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Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c23
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c40
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c36
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c25
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c12
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c116
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h12
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c13
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c7
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c13
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl23
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl2
22 files changed, 250 insertions, 103 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index 2ec6f841409..d111c28b256 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -196,7 +196,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
static DRWShadingGroup *eevee_create_bloom_pass(
const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
{
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
*pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index 96e784b524c..636e532555f 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -30,7 +30,7 @@
#include "eevee_private.h"
#include "eevee_lightcache.h"
-static void eevee_view_layer_data_free(void *storage)
+void EEVEE_view_layer_data_free(void *storage)
{
EEVEE_ViewLayerData *sldata = (EEVEE_ViewLayerData *)storage;
@@ -77,7 +77,7 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void)
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer)
{
EEVEE_ViewLayerData **sldata = (EEVEE_ViewLayerData **)DRW_view_layer_engine_data_ensure_ex(
- view_layer, &draw_engine_eevee_type, &eevee_view_layer_data_free);
+ view_layer, &draw_engine_eevee_type, &EEVEE_view_layer_data_free);
if (*sldata == NULL) {
*sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData");
@@ -89,7 +89,7 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_laye
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void)
{
EEVEE_ViewLayerData **sldata = (EEVEE_ViewLayerData **)DRW_view_layer_engine_data_ensure(
- &draw_engine_eevee_type, &eevee_view_layer_data_free);
+ &draw_engine_eevee_type, &EEVEE_view_layer_data_free);
if (*sldata == NULL) {
*sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData");
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index b9f7624552c..cb54ad3a164 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -192,7 +192,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
* - Finally composite the 2 blurred buffers with the original render.
**/
DRWShadingGroup *grp;
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR);
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index d7a978066d5..28658d5126c 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -302,7 +302,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
downsample_write = DRW_STATE_WRITE_COLOR;
}
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
{
psl->color_downsample_ps = DRW_pass_create(
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index adbe165354a..8c66ba057b5 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -66,6 +66,7 @@ static void eevee_engine_init(void *ved)
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
+ stl->g_data->use_color_view_settings = USE_SCENE_LIGHT(v3d) || !LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
@@ -316,37 +317,39 @@ static void eevee_draw_background(void *vedata)
/* Tonemapping and transfer result to default framebuffer. */
+ bool use_view_settings = stl->g_data->use_color_view_settings;
+
GPU_framebuffer_bind(dfbl->default_fb);
- DRW_transform_to_display(stl->effects->final_tx);
+ DRW_transform_to_display(stl->effects->final_tx, use_view_settings);
/* Debug : Ouput buffer to view. */
switch (G.debug_value) {
case 1:
- if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
+ if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer, use_view_settings);
break;
case 2:
- if (effects->ssr_pdf_output) DRW_transform_to_display(effects->ssr_pdf_output);
+ if (effects->ssr_pdf_output) DRW_transform_to_display(effects->ssr_pdf_output, use_view_settings);
break;
case 3:
- if (effects->ssr_normal_input) DRW_transform_to_display(effects->ssr_normal_input);
+ if (effects->ssr_normal_input) DRW_transform_to_display(effects->ssr_normal_input, use_view_settings);
break;
case 4:
