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-rw-r--r--source/blender/draw/CMakeLists.txt31
-rw-r--r--source/blender/draw/DRW_engine.h9
-rw-r--r--source/blender/draw/DRW_engine_types.h5
-rw-r--r--source/blender/draw/DRW_select_buffer.h5
-rw-r--r--source/blender/draw/engines/basic/basic_engine.c2
-rw-r--r--source/blender/draw/engines/basic/basic_engine.h5
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c46
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c36
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c32
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.h5
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c112
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.h5
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c52
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c165
-rw-r--r--source/blender/draw/engines/eevee/eevee_lut.h5
-rw-r--r--source/blender/draw/engines/eevee/eevee_lut_gen.c33
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c128
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c16
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c101
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c19
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h44
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c31
-rw-r--r--source/blender/draw/engines/eevee/eevee_renderpasses.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c24
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c465
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c25
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c38
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c17
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c111
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl14
-rw-r--r--source/blender/draw/engines/eevee/shaders/background_vert.glsl18
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl877
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl11
-rw-r--r--source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lib.glsl181
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl (renamed from source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl)42
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl65
-rw-r--r--source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl265
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl51
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl12
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl38
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl29
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl13
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl80
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl31
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl20
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl95
-rw-r--r--source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl (renamed from source/blender/draw/engines/eevee/shaders/default_world_frag.glsl)43
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl14
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl11
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl43
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl12
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl36
-rw-r--r--source/blender/draw/engines/eevee/shaders/ssr_lib.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_frag.glsl89
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_geom.glsl46
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl43
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_vert.glsl (renamed from source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl)33
-rw-r--r--source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl22
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl8
-rw-r--r--source/blender/draw/engines/external/external_engine.h5
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_cache_utils.c13
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c9
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c6
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.h5
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_render.c3
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl34
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c25
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_curve.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_mesh.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_text.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c8
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.h5
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c40
-rw-r--r--source/blender/draw/engines/overlay/overlay_facing.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_image.c22
-rw-r--r--source/blender/draw/engines/overlay/overlay_metaball.c4
-rw-r--r--source/blender/draw/engines/overlay/overlay_outline.c21
-rw-r--r--source/blender/draw/engines/overlay/overlay_paint.c12
-rw-r--r--source/blender/draw/engines/overlay/overlay_pointcloud.c72
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h15
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c55
-rw-r--r--source/blender/draw/engines/overlay/overlay_wireframe.c20
