glsl[];
+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_update_noise_frag_glsl[];
+extern char datatoc_volumetric_vert_glsl[];
+extern char datatoc_volumetric_geom_glsl[];
+extern char datatoc_volumetric_frag_glsl[];
+extern char datatoc_volumetric_lib_glsl[];
+
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+
+extern Material defmaterial;
+extern GlobalsUboStorage ts;
+
+/* *********** FUNCTIONS *********** */
+
+#if 0 /* Used only to generate the LUT values */
+static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
+{
+ struct GPUTexture *tex;
+ struct GPUFrameBuffer *fb = NULL;
+ static float samples_ct = 8192.0f;
+ static float inv_samples_ct = 1.0f / 8192.0f;
+
+ char *lib_str = BLI_string_joinN(
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_bsdf_sampling_lib_glsl);
+
+ struct GPUShader *sh = DRW_shader_create_with_lib(
+ datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib_str,
+ "#define HAMMERSLEY_SIZE 8192\n"
+ "#define BRDF_LUT_SIZE 64\n"
+ "#define NOISE_SIZE 64\n");
+
+ DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
+ DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+
+ float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
+
+ tex = DRW_texture_create_2D(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels);
+
+ DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER};
+ GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
+
+ GPU_framebuffer_bind(fb);
+ DRW_draw_pass(pass);
+
+ float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data);
+
+ printf("{");
+ for (int i = 0; i < w*h * 3; i+=3) {
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, \n", data[i], data[i+1]);
+ }
+ printf("}");
+
+ MEM_freeN(texels);
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
+{
+ struct GPUTexture *tex;
+ struct GPUTexture *hammersley = create_hammersley_sample_texture(8192);
+ struct GPUFrameBuffer *fb = NULL;
+ static float samples_ct = 8192.0f;
+ static float a2 = 0.0f;
+ static float inv_samples_ct = 1.0f / 8192.0f;
+
+ char *frag_str = BLI_string_joinN(
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_bsdf_sampling_lib_glsl,
+ datatoc_btdf_lut_frag_glsl);
+
+ struct GPUShader *sh = DRW_shader_create_fullscreen(frag_str,
+ "#define HAMMERSLEY_SIZE 8192\n"
+ "#define BRDF_LUT_SIZE 64\n"
+ "#define NOISE_SIZE 64\n"
+ "#define LUT_SIZE 64\n");
+
+ MEM_freeN(frag_str);
+
+ DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_float(grp, "a2", &a2, 1);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", hammersley);
+ DRW_shgroup_uniform_texture(grp, "utilTex", e_data.util_tex);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+
+ float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
+
+ tex = DRW_texture_create_2D(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels);
+
+ DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER};
+ GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
+
+ GPU_framebuffer_bind(fb);
+
+ float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
+
+ float inc = 1.0f / 31.0f;
+ float roughness = 1e-8f - inc;
+ FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w");
+ fprintf(f, "static float btdf_split_sum_ggx[32][64 * 64] = {\n");
+ do {
+ roughness += inc;
+ CLAMP(roughness, 1e-4f, 1.0f);
+ a2 = powf(roughness, 4.0f);
+ DRW_draw_pass(pass);
+
+ GPU_framebuffer_read_data(0, 0, w, h, 3, 0, data);
+
+#if 1
+ fprintf(f, "\t{\n\t\t");
+ for (int i = 0; i < w*h * 3; i+=3) {
+ fprintf(f, "%ff,", data[i]);
+ if (((i/3)+1) % 12 == 0) fprintf(f, "\n\t\t");
+ else fprintf(f, " ");
+ }
+ fprintf(f, "\n\t},\n");
+#else
+ for (int i = 0; i < w*h * 3; i+=3) {
+ if (data[i] < 0.01) printf(" ");
+ else if (data[i] < 0.3) printf(".");
+ else if (data[i] < 0.6) printf("+");
+ else if (data[i] < 0.9) printf("%%");
+ else printf("#");
+ if ((i/3+1) % 64 == 0) printf("\n");
+ }
+#endif
+
+ } while (roughness < 1.0f);
+ fprintf(f, "\n};\n");
+
+ fclose(f);
+
+ MEM_freeN(texels);
+ MEM_freeN(data);
+
+ return tex;
+}
+#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 int eevee_material_shadow_option(int shadow_method)
+{
+ switch (shadow_method) {
+ case SHADOW_ESM: return VAR_MAT_ESM;
+ case SHADOW_VSM: return VAR_MAT_VSM;
+ default:
+ BLI_assert(!"Incorrect Shadow Method");
+ break;
+ }
+
+ return 0;
+}
+
+static char *eevee_get_defines(int options)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+ BLI_dynstr_appendf(ds, SHADER_DEFINES);
+
+ if ((options & VAR_MAT_MESH) != 0) {
+ BLI_dynstr_appendf(ds, "#define MESH_SHADER\n");
+ }
+ if ((options & VAR_MAT_HAIR) != 0) {
+ BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n");
+ }
+ if ((options & VAR_MAT_PROBE) != 0) {
+ BLI_dynstr_appendf(ds, "#define PROBE_CAPTURE\n");
+ }
+ if ((options & VAR_MAT_FLAT) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_FLAT_NORMAL\n");
+ }
+ 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");
+ }
+ if ((options & VAR_MAT_BLEND) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND\n");
+ }
+ if ((options & VAR_MAT_MULT) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_MULTIPLY\n");
+ }
+ if ((options & VAR_MAT_REFRACT) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_REFRACTION\n");
+ }
+ if ((options & VAR_MAT_SSS) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_SSS\n");
+ }
+ if ((options & VAR_MAT_SSSALBED) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_SSS_ALBEDO\n");
+ }
+ if ((options & VAR_MAT_TRANSLUC) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_TRANSLUCENCY\n");
+ }
+ if ((options & VAR_MAT_VSM) != 0) {
+ BLI_dynstr_appendf(ds, "#define SHADOW_VSM\n");
+ }
+ if ((options & VAR_MAT_ESM) != 0) {
+ BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n");
+ }
+ if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
+ }
+ if ((options & VAR_MAT_LOOKDEV) != 0) {
+ BLI_dynstr_appendf(ds, "#define LOOKDEV\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return str;
+}
+
+static char *eevee_get_volume_defines(int options)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+ BLI_dynstr_appendf(ds, SHADER_DEFINES);
+ BLI_dynstr_appendf(ds, "#define VOLUMETRICS\n");
+
+ if ((options & VAR_MAT_VOLUME) != 0) {
+ BLI_dynstr_appendf(ds, "#define MESH_SHADER\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return str;
+}
+
+/**
+ * ssr_id can be null to disable ssr contribution.
