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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shaders.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c488
1 files changed, 483 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c
index 50b7c5c5f97..4d25f62a317 100644
--- a/source/blender/draw/engines/eevee/eevee_shaders.c
+++ b/source/blender/draw/engines/eevee/eevee_shaders.c
@@ -22,12 +22,20 @@
#include "DRW_render.h"
+#include "BKE_lib_id.h"
+#include "BKE_node.h"
+
+#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "MEM_guardedalloc.h"
+#include "GPU_material.h"
#include "GPU_shader.h"
+#include "NOD_shader.h"
+
+#include "eevee_engine.h"
#include "eevee_private.h"
static const char *filter_defines = "#define HAMMERSLEY_SIZE " STRINGIFY(HAMMERSLEY_SIZE) "\n"
@@ -61,6 +69,38 @@ static struct {
struct GPUShader *taa_resolve_sh;
struct GPUShader *taa_resolve_reproject_sh;
+ /* General purpose Shaders. */
+ struct GPUShader *default_background;
+ struct GPUShader *update_noise_sh;
+
+ /* Shader strings */
+ char *frag_shader_lib;
+ char *vert_shader_str;
+ char *vert_shadow_shader_str;
+ char *vert_background_shader_str;
+ char *vert_volume_shader_str;
+ char *geom_volume_shader_str;
+ char *volume_shader_lib;
+
+ /* LookDev Materials */
+ Material *glossy_mat;
+ Material *diffuse_mat;
+
+ Material *error_mat;
+
+ /* Default Material */
+ struct {
+ bNodeTree *ntree;
+ bNodeSocketValueRGBA *color_socket;
+ bNodeSocketValueFloat *metallic_socket;
+ bNodeSocketValueFloat *roughness_socket;
+ bNodeSocketValueFloat *specular_socket;
+ } surface;
+
+ struct {
+ bNodeTree *ntree;
+ bNodeSocketValueRGBA *color_socket;
+ } world;
} e_data = {NULL}; /* Engine data */
extern char datatoc_bsdf_common_lib_glsl[];
@@ -68,27 +108,42 @@ extern char datatoc_bsdf_sampling_lib_glsl[];
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_ambient_occlusion_lib_glsl[];
extern char datatoc_background_vert_glsl[];
+extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_cubemap_lib_glsl[];
extern char datatoc_default_world_frag_glsl[];
-extern char datatoc_lightprobe_geom_glsl[];
-extern char datatoc_lightprobe_vert_glsl[];
+extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lightprobe_cube_display_frag_glsl[];
extern char datatoc_lightprobe_cube_display_vert_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_visibility_frag_glsl[];
+extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_grid_display_frag_glsl[];
extern char datatoc_lightprobe_grid_display_vert_glsl[];
extern char datatoc_lightprobe_grid_fill_frag_glsl[];
+extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_lightprobe_planar_display_frag_glsl[];
extern char datatoc_lightprobe_planar_display_vert_glsl[];
extern char datatoc_lightprobe_planar_downsample_frag_glsl[];
extern char datatoc_lightprobe_planar_downsample_geom_glsl[];
extern char datatoc_lightprobe_planar_downsample_vert_glsl[];
-extern char datatoc_irradiance_lib_glsl[];
-extern char datatoc_lightprobe_lib_glsl[];
+extern char datatoc_lightprobe_vert_glsl[];
+extern char datatoc_lights_lib_glsl[];
+extern char datatoc_lit_surface_frag_glsl[];
+extern char datatoc_lit_surface_vert_glsl[];
+extern char datatoc_ltc_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
-extern char datatoc_cubemap_lib_glsl[];
+extern char datatoc_prepass_frag_glsl[];
+extern char datatoc_raytrace_lib_glsl[];
+extern char datatoc_shadow_vert_glsl[];
+extern char datatoc_ssr_lib_glsl[];
+extern char datatoc_update_noise_frag_glsl[];
+extern char datatoc_volumetric_frag_glsl[];
+extern char datatoc_volumetric_geom_glsl[];
+extern char datatoc_volumetric_lib_glsl[];
+extern char datatoc_volumetric_vert_glsl[];
/* Velocity Resolve */
extern char datatoc_effect_velocity_resolve_frag_glsl[];
@@ -150,6 +205,64 @@ void EEVEE_shaders_lightprobe_shaders_init(void)
NULL);
}
+void EEVEE_shaders_material_shaders_init(void)
+{
+ 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_cubemap_lib_glsl,
+ datatoc_irradiance_lib_glsl,
+ datatoc_lightprobe_lib_glsl,
+ datatoc_ltc_lib_glsl,