-rw-r--r--source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl13
-rw-r--r--source/blender/draw/engines/overlay/shaders/grid_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/grid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl6
-rw-r--r--source/blender/draw/engines/overlay/shaders/pointcloud_frag.glsl16
-rw-r--r--source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl27
-rw-r--r--source/blender/draw/engines/select/select_engine.c2
-rw-r--r--source/blender/draw/engines/select/select_engine.h5
-rw-r--r--source/blender/draw/engines/select/select_private.h5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl32
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl38
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c40
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_antialiasing.c101
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c41
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.h5
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c30
-rw-r--r--source/blender/draw/engines/workbench/workbench_opaque.c24
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h43
-rw-r--r--source/blender/draw/engines/workbench/workbench_render.c1
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c54
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c24
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c13
-rw-r--r--source/blender/draw/intern/DRW_render.h39
-rw-r--r--source/blender/draw/intern/draw_cache.c113
-rw-r--r--source/blender/draw/intern/draw_cache.h6
-rw-r--r--source/blender/draw/intern/draw_cache_extract.h12
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c128
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h9
-rw-r--r--source/blender/draw/intern/draw_cache_impl_gpencil.c8
-rw-r--r--source/blender/draw/intern/draw_cache_impl_lattice.c25
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c218
-rw-r--r--source/blender/draw/intern/draw_cache_impl_particles.c20
-rw-r--r--source/blender/draw/intern/draw_cache_impl_pointcloud.c164
-rw-r--r--source/blender/draw/intern/draw_cache_impl_volume.c2
-rw-r--r--source/blender/draw/intern/draw_cache_inline.h5
-rw-r--r--source/blender/draw/intern/draw_color_management.h5
-rw-r--r--source/blender/draw/intern/draw_common.c9
-rw-r--r--source/blender/draw/intern/draw_common.h23
-rw-r--r--source/blender/draw/intern/draw_debug.h5
-rw-r--r--source/blender/draw/intern/draw_fluid.c419
-rw-r--r--source/blender/draw/intern/draw_hair.c2
-rw-r--r--source/blender/draw/intern/draw_hair_private.h5
-rw-r--r--source/blender/draw/intern/draw_instance_data.h5
-rw-r--r--source/blender/draw/intern/draw_manager.c152
-rw-r--r--source/blender/draw/intern/draw_manager.h8
-rw-r--r--source/blender/draw/intern/draw_manager_data.c128
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c36
-rw-r--r--source/blender/draw/intern/draw_manager_profiling.h5
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c106
-rw-r--r--source/blender/draw/intern/draw_manager_text.c6
-rw-r--r--source/blender/draw/intern/draw_manager_text.h5
-rw-r--r--source/blender/draw/intern/draw_manager_texture.c6
-rw-r--r--source/blender/draw/intern/draw_select_buffer.c19
-rw-r--r--source/blender/draw/intern/draw_view.c13
-rw-r--r--source/blender/draw/intern/draw_view.h5
-rw-r--r--source/blender/draw/intern/shaders/common_hair_lib.glsl22
-rw-r--r--source/blender/draw/intern/shaders/common_math_geom_lib.glsl119
-rw-r--r--source/blender/draw/intern/shaders/common_math_lib.glsl130
-rw-r--r--source/blender/draw/intern/shaders/common_pointcloud_lib.glsl39
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl112
-rw-r--r--source/blender/draw/intern/smaa_textures.h4
184 files changed, 3642 insertions, 3408 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 1ddae11999b..f85b03dc517 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -64,6 +64,7 @@ set(SRC
intern/draw_color_management.c
intern/draw_common.c
intern/draw_debug.c
+ intern/draw_fluid.c
intern/draw_hair.c
intern/draw_instance_data.c
intern/draw_manager.c
@@ -143,12 +144,12 @@ set(SRC
engines/overlay/overlay_outline.c
engines/overlay/overlay_paint.c
engines/overlay/overlay_particle.c
- engines/overlay/overlay_pointcloud.c
engines/overlay/overlay_sculpt.c
engines/overlay/overlay_shader.c
engines/overlay/overlay_wireframe.c
DRW_engine.h
+ DRW_engine_types.h
DRW_select_buffer.h
intern/DRW_render.h
intern/draw_cache.h
@@ -186,11 +187,10 @@ set(LIB
)
data_to_c_simple(engines/eevee/shaders/ambient_occlusion_lib.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/default_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/default_world_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/concentric_samples_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/closure_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/common_utiltex_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lights_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC)
@@ -205,8 +205,8 @@ data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_fill_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_vert.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lit_surface_frag.glsl SRC)