- if (effects->ssr_specrough_input) DRW_transform_to_display(effects->ssr_specrough_input);
+ if (effects->ssr_specrough_input) DRW_transform_to_display(effects->ssr_specrough_input, use_view_settings);
break;
case 5:
- if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
+ if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer, use_view_settings);
break;
case 6:
- if (effects->gtao_horizons_debug) DRW_transform_to_display(effects->gtao_horizons_debug);
+ if (effects->gtao_horizons_debug) DRW_transform_to_display(effects->gtao_horizons_debug, use_view_settings);
break;
case 7:
- if (effects->gtao_horizons) DRW_transform_to_display(effects->gtao_horizons);
+ if (effects->gtao_horizons) DRW_transform_to_display(effects->gtao_horizons, use_view_settings);
break;
case 8:
- if (effects->sss_data) DRW_transform_to_display(effects->sss_data);
+ if (effects->sss_data) DRW_transform_to_display(effects->sss_data, use_view_settings);
break;
case 9:
- if (effects->velocity_tx) DRW_transform_to_display(effects->velocity_tx);
+ if (effects->velocity_tx) DRW_transform_to_display(effects->velocity_tx, use_view_settings);
break;
default:
break;
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index bf3ee34a03e..da55cbca2e0 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -45,7 +45,7 @@
#include "eevee_lightcache.h"
#include "eevee_private.h"
-#include "../../../intern/gawain/gawain/gwn_context.h"
+#include "GPU_context.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -83,8 +83,8 @@ extern void DRW_opengl_context_disable(void);
extern void DRW_opengl_render_context_enable(void *re_gl_context);
extern void DRW_opengl_render_context_disable(void *re_gl_context);
-extern void DRW_gawain_render_context_enable(void *re_gwn_context);
-extern void DRW_gawain_render_context_disable(void *re_gwn_context);
+extern void DRW_gawain_render_context_enable(void *re_gpu_context);
+extern void DRW_gawain_render_context_disable(void *re_gpu_context);
typedef struct EEVEE_LightBake {
Depsgraph *depsgraph;
@@ -93,6 +93,7 @@ typedef struct EEVEE_LightBake {
LightCache *lcache;
Scene *scene;
struct Main *bmain;
+ EEVEE_ViewLayerData *sldata;
LightProbe **probe; /* Current probe being rendered. */
GPUTexture *rt_color; /* Target cube color texture. */
@@ -144,7 +145,7 @@ typedef struct EEVEE_LightBake {
bool own_light_cache; /* If the lightcache was created for baking, it's first owned by the baker. */
int delay; /* ms. delay the start of the baking to not slowdown interactions (TODO remove) */
- void *gl_context, *gwn_context; /* If running in parallel (in a separate thread), use this context. */
+ void *gl_context, *gpu_context; /* If running in parallel (in a separate thread), use this context. */
} EEVEE_LightBake;
/* -------------------------------------------------------------------- */
@@ -369,10 +370,10 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
{
if (lbake->gl_context) {
DRW_opengl_render_context_enable(lbake->gl_context);
- if (lbake->gwn_context == NULL) {
- lbake->gwn_context = GWN_context_create();
+ if (lbake->gpu_context == NULL) {
+ lbake->gpu_context = GPU_context_create();
}
- DRW_gawain_render_context_enable(lbake->gwn_context);
+ DRW_gawain_render_context_enable(lbake->gpu_context);
}
else {
DRW_opengl_context_enable();
@@ -382,7 +383,7 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
static void eevee_lightbake_context_disable(EEVEE_LightBake *lbake)
{
if (lbake->gl_context) {
- DRW_gawain_render_context_disable(lbake->gwn_context);
+ DRW_gawain_render_context_disable(lbake->gpu_context);
DRW_opengl_render_context_disable(lbake->gl_context);
}
else {
@@ -586,7 +587,7 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake)
{
if (lbake->gl_context) {
DRW_opengl_render_context_enable(lbake->gl_context);
- DRW_gawain_render_context_enable(lbake->gwn_context);
+ DRW_gawain_render_context_enable(lbake->gpu_context);
}
else if (!lbake->resource_only) {
DRW_opengl_context_enable();
@@ -597,6 +598,12 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake)
lbake->lcache = NULL;
}
+ /* XXX Free the resources contained in the viewlayer data
+ * to be able to free the context before deleting the depsgraph. */
+ if (lbake->sldata) {
+ EEVEE_view_layer_data_free(lbake->sldata);
+ }
+
DRW_TEXTURE_FREE_SAFE(lbake->rt_depth);
DRW_TEXTURE_FREE_SAFE(lbake->rt_color);
DRW_TEXTURE_FREE_SAFE(lbake->grid_prev);
@@ -605,17 +612,17 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake)
GPU_FRAMEBUFFER_FREE_SAFE(lbake->rt_fb[i]);
}
- if (lbake->gwn_context) {
