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-rw-r--r--source/blender/draw/engines/eevee/eevee_cryptomatte.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c20
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c74
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c17
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c15
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c18
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c18
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c18
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl93
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl60
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_cache_utils.c3
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c5
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.h4
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c10
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl4
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c22
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_gpencil.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_paint.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_particle.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c2
25 files changed, 255 insertions, 156 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_cryptomatte.c b/source/blender/draw/engines/eevee/eevee_cryptomatte.c
index 0cb2d55d1eb..7fe984b4397 100644
--- a/source/blender/draw/engines/eevee/eevee_cryptomatte.c
+++ b/source/blender/draw/engines/eevee/eevee_cryptomatte.c
@@ -121,7 +121,7 @@ void EEVEE_cryptomatte_renderpasses_init(EEVEE_Data *vedata)
ViewLayer *view_layer = draw_ctx->view_layer;
/* Cryptomatte is only rendered for final image renders */
- if (!DRW_state_is_image_render()) {
+ if (!DRW_state_is_scene_render()) {
return;
}
const eViewLayerCryptomatteFlags active_layers = eevee_cryptomatte_active_layers(view_layer);
@@ -265,8 +265,7 @@ void EEVEE_cryptomatte_object_hair_cache_populate(EEVEE_Data *vedata,
Object *ob)
{
BLI_assert(ob->type == OB_HAIR);
- Hair *hair = ob->data;
- Material *material = hair->mat ? hair->mat[HAIR_MATERIAL_NR - 1] : NULL;
+ Material *material = BKE_object_material_get_eval(ob, HAIR_MATERIAL_NR);
eevee_cryptomatte_hair_cache_populate(vedata, sldata, ob, NULL, NULL, material);
}
@@ -291,8 +290,7 @@ void EEVEE_cryptomatte_particle_hair_cache_populate(EEVEE_Data *vedata,
if (draw_as != PART_DRAW_PATH) {
continue;
}
- Mesh *mesh = ob->data;
- Material *material = part->omat - 1 < mesh->totcol ? NULL : mesh->mat[part->omat - 1];
+ Material *material = BKE_object_material_get_eval(ob, part->omat);
eevee_cryptomatte_hair_cache_populate(vedata, sldata, ob, psys, md, material);
}
}
@@ -318,7 +316,7 @@ void EEVEE_cryptomatte_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *s
if (geom == NULL) {
continue;
}
- Material *material = BKE_object_material_get(ob, i + 1);
+ Material *material = BKE_object_material_get_eval(ob, i + 1);
DRWShadingGroup *grp = eevee_cryptomatte_shading_group_create(
vedata, sldata, ob, material, false);
DRW_shgroup_call(grp, geom, ob);
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index ae726d7af9a..88fd823bc72 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -494,12 +494,7 @@ static void eevee_render_to_image(void *vedata,
/* Previous motion step. */
if (do_motion_blur_fx) {
- if (i > 0) {
- /* The previous step of this iteration N is exactly the next step of iteration N - 1.
- * So we just swap the resources to avoid too much re-evaluation. */
- EEVEE_motion_blur_swap_data(vedata);
- }
- else {
+ if (i == 0) {
EEVEE_motion_blur_step_set(ved, MB_PREV);
DRW_render_set_time(engine, depsgraph, floorf(time_prev), fractf(time_prev));
EEVEE_render_modules_init(vedata, engine, depsgraph);
@@ -561,6 +556,11 @@ static void eevee_render_to_image(void *vedata,
EEVEE_renderpasses_output_init(
sldata, vedata, g_data->render_sample_count_per_timestep * time_steps_tot);
+ if (scene->world) {
+ /* Update world in case of animated world material. */
+ eevee_id_world_update(vedata, scene->world);
+ }
+
EEVEE_temporal_sampling_create_view(vedata);
EEVEE_render_draw(vedata, engine, render_layer, rect);
@@ -570,6 +570,14 @@ static void eevee_render_to_image(void *vedata,
DRW_cache_restart();
}
}
+
+ if (do_motion_blur_fx) {
+ /* The previous step of next iteration N is exactly the next step of this iteration N - 1.
+ * So we just swap the resources to avoid too much re-evaluation.
+ * Note that this also clears the VBO references from the GPUBatches of deformed
+ * geometries. */
+ EEVEE_motion_blur_swap_data(vedata);
+ }
}
EEVEE_volumes_free_smoke_textures();
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index f05aa562e6b..d2e0c8308c5 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -623,6 +623,11 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata,
/* This GPUShader has already been used by another material.