-data_to_c_simple(engines/eevee/shaders/lit_surface_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lookdev_world_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/closure_lit_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC)
@@ -230,7 +230,6 @@ data_to_c_simple(engines/eevee/shaders/object_motion_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC)
-
data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
@@ -241,9 +240,14 @@ data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/cubemap_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/renderpass_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/surface_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/surface_geom.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/surface_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/surface_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_accum_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
@@ -271,6 +275,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_material_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_merge_infront_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_hair_vert.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shader_interface_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
@@ -285,8 +290,11 @@ data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_colormanagement_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
+data_to_c_simple(intern/shaders/common_pointcloud_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
+data_to_c_simple(intern/shaders/common_math_lib.glsl SRC)
+data_to_c_simple(intern/shaders/common_math_geom_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC)
@@ -386,8 +394,6 @@ data_to_c_simple(engines/overlay/shaders/paint_weight_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/particle_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/particle_frag.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/pointcloud_vert.glsl SRC)
-data_to_c_simple(engines/overlay/shaders/pointcloud_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/sculpt_mask_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/sculpt_mask_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/volume_velocity_vert.glsl SRC)
@@ -398,6 +404,13 @@ data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC)
list(APPEND INC
)
+if(WITH_MOD_FLUID)
+ list(APPEND INC
+ ../../../intern/mantaflow/extern
+ )
+ add_definitions(-DWITH_FLUID)
+endif()
+
if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 6c835c6d7ae..6db3bb39643 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRW_ENGINE_H__
-#define __DRW_ENGINE_H__
+#pragma once
#include "BLI_sys_types.h" /* for bool */
@@ -43,6 +42,7 @@ struct GPUViewport;
struct ID;
struct Main;
struct Object;
+struct Render;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
@@ -137,6 +137,9 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph
struct DRWInstanceDataList *DRW_instance_data_list_create(void);
void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
+void DRW_render_context_enable(struct Render *render);
+void DRW_render_context_disable(struct Render *render);
+
void DRW_opengl_context_create(void);
void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
@@ -170,5 +173,3 @@ void DRW_drawdata_free(struct ID *id);
#ifdef __cplusplus
}
#endif
-
-#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/DRW_engine_types.h b/source/blender/draw/DRW_engine_types.h
index d31bab5a1b5..807f654f559 100644
--- a/source/blender/draw/DRW_engine_types.h
+++ b/source/blender/draw/DRW_engine_types.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRW_ENGINE_TYPES_H__
-#define __DRW_ENGINE_TYPES_H__
+#pragma once
#ifdef __cplusplus
extern "C" {
@@ -50,5 +49,3 @@ typedef struct DefaultTextureList {
#ifdef __cplusplus
}
#endif
-
-#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/DRW_select_buffer.h b/source/blender/draw/DRW_select_buffer.h
index 66dee3a9aa9..43d4005c3a9 100644
--- a/source/blender/draw/DRW_select_buffer.h
+++ b/source/blender/draw/DRW_select_buffer.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRW_SELECT_BUFFER_H__
-#define __DRW_SELECT_BUFFER_H__
+#pragma once
#include "BLI_sys_types.h" /* for bool and uint */
@@ -126,5 +125,3 @@ uint DRW_select_buffer_find_nearest_to_point(struct Depsgraph *depsgraph,
void DRW_select_buffer_context_create(struct Base **bases,
const uint bases_len,
short select_mode);
-
-#endif /* __DRW_SELECT_BUFFER_H__ */
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index 0dd3cc14234..94c380b3b50 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -165,7 +165,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
return;
}
- bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob != draw_ctx->object_edit) {
diff --git a/source/blender/draw/engines/basic/basic_engine.h b/source/blender/draw/engines/basic/basic_engine.h
index d17f1c24c37..8ace6f23cdc 100644
--- a/source/blender/draw/engines/basic/basic_engine.h
+++ b/source/blender/draw/engines/basic/basic_engine.h
@@ -20,9 +20,6 @@
* \ingroup draw_engine
*/
-#ifndef __BASIC_ENGINE_H__
-#define __BASIC_ENGINE_H__
+#pragma once
extern DrawEngineType draw_engine_basic_type;
-