- DRW_gawain_render_context_disable(lbake->gwn_context);
- DRW_gawain_render_context_enable(lbake->gwn_context);
- GWN_context_discard(lbake->gwn_context);
+ if (lbake->gpu_context) {
+ DRW_gawain_render_context_disable(lbake->gpu_context);
+ DRW_gawain_render_context_enable(lbake->gpu_context);
+ GPU_context_discard(lbake->gpu_context);
}
if (lbake->gl_context && lbake->own_resources) {
/* Delete the baking context. */
DRW_opengl_render_context_disable(lbake->gl_context);
WM_opengl_context_dispose(lbake->gl_context);
- lbake->gwn_context = NULL;
+ lbake->gpu_context = NULL;
lbake->gl_context = NULL;
}
else if (lbake->gl_context) {
@@ -633,6 +640,8 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph);
+ lbake->sldata = sldata;
+
/* Disable all effects BUT high bitdepth shadows. */
scene_eval->eevee.flag &= SCE_EEVEE_SHADOW_HIGH_BITDEPTH;
scene_eval->eevee.taa_samples = 1;
@@ -746,6 +755,9 @@ static void compute_cell_id(
probe->grid_resolution_z)));
int visited_cells = 0;
+ *r_stride = 0;
+ *r_final_idx = 0;
+ r_local_cell[0] = r_local_cell[1] = r_local_cell[2] = 0;
for (int lvl = max_lvl; lvl >= 0; --lvl) {
*r_stride = 1 << lvl;
int prev_stride = *r_stride << 1;
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.h b/source/blender/draw/engines/eevee/eevee_lightcache.h
index b58a0544c59..3c6fc73a849 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.h
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.h
@@ -56,4 +56,4 @@ void EEVEE_lightcache_free(struct LightCache *lcache);
void EEVEE_lightcache_load(struct LightCache *lcache);
void EEVEE_lightcache_info_update(struct SceneEEVEE *eevee);
-#endif /* __EEVEE_LIGHTCACHE_H__ */ \ No newline at end of file
+#endif /* __EEVEE_LIGHTCACHE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 1b341aced07..50f4e694d2a 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -74,8 +74,8 @@ static struct {
struct GPUTexture *depth_array_placeholder;
struct GPUTexture *cube_face_minmaxz;
- struct Gwn_VertFormat *format_probe_display_cube;
- struct Gwn_VertFormat *format_probe_display_planar;
+ struct GPUVertFormat *format_probe_display_cube;
+ struct GPUVertFormat *format_probe_display_planar;
} e_data = {NULL}; /* Engine data */
extern char datatoc_background_vert_glsl[];
@@ -376,7 +376,10 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
// DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color);
- DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
}
{
@@ -394,8 +397,9 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
#endif
DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
@@ -413,8 +417,9 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
DRW_shgroup_uniform_float(grp, "farClip", &pinfo->far_clip, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
DRW_shgroup_uniform_texture(grp, "probeDepth", rt_depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
@@ -424,7 +429,7 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_fill_sh, psl->probe_grid_fill);
DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &light_cache->grid_tx.tex);
- struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
}
@@ -447,7 +452,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
{
psl->probe_background = DRW_pass_create("World Probe Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
- struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = NULL;
Scene *scene = draw_ctx->scene;
@@ -471,6 +476,13 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ /* TODO (fclem): remove thoses (need to clean the GLSL files). */
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ 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_call_add(grp, geom, NULL);
break;
default:
@@ -489,7 +501,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
}
}
- if (DRW_state_draw_support()) {
+ if (DRW_state_draw_support() && !LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
psl->probe_display = DRW_pass_create("LightProbe Display", state);
@@ -503,6 +515,9 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_float_copy(grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f);
+ /* TODO (fclem) get rid of thoses UBO. */
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
}
/* Grid Display */
@@ -519,6 +534,11 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_float_copy(shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f);
+ /* TODO (fclem) get rid of thoses UBO. */
+ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(shgrp, "common_block", sldata->common_ubo);