+ datatoc_lights_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_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_cubemap_lib_glsl,
+ datatoc_irradiance_lib_glsl,
+ datatoc_lightprobe_lib_glsl,
+ datatoc_ltc_lib_glsl,
+ datatoc_lights_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.vert_shadow_shader_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
+
+ e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_background_vert_glsl);
+
+ e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_volumetric_vert_glsl);
+
+ e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
+ datatoc_volumetric_geom_glsl);
+}
+
GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void)
{
return e_data.probe_filter_glossy_sh;
@@ -292,6 +405,26 @@ GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void)
return e_data.velocity_resolve_sh;
}
+GPUShader *EEVEE_shaders_default_background_sh_get(void)
+{
+ if (e_data.default_background == NULL) {
+ e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
+ NULL,
+ datatoc_default_world_frag_glsl,
+ datatoc_common_view_lib_glsl,
+ NULL);
+ }
+ return e_data.default_background;
+}
+
+GPUShader *EEVEE_shaders_update_noise_sh_get(void)
+{
+ if (e_data.update_noise_sh == NULL) {
+ e_data.update_noise_sh = DRW_shader_create_fullscreen(datatoc_update_noise_frag_glsl, NULL);
+ }
+ return e_data.update_noise_sh;
+}
+
GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects)
{
GPUShader **sh;
@@ -316,8 +449,330 @@ GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects)
return *sh;
}
+Material *EEVEE_material_default_diffuse_get(void)
+{
+ if (!e_data.diffuse_mat) {
+ Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default diffuse");
+
+ bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
+ ma->nodetree = ntree;
+ ma->use_nodes = true;
+
+ bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_DIFFUSE);
+ bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color");
+ copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 0.8f);
+
+ bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
+
+ nodeAddLink(ntree,
+ bsdf,
+ nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
+ output,
+ nodeFindSocket(output, SOCK_IN, "Surface"));
+
+ nodeSetActive(ntree, output);
+ e_data.diffuse_mat = ma;
+ }
+ return e_data.diffuse_mat;
+}
+
+Material *EEVEE_material_default_glossy_get(void)
+{
+ if (!e_data.glossy_mat) {
+ Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default metal");
+
+ bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
+ ma->nodetree = ntree;
+ ma->use_nodes = true;
+
+ bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_GLOSSY);
+ bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color");
+ copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 1.0f);
+ bNodeSocket *roughness = nodeFindSocket(bsdf, SOCK_IN, "Roughness");
+ ((bNodeSocketValueFloat *)roughness->default_value)->value = 0.0f;
+
+ bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
+
+ nodeAddLink(ntree,
+ bsdf,
+ nodeFindSocket(bsdf, SOCK_OUT, "BSDF"),
+ output,
+ nodeFindSocket(output, SOCK_IN, "Surface"));
+
+ nodeSetActive(ntree, output);
+ e_data.glossy_mat = ma;
+ }
+ return e_data.glossy_mat;
+}
+
+Material *EEVEE_material_default_error_get(void)
+{
+ if (!e_data.error_mat) {
+ Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default metal");
+
+ bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
+ ma->nodetree = ntree;
+ ma->use_nodes = true;
+
+ /* Use emission and output material to be compatible with both World and Material. */
+ bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
+ bNodeSocket *color = nodeFindSocket(bsdf, SOCK_IN, "Color");
+ copy_v3_fl3(((bNodeSocketValueRGBA *)color->default_value)->value, 1.0f, 0.0f, 1.0f);
+
+ bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
+
+ nodeAddLink(ntree,
+ bsdf,
+ nodeFindSocket(bsdf, SOCK_OUT, "Emission"),
+ output,
+ nodeFindSocket(output, SOCK_IN, "Surface"));
+
+ nodeSetActive(ntree, output);
+ e_data.error_mat = ma;
+ }
+ return e_data.error_mat;
+}
+
+/* Configure a default nodetree with the given material. */
+struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma)
+{
+ /* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
+ if (!e_data.surface.ntree) {
+ bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
+ bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_PRINCIPLED);
+ bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL);
+ bNodeSocket *bsdf_out = nodeFindSocket(bsdf, SOCK_OUT, "BSDF");
+ bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
+ nodeAddLink(ntree, bsdf, bsdf_out, output, output_in);
+ nodeSetActive(ntree, output);
+
+ e_data.surface.color_socket = nodeFindSocket(bsdf, SOCK_IN, "Base Color")->default_value;
+ e_data.surface.metallic_socket = nodeFindSocket(bsdf, SOCK_IN, "Metallic")->default_value;
+ e_data.surface.roughness_socket = nodeFindSocket(bsdf, SOCK_IN, "Roughness")->default_value;
+ e_data.surface.specular_socket = nodeFindSocket(bsdf, SOCK_IN, "Specular")->default_value;
+ e_data.surface.ntree = ntree;
+ }
+ /* Update */
+ copy_v3_fl3(e_data.surface.color_socket->value, ma->r, ma->g, ma->b);
+ e_data.surface.metallic_socket->value = ma->metallic;
+ e_data.surface.roughness_socket->value = ma->roughness;
+ e_data.surface.specular_socket->value = ma->spec;
+
+ return e_data.surface.ntree;
+}
+
+/* Configure a default nodetree with the given world. */
+struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo)
+{
+ /* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
+ if (!e_data.world.ntree) {
+ bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname);
+ bNode *bg = nodeAddStaticNode(NULL, ntree, SH_NODE_BACKGROUND);
+ bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_WORLD);
+ bNodeSocket *bg_out = nodeFindSocket(bg, SOCK_OUT, "Background");
+ bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface");
+ nodeAddLink(ntree, bg, bg_out, output, output_in);
+ nodeSetActive(ntree, output);
+
+ e_data.world.color_socket = nodeFindSocket(bg, SOCK_IN, "Color")->default_value;
+ e_data.world.ntree = ntree;
+ }
+
+ copy_v3_fl3(e_data.world.color_socket->value, wo->horr, wo->horg, wo->horb);
+
+ return e_data.world.ntree;
+}
+
+static char *eevee_get_defines(int options)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+ BLI_dynstr_append(ds, SHADER_DEFINES);
+
+ if ((options & VAR_WORLD_BACKGROUND) != 0) {
+ BLI_dynstr_append(ds, "#define WORLD_BACKGROUND\n");
+ }
+ if ((options & VAR_MAT_VOLUME) != 0) {
+ BLI_dynstr_append(ds, "#define VOLUMETRICS\n");
+ }
+ if ((options & VAR_MAT_MESH) != 0) {
+ BLI_dynstr_append(ds, "#define MESH_SHADER\n");
+ }
+ if ((options & VAR_MAT_DEPTH) != 0) {
+ BLI_dynstr_append(ds, "#define DEPTH_SHADER\n");
+ }
+ if ((options & VAR_MAT_HAIR) != 0) {
+ BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
+ }
+ if ((options & (VAR_MAT_PROBE | VAR_WORLD_PROBE)) != 0) {
+ BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n");
+ }
+ if ((options & VAR_MAT_HASH) != 0) {
+ BLI_dynstr_append(ds, "#define USE_ALPHA_HASH\n");
+ }
+ if ((options & VAR_MAT_BLEND) != 0) {
+ BLI_dynstr_append(ds, "#define USE_ALPHA_BLEND\n");
+ }
+ if ((options & VAR_MAT_REFRACT) != 0) {
+ BLI_dynstr_append(ds, "#define USE_REFRACTION\n");
+ }
+ if ((options & VAR_MAT_LOOKDEV) != 0) {
+ BLI_dynstr_append(ds, "#define LOOKDEV\n");
+ }
+ if ((options & VAR_MAT_HOLDOUT) != 0) {
+ BLI_dynstr_append(ds, "#define HOLDOUT\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return str;
+}
+
+static char *eevee_get_vert(int options)
+{
+ char *str = NULL;
+
+ if ((options & VAR_MAT_VOLUME) != 0) {
+ str = BLI_strdup(e_data.vert_volume_shader_str);
+ }
+ else if ((options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0) {
+ str = BLI_strdup(e_data.vert_background_shader_str);
+ }
+ else {
+ str = BLI_strdup(e_data.vert_shader_str);
+ }
+
+ return str;
+}
+
+static char *eevee_get_geom(int options)
+{
+ char *str = NULL;
+
+ if ((options & VAR_MAT_VOLUME) != 0) {
+ str = BLI_strdup(e_data.geom_volume_shader_str);
+ }
+
+ return str;
+}
+
+static char *eevee_get_frag(int options)
+{
+ char *str = NULL;
+