-#endif /* __BASIC_ENGINE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index 87948f403a0..c475e5287c2 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -28,6 +28,7 @@
#include "BLI_memblock.h"
#include "BKE_duplilist.h"
+#include "BKE_modifier.h"
#include "DEG_depsgraph_query.h"
@@ -147,28 +148,46 @@ EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData *
return ob_step;
}
-EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb,
- Object *ob,
- bool hair)
+static EEVEE_GeometryMotionData *motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb,
+ void *key,
+ bool hair)
{
if (mb->geom == NULL) {
return NULL;
}
-
- /* Use original data as key to ensure matching accross update. */
- Object *ob_orig = DEG_get_original_object(ob);
-
- void *key = (char *)ob_orig->data + hair;
+ key = (char *)key + (int)hair;
EEVEE_GeometryMotionData *geom_step = BLI_ghash_lookup(mb->geom, key);
if (geom_step == NULL) {
geom_step = MEM_callocN(sizeof(EEVEE_GeometryMotionData), __func__);
- geom_step->type = (hair) ? EEVEE_HAIR_GEOM_MOTION_DATA : EEVEE_MESH_GEOM_MOTION_DATA;
+ geom_step->type = hair ? EEVEE_HAIR_GEOM_MOTION_DATA : EEVEE_MESH_GEOM_MOTION_DATA;
BLI_ghash_insert(mb->geom, key, geom_step);
}
-
return geom_step;
}
+EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb, Object *ob)
+{
+ /* Use original data as key to ensure matching accross update. */
+ return motion_blur_geometry_data_get(mb, DEG_get_original_object(ob)->data, false);
+}
+
+EEVEE_GeometryMotionData *EEVEE_motion_blur_hair_data_get(EEVEE_MotionBlurData *mb,
+ Object *ob,
+ ModifierData *md)
+{
+ void *key;
+ if (md) {
+ /* Particle system. */
+ key = BKE_modifier_get_original(md);
+ }
+ else {
+ /* Hair object. */
+ key = DEG_get_original_object(ob)->data;
+ }
+
+ return motion_blur_geometry_data_get(mb, key, true);
+}
+
/* View Layer data. */
void EEVEE_view_layer_data_free(void *storage)
@@ -218,6 +237,11 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void)
return (EEVEE_ViewLayerData *)DRW_view_layer_engine_data_get(&draw_engine_eevee_type);
}
+static void eevee_view_layer_init(EEVEE_ViewLayerData *sldata)
+{
+ sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), NULL);
+}
+
EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer)
{
EEVEE_ViewLayerData **sldata = (EEVEE_ViewLayerData **)DRW_view_layer_engine_data_ensure_ex(
@@ -225,6 +249,7 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_laye
if (*sldata == NULL) {
*sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData");
+ eevee_view_layer_init(*sldata);
}
return *sldata;
@@ -237,6 +262,7 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void)
if (*sldata == NULL) {
*sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData");
+ eevee_view_layer_init(*sldata);
}
return *sldata;
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 4a3cc36ddef..05cd6426911 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -54,24 +54,30 @@ extern char datatoc_common_view_lib_glsl[];
static void eevee_create_shader_depth_of_field(const bool use_alpha)
{
- char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl, datatoc_effect_dof_frag_glsl);
- e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen(
- frag,
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+
+ e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_dof_frag_glsl,
+ lib,
use_alpha ? "#define USE_ALPHA_DOF\n"
"#define STEP_DOWNSAMPLE\n" :
"#define STEP_DOWNSAMPLE\n");
- e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl,
- NULL,
- frag,
- use_alpha ? "#define USE_ALPHA_DOF\n"
- "#define STEP_SCATTER\n" :
- "#define STEP_SCATTER\n");
- e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(frag,
- use_alpha ?
- "#define USE_ALPHA_DOF\n"
- "#define STEP_RESOLVE\n" :
- "#define STEP_RESOLVE\n");
- MEM_freeN(frag);
+
+ e_data.dof_scatter_sh[use_alpha] = DRW_shader_create_with_shaderlib(
+ datatoc_effect_dof_vert_glsl,
+ NULL,
+ datatoc_effect_dof_frag_glsl,
+ lib,
+ use_alpha ? "#define USE_ALPHA_DOF\n"
+ "#define STEP_SCATTER\n" :
+ "#define STEP_SCATTER\n");
+
+ e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_dof_frag_glsl,
+ lib,
+ use_alpha ? "#define USE_ALPHA_DOF\n"
+ "#define STEP_RESOLVE\n" :
+ "#define STEP_RESOLVE\n");
}
int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 8c48ae65d9b..f6e74c6822c 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -486,7 +486,7 @@ void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int le
}
/**
- * Simple down-sampling algorithm for cubemap. Reconstruct mip chain up to mip level.
+ * Simple down-sampling algorithm for cube-map. Reconstruct mip chain up to mip level.
*/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index bac96ab1079..d77c6600026 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -32,6 +32,8 @@
#include "DNA_world_types.h"
+#include "IMB_imbuf.h"
+
#include "eevee_private.h"
#include "eevee_engine.h" /* own include */
@@ -79,11 +81,6 @@ static void eevee_engine_init(void *ved)
GPU_framebuffer_ensure_config(&fbl->main_color_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)});
- if (sldata->common_ubo == NULL) {
- sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data),
- &sldata->common_data);
- }
-
/* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`.