+ **/
+static void add_standard_uniforms(
+ DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
+{
+ if (ssr_id == NULL) {
+ static int no_ssr = -1.0f;
+ ssr_id = &no_ssr;
+ }
+
+ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(shgrp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(shgrp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_block(shgrp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
+
+ /* TODO if glossy or diffuse bsdf */
+ if (true) {
+ DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
+ DRW_shgroup_uniform_texture_ref(shgrp, "shadowCubeTexture", &sldata->shadow_cube_pool);
+ DRW_shgroup_uniform_texture_ref(shgrp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
+ DRW_shgroup_uniform_texture_ref(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
+
+ if ((vedata->stl->effects->enabled_effects & EFFECT_GTAO) != 0) {
+ DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->stl->effects->gtao_horizons);
+ }
+ else {
+ /* Use maxzbuffer as fallback to avoid sampling problem on certain platform, see: T52593 */
+ DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->txl->maxzbuffer);
+ }
+ }
+
+ /* TODO if diffuse bsdf */
+ if (true) {
+ DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &sldata->irradiance_pool);
+ }
+
+ /* TODO if glossy bsdf */
+ if (true) {
+ DRW_shgroup_uniform_texture_ref(shgrp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_texture_ref(shgrp, "probePlanars", &vedata->txl->planar_pool);
+ DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
+ }
+
+ if (use_ssrefraction) {
+ BLI_assert(refract_depth != NULL);
+ DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
+ DRW_shgroup_uniform_texture_ref(shgrp, "colorBuffer", &vedata->txl->refract_color);
+ }
+
+ if ((vedata->stl->effects->enabled_effects & EFFECT_VOLUMETRIC) != 0 &&
+ use_alpha_blend)
+ {
+ /* Do not use history buffers as they already have been swapped */
+ DRW_shgroup_uniform_texture_ref(shgrp, "inScattering", &vedata->txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(shgrp, "inTransmittance", &vedata->txl->volume_transmittance);
+ }
+}
+
+static void create_default_shader(int options)
+{
+ char *frag_str = BLI_string_joinN(
+ e_data.frag_shader_lib,
+ datatoc_default_frag_glsl);
+
+ char *defines = eevee_get_defines(options);
+
+ e_data.default_lit[options] = DRW_shader_create(e_data.vert_shader_str, NULL, frag_str, defines);
+
+ MEM_freeN(defines);
+ MEM_freeN(frag_str);
+}
+
+static void eevee_init_noise_texture(void)
+{
+ e_data.noise_tex = DRW_texture_create_2D(64, 64, GPU_RGBA16F, 0, (float *)blue_noise);
+}
+
+static void eevee_init_util_texture(void)
+{
+ const int layers = 3 + 16;
+ float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
+ float (*texels_layer)[4] = texels;
+
+ /* Copy ltc_mat_ggx into 1st layer */
+ memcpy(texels_layer, ltc_mat_ggx, sizeof(float[4]) * 64 * 64);
+ texels_layer += 64 * 64;
+
+ /* Copy bsdf_split_sum_ggx into 2nd layer red and green channels.
+ Copy ltc_mag_ggx into 2nd layer blue channel. */
+ for (int i = 0; i < 64 * 64; i++) {
+ texels_layer[i][0] = bsdf_split_sum_ggx[i * 2 + 0];
+ texels_layer[i][1] = bsdf_split_sum_ggx[i * 2 + 1];
+ texels_layer[i][2] = ltc_mag_ggx[i];
+ texels_layer[i][3] = ltc_disk_integral[i];
+ }
+ texels_layer += 64 * 64;
+
+ /* Copy blue noise in 3rd layer */
+ for (int i = 0; i < 64 * 64; i++) {
+ texels_layer[i][0] = blue_noise[i][0];
+ texels_layer[i][1] = blue_noise[i][2];
+ texels_layer[i][2] = cosf(blue_noise[i][1] * 2.0f * M_PI);
+ texels_layer[i][3] = sinf(blue_noise[i][1] * 2.0f * M_PI);
+ }
+ texels_layer += 64 * 64;
+
+ /* Copy Refraction GGX LUT in layer 4 - 20 */
+ for (int j = 0; j < 16; ++j) {
+ for (int i = 0; i < 64 * 64; i++) {
+ texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i];
+ texels_layer[i][1] = btdf_split_sum_ggx[j * 2][i];
+ texels_layer[i][2] = btdf_split_sum_ggx[j * 2][i];
+ texels_layer[i][3] = btdf_split_sum_ggx[j * 2][i];
+ }
+ texels_layer += 64 * 64;
+ }
+
+ e_data.util_tex = DRW_texture_create_2D_array(
+ 64, 64, layers, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
+
+ MEM_freeN(texels);
+}
+
+void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3])
+{
+ e_data.noise_offsets[0] = offsets[0];
+ e_data.noise_offsets[1] = offsets[1];
+ e_data.noise_offsets[2] = offsets[2];
+
+ /* Attach & detach because we don't currently support multiple FB per texture,
+ * and this would be the case for multiple viewport. */
+ GPU_framebuffer_bind(fbl->update_noise_fb);
+ DRW_draw_pass(psl->update_noise_pass);
+}
+
+static void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4])
+{
+ /* view vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float view_vecs[4][4] = {
+ {-1.0f, -1.0f, -1.0f, 1.0f},
+ { 1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f},
+ {-1.0f, -1.0f, 1.0f, 1.0f}
+ };
+
+ /* convert the view vectors to view space */
+ const bool is_persp = (winmat[3][3] == 0.0f);
+ for (int i = 0; i < 4; i++) {
+ mul_project_m4_v3(invproj, view_vecs[i]);
+ /* normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ if (is_persp) {
+ /* Divide XY by Z. */
+ mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]);
+ }
+ }
+
+ /**
+ * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
+ * view_vecs[1] is the vector going from the near-bottom-left corner to
+ * the far-top-right corner.
+ * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
+ * when Z = 1, and top-left corner if Z = 1.
+ * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
+ * distance from the near plane to the far clip plane.
+ **/
+ copy_v4_v4(r_viewvecs[0], view_vecs[0]);
+
+ /* we need to store the differences */
+ r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
+ r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
+ r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
+}
+
+void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl)
+{
+ if (!e_data.frag_shader_lib) {
+ /* Shaders */
+ e_data.frag_shader_lib = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_bsdf_sampling_lib_glsl,
+ datatoc_ambient_occlusion_lib_glsl,
+ datatoc_raytrace_lib_glsl,
+ datatoc_ssr_lib_glsl,
+ datatoc_octahedron_lib_glsl,
+ datatoc_irradiance_lib_glsl,
+ datatoc_lightprobe_lib_glsl,
+ datatoc_ltc_lib_glsl,
+ datatoc_lamps_lib_glsl,
+ /* Add one for each Closure */
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_volumetric_lib_glsl);
+
+ e_data.volume_shader_lib = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_ambient_occlusion_lib_glsl,
+ datatoc_octahedron_lib_glsl,
+ datatoc_irradiance_lib_glsl,
+ datatoc_lightprobe_lib_glsl,
+ datatoc_ltc_lib_glsl,
+ datatoc_lamps_lib_glsl,
+ datatoc_volumetric_lib_glsl,
+ datatoc_volumetric_frag_glsl);
+
+ e_data.vert_shader_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_hair_lib_glsl,
+ datatoc_lit_surface_vert_glsl);
+
+ e_data.default_background = DRW_shader_create(
+ datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl,
+ NULL);
+
+ e_data.default_studiolight_background = DRW_shader_create(
+ datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl,
+ "#define LOOKDEV\n");
+
+ e_data.default_prepass_sh = DRW_shader_create(
+ datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
+ NULL);
+
+ e_data.default_prepass_clip_sh = DRW_shader_create(
+ datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
+ "#define CLIP_PLANES\n");
+
+ char *vert_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_hair_lib_glsl,
+ datatoc_prepass_vert_glsl);
+
+ e_data.default_hair_prepass_sh = DRW_shader_create(
+ vert_str, NULL, datatoc_prepass_frag_glsl,
+ "#define HAIR_SHADER\n");
+
+ e_data.default_hair_prepass_clip_sh = DRW_shader_create(
+ vert_str, NULL, datatoc_prepass_frag_glsl,
+ "#define HAIR_SHADER\n"
+ "#define CLIP_PLANES\n");
+
+ MEM_freeN(vert_str);
+
+ e_data.update_noise_sh = DRW_shader_create_fullscreen(
+ datatoc_update_noise_frag_glsl, NULL);
+
+ eevee_init_util_texture();
+ eevee_init_noise_texture();
+ }
+
+ if (!DRW_state_is_image_render() &&
+ ((stl->effects->enabled_effects & EFFECT_TAA) == 0))
+ {
+ e_data.alpha_hash_offset = 0.0f;
+ }
+ else {
+ double r;
+ BLI_halton_1D(5, 0.0, stl->effects->taa_current_sample - 1, &r);
+ e_data.alpha_hash_offset = (float)r;
+ }
+
+ {
+ /* Update view_vecs */
+ float invproj[4][4], winmat[4][4];
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
+
+ EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
+ }
+
+ {
+ /* Update noise Framebuffer. */
+ GPU_framebuffer_ensure_config(&fbl->update_noise_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_LAYER(e_data.util_tex, 2)
+ });
+ }
+}
+
+struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, World *wo)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ const int options = VAR_WORLD_PROBE;
+
+ GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
+ SHADER_DEFINES "#define PROBE_CAPTURE\n");
+}
+
+struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, World *wo)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_WORLD_BACKGROUND;
+
+ GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
+ SHADER_DEFINES "#define WORLD_BACKGROUND\n");
+}
+
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_WORLD_VOLUME;
+
+ GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+
+ char *defines = eevee_get_volume_defines(options);
+
+ mat = DRW_shader_create_from_world(
+ scene, wo, engine, options,
+ datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_mesh_get(
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
+ bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method)
+{
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_MESH;
+
+ if (use_blend) options |= VAR_MAT_BLEND;
+ if (use_multiply) options |= VAR_MAT_MULT;
+ if (use_refract) options |= VAR_MAT_REFRACT;
+ if (use_sss) options |= VAR_MAT_SSS;
+ if (use_sss && effects->sss_separate_albedo) options |= VAR_MAT_SSSALBED;
+ if (use_translucency) options |= VAR_MAT_TRANSLUC;
+ if (((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_blend) options |= VAR_MAT_VOLUME;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ e_data.vert_shader_str, NULL, e_data.frag_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material *ma)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_VOLUME;
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+
+ char *defines = eevee_get_volume_defines(options);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+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;
+
+ if (use_hashed_alpha) {
+ options |= VAR_MAT_HASH;
+ }
+ else {
+ options |= VAR_MAT_CLIP;
+ }
+
+ if (is_shadow)
+ options |= VAR_MAT_SHADOW;
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+
+ char *frag_str = BLI_string_joinN(
+ e_data.frag_shader_lib,
+ datatoc_prepass_frag_glsl);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ (is_shadow) ? datatoc_shadow_vert_glsl : e_data.vert_shader_str,
+ NULL,
+ frag_str,
+ defines);
+
+ MEM_freeN(frag_str);
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_hair_get(
+ struct Scene *scene, Material *ma, int shadow_method)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_MESH | VAR_MAT_HAIR;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ e_data.vert_shader_str, NULL, e_data.frag_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+/**
+ * Create a default shading group inside the given pass.