* Add new shading group just after to avoid shader switching cost. */
grp = DRW_shgroup_create_sub(*grp_p);
+
+ /* Per material uniforms. */
+ if (use_ssrefract) {
+ DRW_shgroup_uniform_float_copy(grp, "refractionDepth", ma->refract_depth);
+ }
}
else {
*grp_p = grp = DRW_shgroup_create(sh, shading_pass);
@@ -718,7 +723,7 @@ BLI_INLINE Material *eevee_object_material_get(Object *ob, int slot, bool holdou
if (holdout) {
return BKE_material_default_holdout();
}
- Material *ma = BKE_object_material_get(ob, slot + 1);
+ Material *ma = BKE_object_material_get_eval(ob, slot + 1);
if (ma == NULL) {
if (ob->type == OB_VOLUME) {
ma = BKE_material_default_volume();
@@ -765,12 +770,15 @@ static void eevee_hair_cache_populate(EEVEE_Data *vedata,
if (matcache.depth_grp) {
*matcache.depth_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.depth_grp);
+ DRW_shgroup_add_material_resources(*matcache.depth_grp_p, matcache.shading_gpumat);
}
if (matcache.shading_grp) {
*matcache.shading_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.shading_grp);
+ DRW_shgroup_add_material_resources(*matcache.shading_grp_p, matcache.shading_gpumat);
}
if (matcache.shadow_grp) {
*matcache.shadow_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.shadow_grp);
+ DRW_shgroup_add_material_resources(*matcache.shadow_grp_p, matcache.shading_gpumat);
*cast_shadow = true;
}
@@ -958,22 +966,9 @@ void EEVEE_material_renderpasses_init(EEVEE_Data *vedata)
}
}
-static void material_renderpass_init(EEVEE_FramebufferList *fbl,
- GPUTexture **output_tx,
- const eGPUTextureFormat format,
- const bool do_clear)
+static void material_renderpass_init(GPUTexture **output_tx, const eGPUTextureFormat format)
{
DRW_texture_ensure_fullscreen_2d(output_tx, format, 0);
- /* Clear texture. */
- if (do_clear) {
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- /* TODO(fclem): replace by GPU_texture_clear once it is fast. */
- GPU_framebuffer_texture_attach(fbl->material_accum_fb, *output_tx, 0, 0);
- GPU_framebuffer_bind(fbl->material_accum_fb);
- GPU_framebuffer_clear_color(fbl->material_accum_fb, clear);
- GPU_framebuffer_bind(fbl->main_fb);
- GPU_framebuffer_texture_detach(fbl->material_accum_fb, *output_tx);
- }
}
void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples)
@@ -988,33 +983,32 @@ void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
/* Should be enough precision for many samples. */
const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F;
- const bool do_clear = (effects->taa_current_sample == 1);
/* Create FrameBuffer. */
GPU_framebuffer_ensure_config(&fbl->material_accum_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_LEAVE});
if (pd->render_passes & EEVEE_RENDER_PASS_ENVIRONMENT) {
- material_renderpass_init(fbl, &txl->env_accum, texture_format, do_clear);
+ material_renderpass_init(&txl->env_accum, texture_format);
}
if (pd->render_passes & EEVEE_RENDER_PASS_EMIT) {
- material_renderpass_init(fbl, &txl->emit_accum, texture_format, do_clear);
+ material_renderpass_init(&txl->emit_accum, texture_format);
}
if (pd->render_passes & EEVEE_RENDER_PASS_DIFFUSE_COLOR) {
- material_renderpass_init(fbl, &txl->diff_color_accum, texture_format, do_clear);
+ material_renderpass_init(&txl->diff_color_accum, texture_format);
}
if (pd->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) {
- material_renderpass_init(fbl, &txl->diff_light_accum, texture_format, do_clear);
+ material_renderpass_init(&txl->diff_light_accum, texture_format);
}
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_COLOR) {
- material_renderpass_init(fbl, &txl->spec_color_accum, texture_format, do_clear);
+ material_renderpass_init(&txl->spec_color_accum, texture_format);
}
if (pd->render_passes & EEVEE_RENDER_PASS_AOV) {
for (int aov_index = 0; aov_index < pd->num_aovs_used; aov_index++) {
- material_renderpass_init(fbl, &txl->aov_surface_accum[aov_index], texture_format, do_clear);
+ material_renderpass_init(&txl->aov_surface_accum[aov_index], texture_format);
}
}
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT) {
- material_renderpass_init(fbl, &txl->spec_light_accum, texture_format, do_clear);
+ material_renderpass_init(&txl->spec_light_accum, texture_format);
if (effects->enabled_effects & EFFECT_SSR) {
EEVEE_reflection_output_init(sldata, vedata, tot_samples);
@@ -1022,7 +1016,8 @@ void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
}
}
-static void material_renderpass_accumulate(EEVEE_FramebufferList *fbl,
+static void material_renderpass_accumulate(EEVEE_EffectsInfo *effects,
+ EEVEE_FramebufferList *fbl,
DRWPass *renderpass,
DRWPass *renderpass2,
EEVEE_PrivateData *pd,
@@ -1032,6 +1027,11 @@ static void material_renderpass_accumulate(EEVEE_FramebufferList *fbl,