* `EEVEE_effects_init` needs to go second for TAA. */
EEVEE_renderpasses_init(vedata);
@@ -459,6 +456,9 @@ static void eevee_render_to_image(void *vedata,
}
EEVEE_PrivateData *g_data = ved->stl->g_data;
+ EEVEE_render_modules_init(vedata, engine, depsgraph);
+
+ int initial_frame = CFRA;
int steps = max_ii(1, scene->eevee.motion_blur_steps);
int time_steps_tot = (do_motion_blur) ? steps : 1;
g_data->render_tot_samples = divide_ceil_u(scene->eevee.taa_render_samples, time_steps_tot);
@@ -480,9 +480,10 @@ static void eevee_render_to_image(void *vedata,
}
else {
EEVEE_motion_blur_step_set(ved, MB_PREV);
- RE_engine_frame_set(engine, floorf(time_prev), fractf(time_prev));
+ DRW_render_set_time(engine, depsgraph, floorf(time_prev), fractf(time_prev));
+ EEVEE_render_modules_init(vedata, engine, depsgraph);
+ sldata = EEVEE_view_layer_data_ensure();
- EEVEE_render_view_sync(vedata, engine, depsgraph);
EEVEE_render_cache_init(sldata, vedata);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
@@ -496,9 +497,10 @@ static void eevee_render_to_image(void *vedata,
/* Next motion step. */
if (do_motion_blur_fx) {
EEVEE_motion_blur_step_set(ved, MB_NEXT);
- RE_engine_frame_set(engine, floorf(time_next), fractf(time_next));
+ DRW_render_set_time(engine, depsgraph, floorf(time_next), fractf(time_next));
+ EEVEE_render_modules_init(vedata, engine, depsgraph);
+ sldata = EEVEE_view_layer_data_ensure();
- EEVEE_render_view_sync(vedata, engine, depsgraph);
EEVEE_render_cache_init(sldata, vedata);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
@@ -512,10 +514,11 @@ static void eevee_render_to_image(void *vedata,
{
if (do_motion_blur) {
EEVEE_motion_blur_step_set(ved, MB_CURR);
- RE_engine_frame_set(engine, floorf(time_curr), fractf(time_curr));
+ DRW_render_set_time(engine, depsgraph, floorf(time_curr), fractf(time_curr));
+ EEVEE_render_modules_init(vedata, engine, depsgraph);
+ sldata = EEVEE_view_layer_data_ensure();
}
- EEVEE_render_view_sync(vedata, engine, depsgraph);
EEVEE_render_cache_init(sldata, vedata);
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
@@ -558,6 +561,11 @@ static void eevee_render_to_image(void *vedata,
/* Restore original viewport size. */
DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
+
+ if (CFRA != initial_frame) {
+ /* Restore original frame number. This is because the render pipeline expects it. */
+ RE_engine_frame_set(engine, initial_frame, 0.0f);
+ }
}
static void eevee_engine_free(void)
@@ -601,7 +609,7 @@ RenderEngineType DRW_engine_viewport_eevee_type = {
NULL,
EEVEE_ENGINE,
N_("Eevee"),
- RE_INTERNAL | RE_USE_PREVIEW | RE_USE_STEREO_VIEWPORT,
+ RE_INTERNAL | RE_USE_PREVIEW | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
NULL,
&DRW_render_to_image,
NULL,
diff --git a/source/blender/draw/engines/eevee/eevee_engine.h b/source/blender/draw/engines/eevee/eevee_engine.h
index b27d16aa7d8..40784e2980b 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.h
+++ b/source/blender/draw/engines/eevee/eevee_engine.h
@@ -20,9 +20,6 @@
* \ingroup DNA
*/
-#ifndef __EEVEE_ENGINE_H__
-#define __EEVEE_ENGINE_H__
+#pragma once
extern RenderEngineType DRW_engine_viewport_eevee_type;
-
-#endif /* __EEVEE_ENGINE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 78d50a02fc7..38f5536170e 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -53,9 +53,6 @@