int tri_count = egrid->resolution[0] * egrid->resolution[1] * egrid->resolution[2] * 2;
DRW_shgroup_call_procedural_triangles_add(shgrp, tri_count, NULL);
}
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 0f0d9d281c9..2c970fa5285 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -37,6 +37,8 @@
#define SHADOW_CASTER_ALLOC_CHUNK 16
+// #define DEBUG_CSM
+
static struct {
struct GPUShader *shadow_sh;
struct GPUShader *shadow_store_cube_sh[SHADOW_METHOD_MAX];
@@ -423,7 +425,7 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
/* Add a shadow caster to the shadowpasses */
void EEVEE_lights_cache_shcaster_add(
- EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_StorageList *stl, struct Gwn_Batch *geom, Object *ob)
+ EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_StorageList *stl, struct GPUBatch *geom, Object *ob)
{
DRW_shgroup_call_object_add(
stl->g_data->shadow_shgrp,
@@ -432,7 +434,7 @@ void EEVEE_lights_cache_shcaster_add(
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl, struct GPUMaterial *gpumat,
- struct Gwn_Batch *geom, struct Object *ob, float *alpha_threshold)
+ struct GPUBatch *geom, struct Object *ob, float *alpha_threshold)
{
/* TODO / PERF : reuse the same shading group for objects with the same material */
DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass);
@@ -871,13 +873,13 @@ static void eevee_shadow_cascade_setup(
/* Given 8 frustum corners */
float corners[8][3] = {
/* Near Cap */
- {-1.0f, -1.0f, splits_start_ndc[c]},
{ 1.0f, -1.0f, splits_start_ndc[c]},
+ {-1.0f, -1.0f, splits_start_ndc[c]},
{-1.0f, 1.0f, splits_start_ndc[c]},
{ 1.0f, 1.0f, splits_start_ndc[c]},
/* Far Cap */
- {-1.0f, -1.0f, splits_end_ndc[c]},
{ 1.0f, -1.0f, splits_end_ndc[c]},
+ {-1.0f, -1.0f, splits_end_ndc[c]},
{-1.0f, 1.0f, splits_end_ndc[c]},
{ 1.0f, 1.0f, splits_end_ndc[c]}
};
@@ -890,8 +892,17 @@ static void eevee_shadow_cascade_setup(
float center[3];
frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c]));
+#ifdef DEBUG_CSM
+ float dbg_col[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ if (c < 3) {
+ dbg_col[c] = 1.0f;
+ }
+ DRW_debug_bbox((BoundBox *)&corners, dbg_col);
+ DRW_debug_sphere(center, sh_data->radius[c], dbg_col);
+#endif
+
/* Project into lightspace */
- mul_mat3_m4_v3(viewmat, center);
+ mul_m4_v3(viewmat, center);
/* Snap projection center to nearest texel to cancel shimmering. */
float shadow_origin[2], shadow_texco[2];
@@ -919,6 +930,10 @@ static void eevee_shadow_cascade_setup(
mul_m4_m4m4(sh_data->viewprojmat[c], projmat, viewmat);
mul_m4_m4m4(cascade_data->shadowmat[c], texcomat, sh_data->viewprojmat[c]);
+
+#ifdef DEBUG_CSM
+ DRW_debug_m4_as_bbox(sh_data->viewprojmat[c], dbg_col, true);
+#endif
}
ubo_data->bias = 0.05f * la->bias;
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 2e568d97c07..deb724c9ae6 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -60,7 +60,7 @@ void EEVEE_lookdev_cache_init(
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl && (sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
- struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
GPUTexture *tex = NULL;
/* If one of the component is missing we start from scratch. */
@@ -112,18 +112,14 @@ void EEVEE_lookdev_cache_init(
if (!pinfo) {
/* Do not fadeout when doing probe rendering, only when drawing the background */
DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1);
- if (v3d->shading.studiolight_background > 0.0f) {
- BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
- tex = sl->equirectangular_irradiance_gputexture;
- }
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
+ tex = sl->equirectangular_irradiance_gputexture;
}
else {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
tex = sl->equirectangular_radiance_gputexture;
}
- if (tex != NULL) {
- DRW_shgroup_uniform_texture(*grp, "image", tex);
- }
+ DRW_shgroup_uniform_texture(*grp, "image", tex);
/* Do we need to recalc the lightprobes? */
if (pinfo &&
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 040b937f5b2..1eb63e0f0eb 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -137,7 +137,7 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
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();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
@@ -199,7 +199,7 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
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();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