GPU_framebuffer_texture_attach(fbl->material_accum_fb, output_tx, 0, 0);
GPU_framebuffer_bind(fbl->material_accum_fb);
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->material_accum_fb, clear);
+ }
+
pd->renderpass_ubo = renderpass_option_ubo;
DRW_draw_pass(renderpass);
if (renderpass2) {
@@ -1053,15 +1053,21 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRWPass *material_accum_ps = psl->material_accum_ps;
DRWPass *background_accum_ps = psl->background_accum_ps;
if (pd->render_passes & EEVEE_RENDER_PASS_ENVIRONMENT) {
- material_renderpass_accumulate(
- fbl, background_accum_ps, NULL, pd, txl->env_accum, sldata->renderpass_ubo.environment);
+ material_renderpass_accumulate(effects,
+ fbl,
+ background_accum_ps,
+ NULL,
+ pd,
+ txl->env_accum,
+ sldata->renderpass_ubo.environment);
}
if (pd->render_passes & EEVEE_RENDER_PASS_EMIT) {
material_renderpass_accumulate(
- fbl, material_accum_ps, NULL, pd, txl->emit_accum, sldata->renderpass_ubo.emit);
+ effects, fbl, material_accum_ps, NULL, pd, txl->emit_accum, sldata->renderpass_ubo.emit);
}
if (pd->render_passes & EEVEE_RENDER_PASS_DIFFUSE_COLOR) {
- material_renderpass_accumulate(fbl,
+ material_renderpass_accumulate(effects,
+ fbl,
material_accum_ps,
NULL,
pd,
@@ -1069,7 +1075,8 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
sldata->renderpass_ubo.diff_color);
}
if (pd->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) {
- material_renderpass_accumulate(fbl,
+ material_renderpass_accumulate(effects,
+ fbl,
material_accum_ps,
NULL,
pd,
@@ -1087,7 +1094,8 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
sldata->common_data.ssr_toggle = false;
GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
}
- material_renderpass_accumulate(fbl,
+ material_renderpass_accumulate(effects,
+ fbl,
material_accum_ps,
NULL,
pd,
@@ -1099,7 +1107,8 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
}
}
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT) {
- material_renderpass_accumulate(fbl,
+ material_renderpass_accumulate(effects,
+ fbl,
material_accum_ps,
NULL,
pd,
@@ -1112,7 +1121,8 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
}
if (pd->render_passes & EEVEE_RENDER_PASS_AOV) {
for (int aov_index = 0; aov_index < pd->num_aovs_used; aov_index++) {
- material_renderpass_accumulate(fbl,
+ material_renderpass_accumulate(effects,
+ fbl,
material_accum_ps,
background_accum_ps,
pd,
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
index 2b448695528..d4490d6fd4c 100644
--- a/source/blender/draw/engines/eevee/eevee_mist.c
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -40,12 +40,9 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
- EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_PrivateData *g_data = stl->g_data;
Scene *scene = draw_ctx->scene;
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
/* Create FrameBuffer. */
/* Should be enough precision for many samples. */
DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0);
@@ -53,12 +50,6 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_framebuffer_ensure_config(&fbl->mist_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)});
- /* Clear texture. */
- if (effects->taa_current_sample == 1) {
- GPU_framebuffer_bind(fbl->mist_accum_fb);
- GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
- }
-
/* Mist settings. */
if (scene && scene->world) {
g_data->mist_start = scene->world->miststa;
@@ -103,9 +94,17 @@ void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->mist_accum_fb != NULL) {
GPU_framebuffer_bind(fbl->mist_accum_fb);
+
+ /* Clear texture. */
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
+ }
+
DRW_draw_pass(psl->mist_accum_ps);
/* Restore */
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 19f34fa6108..4c2024a6f65 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -120,7 +120,6 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Should be enough precision for many samples. */
DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0);
@@ -128,12 +127,6 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
GPU_framebuffer_ensure_config(&fbl->ao_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)});
- /* Clear texture. */
- if (effects->taa_current_sample == 1) {
- GPU_framebuffer_bind(fbl->ao_accum_fb);
- GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
- }
-
/* Accumulation pass */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD;
DRW_PASS_CREATE(psl->ao_accum_ps, state);
@@ -246,6 +239,7 @@ void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->ao_accum_fb != NULL) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
@@ -255,6 +249,13 @@ void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *
EEVEE_occlusion_compute(sldata, vedata);
GPU_framebuffer_bind(fbl->ao_accum_fb);