#if defined(IRRADIANCE_SH_L2)
# define IRRADIANCE_SAMPLE_SIZE_X 4 /* 3 in reality */
# define IRRADIANCE_SAMPLE_SIZE_Y 4 /* 3 in reality */
-#elif defined(IRRADIANCE_CUBEMAP)
-# define IRRADIANCE_SAMPLE_SIZE_X 8
-# define IRRADIANCE_SAMPLE_SIZE_Y 8
#elif defined(IRRADIANCE_HL2)
# define IRRADIANCE_SAMPLE_SIZE_X 4 /* 3 in reality */
# define IRRADIANCE_SAMPLE_SIZE_Y 2
@@ -113,7 +110,7 @@ typedef struct EEVEE_LightBake {
float samples_ct, invsamples_ct;
/** Sampling bias during convolution step. */
float lod_factor;
- /** Max cubemap LOD to sample when convolving. */
+ /** Max cube-map LOD to sample when convolving. */
float lod_max;
/** Number of probes to render + world probe. */
int cube_len, grid_len;
@@ -121,7 +118,7 @@ typedef struct EEVEE_LightBake {
/* Irradiance grid */
/** Current probe being rendered (UBO data). */
EEVEE_LightGrid *grid;
- /** Target cubemap at MIP 0. */
+ /** Target cube-map at MIP 0. */
int irr_cube_res;
/** Size of the irradiance texture. */
int irr_size[3];
@@ -145,7 +142,7 @@ typedef struct EEVEE_LightBake {
/* Reflection probe */
/** Current probe being rendered (UBO data). */
EEVEE_LightProbe *cube;
- /** Target cubemap at MIP 0. */
+ /** Target cube-map at MIP 0. */
int ref_cube_res;
/** Index of the current cube. */
int cube_offset;
@@ -206,6 +203,21 @@ static bool eevee_lightcache_version_check(LightCache *lcache)
}
}
+static bool eevee_lightcache_can_be_saved(LightCache *lcache)
+{
+ if (lcache->grid_tx.data) {
+ if (MEM_allocN_len(lcache->grid_tx.data) >= INT_MAX) {
+ return false;
+ }
+ }
+ if (lcache->cube_tx.data) {
+ if (MEM_allocN_len(lcache->cube_tx.data) >= INT_MAX) {
+ return false;
+ }
+ }
+ return true;
+}
+
static int eevee_lightcache_irradiance_sample_count(LightCache *lcache)
{
int total_irr_samples = 0;
@@ -231,7 +243,14 @@ void EEVEE_lightcache_info_update(SceneEEVEE *eevee)
if (lcache->cube_tx.tex_size[2] > GPU_max_texture_layers()) {
BLI_strncpy(eevee->light_cache_info,
- TIP_("Error: Light cache is too big for your GPU to be loaded"),
+ TIP_("Error: Light cache is too big for the GPU to be loaded"),
+ sizeof(eevee->light_cache_info));
+ return;
+ }
+
+ if (lcache->flag & LIGHTCACHE_INVALID) {
+ BLI_strncpy(eevee->light_cache_info,
+ TIP_("Error: Light cache dimensions not supported by the GPU"),
sizeof(eevee->light_cache_info));
return;
}
@@ -242,6 +261,13 @@ void EEVEE_lightcache_info_update(SceneEEVEE *eevee)
return;
}
+ if (!eevee_lightcache_can_be_saved(lcache)) {
+ BLI_strncpy(eevee->light_cache_info,
+ TIP_("Error: LightCache is too large and will not be saved to disk"),
+ sizeof(eevee->light_cache_info));
+ return;
+ }
+
char formatted_mem[15];
BLI_str_format_byte_unit(formatted_mem, eevee_lightcache_memsize_get(lcache), false);
@@ -284,7 +310,7 @@ static bool EEVEE_lightcache_validate(const LightCache *light_cache,
const int grid_len,
const int irr_size[3])
{
- if (light_cache) {
+ if (light_cache && !(light_cache->flag & LIGHTCACHE_INVALID)) {
/* See if we need the same amount of texture space. */
if ((irr_size[0] == light_cache->grid_tx.tex_size[0]) &&
(irr_size[1] == light_cache->grid_tx.tex_size[1]) &&
@@ -346,12 +372,18 @@ LightCache *EEVEE_lightcache_create(const int grid_len,