+ **/
+static struct DRWShadingGroup *EEVEE_default_shading_group_create(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
+ bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method)
+{
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ static int ssr_id;
+ ssr_id = (use_ssr) ? 1 : -1;
+ int options = VAR_MAT_MESH;
+
+ if (is_hair) options |= VAR_MAT_HAIR;
+ if (is_flat_normal) options |= VAR_MAT_FLAT;
+ if (use_blend) options |= VAR_MAT_BLEND;
+ if (((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_blend) options |= VAR_MAT_VOLUME;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ if (e_data.default_lit[options] == NULL) {
+ create_default_shader(options);
+ }
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
+
+ return shgrp;
+}
+
+/**
+ * Create a default shading group inside the default pass without standard uniforms.
+ **/
+static struct DRWShadingGroup *EEVEE_default_shading_group_get(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ Object *ob, ParticleSystem *psys, ModifierData *md,
+ bool is_hair, bool is_flat_normal, bool use_ssr, int shadow_method)
+{
+ static int ssr_id;
+ ssr_id = (use_ssr) ? 1 : -1;
+ int options = VAR_MAT_MESH;
+
+ BLI_assert(!is_hair || (ob && psys && md));
+
+ if (is_hair) options |= VAR_MAT_HAIR;
+ if (is_flat_normal) options |= VAR_MAT_FLAT;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ if (e_data.default_lit[options] == NULL) {
+ create_default_shader(options);
+ }
+
+ if (vedata->psl->default_pass[options] == NULL) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
+
+ /* XXX / WATCH: This creates non persistent binds for the ubos and textures.
+ * But it's currently OK because the following shgroups does not add any bind.
+ * EDIT: THIS IS NOT THE CASE FOR HAIRS !!! DUMMY!!! */
+ if (!is_hair) {
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ }
+ }
+
+ if (is_hair) {
+ DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md,
+ vedata->psl->default_pass[options],
+ e_data.default_lit[options]);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ return shgrp;
+ }
+ else {
+ return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
+ }
+}
+
+/**
+ * Create a default shading group inside the lookdev pass without standard uniforms.
+ **/
+static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ bool use_ssr, int shadow_method)
+{
+ static int ssr_id;
+ ssr_id = (use_ssr) ? 1 : -1;
+ int options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ if (e_data.default_lit[options] == NULL) {
+ create_default_shader(options);
+ }
+
+ if (vedata->psl->lookdev_pass == NULL) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_CULL_BACK;
+ vedata->psl->lookdev_pass = DRW_pass_create("LookDev Pass", state);
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
+ /* XXX / WATCH: This creates non persistent binds for the ubos and textures.
+ * But it's currently OK because the following shgroups does not add any bind. */
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ }
+
+ return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
+}
+void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+ /* Create Material Ghash */
+ {
+ stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash");
+ }
+
+ {
+ psl->background_pass = DRW_pass_create("Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRWShadingGroup *grp = NULL;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ World *wo = scene->world;
+
+ float *col = ts.colorBackground;
+
+ /* LookDev */
+ EEVEE_lookdev_cache_init(vedata, &grp, e_data.default_studiolight_background, psl->background_pass, wo, NULL);
+ /* END */
+
+ if (!grp && wo) {
+ col = &wo->horr;
+
+ if (wo->use_nodes && wo->nodetree) {
+ 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_world_background_get(scene, wo);
+
+ switch (GPU_material_status(gpumat)) {
+ case GPU_MAT_SUCCESS:
+ grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ break;
+ case GPU_MAT_QUEUED:
+ sldata->probes->all_materials_updated = false;
+ /* TODO Bypass probe compilation. */
+ col = compile_col;
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ col = error_col;
+ break;
+ }
+ }
+ }
+
+ /* Fallback if shader fails or if not using nodetree. */
+ if (grp == NULL) {
+ grp = DRW_shgroup_create(e_data.default_background, psl->background_pass);
+ DRW_shgroup_uniform_vec3(grp, "color", col, 1);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->depth_pass = DRW_pass_create("Depth Pass", state);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state);
+ stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state);
+ stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip);
+ DRW_shgroup_uniform_block(stl->g_data->depth_shgrp_clip, "clip_block", sldata->clip_ubo);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK;
+ psl->depth_pass_clip_cull = DRW_pass_create("Depth Pass Cull Clip", state);
+ stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(