+
+ /* Clear texture. */
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
+ }
+
DRW_draw_pass(psl->ao_accum_ps);
/* Restore */
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 54f23073bd0..7af0f60748b 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -234,10 +234,6 @@ void EEVEE_reflection_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_EffectsInfo *effects = stl->effects;
-
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Create FrameBuffer. */
const eGPUTextureFormat texture_format = (tot_samples > 256) ? GPU_RGBA32F : GPU_RGBA16F;
@@ -245,12 +241,6 @@ void EEVEE_reflection_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
GPU_framebuffer_ensure_config(&fbl->ssr_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ssr_accum)});
-
- /* Clear texture. */
- if (effects->taa_current_sample == 1) {
- GPU_framebuffer_bind(fbl->ssr_accum_fb);
- GPU_framebuffer_clear_color(fbl->ssr_accum_fb, clear);
- }
}
void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
@@ -258,9 +248,17 @@ void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEV
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (stl->g_data->valid_double_buffer) {
GPU_framebuffer_bind(fbl->ssr_accum_fb);
+
+ /* Clear texture. */
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->ssr_accum_fb, clear);
+ }
+
DRW_draw_pass(psl->ssr_resolve);
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index 51fd1cad41e..6a98c3316f3 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -361,12 +361,8 @@ void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_PassList *psl = vedata->psl;
- EEVEE_StorageList *stl = vedata->stl;
- EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
/* Create FrameBuffer. */
const eGPUTextureFormat texture_format = GPU_R32F;
DRW_texture_ensure_fullscreen_2d(&txl->shadow_accum, texture_format, 0);
@@ -374,12 +370,6 @@ void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata,
GPU_framebuffer_ensure_config(&fbl->shadow_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->shadow_accum)});
- /* Clear texture. */
- if (effects->taa_current_sample == 1) {
- GPU_framebuffer_bind(fbl->shadow_accum_fb);
- GPU_framebuffer_clear_color(fbl->shadow_accum_fb, clear);
- }
-
/* Create Pass and shgroup. */
DRW_PASS_CREATE(psl->shadow_accum_pass,
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ADD_FULL);
@@ -404,9 +394,17 @@ void EEVEE_shadow_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_D
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->shadow_accum_fb != NULL) {
GPU_framebuffer_bind(fbl->shadow_accum_fb);
+
+ /* Clear texture. */
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->shadow_accum_fb, clear);
+ }
+
DRW_draw_pass(psl->shadow_accum_pass);
/* Restore */
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index d228d26cd52..eed36221fcb 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -501,7 +501,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
Scene *scene,
Object *ob)
{
- Material *ma = BKE_object_material_get(ob, 1);
+ Material *ma = BKE_object_material_get_eval(ob, 1);
if (ma == NULL) {
if (ob->type == OB_VOLUME) {
@@ -800,8 +800,6 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
EEVEE_PassList *psl = vedata->psl;
EEVEE_EffectsInfo *effects = stl->effects;
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
/* Create FrameBuffer. */
/* Should be enough precision for many samples. */
@@ -814,12 +812,6 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_accum),
GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_accum)});
- /* Clear texture. */
- if (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;
@@ -843,10 +835,18 @@ void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->volumetric_accum_fb != NULL) {
/* Accum pass */
GPU_framebuffer_bind(fbl->volumetric_accum_fb);
+
+ /* Clear texture. */
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear);
+ }
+
DRW_draw_pass(psl->volumetric_accum_ps);
/* Restore */
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
index b554fd113df..94dd1a439db 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
@@ -51,53 +51,72 @@
closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, sub_data, out_##t2##_2); \
closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, sub_data, out_##t3##_3);
+#ifndef DEPTH_SHADER
/* Inputs are inout so that callers can get the final inputs used for evaluation. */
-#define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
- void closure_##name##_eval(ClosureInputCommon in_common, \
- inout ClosureInput##t0 in_##t0##_0, \
- inout ClosureInput##t1 in_##t1##_1, \
- inout ClosureInput##t2 in_##t2##_2, \
- inout ClosureInput##t3 in_##t3##_3, \
- out ClosureOutput##t0 out_##t0##_0, \
- out ClosureOutput##t1 out_##t1##_1, \
