diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_pipeline.cc')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_pipeline.cc | 46 |
1 files changed, 32 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc index 214fe9c7153..d9ac39f4fb9 100644 --- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc @@ -43,9 +43,8 @@ void WorldPipeline::sync(GPUMaterial *gpumat) DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info); /* RenderPasses. Cleared by background (even if bad practice). */ DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx); - DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx); DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx); - DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx); DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx); DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx); /* To allow opaque pass rendering over it. */ @@ -101,12 +100,14 @@ DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, G { RenderBuffers &rbufs = inst_.render_buffers; DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_; - // LightModule &lights = inst_.lights; + LightModule &lights = inst_.lights; + Sampling &sampling = inst_.sampling; // LightProbeModule &lightprobes = inst_.lightprobes; // RaytracingModule &raytracing = inst_.raytracing; // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT; DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass); - // lights.shgroup_resources(grp); + lights.bind_resources(grp); + sampling.bind_resources(grp); // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get()); // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get()); // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get()); @@ -120,9 +121,8 @@ DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, G DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info); /* RenderPasses. */ DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx); - DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx); DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx); - DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx); DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx); DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx); @@ -162,19 +162,22 @@ DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat, DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat) { - // LightModule &lights = inst_.lights; + RenderBuffers &rbufs = inst_.render_buffers; + LightModule &lights = inst_.lights; + Sampling &sampling = inst_.sampling; // LightProbeModule &lightprobes = inst_.lightprobes; // RaytracingModule &raytracing = inst_.raytracing; // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT; DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_); - // lights.shgroup_resources(grp); + lights.bind_resources(grp); + sampling.bind_resources(grp); // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get()); // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get()); // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get()); // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get()); // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get()); // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get()); - // DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); + DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); /* TODO(fclem): Make this only needed if material uses it ... somehow. */ // if (true) { // DRW_shgroup_uniform_texture_ref( @@ -191,6 +194,21 @@ DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_m // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get()); // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get()); // } + { + /* TODO(fclem): This is not needed. This is only to please the OpenGL debug Layer. + * If we are to introduce transparency render-passes support, it would be through a separate + * pass. */ + /* AOVs. */ + DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx); + DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx); + DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info); + /* RenderPasses. */ + DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx); + } DRWState state_disable = DRW_STATE_WRITE_DEPTH; DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM; @@ -224,22 +242,22 @@ DRWShadingGroup *ForwardPipeline::prepass_transparent_add(::Material *blender_ma void ForwardPipeline::render(const DRWView *view, Framebuffer &prepass_fb, Framebuffer &combined_fb, - GPUTexture *depth_tx, GPUTexture *UNUSED(combined_tx)) { - UNUSED_VARS(view, depth_tx, prepass_fb, combined_fb); - // HiZBuffer &hiz = inst_.hiz_front; + UNUSED_VARS(view); DRW_stats_group_start("ForwardOpaque"); GPU_framebuffer_bind(prepass_fb); DRW_draw_pass(prepass_ps_); - // hiz.set_dirty(); + if (!DRW_pass_is_empty(prepass_ps_)) { + inst_.hiz_buffer.set_dirty(); + } // if (inst_.raytracing.enabled()) { // rt_buffer.radiance_copy(combined_tx); - // hiz.update(depth_tx); + // inst_.hiz_buffer.update(); // } // inst_.shadows.set_view(view, depth_tx); |