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-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c11
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c46
-rw-r--r--source/blender/draw/intern/DRW_render.h10
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c12
4 files changed, 53 insertions, 26 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index a37c063adf6..05127585e6c 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -776,6 +776,7 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
wo,
engine,
options,
+ false,
e_data.vert_background_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -796,6 +797,7 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
wo,
engine,
options,
+ false,
e_data.vert_background_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -819,6 +821,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
wo,
engine,
options,
+ true,
e_data.vert_volume_shader_str,
e_data.geom_volume_shader_str,
e_data.volume_shader_lib,
@@ -853,6 +856,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene,
ma,
engine,
options,
+ false,
e_data.vert_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -880,6 +884,7 @@ struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material
ma,
engine,
options,
+ true,
e_data.vert_volume_shader_str,
e_data.geom_volume_shader_str,
e_data.volume_shader_lib,
@@ -916,6 +921,7 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene,
ma,
engine,
options,
+ false,
(is_shadow) ? e_data.vert_shadow_shader_str :
e_data.vert_shader_str,
NULL,
@@ -945,6 +951,7 @@ struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma)
ma,
engine,
options,
+ false,
e_data.vert_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -1919,7 +1926,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
* to know if the material has a "volume nodetree".
*/
bool use_volume_material = (gpumat_array[0] &&
- GPU_material_use_domain_volume(gpumat_array[0]));
+ GPU_material_has_volume_output(gpumat_array[0]));
if ((ob->dt >= OB_SOLID) || DRW_state_is_image_render()) {
/* Get per-material split surface */
@@ -1968,7 +1975,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
/* Do not render surface if we are rendering a volume object
* and do not have a surface closure. */
if (use_volume_material &&
- (gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i]))) {
+ (gpumat_array[i] && !GPU_material_has_surface_output(gpumat_array[i]))) {
continue;
}
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index dcb8b04fbcd..efe2ef5fc17 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -351,7 +351,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
!LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
- if (GPU_material_use_domain_volume(mat)) {
+ if (GPU_material_has_volume_output(mat)) {
grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps);
}
@@ -367,10 +367,11 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
/* Fix principle volumetric not working with world materials. */
- DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampcolor", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
- DRW_shgroup_uniform_vec2_copy(grp, "unftemperature", (float[2]){0.0f, 1.0f});
+ ListBase gpu_grids = GPU_material_volume_grids(mat);
+ for (GPUMaterialVolumeGrid *gpu_grid = gpu_grids.first; gpu_grid;
+ gpu_grid = gpu_grid->next) {
+ DRW_shgroup_uniform_texture(grp, gpu_grid->sampler_name, e_data.dummy_density);
+ }
DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
@@ -446,6 +447,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
+ ListBase gpu_grids = GPU_material_volume_grids(mat);
/* Smoke Simulation */
if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
(md = modifiers_findByType(ob, eModifierType_Fluid)) &&
@@ -477,12 +479,25 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(mmd));
}
- DRW_shgroup_uniform_texture_ref(
- grp, "sampdensity", mds->tex_density ? &mds->tex_density : &e_data.dummy_density);
- DRW_shgroup_uniform_texture_ref(
- grp, "sampcolor", mds->tex_color ? &mds->tex_color : &e_data.dummy_density);
- DRW_shgroup_uniform_texture_ref(
- grp, "sampflame", mds->tex_flame ? &mds->tex_flame : &e_data.dummy_flame);
+ for (GPUMaterialVolumeGrid *gpu_grid = gpu_grids.first; gpu_grid; gpu_grid = gpu_grid->next) {
+ if (STREQ(gpu_grid->name, "density")) {
+ DRW_shgroup_uniform_texture_ref(grp,
+ gpu_grid->sampler_name,
+ mds->tex_density ? &mds->tex_density :
+ &e_data.dummy_density);
+ }
+ else if (STREQ(gpu_grid->name, "color")) {
+ DRW_shgroup_uniform_texture_ref(
+ grp, gpu_grid->sampler_name, mds->tex_color ? &mds->tex_color : &e_data.dummy_density);
+ }
+ else if (STREQ(gpu_grid->name, "flame") || STREQ(gpu_grid->name, "temperature")) {
+ DRW_shgroup_uniform_texture_ref(
+ grp, gpu_grid->sampler_name, mds->tex_flame ? &mds->tex_flame : &e_data.dummy_flame);
+ }
+ else {
+ DRW_shgroup_uniform_texture_ref(grp, gpu_grid->sampler_name, &e_data.dummy_density);
+ }
+ }
/* Constant Volume color. */
bool use_constant_color = ((mds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
@@ -492,14 +507,13 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
grp, "volumeColor", (use_constant_color) ? mds->active_color : white, 1);
/* Output is such that 0..1 maps to 0..1000K */
- DRW_shgroup_uniform_vec2(grp, "unftemperature", &mds->flame_ignition, 1);
+ DRW_shgroup_uniform_vec2(grp, "volumeTemperature", &mds->flame_ignition, 1);
}
else {
- DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampcolor", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
+ for (GPUMaterialVolumeGrid *gpu_grid = gpu_grids.first; gpu_grid; gpu_grid = gpu_grid->next) {
+ DRW_shgroup_uniform_texture(grp, gpu_grid->sampler_name, e_data.dummy_density);
+ }
DRW_shgroup_uniform_vec3(grp, "volumeColor", white, 1);
- DRW_shgroup_uniform_vec2(grp, "unftemperature", (float[2]){0.0f, 1.0f}, 1);
}
/* TODO Reduce to number of slices intersecting. */
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 904510b1357..c3e94fda4fc 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -211,16 +211,17 @@ struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *def
struct GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig slot);
struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
const void *engine_type,
- int options,
+ const int options,
bool deferred);
struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma,
const void *engine_type,
- int options,
+ const int options,
bool deferred);
struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
struct World *wo,
const void *engine_type,
- int options,
+ const int options,
+ const bool is_volume_shader,
const char *vert,
const char *geom,
const char *frag_lib,
@@ -229,7 +230,8 @@ struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
struct Material *ma,
const void *engine_type,
- int options,
+ const int options,
+ const bool is_volume_shader,
const char *vert,
const char *geom,
const char *frag_lib,
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 9c34cdbac3b..ed05fb85dc9 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -356,7 +356,7 @@ GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig sh_cfg)
GPUMaterial *DRW_shader_find_from_world(World *wo,
const void *engine_type,
- int options,
+ const int options,
bool deferred)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
@@ -372,7 +372,7 @@ GPUMaterial *DRW_shader_find_from_world(World *wo,
GPUMaterial *DRW_shader_find_from_material(Material *ma,
const void *engine_type,
- int options,
+ const int options,
bool deferred)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
@@ -389,7 +389,8 @@ GPUMaterial *DRW_shader_find_from_material(Material *ma,
GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
World *wo,
const void *engine_type,
- int options,
+ const int options,
+ const bool is_volume_shader,
const char *vert,
const char *geom,
const char *frag_lib,
@@ -409,6 +410,7 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
&wo->gpumaterial,
engine_type,
options,
+ is_volume_shader,
vert,
geom,
frag_lib,
@@ -426,7 +428,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
Material *ma,
const void *engine_type,
- int options,
+ const int options,
+ const bool is_volume_shader,
const char *vert,
const char *geom,
const char *frag_lib,
@@ -446,6 +449,7 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
&ma->gpumaterial,
engine_type,
options,
+ is_volume_shader,
vert,
geom,
frag_lib,