- out ClosureOutput##t2 out_##t2##_2, \
- out ClosureOutput##t3 out_##t3##_3) \
- { \
- CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
+# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
+ void closure_##name##_eval(ClosureInputCommon in_common, \
+ inout ClosureInput##t0 in_##t0##_0, \
+ inout ClosureInput##t1 in_##t1##_1, \
+ inout ClosureInput##t2 in_##t2##_2, \
+ inout ClosureInput##t3 in_##t3##_3, \
+ out ClosureOutput##t0 out_##t0##_0, \
+ out ClosureOutput##t1 out_##t1##_1, \
+ out ClosureOutput##t2 out_##t2##_2, \
+ out ClosureOutput##t3 out_##t3##_3) \
+ { \
+ CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
\
- /* Starts at 1 because 0 is world cubemap. */ \
- for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \
- i++) { \
- ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \
- if (cube.attenuation > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \
+ /* Starts at 1 because 0 is world cubemap. */ \
+ for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \
+ i++) { \
+ ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \
+ if (cube.attenuation > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \
+ } \
} \
- } \
\
- /* Starts at 1 because 0 is world irradiance. */ \
- for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; i++) { \
- ClosureGridData grid = closure_grid_eval_init(i, cl_common); \
- if (grid.attenuation > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \
+ /* Starts at 1 because 0 is world irradiance. */ \
+ for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; \
+ i++) { \
+ ClosureGridData grid = closure_grid_eval_init(i, cl_common); \
+ if (grid.attenuation > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \
+ } \
} \
- } \
\
- CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \
+ CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \
\
- ClosurePlanarData planar = closure_planar_eval_init(cl_common); \
- if (planar.attenuation > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \
- } \
+ ClosurePlanarData planar = closure_planar_eval_init(cl_common); \
+ if (planar.attenuation > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \
+ } \
\
- for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \
- ClosureLightData light = closure_light_eval_init(cl_common, i); \
- if (light.vis > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \
+ for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \
+ ClosureLightData light = closure_light_eval_init(cl_common, i); \
+ if (light.vis > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \
+ } \
} \
- } \
\
- CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \
- }
+ CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \
+ }
+
+#else
+/* Inputs are inout so that callers can get the final inputs used for evaluation. */
+# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
+ void closure_##name##_eval(ClosureInputCommon in_common, \
+ inout ClosureInput##t0 in_##t0##_0, \
+ inout ClosureInput##t1 in_##t1##_1, \
+ inout ClosureInput##t2 in_##t2##_2, \
+ inout ClosureInput##t3 in_##t3##_3, \
+ out ClosureOutput##t0 out_##t0##_0, \
+ out ClosureOutput##t1 out_##t1##_1, \
+ out ClosureOutput##t2 out_##t2##_2, \
+ out ClosureOutput##t3 out_##t3##_3) \
+ { \
+ CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
+ }
+#endif
#define CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) \
closure_##name##_eval(in_common, \
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
index faac216480b..dac53719149 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -136,7 +136,7 @@ const float layer_offset_fg = 0.5 + 1.0;
/* Extra offset for convolution layers to avoid light leaking from background. */
const float layer_offset = 0.5 + 0.5;
-#define DOF_MAX_SLIGHT_FOCUS_RADIUS 5
+#define DOF_MAX_SLIGHT_FOCUS_RADIUS 16
float dof_layer_weight(float coc, const bool is_foreground)
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index cd69a0e2ab1..32841b7749c 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -40,7 +40,7 @@ void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_wei
DofGatherData fg_accum = GATHER_DATA_INIT;
DofGatherData bg_accum = GATHER_DATA_INIT;
- int i_radius = clamp(int(radius), 0, int(layer_threshold));
+ int i_radius = clamp(int(radius + 0.5), 0, int(layer_threshold));
const int resolve_ring_density = DOF_SLIGHT_FOCUS_DENSITY;
ivec2 texel = ivec2(gl_FragCoord.xy);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index 737ef7dc509..356ed102928 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -183,16 +183,70 @@ vec3 light_translucent(LightData ld, vec3 P, vec3 N, vec4 l_vector, vec2 rand, f
#undef scube
#undef scsmd
+/* Similar to https://atyuwen.github.io/posts/normal-reconstruction/.