@@ -362,7 +362,9 @@ static char *eevee_get_volume_defines(int options)
**/
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)
+ int *ssr_id, float *refract_depth,
+ bool use_diffuse, bool use_glossy, bool use_refract,
+ bool use_ssrefraction, bool use_alpha_blend)
{
LightCache *lcache = vedata->stl->g_data->light_cache;
@@ -379,13 +381,13 @@ static void add_standard_uniforms(
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) {
+ if (use_diffuse || use_glossy || use_refract) {
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 ((use_diffuse || use_glossy) && !use_refract) {
if ((vedata->stl->effects->enabled_effects & EFFECT_GTAO) != 0) {
DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->stl->effects->gtao_horizons);
}
@@ -394,20 +396,17 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->txl->maxzbuffer);
}
}
-
- /* TODO if diffuse bsdf */
- if (true) {
+ if (use_diffuse) {
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
}
-
- /* TODO if glossy bsdf */
- if (true) {
+ if (use_glossy || use_refract) {
DRW_shgroup_uniform_texture_ref(shgrp, "probeCubes", &lcache->cube_tx.tex);
+ }
+ if (use_glossy) {
DRW_shgroup_uniform_texture_ref(shgrp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
}
-
- if (use_ssrefraction) {
+ if (use_refract || 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);
@@ -565,6 +564,8 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
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(
@@ -854,7 +855,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, use_blend);
return shgrp;
}
@@ -893,7 +894,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
* 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);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
}
}
@@ -909,7 +910,8 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
vedata->psl->default_pass[options],
e_data.default_lit[options]);
}
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
+
return shgrp;
}
else {
@@ -941,7 +943,7 @@ static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
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);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, true, true, false, false, false);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
@@ -959,7 +961,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
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();
+ struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = NULL;
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -984,6 +986,13 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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);
+ /* TODO (fclem): remove thoses (need to clean the GLSL files). */
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ 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_call_add(grp, geom, NULL);
break;
case GPU_MAT_QUEUED:
@@ -1122,6 +1131,7 @@ static void material_opaque(
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_LampsInfo *linfo = sldata->lamps;
+ bool use_diffuse, use_glossy, use_refract;
float *color_p = &ma->r;
float *metal_p = &ma->metallic;
@@ -1129,10 +1139,9 @@ static void material_opaque(
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) &&
+ const bool use_ssrefract = ((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);
+ bool use_sss = ((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);
@@ -1144,7 +1153,7 @@ static void material_opaque(
/* 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;
+ scene, ma, vedata, false, false, use_ssrefract, 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;
@@ -1157,7 +1166,7 @@ static void material_opaque(
/* Shading */
*gpumat = EEVEE_material_mesh_get(
- scene, ma, vedata, false, false, use_refract,
+ scene, ma, vedata, false, false, use_ssrefract,
use_sss, use_translucency, linfo->shadow_method);
GPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
@@ -1173,7 +1182,7 @@ static void material_opaque(
* the surface shader. */
status_mat_surface = status_mat_depth;
}
- else if (use_refract) {
+ else if (use_ssrefract) {
*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(
@@ -1187,8 +1196,14 @@ static void material_opaque(
}
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);
+ use_diffuse = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_DIFFUSE);
+ use_glossy = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_GLOSSY);
+ use_refract = GPU_material_flag_get(*gpumat_depth, GPU_MATFLAG_REFRACT);
+
+ add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL,