+ e_data.default_prepass_clip_sh, psl->depth_pass_clip_cull);
+ DRW_shgroup_uniform_block(stl->g_data->depth_shgrp_clip_cull, "clip_block", sldata->clip_ubo);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->material_pass = DRW_pass_create("Material Shader Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->refract_depth_pass = DRW_pass_create("Refract Depth Pass", state);
+ stl->g_data->refract_depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->refract_depth_pass);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->refract_depth_pass_cull = DRW_pass_create("Refract Depth Pass Cull", state);
+ stl->g_data->refract_depth_shgrp_cull = DRW_shgroup_create(
+ e_data.default_prepass_sh, psl->refract_depth_pass_cull);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->refract_depth_pass_clip = DRW_pass_create("Refract Depth Pass Clip", state);
+ stl->g_data->refract_depth_shgrp_clip = DRW_shgroup_create(
+ e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip);
+ DRW_shgroup_uniform_block(stl->g_data->refract_depth_shgrp_clip, "clip_block", sldata->clip_ubo);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK;
+ psl->refract_depth_pass_clip_cull = DRW_pass_create("Refract Depth Pass Cull Clip", state);
+ stl->g_data->refract_depth_shgrp_clip_cull = DRW_shgroup_create(
+ e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip_cull);
+ DRW_shgroup_uniform_block(stl->g_data->refract_depth_shgrp_clip_cull, "clip_block", sldata->clip_ubo);
+ }
+
+ {
+ DRWState state = (
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
+ DRW_STATE_WIRE);
+ psl->refract_pass = DRW_pass_create("Opaque Refraction Pass", state);
+ }
+
+ {
+ DRWState state = (
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
+ DRW_STATE_WIRE | DRW_STATE_WRITE_STENCIL);
+ psl->sss_pass = DRW_pass_create("Subsurface Pass", state);
+ e_data.sss_count = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->transparent_pass = DRW_pass_create("Material Transparent Pass", state);
+ }
+
+ {
+ psl->update_noise_pass = DRW_pass_create("Update Noise Pass", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.update_noise_sh, psl->update_noise_pass);
+ DRW_shgroup_uniform_texture(grp, "blueNoise", e_data.noise_tex);
+ DRW_shgroup_uniform_vec3(grp, "offsets", e_data.noise_offsets, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
+ if (is_sculpt_mode_draw) { \
+ DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \
+ } \
+ else { \
+ if (oedata) { \
+ DRW_shgroup_call_object_add_with_callback(shgrp, geom, ob, EEVEE_lightprobes_obj_visibility_cb, oedata); \
+ } \
+ else { \
+ DRW_shgroup_call_object_add(shgrp, geom, ob); \
+ } \
+ } \
+} while (0)
+
+#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, geom, oedata) do { \
+ if (shgrp) { \
+ ADD_SHGROUP_CALL(shgrp, ob, geom, oedata); \
+ } \
+} while (0)
+
+typedef struct EeveeMaterialShadingGroups {
+ struct DRWShadingGroup *shading_grp;
+ struct DRWShadingGroup *depth_grp;
+ struct DRWShadingGroup *depth_clip_grp;
+} EeveeMaterialShadingGroups;
+
+static void material_opaque(
+ Material *ma, GHash *material_hash, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct GPUMaterial **gpumat_depth,
+ struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth, struct DRWShadingGroup **shgrp_depth_clip)
+{
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ float *color_p = &ma->r;
+ float *metal_p = &ma->metallic;
+ float *spec_p = &ma->spec;
+ float *rough_p = &ma->roughness;
+
+ const bool use_gpumat = (ma->use_nodes && ma->nodetree);
+ const bool use_refract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
+ ((effects->enabled_effects & EFFECT_REFRACT) != 0);
+ const bool use_sss = ((ma->blend_flag & MA_BL_SS_SUBSURFACE) != 0) &&
+ ((effects->enabled_effects & EFFECT_SSS) != 0);
+ const bool use_translucency = use_sss && ((ma->blend_flag & MA_BL_TRANSLUCENCY) != 0);
+
+ EeveeMaterialShadingGroups *emsg = BLI_ghash_lookup(material_hash, (const void *)ma);
+
+ if (emsg) {
+ *shgrp = emsg->shading_grp;
+ *shgrp_depth = emsg->depth_grp;
+ *shgrp_depth_clip = emsg->depth_clip_grp;
+
+ /* This will have been created already, just perform a lookup. */
+ *gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
+ scene, ma, vedata, false, false, use_refract, use_sss, use_translucency, linfo->shadow_method) : NULL;
+ *gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
+ scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
+ return;
+ }
+
+ if (use_gpumat) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ static float half = 0.5f;
+
+ /* Shading */
+ *gpumat = EEVEE_material_mesh_get(
+ scene, ma, vedata, false, false, use_refract,
+ use_sss, use_translucency, linfo->shadow_method);
+
+ GPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
+
+ /* Alpha CLipped : Discard pixel from depth pass, then
+ * 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), false);
+
+ GPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth);
