diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_subsurface.c | 137 |
1 files changed, 69 insertions, 68 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index 3f4008eb8b9..7674148f76a 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -29,7 +29,9 @@ #include "DEG_depsgraph_query.h" #include "GPU_extensions.h" +#include "GPU_material.h" #include "GPU_texture.h" + #include "eevee_private.h" static struct { @@ -83,6 +85,7 @@ void EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2; + effects->sss_surface_count = 0; common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold; } @@ -145,7 +148,7 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } else { GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb); - txl->sss_accum = NULL; + DRW_TEXTURE_FREE_SAFE(txl->sss_accum); } } else { @@ -154,11 +157,11 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb); + DRW_TEXTURE_FREE_SAFE(txl->sss_accum); effects->sss_stencil = NULL; effects->sss_blur = NULL; effects->sss_irradiance = NULL; effects->sss_radius = NULL; - txl->sss_accum = NULL; } } @@ -221,70 +224,77 @@ void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, - uint sss_id, - struct GPUUniformBuffer *sss_profile) + Material *ma, + DRWShadingGroup *shgrp, + struct GPUMaterial *gpumat) { - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; - struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth; - DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps); - DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); - DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_irradiance); - DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); - DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block( - grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata)); - DRW_shgroup_stencil_mask(grp, sss_id); - DRW_shgroup_call(grp, quad, NULL); - - grp = DRW_shgroup_create(e_data.sss_sh[1], psl->sss_resolve_ps); - DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); - DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur); - DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo); - DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); - DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block( - grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata)); - DRW_shgroup_stencil_mask(grp, sss_id); - DRW_shgroup_call(grp, quad, NULL); -} + struct GPUTexture *sss_tex_profile = NULL; + struct GPUUniformBuffer *sss_profile = GPU_material_sss_profile_get( + gpumat, stl->effects->sss_sample_count, &sss_tex_profile); -void EEVEE_subsurface_translucency_add_pass(EEVEE_ViewLayerData *sldata, - EEVEE_Data *vedata, - uint sss_id, - struct GPUUniformBuffer *sss_profile, - GPUTexture *sss_tex_profile) -{ - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - EEVEE_PassList *psl = vedata->psl; - EEVEE_StorageList *stl = vedata->stl; - EEVEE_EffectsInfo *effects = stl->effects; - struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); - GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth; + if (!sss_profile) { + BLI_assert(0 && "SSS pass requested but no SSS data was found"); + return; + } + + /* Limit of 8 bit stencil buffer. ID 255 is refraction. */ + if (effects->sss_surface_count >= 254) { + /* TODO : display message. */ + printf("Error: Too many different Subsurface shader in the scene.\n"); + return; + } + + int sss_id = ++(effects->sss_surface_count); + /* Make main pass output stencil mask. */ + DRW_shgroup_stencil_mask(shgrp, sss_id); + + { + DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); + DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_irradiance); + DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); + DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); + DRW_shgroup_stencil_mask(grp, sss_id); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + + grp = DRW_shgroup_create(e_data.sss_sh[1], psl->sss_resolve_ps); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); + DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur); + DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo); + DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); + DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); + DRW_shgroup_stencil_mask(grp, sss_id); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } - DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[2], psl->sss_translucency_ps); - DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); - DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); - DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool); - DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool); - DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); - DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); - DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block( - grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata)); - DRW_shgroup_stencil_mask(grp, sss_id); - DRW_shgroup_call(grp, quad, NULL); + if (ma->blend_flag & MA_BL_TRANSLUCENCY) { + DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[2], psl->sss_translucency_ps); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); + DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); + DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool); + DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool); + DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); + DRW_shgroup_stencil_mask(grp, sss_id); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } } void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) @@ -310,8 +320,7 @@ void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)}); GPU_framebuffer_bind(fbl->main_fb); - DRW_draw_pass(psl->sss_pass); - DRW_draw_pass(psl->sss_pass_cull); + DRW_draw_pass(psl->material_sss_ps); /* Restore */ GPU_framebuffer_ensure_config(&fbl->main_fb, @@ -350,23 +359,15 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (!DRW_pass_is_empty(psl->sss_translucency_ps)) { /* We sample the shadow-maps using normal sampler. We need to disable Comparison mode. * TODO(fclem) avoid this by using sampler objects.*/ - GPU_texture_bind(sldata->shadow_cube_pool, 0); GPU_texture_compare_mode(sldata->shadow_cube_pool, false); - GPU_texture_unbind(sldata->shadow_cube_pool); - GPU_texture_bind(sldata->shadow_cascade_pool, 0); GPU_texture_compare_mode(sldata->shadow_cascade_pool, false); - GPU_texture_unbind(sldata->shadow_cascade_pool); GPU_framebuffer_bind(fbl->sss_translucency_fb); DRW_draw_pass(psl->sss_translucency_ps); /* Reset original state. */ - GPU_texture_bind(sldata->shadow_cube_pool, 0); GPU_texture_compare_mode(sldata->shadow_cube_pool, true); - GPU_texture_unbind(sldata->shadow_cube_pool); - GPU_texture_bind(sldata->shadow_cascade_pool, 0); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); - GPU_texture_unbind(sldata->shadow_cascade_pool); } /* 1. horizontal pass */ |