+ use_diffuse, use_glossy, use_refract, false, false);
+ add_standard_uniforms(*shgrp_depth_clip, sldata, vedata, NULL, NULL,
+ use_diffuse, use_glossy, use_refract, false, false);
if (ma->blend_method == MA_BM_CLIP) {
DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
@@ -1206,13 +1221,19 @@ static void material_opaque(
{
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;
+ int *ssr_id = (((effects->enabled_effects & EFFECT_SSR) != 0) && !use_ssrefract) ? &first_ssr : &no_ssr;
+ use_diffuse = GPU_material_flag_get(*gpumat, GPU_MATFLAG_DIFFUSE);
+ use_glossy = GPU_material_flag_get(*gpumat, GPU_MATFLAG_GLOSSY);
+ use_refract = GPU_material_flag_get(*gpumat, GPU_MATFLAG_REFRACT);
+ use_sss = use_sss && GPU_material_flag_get(*gpumat, GPU_MATFLAG_SSS);
*shgrp = DRW_shgroup_material_create(
*gpumat,
- (use_refract) ? psl->refract_pass :
+ (use_ssrefract) ? 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);
+
+ add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth,
+ use_diffuse, use_glossy, use_refract, use_ssrefract, false);
if (use_sss) {
struct GPUTexture *sss_tex_profile = NULL;
@@ -1243,7 +1264,6 @@ static void material_opaque(
}
case GPU_MAT_QUEUED:
{
- /* TODO Bypass probe compilation. */
color_p = compile_col;
metal_p = spec_p = rough_p = &half;
break;
@@ -1270,7 +1290,7 @@ static void material_opaque(
/* Fallback default depth prepass */
if (*shgrp_depth == NULL) {
- if (use_refract) {
+ if (use_ssrefract) {
*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;
}
@@ -1298,7 +1318,7 @@ static void material_transparent(
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_LampsInfo *linfo = sldata->lamps;
- const bool use_refract = (
+ const bool use_ssrefract = (
((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
((stl->effects->enabled_effects & EFFECT_REFRACT) != 0)
);
@@ -1314,7 +1334,7 @@ static void material_transparent(
/* Shading */
*gpumat = EEVEE_material_mesh_get(
- scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract,
+ scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_ssrefract,
false, false, linfo->shadow_method);
switch (GPU_material_status(*gpumat)) {
@@ -1324,7 +1344,13 @@ static void material_transparent(
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);
+
+ bool use_diffuse = GPU_material_flag_get(*gpumat, GPU_MATFLAG_DIFFUSE);
+ bool use_glossy = GPU_material_flag_get(*gpumat, GPU_MATFLAG_GLOSSY);
+ bool use_refract = GPU_material_flag_get(*gpumat, GPU_MATFLAG_REFRACT);
+
+ add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth,
+ use_diffuse, use_glossy, use_refract, use_ssrefract, use_blend);
break;
}
case GPU_MAT_QUEUED:
@@ -1457,11 +1483,17 @@ static void material_particle_hair(
switch (GPU_material_status(gpumat)) {
case GPU_MAT_SUCCESS:
{
+ bool use_diffuse = GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE);
+ bool use_glossy = GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY);
+ bool use_refract = GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT);
+
shgrp = DRW_shgroup_material_particle_hair_create(
ob, psys, md,
psl->material_pass,
gpumat);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL,
+ use_diffuse, use_glossy, use_refract, false, false);
break;
}
case GPU_MAT_QUEUED:
@@ -1555,11 +1587,17 @@ static void material_hair(
switch (GPU_material_status(gpumat)) {
case GPU_MAT_SUCCESS:
{
+ bool use_diffuse = GPU_material_flag_get(gpumat, GPU_MATFLAG_DIFFUSE);
+ bool use_glossy = GPU_material_flag_get(gpumat, GPU_MATFLAG_GLOSSY);
+ bool use_refract = GPU_material_flag_get(gpumat, GPU_MATFLAG_REFRACT);
+
shgrp = DRW_shgroup_material_hair_create(
ob, hsys, scalp, draw_set,
psl->material_pass,
gpumat);
- add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL,
+ use_diffuse, use_glossy, use_refract, false, false);
break;
}
case GPU_MAT_QUEUED:
@@ -1689,7 +1727,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
char *auto_layer_names;
int *auto_layer_is_srgb;
int auto_layer_count;
- struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
+ struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get(
ob, gpumat_array, materials_len,
&auto_layer_names,
&auto_layer_is_srgb,
@@ -1820,7 +1858,7 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
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();
+ struct GPUBatch *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;
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 6dabc8f91cb..08745850bd4 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -178,7 +178,7 @@ void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR);