+ if (status_mat_depth != GPU_MAT_SUCCESS) {
+ /* Mixing both flags. If depth shader fails, show it to the user by not using
+ * the surface shader. */
+ status_mat_surface = status_mat_depth;
+ }
+ else if (use_refract) {
+ *shgrp_depth = DRW_shgroup_material_create(
+ *gpumat_depth, (do_cull) ? psl->refract_depth_pass_cull : psl->refract_depth_pass);
+ *shgrp_depth_clip = DRW_shgroup_material_create(
+ *gpumat_depth, (do_cull) ? psl->refract_depth_pass_clip_cull : psl->refract_depth_pass_clip);
+ }
+ else {
+ *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);
+ }
+
+ if (*shgrp_depth != NULL) {
+ add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
+ add_standard_uniforms(*shgrp_depth_clip, sldata, vedata, NULL, NULL, false, false);
+
+ if (ma->blend_method == MA_BM_CLIP) {
+ DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
+ DRW_shgroup_uniform_float(*shgrp_depth_clip, "alphaThreshold", &ma->alpha_threshold, 1);
+ }
+ else if (ma->blend_method == MA_BM_HASHED) {
+ DRW_shgroup_uniform_float(*shgrp_depth, "hashAlphaOffset", &e_data.alpha_hash_offset, 1);
+ DRW_shgroup_uniform_float(*shgrp_depth_clip, "hashAlphaOffset", &e_data.alpha_hash_offset, 1);
+ }
+ }
+ }
+
+ switch (status_mat_surface) {
+ case GPU_MAT_SUCCESS:
+ {
+ static int no_ssr = -1;
+ static int first_ssr = 1;
+ int *ssr_id = (((effects->enabled_effects & EFFECT_SSR) != 0) && !use_refract) ? &first_ssr : &no_ssr;
+
+ *shgrp = DRW_shgroup_material_create(
+ *gpumat,
+ (use_refract) ? psl->refract_pass :
+ (use_sss) ? psl->sss_pass : psl->material_pass);
+ add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
+
+ if (use_sss) {
+ struct GPUTexture *sss_tex_profile = NULL;
+ struct GPUUniformBuffer *sss_profile = GPU_material_sss_profile_get(
+ *gpumat,
+ stl->effects->sss_sample_count,
+ &sss_tex_profile);
+
+ if (sss_profile) {
+ if (use_translucency) {
+ DRW_shgroup_uniform_block(*shgrp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_texture(*shgrp, "sssTexProfile", sss_tex_profile);
+ }
+
+ /* Limit of 8 bit stencil buffer. ID 255 is refraction. */
+ if (e_data.sss_count < 254) {
+ DRW_shgroup_stencil_mask(*shgrp, e_data.sss_count + 1);
+ EEVEE_subsurface_add_pass(sldata, vedata, e_data.sss_count + 1, sss_profile);
+ e_data.sss_count++;
+ }
+ else {
+ /* TODO : display message. */
+ printf("Error: Too many different Subsurface shader in the scene.\n");
+ }
+ }
+ }
+ break;
+ }
+ case GPU_MAT_QUEUED:
+ {
+ sldata->probes->all_materials_updated = false;
+ /* TODO Bypass probe compilation. */
+ color_p = compile_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ case GPU_MAT_FAILED:
+ default:
+ color_p = error_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ }
+
+ /* Fallback to default shader */
+ if (*shgrp == NULL) {
+ bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0);
+ *shgrp = EEVEE_default_shading_group_get(sldata, vedata,
+ NULL, NULL, NULL,
+ false, use_flat_nor, use_ssr, linfo->shadow_method);
+ 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);
+ }
+
+ /* Fallback default depth prepass */
+ if (*shgrp_depth == NULL) {
+ if (use_refract) {
+ *shgrp_depth = (do_cull) ? stl->g_data->refract_depth_shgrp_cull : stl->g_data->refract_depth_shgrp;
+ *shgrp_depth_clip = (do_cull) ? stl->g_data->refract_depth_shgrp_clip_cull : stl->g_data->refract_depth_shgrp_clip;
+ }
+ else {
+ *shgrp_depth = (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
+ *shgrp_depth_clip = (do_cull) ? stl->g_data->depth_shgrp_clip_cull : stl->g_data->depth_shgrp_clip;
+ }
+ }
+
+ emsg = MEM_mallocN(sizeof(EeveeMaterialShadingGroups), "EeveeMaterialShadingGroups");
+ emsg->shading_grp = *shgrp;
+ emsg->depth_grp = *shgrp_depth;
+ emsg->depth_clip_grp = *shgrp_depth_clip;
+ BLI_ghash_insert(material_hash, ma, emsg);
+}
+
+static void material_transparent(
+ Material *ma, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ bool do_cull, bool use_flat_nor,
+ struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ const bool use_refract = (
+ ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
+ ((stl->effects->enabled_effects & EFFECT_REFRACT) != 0)
+ );
+ float *color_p = &ma->r;
+ float *metal_p = &ma->metallic;
+ float *spec_p = &ma->spec;
+ float *rough_p = &ma->roughness;
+
+ if (ma->use_nodes && ma->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ static float half = 0.5f;
+
+ /* Shading */
+ *gpumat = EEVEE_material_mesh_get(
+ scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract,
+ false, false, linfo->shadow_method);
+
+ switch (GPU_material_status(*gpumat)) {
+ case GPU_MAT_SUCCESS:
+ {
+ static int ssr_id = -1; /* TODO transparent SSR */
+ bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
+
+ *shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
+ add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
+ break;
+ }
+ case GPU_MAT_QUEUED:
+ {
+ sldata->probes->all_materials_updated = false;
+ /* TODO Bypass probe compilation. */