+ * This samples the depth buffer 4 time for each direction to get the most correct
+ * implicit normal reconstruction out of the depth buffer. */
+vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float depth_center)
+{
+ vec2 uv1 = uvs - ofs * 2.0;
+ vec2 uv2 = uvs - ofs;
+ vec2 uv3 = uvs + ofs;
+ vec2 uv4 = uvs + ofs * 2.0;
+ vec4 H;
+ H.x = textureLod(depthBuffer, uv1, 0.0).r;
+ H.y = textureLod(depthBuffer, uv2, 0.0).r;
+ H.z = textureLod(depthBuffer, uv3, 0.0).r;
+ H.w = textureLod(depthBuffer, uv4, 0.0).r;
+ /* Fix issue with depth precision. Take even larger diff. */
+ vec4 diff = abs(vec4(depth_center, H.yzw) - H.x);
+ if (max_v4(diff) < 2.4e-7 && all(lessThan(diff.xyz, diff.www))) {
+ return 0.25 * (get_view_space_from_depth(uv3, H.w) - get_view_space_from_depth(uv1, H.x));
+ }
+ /* Simplified (H.xw + 2.0 * (H.yz - H.xw)) - depth_center */
+ vec2 deltas = abs((2.0 * H.yz - H.xw) - depth_center);
+ if (deltas.x < deltas.y) {
+ return vP - get_view_space_from_depth(uv2, H.y);
+ }
+ else {
+ return get_view_space_from_depth(uv3, H.z) - vP;
+ }
+}
+
+/* TODO(fclem) port to a common place for other effects to use. */
+bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg)
+{
+ vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y)));
+ float depth_center = textureLod(depthBuffer, uvs, 0.0).r;
+
+ vP = get_view_space_from_depth(uvs, depth_center);
+
+ vec3 dPdx = view_position_derivative_from_depth(uvs, texel_size * vec2(1, 0), vP, depth_center);
+ vec3 dPdy = view_position_derivative_from_depth(uvs, texel_size * vec2(0, 1), vP, depth_center);
+
+ vNg = safe_normalize(cross(dPdx, dPdy));
+
+ /* Background case. */
+ if (depth_center == 1.0) {
+ return false;
+ }
+
+ return true;
+}
+
void main(void)
{
vec2 uvs = uvcoordsvar.xy;
float sss_scale = texture(sssRadius, uvs).r;
- vec3 P = get_world_space_from_depth(uvs, texture(depthBuffer, uvs).r);
- vec3 N = normalize(cross(dFdx(P), dFdy(P)));
vec3 rand = texelfetch_noise_tex(gl_FragCoord.xy).zwy;
rand.xy *= fast_sqrt(rand.z);
+ vec3 vP, vNg;
+ reconstruct_view_position_and_normal_from_depth(uvs, vP, vNg);
+
+ vec3 P = point_view_to_world(vP);
+ vec3 Ng = normal_view_to_world(vNg);
+
vec3 accum = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
@@ -211,7 +265,7 @@ void main(void)
continue;
}
- accum += att * ld.l_color * light_translucent(ld, P, -N, l_vector, rand.xy, sss_scale);
+ accum += att * ld.l_color * light_translucent(ld, P, -Ng, l_vector, rand.xy, sss_scale);
}
FragColor = vec4(accum, 1.0);
diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
index 121c95e95f6..c9a8942f18c 100644
--- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
@@ -60,7 +60,8 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
/* Check if any material with holdout flag enabled. */
tgp_ob->do_mat_holdout = false;
- for (int i = 0; i < ob->totcol; i++) {
+ const int tot_materials = BKE_object_material_count_eval(ob);
+ for (int i = 0; i < tot_materials; i++) {
MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(ob, i + 1);
if (((gp_style != NULL) && (gp_style->flag & GP_MATERIAL_IS_STROKE_HOLDOUT)) ||
((gp_style->flag & GP_MATERIAL_IS_FILL_HOLDOUT))) {
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 526f553329e..e3e84dd4c8c 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -186,7 +186,7 @@ GPENCIL_MaterialPool *gpencil_material_pool_create(GPENCIL_PrivateData *pd, Obje
{
GPENCIL_MaterialPool *matpool = pd->last_material_pool;
- int mat_len = max_ii(1, ob->totcol);
+ int mat_len = max_ii(1, BKE_object_material_count_eval(ob));
bool reuse_matpool = matpool && ((matpool->used_count + mat_len) <= GP_MATERIAL_BUFFER_LEN);
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index c14159b5432..f0ede19f8ec 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -844,7 +844,10 @@ static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL
}
GPENCIL_tLayer *mask_layer = gpencil_layer_cache_get(ob, i);
- BLI_assert(mask_layer);
+ /* When filtering by viewlayer, the mask could be null and must be ignored. */
+ if (mask_layer == NULL) {
+ continue;
+ }
DRW_draw_pass(mask_layer->geom_ps);
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h
index 2bc687397a1..35a7d5679d9 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.h
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.h
@@ -302,7 +302,9 @@ typedef struct GPENCIL_PrivateData {
int v3d_color_type;
/* Current frame */
int cfra;
- /* If we are rendering for final render (F12). */
+ /* If we are rendering for final render (F12).