light_cache->cube_mips = MEM_callocN(sizeof(LightCacheTexture) * light_cache->mips_len,
"LightCacheTexture");
- for (int mip = 0; mip < light_cache->mips_len; mip++) {
- GPU_texture_get_mipmap_size(
- light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size);
+ if (light_cache->grid_tx.tex == NULL || light_cache->cube_tx.tex == NULL) {
+ /* We could not create the requested textures size. Stop baking and do not use the cache. */
+ light_cache->flag = LIGHTCACHE_INVALID;
}
+ else {
+ light_cache->flag = LIGHTCACHE_UPDATE_WORLD | LIGHTCACHE_UPDATE_CUBE | LIGHTCACHE_UPDATE_GRID;
- light_cache->flag = LIGHTCACHE_UPDATE_WORLD | LIGHTCACHE_UPDATE_CUBE | LIGHTCACHE_UPDATE_GRID;
+ for (int mip = 0; mip < light_cache->mips_len; mip++) {
+ GPU_texture_get_mipmap_size(
+ light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size);
+ }
+ }
return light_cache;
}
@@ -379,6 +411,12 @@ static bool eevee_lightcache_static_load(LightCache *lcache)
0,
false,
NULL);
+
+ if (lcache->grid_tx.tex == NULL) {
+ lcache->flag |= LIGHTCACHE_NOT_USABLE;
+ return false;
+ }
+
GPU_texture_filter_mode(lcache->grid_tx.tex, true);
}
@@ -404,6 +442,11 @@ static bool eevee_lightcache_static_load(LightCache *lcache)
NULL);
}
+ if (lcache->cube_tx.tex == NULL) {
+ lcache->flag |= LIGHTCACHE_NOT_USABLE;
+ return false;
+ }
+
for (int mip = 0; mip < lcache->mips_len; mip++) {
GPU_texture_add_mipmap(
lcache->cube_tx.tex, GPU_DATA_10_11_11_REV, mip + 1, lcache->cube_mips[mip].data);
@@ -423,6 +466,10 @@ bool EEVEE_lightcache_load(LightCache *lcache)
return false;
}
+ if (lcache->flag & (LIGHTCACHE_INVALID | LIGHTCACHE_NOT_USABLE)) {
+ return false;
+ }
+
switch (lcache->type) {
case LIGHTCACHE_TYPE_STATIC:
return eevee_lightcache_static_load(lcache);
@@ -484,6 +531,12 @@ void EEVEE_lightcache_free(LightCache *lcache)
static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
{
+ if (GPU_use_main_context_workaround() && !BLI_thread_is_main()) {
+ GPU_context_main_lock();
+ DRW_opengl_context_enable();
+ return;
+ }
+
if (lbake->gl_context) {
DRW_opengl_render_context_enable(lbake->gl_context);
if (lbake->gpu_context == NULL) {
@@ -498,6 +551,12 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake)
static void eevee_lightbake_context_disable(EEVEE_LightBake *lbake)
{
+ if (GPU_use_main_context_workaround() && !BLI_thread_is_main()) {
+ DRW_opengl_context_disable();
+ GPU_context_main_unlock();
+ return;
+ }
+
if (lbake->gl_context) {
DRW_gpu_render_context_disable(lbake->gpu_context);
DRW_opengl_render_context_disable(lbake->gl_context);
@@ -593,9 +652,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake)
if (lbake->lcache == NULL) {
lbake->lcache = EEVEE_lightcache_create(
lbake->grid_len, lbake->cube_len, lbake->ref_cube_res, lbake->vis_res, lbake->irr_size);
- lbake->lcache->flag = LIGHTCACHE_UPDATE_WORLD | LIGHTCACHE_UPDATE_CUBE |
- LIGHTCACHE_UPDATE_GRID;
- lbake->lcache->vis_res = lbake->vis_res;
+
lbake->own_light_cache = true;
eevee->light_cache_data = lbake->lcache;
@@ -652,7 +709,7 @@ wmJob *EEVEE_lightbake_job_create(struct wmWindowManager *wm,
lbake->delay = delay;
lbake->frame = frame;
- if (lbake->gl_context == NULL) {
+ if (lbake->gl_context == NULL && !GPU_use_main_context_workaround()) {
lbake->gl_context = WM_opengl_context_create();