+ color_p = compile_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ case GPU_MAT_FAILED:
+ default:
+ color_p = error_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ }
+
+ /* Fallback to default shader */
+ if (*shgrp == NULL) {
+ *shgrp = EEVEE_default_shading_group_create(
+ sldata, vedata, psl->transparent_pass,
+ false, use_flat_nor, true, false, linfo->shadow_method);
+ 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);
+ }
+
+ const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKSIDE) != 0);
+
+ DRWState all_state = (
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY
+ );
+
+ DRWState cur_state = DRW_STATE_WRITE_COLOR;
+ cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS_EQUAL;
+ cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
+
+ switch (ma->blend_method) {
+ case MA_BM_ADD:
+ cur_state |= DRW_STATE_ADDITIVE;
+ break;
+ case MA_BM_MULTIPLY:
+ cur_state |= DRW_STATE_MULTIPLY;
+ break;
+ case MA_BM_BLEND:
+ cur_state |= DRW_STATE_BLEND;
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ /* Disable other blend modes and use the one we want. */
+ DRW_shgroup_state_disable(*shgrp, all_state);
+ DRW_shgroup_state_enable(*shgrp, cur_state);
+
+ /* Depth prepass */
+ if (use_prepass) {
+ *shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
+ DRW_shgroup_uniform_block(*shgrp_depth, "clip_block", sldata->clip_ubo);
+
+ cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
+
+ DRW_shgroup_state_disable(*shgrp_depth, all_state);
+ DRW_shgroup_state_enable(*shgrp_depth, cur_state);
+ }
+}
+
+void EEVEE_materials_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;
+ GHash *material_hash = stl->g_data->material_hash;
+
+ const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+#if 0
+ const bool is_sculpt_mode_draw = is_sculpt_mode && (draw_ctx->v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0;
+#else
+ /* For now just force fully shaded with eevee when supported. */
+ const bool is_sculpt_mode_draw =
+ is_sculpt_mode &&
+ ((ob->sculpt && ob->sculpt->pbvh) && (BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES));
+#endif
+ const bool is_default_mode_shader = is_sculpt_mode;
+
+ /* First get materials for this mesh. */
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
+ const int materials_len = MAX2(1, (is_sculpt_mode_draw ? 1 : ob->totcol));
+
+ struct DRWShadingGroup **shgrp_array = BLI_array_alloca(shgrp_array, materials_len);
+ struct DRWShadingGroup **shgrp_depth_array = BLI_array_alloca(shgrp_depth_array, materials_len);
+ struct DRWShadingGroup **shgrp_depth_clip_array = BLI_array_alloca(shgrp_depth_clip_array, materials_len);
+
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len);
+
+ bool use_flat_nor = false;
+
+ if (is_default_mode_shader) {
+ if (is_sculpt_mode_draw) {
+ use_flat_nor = DRW_object_is_flat_normal(ob);
+ }
+ }
+
+ for (int i = 0; i < materials_len; ++i) {
+ Material *ma;
+
+ if (is_sculpt_mode_draw) {
+ ma = NULL;
+ }
+ else {
+ ma = give_current_material(ob, i + 1);
+ }
+
+ gpumat_array[i] = NULL;
+ gpumat_depth_array[i] = NULL;
+ shgrp_array[i] = NULL;
+ shgrp_depth_array[i] = NULL;
+ shgrp_depth_clip_array[i] = NULL;
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
+ switch (ma->blend_method) {
+ case MA_BM_SOLID:
+ case MA_BM_CLIP:
+ case MA_BM_HASHED:
+ material_opaque(ma, material_hash, sldata, vedata, do_cull, use_flat_nor,
+ &gpumat_array[i], &gpumat_depth_array[i],
+ &shgrp_array[i], &shgrp_depth_array[i], &shgrp_depth_clip_array[i]);
+ break;
+ case MA_BM_ADD:
+ case MA_BM_MULTIPLY:
+ case MA_BM_BLEND:
+ material_transparent(ma, sldata, vedata, do_cull, use_flat_nor,
+ &gpumat_array[i], &shgrp_array[i], &shgrp_depth_array[i]);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+ }
+
+ if (is_sculpt_mode && is_sculpt_mode_draw == false) {
+ DRW_cache_mesh_sculpt_coords_ensure(ob);
+ }
+
+ /* Only support single volume material for now. */
+ /* XXX We rely on the previously compiled surface shader
+ * to know if the material has a "volume nodetree".
+ */
+ bool use_volume_material = (gpumat_array[0] && GPU_material_use_domain_volume(gpumat_array[0]));
+
+ /* Get per-material split surface */
+ char *auto_layer_names;
+ int *auto_layer_is_srgb;
+ int auto_layer_count;
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
+ ob, gpumat_array, materials_len,
+ &auto_layer_names,
+ &auto_layer_is_srgb,
+ &auto_layer_count);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ if (mat_geom[i] == NULL) {
+ continue;
+ }
+ EEVEE_ObjectEngineData *oedata = NULL;
+ Material *ma = give_current_material(ob, i + 1);
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
+ /* Do not render surface if we are rendering a volume object
+ * and do not have a surface closure. */
+ if (use_volume_material &&
+ (gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i])))
+ {
+ continue;
+ }
+
+ /* XXX TODO rewrite this to include the dupli objects.