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index f39fbe33a71..8ede22cda5a 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -183,7 +183,7 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
/** Occlusion algorithm overview
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index e2a875dca1f..bd1323dab3b 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -96,7 +96,7 @@ extern struct DrawEngineType draw_engine_eevee_type;
} ((void)0)
#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
-#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->drawtype == OB_MATERIAL))
+#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS))))
#define LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && !(v3d->shading.flag & V3D_SHADING_SCENE_WORLD))
@@ -515,6 +515,7 @@ typedef struct EEVEE_EffectsInfo {
int volume_current_sample;
/* SSR */
bool reflection_trace_full;
+ bool ssr_was_persp;
int ssr_neighbor_ofs;
int ssr_halfres_ofs[2];
struct GPUTexture *ssr_normal_input; /* Textures from pool */
@@ -773,9 +774,13 @@ typedef struct EEVEE_PrivateData {
/* Mist Settings */
float mist_start, mist_inv_dist, mist_falloff;
+
+ /* Color Management */
+ bool use_color_view_settings;
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
+void EEVEE_view_layer_data_free(void *sldata);
EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer);
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
@@ -815,10 +820,10 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_shcaster_add(
- EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct Gwn_Batch *geom, Object *ob);
+ EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct GPUBatch *geom, Object *ob);
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
- struct GPUMaterial *gpumat, struct Gwn_Batch *geom, struct Object *ob,
+ struct GPUMaterial *gpumat, struct GPUBatch *geom, struct Object *ob,
float *alpha_threshold);
void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata);
@@ -908,6 +913,7 @@ void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
void EEVEE_mist_free(void);
/* eevee_temporal_sampling.c */
+void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata);
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_temporal_sampling_matrices_calc(
EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2]);
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index ef949c32eed..46229c2dc9b 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -132,6 +132,14 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
});
}
+ const bool is_persp = DRW_viewport_is_persp_get();
+ if (effects->ssr_was_persp != is_persp) {
+ effects->ssr_was_persp = is_persp;
+ DRW_viewport_request_redraw();
+ EEVEE_temporal_sampling_reset(vedata);
+ stl->g_data->valid_double_buffer = false;
+ }
+
effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0;
common_data->ssr_thickness = scene_eval->eevee.ssr_thickness;
common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade;
@@ -189,7 +197,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
EEVEE_EffectsInfo *effects = stl->effects;
LightCache *lcache = stl->g_data->light_cache;
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
@@ -219,6 +227,8 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
if (!effects->reflection_trace_full) {
@@ -237,6 +247,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRW_shgroup_uniform_texture_ref(grp, "hitBuffer", &effects->ssr_hit_output);
DRW_shgroup_uniform_texture_ref(grp, "pdfBuffer", &effects->ssr_pdf_output);
DRW_shgroup_uniform_texture_ref(grp, "prevColorBuffer", &txl->color_double_buffer);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 6ee3b9cc286..9667f2ac9d7 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -204,7 +204,7 @@ void EEVEE_subsurface_add_pass(
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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());
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
index 7cd76669fe4..6cb2d1d3b53 100644
--- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -174,6 +174,11 @@ void EEVEE_temporal_sampling_matrices_calc(
invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
}
+void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata)
+{
+ vedata->stl->effects->taa_render_sample = 1;
+}
+
int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
@@ -294,11 +299,11 @@ void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data
DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &txl->color);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
if (effects->enabled_effects & EFFECT_TAA_REPROJECT) {
// DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
}
else {
DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index d0cea65d05e..f8bb8c6f1cf 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -397,6 +397,12 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ /* TODO (fclem): remove thoses (need to clean the GLSL files). */
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ 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);
}
}
@@ -475,6 +481,13 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
+ /* TODO(fclem) remove thoses "unecessary" UBOs */
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ 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, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", ob->imat);
DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 8b232bf14a4..286f00783d9 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -548,6 +548,14 @@ float F_eta(float eta, float cos_theta)
return result;
}
+/* Fresnel color blend base on fresnel factor */
+vec3 F_color_blend(float eta, float fresnel, vec3 f0_color)
+{
+ float f0 = F_eta(eta, 1.0);
+ float fac = saturate((fresnel - f0) / max(1e-8, 1.0 - f0));
+ return mix(f0_color, vec3(1.0), fac);
+}
+
/* Fresnel */
vec3 F_schlick(vec3 f0, float cos_theta)
{
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index ec5f6f4472f..7281eb4cf2d 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -318,6 +318,8 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
#define SSS_LUT_SIZE 64.0
#define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE))
#define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE))
+
+#ifdef USE_TRANSLUCENCY
layout(std140) uniform sssProfile {
vec4 kernel[MAX_SSS_SAMPLES];
vec4 radii_max_radius;
@@ -330,6 +332,7 @@ vec3 sss_profile(float s) {
s /= radii_max_radius.w;
return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
}
+#endif
vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
{
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 22194c22f39..c31fa166634 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -54,6 +54,13 @@ uniform int hairThicknessRes = 1;
#define CLOSURE_SUBSURFACE
#endif /* SURFACE_PRINCIPLED */
+#if !defined(SURFACE_CLEARCOAT) && !defined(CLOSURE_NAME)
+ #define SURFACE_CLEARCOAT
+ #define CLOSURE_NAME eevee_closure_clearcoat
+ #define CLOSURE_GLOSSY
+ #define CLOSURE_CLEARCOAT
+#endif /* SURFACE_CLEARCOAT */
+
#if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
#define SURFACE_DIFFUSE
#define CLOSURE_NAME eevee_closure_diffuse
@@ -67,6 +74,14 @@ uniform int hairThicknessRes = 1;
#define CLOSURE_SUBSURFACE
#endif /* SURFACE_SUBSURFACE */
+#if !defined(SURFACE_SKIN) && !defined(CLOSURE_NAME)
+ #define SURFACE_SKIN
+ #define CLOSURE_NAME eevee_closure_skin
+ #define CLOSURE_DIFFUSE
+ #define CLOSURE_SUBSURFACE
+ #define CLOSURE_GLOSSY
+#endif /* SURFACE_SKIN */
+
#if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
#define SURFACE_GLOSSY
#define CLOSURE_NAME eevee_closure_glossy
@@ -215,7 +230,7 @@ void CLOSURE_NAME(
#endif
#ifdef CLOSURE_CLEARCOAT
- out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) * C_intensity * ld.l_spec;
+ out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) * ld.l_spec;
#endif
}
@@ -226,8 +241,8 @@ void CLOSURE_NAME(
#ifdef CLOSURE_CLEARCOAT
vec3 brdf_lut_lamps_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).rgb;
- out_spec_clear *= F_area(f0, brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
- out_spec += out_spec_clear;
+ out_spec_clear *= F_area(vec3(0.04), brdf_lut_lamps_clear.xy) * brdf_lut_lamps_clear.z;
+ out_spec += out_spec_clear * C_intensity;
#endif
/* ---------------------------------------------------------------- */
@@ -417,7 +432,7 @@ void CLOSURE_NAME(
NV = dot(C_N, V);
vec2 C_uv = lut_coords(NV, C_roughness);
vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
- vec3 C_fresnel = F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
+ vec3 C_fresnel = F_ibl(vec3(0.04), C_brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index f2e9e7001e8..e110937c5aa 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -2,10 +2,12 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
+#ifdef CLIP_PLANES
/* keep in sync with DRWManager.view_data */
layout(std140) uniform clip_block {
vec4 ClipPlanes[1];
};
+#endif
#ifndef HAIR_SHADER
in vec3 pos;