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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c89
1 files changed, 89 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 7026894076a..456673c92fa 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -54,6 +54,7 @@ static struct {
struct GPUShader *scatter_with_lights_sh;
struct GPUShader *volumetric_integration_sh;
struct GPUShader *volumetric_resolve_sh;
+ struct GPUShader *volumetric_accum_sh;
GPUTexture *depth_src;
@@ -73,6 +74,7 @@ extern char datatoc_common_view_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lights_lib_glsl[];
+extern char datatoc_volumetric_accum_frag_glsl[];
extern char datatoc_volumetric_frag_glsl[];
extern char datatoc_volumetric_geom_glsl[];
extern char datatoc_volumetric_vert_glsl[];
@@ -136,6 +138,8 @@ static void eevee_create_shader_volumes(void)
datatoc_volumetric_resolve_frag_glsl,
e_data.volumetric_common_lib,
NULL);
+ e_data.volumetric_accum_sh = DRW_shader_create_fullscreen(datatoc_volumetric_accum_frag_glsl,
+ NULL);
float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
e_data.dummy_density = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, color);
@@ -359,6 +363,8 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
/* Fix principle volumetric not working with world materials. */
DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
@@ -375,6 +381,8 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* If no world or volume material is present just clear the buffer with this drawcall */
grp = DRW_shgroup_create(e_data.volumetric_clear_sh, psl->volumetric_world_ps);
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_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
}
@@ -430,8 +438,12 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(
+ grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
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_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
@@ -522,6 +534,8 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
@@ -530,6 +544,8 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmit);
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_call_procedural_triangles(
grp, NULL, USE_VOLUME_OPTI ? 1 : common_data->vol_tex_size[2]);
@@ -540,6 +556,8 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
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_call_procedural_triangles(grp, NULL, 1);
}
@@ -729,4 +747,75 @@ void EEVEE_volumes_free(void)
DRW_SHADER_FREE_SAFE(e_data.scatter_with_lights_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_accum_sh);
+}
+
+/* -------------------------------------------------------------------- */
+
+/** \name Render Passes
+ * \{ */
+
+void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* Create FrameBuffer. */
+
+ /* Should be enough precision for many samples. */
+ const eGPUTextureFormat texture_format_accum = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F;
+ DRW_texture_ensure_fullscreen_2d(&txl->volume_scatter_accum, texture_format_accum, 0);
+ DRW_texture_ensure_fullscreen_2d(&txl->volume_transmittance_accum, texture_format_accum, 0);
+
+ GPU_framebuffer_ensure_config(&fbl->volumetric_accum_fb,
+ {GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_accum),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_accum)});
+
+ /* Clear texture. */
+ if (DRW_state_is_image_render() || effects->taa_current_sample == 1) {
+ GPU_framebuffer_bind(fbl->volumetric_accum_fb);
+ GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear);
+ }
+
+ /* Create Pass and shgroup. */
+ DRW_PASS_CREATE(psl->volumetric_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
+ DRWShadingGroup *grp = NULL;
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_accum_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
+ DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
+ 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));
+ }
+ else {
+ /* There is no volumetrics in the scene. Use a shader to fill the accum textures with a default
+ * value. */
+ grp = DRW_shgroup_create(e_data.volumetric_accum_sh, psl->volumetric_accum_ps);
+ }
+ DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
+
+void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ if (fbl->volumetric_accum_fb != NULL) {
+ /* Accum pass */
+ GPU_framebuffer_bind(fbl->volumetric_accum_fb);
+ DRW_draw_pass(psl->volumetric_accum_ps);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+/* \} */