+ if ((options & VAR_MAT_VOLUME) != 0) {
+ str = BLI_strdup(e_data.volume_shader_lib);
+ }
+ else if ((options & VAR_MAT_DEPTH) != 0) {
+ str = BLI_string_joinN(e_data.frag_shader_lib, datatoc_prepass_frag_glsl);
+ }
+ else {
+ str = BLI_strdup(e_data.frag_shader_lib);
+ }
+
+ return str;
+}
+
+static struct GPUMaterial *eevee_material_get_ex(
+ struct Scene *scene, Material *ma, World *wo, int options, bool deferred)
+{
+ BLI_assert(ma || wo);
+ const bool is_volume = (options & VAR_MAT_VOLUME) != 0;
+ const bool is_default = (options & VAR_DEFAULT) != 0;
+ const void *engine = &DRW_engine_viewport_eevee_type;
+
+ GPUMaterial *mat = NULL;
+
+ if (ma) {
+ mat = DRW_shader_find_from_material(ma, engine, options, deferred);
+ }
+ else {
+ mat = DRW_shader_find_from_world(wo, engine, options, deferred);
+ }
+
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+ char *vert = eevee_get_vert(options);
+ char *geom = eevee_get_geom(options);
+ char *frag = eevee_get_frag(options);
+
+ if (ma) {
+ bNodeTree *ntree = !is_default ? ma->nodetree : EEVEE_shader_default_surface_nodetree(ma);
+ mat = DRW_shader_create_from_material(
+ scene, ma, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred);
+ }
+ else {
+ bNodeTree *ntree = !is_default ? wo->nodetree : EEVEE_shader_default_world_nodetree(wo);
+ mat = DRW_shader_create_from_world(
+ scene, wo, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred);
+ }
+
+ MEM_SAFE_FREE(defines);
+ MEM_SAFE_FREE(vert);
+ MEM_SAFE_FREE(geom);
+ MEM_SAFE_FREE(frag);
+
+ return mat;
+}
+
+/* Note: Compilation is not deferred. */
+struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options)
+{
+ Material *def_ma = (ma && (options & VAR_MAT_VOLUME)) ? BKE_material_default_volume() :
+ BKE_material_default_surface();
+ BLI_assert(def_ma->use_nodes && def_ma->nodetree);
+
+ return eevee_material_get_ex(scene, def_ma, NULL, options, false);
+}
+
+struct GPUMaterial *EEVEE_material_get(
+ EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options)
+{
+ if ((ma && (!ma->use_nodes || !ma->nodetree)) || (wo && (!wo->use_nodes || !wo->nodetree))) {
+ options |= VAR_DEFAULT;
+ }
+
+ /* Meh, implicit option. World probe cannot be deferred because they need
+ * to be rendered immediatly. */
+ const bool deferred = (options & VAR_WORLD_PROBE) == 0;
+
+ GPUMaterial *mat = eevee_material_get_ex(scene, ma, wo, options, deferred);
+
+ int status = GPU_material_status(mat);
+ switch (status) {
+ case GPU_MAT_SUCCESS:
+ break;
+ case GPU_MAT_QUEUED:
+ vedata->stl->g_data->queued_shaders_count++;
+ mat = EEVEE_material_default_get(scene, ma, options);
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ ma = EEVEE_material_default_error_get();
+ mat = eevee_material_get_ex(scene, ma, NULL, options, false);
+ break;
+ }
+ /* Returned material should be ready to be drawn. */
+ BLI_assert(GPU_material_status(mat) == GPU_MAT_SUCCESS);
+ return mat;
+}
+
void EEVEE_shaders_free(void)
{
+ MEM_SAFE_FREE(e_data.frag_shader_lib);
+ MEM_SAFE_FREE(e_data.vert_shader_str);
+ MEM_SAFE_FREE(e_data.vert_shadow_shader_str);
+ MEM_SAFE_FREE(e_data.vert_background_shader_str);
+ MEM_SAFE_FREE(e_data.vert_volume_shader_str);
+ MEM_SAFE_FREE(e_data.geom_volume_shader_str);
+ MEM_SAFE_FREE(e_data.volume_shader_lib);
+ DRW_SHADER_FREE_SAFE(e_data.default_background);
+ DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
@@ -332,4 +787,27 @@ void EEVEE_shaders_free(void)
DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh);
+
+ if (e_data.glossy_mat) {
+ BKE_id_free(NULL, e_data.glossy_mat);
+ e_data.glossy_mat = NULL;
+ }
+ if (e_data.diffuse_mat) {
+ BKE_id_free(NULL, e_data.diffuse_mat);
+ e_data.diffuse_mat = NULL;
+ }
+ if (e_data.error_mat) {
+ BKE_id_free(NULL, e_data.error_mat);
+ e_data.error_mat = NULL;
+ }
+ if (e_data.surface.ntree) {
+ ntreeFreeEmbeddedTree(e_data.surface.ntree);
+ MEM_freeN(e_data.surface.ntree);
+ e_data.surface.ntree = NULL;
+ }
+ if (e_data.world.ntree) {
+ ntreeFreeEmbeddedTree(e_data.world.ntree);
+ MEM_freeN(e_data.world.ntree);
+ e_data.world.ntree = NULL;
+ }
}