+ * NOTE: set to false for viewport and opengl rendering (including VSE scene rendering), but set
+ * to true when rendering in `OB_RENDER` shading mode (viewport or opengl rendering) */
bool is_render;
/* If we are in viewport display (used for VFX). */
bool is_viewport;
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
index 0b66141e51a..21d55357a2a 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -424,22 +424,26 @@ static void gpencil_vfx_glow(GlowShaderFxData *fx, Object *UNUSED(ob), gpIterVfx
GPUShader *sh = GPENCIL_shader_fx_glow_get();
- float ref_col[3];
+ float ref_col[4];
if (fx->mode == eShaderFxGlowMode_Luminance) {
+ /* Only pass in the first value for luminance. */
ref_col[0] = fx->threshold;
ref_col[1] = -1.0f;
ref_col[2] = -1.0f;
+ ref_col[3] = -1.0f;
}
else {
+ /* First three values are the RGB for the selected color, last value the threshold. */
copy_v3_v3(ref_col, fx->select_color);
+ ref_col[3] = fx->threshold;
}
DRWState state = DRW_STATE_WRITE_COLOR;
grp = gpencil_vfx_pass_create("Fx Glow H", state, iter, sh);
DRW_shgroup_uniform_vec2_copy(grp, "offset", (float[2]){fx->blur[0] * c, fx->blur[0] * s});
DRW_shgroup_uniform_int_copy(grp, "sampCount", max_ii(1, min_ii(fx->samples, fx->blur[0])));
- DRW_shgroup_uniform_vec3_copy(grp, "threshold", ref_col);
+ DRW_shgroup_uniform_vec4_copy(grp, "threshold", ref_col);
DRW_shgroup_uniform_vec4_copy(grp, "glowColor", fx->glow_color);
DRW_shgroup_uniform_bool_copy(grp, "glowUnder", use_glow_under);
DRW_shgroup_uniform_bool_copy(grp, "firstPass", true);
@@ -473,7 +477,7 @@ static void gpencil_vfx_glow(GlowShaderFxData *fx, Object *UNUSED(ob), gpIterVfx
grp = gpencil_vfx_pass_create("Fx Glow V", state, iter, sh);
DRW_shgroup_uniform_vec2_copy(grp, "offset", (float[2]){-fx->blur[1] * s, fx->blur[1] * c});
DRW_shgroup_uniform_int_copy(grp, "sampCount", max_ii(1, min_ii(fx->samples, fx->blur[0])));
- DRW_shgroup_uniform_vec3_copy(grp, "threshold", (float[3]){-1.0f, -1.0f, -1.0f});
+ DRW_shgroup_uniform_vec4_copy(grp, "threshold", (float[4]){-1.0f, -1.0f, -1.0f, -1.0});
DRW_shgroup_uniform_vec4_copy(grp, "glowColor", (float[4]){1.0f, 1.0f, 1.0f, fx->glow_color[3]});
DRW_shgroup_uniform_bool_copy(grp, "firstPass", false);
DRW_shgroup_uniform_int_copy(grp, "blendMode", fx->blend_mode);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl
index bb905f8694b..269ed49c4d0 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl
@@ -145,7 +145,7 @@ void main()
uniform vec4 glowColor;
uniform vec2 offset;
uniform int sampCount;
-uniform vec3 threshold;
+uniform vec4 threshold;
uniform bool firstPass;
uniform bool glowUnder;
uniform int blendMode;
@@ -168,7 +168,7 @@ void main()
vec3 rev = texture(revealBuf, uv).rgb;
if (threshold.x > -1.0) {
if (threshold.y > -1.0) {
- if (any(greaterThan(abs(col - threshold), vec3(0.05)))) {
+ if (any(greaterThan(abs(col - vec3(threshold)), vec3(threshold.w)))) {
weight = 0.0;
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index 54224071d23..fbad60ff4ab 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -1031,7 +1031,7 @@ static void pchan_draw_data_init(bPoseChannel *pchan)
static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel *pchan)
{
float ebmat[4][4];
- float length;
+ float bone_scale[3];
float(*bone_mat)[4];
float(*disp_mat)[4];
float(*disp_tail_mat)[4];
@@ -1040,23 +1040,23 @@ static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel *
* and not be tight to the draw pass creation.