+ * This means we cannot exclude dupli objects from reflections!!! */
+ if ((ob->base_flag & BASE_FROMDUPLI) == 0) {
+ oedata = EEVEE_object_data_ensure(ob);
+ oedata->ob = ob;
+ oedata->test_data = &sldata->probes->vis_data;
+ }
+
+ /* Shading pass */
+ ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i], oedata);
+
+ /* Depth Prepass */
+ ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, mat_geom[i], oedata);
+ ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata);
+
+ char *name = auto_layer_names;
+ for (int j = 0; j < auto_layer_count; ++j) {
+ /* TODO don't add these uniform when not needed (default pass shaders). */
+ if (shgrp_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ if (shgrp_depth_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_depth_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ if (shgrp_depth_clip_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_depth_clip_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ /* Go to next layer name. */
+ while (*name != '\0') { name++; }
+ name += 1;
+ }
+
+ /* Shadow Pass */
+ if (ma->use_nodes && ma->nodetree && (ma->blend_method != MA_BM_SOLID)) {
+ struct GPUMaterial *gpumat;
+ switch (ma->blend_shadow) {
+ case MA_BS_SOLID:
+ EEVEE_lights_cache_shcaster_add(
+ sldata, stl, mat_geom[i], ob);
+ *cast_shadow = true;
+ break;
+ case MA_BS_CLIP:
+ gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
+ EEVEE_lights_cache_shcaster_material_add(
+ sldata, psl, gpumat, mat_geom[i], ob, &ma->alpha_threshold);
+ *cast_shadow = true;
+ break;
+ case MA_BS_HASHED:
+ gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true);
+ EEVEE_lights_cache_shcaster_material_add(
+ sldata, psl, gpumat, mat_geom[i], ob, NULL);
+ *cast_shadow = true;
+ break;
+ case MA_BS_NONE:
+ default:
+ break;
+ }
+ }
+ else {
+ EEVEE_lights_cache_shcaster_add(sldata, stl, mat_geom[i], ob);
+ *cast_shadow = true;
+ }
+ }
+ }
+
+ /* Volumetrics */
+ if (((stl->effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_volume_material) {
+ EEVEE_volumes_cache_object_add(sldata, vedata, scene, ob);
+ }
+ }
+}
+
+void EEVEE_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);
+
+ if (ob->type == OB_MESH) {
+ if (ob != draw_ctx->object_edit) {
+ for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
+ if (md->type != eModifierType_ParticleSystem) {
+ continue;
+ }
+ ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ continue;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ if (draw_as != PART_DRAW_PATH) {
+ continue;
+ }
+
+ DRWShadingGroup *shgrp = NULL;
+ Material *ma = give_current_material(ob, part->omat);
+
+ if (ma == NULL) {
+ ma = &defmaterial;
+ }
+
+ 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);
+ DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
+
+ shgrp = NULL;
+ if (ma->use_nodes && ma->nodetree) {
+ 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, sldata->lamps->shadow_method);
+
+ switch (GPU_material_status(gpumat)) {
+ case GPU_MAT_SUCCESS:
+ {
+ shgrp = DRW_shgroup_material_hair_create(
+ ob, psys, md,
+ psl->material_pass,
+ gpumat);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ break;
+ }
+ case GPU_MAT_QUEUED:
+ {
+ sldata->probes->all_materials_updated = false;
+ color_p = compile_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ case GPU_MAT_FAILED:
+ default:
+ color_p = error_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ }
+
+ /* Fallback to default shader */
+ if (shgrp == NULL) {
+ shgrp = EEVEE_default_shading_group_get(sldata, vedata,
+ ob, psys, md,
+ true, false, use_ssr,
+ sldata->lamps->shadow_method);
+ 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);
+ }
+
+ /* Shadows */
+ DRW_shgroup_hair_create(
+ ob, psys, md,
+ psl->shadow_pass,
+ e_data.default_hair_prepass_sh);
+ *cast_shadow = true;
+ }
+ }
+ }
+}
+
+void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
+{
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+ /* Look-Dev */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
+ if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ struct Gwn_Batch *sphere = DRW_cache_sphere_get();
+ static float mat1[4][4];
+ static float color[3] = {0.8f, 0.8f, 0.8f};
+ static float metallic_on = 1.0f;
+ static float metallic_off = 0.00f;
+ static float specular_off = 0.5f;
+ static float specular_on = 1.0f;
+ static float roughness_off = 0.05f;
+ static float roughness_on = 1.00f;
+
+ float view_mat[4][4];
+ DRW_viewport_matrix_get(view_mat, DRW_MAT_VIEWINV);
+
+ DRWShadingGroup *shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method);
+ DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1);
+ DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_on, 1);
+ DRW_shgroup_uniform_float(shgrp, "specular", &specular_on, 1);
+ DRW_shgroup_uniform_float(shgrp, "roughness", &roughness_off, 1);
+ unit_m4(mat1);
+ mul_m4_m4m4(mat1, mat1, view_mat);
+ translate_m4(mat1, -1.5f, 0.0f, -5.0f);
+ DRW_shgroup_call_add(shgrp, sphere, mat1);
+
+ shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method);
+ DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1);
+ DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_off, 1);
+ DRW_shgroup_uniform_float(shgrp, "specular", &specular_off, 1);
+ DRW_shgroup_uniform_float(shgrp, "roughness", &roughness_on, 1);
+ translate_m4(mat1, 3.0f, 0.0f, 0.0f);
+ DRW_shgroup_call_add(shgrp, sphere, mat1);
+ }
+ /* END */
+
+ BLI_ghash_free(stl->g_data->material_hash, NULL, MEM_freeN);
+}
+
+void EEVEE_materials_free(void)
+{
+ for (int i = 0; i < VAR_MAT_MAX; ++i) {
+ DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
+ }
+ MEM_SAFE_FREE(e_data.frag_shader_lib);
+ MEM_SAFE_FREE(e_data.vert_shader_str);
+ MEM_SAFE_FREE(e_data.volume_shader_lib);
+ DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_clip_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);
+ DRW_SHADER_FREE_SAFE(e_data.default_studiolight_background);
+ DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
+ DRW_TEXTURE_FREE_SAFE(e_data.util_tex);
+ DRW_TEXTURE_FREE_SAFE(e_data.noise_tex);
+}
+
+void EEVEE_draw_default_passes(EEVEE_PassList *psl)
+{
+ for (int i = 0; i < VAR_MAT_MAX; ++i) {
+ if (psl->default_pass[i]) {
+ DRW_draw_pass(psl->default_pass[i]);
+ }
+ }
+}