* This would refresh armature without invalidating the draw cache */
if (pchan) {
- length = pchan->bone->length;
bone_mat = pchan->pose_mat;
disp_mat = pchan->disp_mat;
disp_tail_mat = pchan->disp_tail_mat;
+ copy_v3_fl(bone_scale, pchan->bone->length);
}
else {
eBone->length = len_v3v3(eBone->tail, eBone->head);
ED_armature_ebone_to_mat4(eBone, ebmat);
- length = eBone->length;
+ copy_v3_fl(bone_scale, eBone->length);
bone_mat = ebmat;
disp_mat = eBone->disp_mat;
disp_tail_mat = eBone->disp_tail_mat;
}
copy_m4_m4(disp_mat, bone_mat);
- rescale_m4(disp_mat, (float[3]){length, length, length});
+ rescale_m4(disp_mat, bone_scale);
copy_m4_m4(disp_tail_mat, disp_mat);
translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f);
}
@@ -1255,19 +1255,27 @@ static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pc
static void draw_bone_update_disp_matrix_custom(bPoseChannel *pchan)
{
- float length;
+ float bone_scale[3];
float(*bone_mat)[4];
float(*disp_mat)[4];
float(*disp_tail_mat)[4];
+ float rot_mat[3][3];
/* See TODO above */
- length = PCHAN_CUSTOM_DRAW_SIZE(pchan);
+ mul_v3_v3fl(bone_scale, pchan->custom_scale_xyz, PCHAN_CUSTOM_BONE_LENGTH(pchan));
bone_mat = pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat;
disp_mat = pchan->disp_mat;
disp_tail_mat = pchan->disp_tail_mat;
+ eulO_to_mat3(rot_mat, pchan->custom_rotation_euler, ROT_MODE_XYZ);
+
copy_m4_m4(disp_mat, bone_mat);
- rescale_m4(disp_mat, (float[3]){length, length, length});
+ translate_m4(disp_mat,
+ pchan->custom_translation[0],
+ pchan->custom_translation[1],
+ pchan->custom_translation[2]);
+ mul_m4_m4m3(disp_mat, disp_mat, rot_mat);
+ rescale_m4(disp_mat, bone_scale);
copy_m4_m4(disp_tail_mat, disp_mat);
translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f);
}
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index e9736402ae7..b8f721946f2 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -285,10 +285,6 @@ static bool overlay_should_fade_object(Object *ob, Object *active_object)
return false;
}
- if (ob->base_flag & BASE_FROM_DUPLI) {
- return false;
- }
-
return true;
}
diff --git a/source/blender/draw/engines/overlay/overlay_gpencil.c b/source/blender/draw/engines/overlay/overlay_gpencil.c
index 891142fe0a2..aa26aa47faa 100644
--- a/source/blender/draw/engines/overlay/overlay_gpencil.c
+++ b/source/blender/draw/engines/overlay/overlay_gpencil.c
@@ -382,7 +382,7 @@ static void overlay_gpencil_draw_stroke_color_name(bGPDlayer *UNUSED(gpl),
void *thunk)
{
Object *ob = (Object *)thunk;
- Material *ma = BKE_object_material_get(ob, gps->mat_nr + 1);
+ Material *ma = BKE_object_material_get_eval(ob, gps->mat_nr + 1);
if (ma == NULL) {
return;
}
diff --git a/source/blender/draw/engines/overlay/overlay_paint.c b/source/blender/draw/engines/overlay/overlay_paint.c
index 89e724bcfcc..d52640ed174 100644
--- a/source/blender/draw/engines/overlay/overlay_paint.c
+++ b/source/blender/draw/engines/overlay/overlay_paint.c
@@ -48,7 +48,7 @@ static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) {
Mesh *me = ob->data;
for (int i = 0; i < me->totcol; i++) {
- Material *mat = me->mat[i];
+ Material *mat = BKE_object_material_get_eval(ob, i + 1);
if (mat && mat->a < 1.0f) {
return true;
}
diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c
index 71064e7ff47..5fa74a8c3a6 100644
--- a/source/blender/draw/engines/overlay/overlay_particle.c
+++ b/source/blender/draw/engines/overlay/overlay_particle.c
@@ -186,7 +186,7 @@ void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
/* TODO(fclem): Here would be a good place for preemptive culling. */
/* NOTE(fclem): Is color even useful in our modern context? */
- Material *ma = BKE_object_material_get(ob, part->omat);
+ Material *ma = BKE_object_material_get_eval(ob, part->omat);
float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size};
if (ma != NULL) {
copy_v3_v3(color, &ma->r);
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 6e9118bfe46..800d1085505 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -93,7 +93,7 @@ void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd,
/* Return correct material or empty default material if slot is empty. */
BLI_INLINE Material *workbench_object_material_get(Object *ob, int mat_nr)
{
- Material *ma = BKE_object_material_get(ob, mat_nr);
+ Material *ma = BKE_object_material_get_eval(ob, mat_nr);
if (ma == NULL) {
ma = BKE_material_default_empty();
}
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index 525a81b5581..ddda6d7b58e 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -202,7 +202,7 @@ static void workbench_volume_material_color(WORKBENCH_PrivateData *wpd,
eV3DShadingColorType color_type,
float color[3])
{
- Material *ma = BKE_object_material_get(ob, VOLUME_MATERIAL_NR);
+ Material *ma = BKE_object_material_get_eval(ob, VOLUME_MATERIAL_NR);
WORKBENCH_UBO_Material ubo_data;
workbench_material_ubo_data(wpd, ob, ma, &ubo_data, color_type);
copy_v3_v3(color, ubo_data.base_color);