wm_window_reset_drawable();
}
@@ -697,7 +754,7 @@ void *EEVEE_lightbake_job_data_alloc(struct Main *bmain,
lbake->mutex = BLI_mutex_alloc();
lbake->frame = frame;
- if (run_as_job) {
+ if (run_as_job && !GPU_use_main_context_workaround()) {
lbake->gl_context = WM_opengl_context_create();
wm_window_reset_drawable();
}
@@ -804,11 +861,6 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb
DRW_view_set_active(view);
}
- if (sldata->common_ubo == NULL) {
- sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data),
- &sldata->common_data);
- }
-
/* HACK: set txl->color but unset it before Draw Manager frees it. */
txl->color = lbake->rt_color;
int viewport_size[2] = {
@@ -969,9 +1021,8 @@ static void compute_cell_id(EEVEE_LightGrid *egrid,
if (visited_cells == cell_idx) {
return;
}
- else {
- visited_cells++;
- }
+
+ visited_cells++;
}
}
}
@@ -1272,6 +1323,17 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float
* We cannot do it in the main thread. */
eevee_lightbake_context_enable(lbake);
eevee_lightbake_create_resources(lbake);
+
+ /* Resource allocation can fail. Early exit in this case. */
+ if (lbake->lcache->flag & LIGHTCACHE_INVALID) {
+ *lbake->stop = 1;
+ *lbake->do_update = 1;
+ lbake->lcache->flag &= ~LIGHTCACHE_BAKING;
+ eevee_lightbake_context_disable(lbake);
+ eevee_lightbake_delete_resources(lbake);
+ return;
+ }
+
eevee_lightbake_create_render_target(lbake, lbake->rt_res);
eevee_lightbake_context_disable(lbake);
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.h b/source/blender/draw/engines/eevee/eevee_lightcache.h
index 0db36ce0c2e..834f0fc8a45 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.h
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.h
@@ -20,8 +20,7 @@
* \ingroup eevee
*/
-#ifndef __EEVEE_LIGHTCACHE_H__
-#define __EEVEE_LIGHTCACHE_H__
+#pragma once
#include "BLI_sys_types.h" /* for bool */
@@ -62,5 +61,3 @@ struct LightCache *EEVEE_lightcache_create(const int grid_len,
void EEVEE_lightcache_free(struct LightCache *lcache);
bool EEVEE_lightcache_load(struct LightCache *lcache);
void EEVEE_lightcache_info_update(struct SceneEEVEE *eevee);
-
-#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 71c8294d123..47a913640c7 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -23,6 +23,7 @@
#include "DRW_render.h"
#include "BLI_rand.h"
+#include "BLI_string_utils.h"
#include "BLI_utildefines.h"
#include "DNA_image_types.h"
@@ -161,6 +162,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+ vedata->info[0] = '\0';
if (!e_data.hammersley) {
EEVEE_shaders_lightprobe_shaders_init();
@@ -176,11 +178,16 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
stl->g_data->light_cache = scene_eval->eevee.light_cache_data;
}
else {
+ if (scene_eval->eevee.light_cache_data &&
+ (scene_eval->eevee.light_cache_data->flag & LIGHTCACHE_NOT_USABLE)) {
+ /* Error message info. */
+ BLI_snprintf(
+ vedata->info, sizeof(vedata->info), "Error: LightCache cannot be loaded on this GPU");
+ }
+
if (!sldata->fallback_lightcache) {
#if defined(IRRADIANCE_SH_L2)
int grid_res = 4;
-#elif defined(IRRADIANCE_CUBEMAP)
- int grid_res = 8;
#elif defined(IRRADIANCE_HL2)
int grid_res = 4;
#endif
@@ -328,38 +335,28 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
{
DRW_PASS_CREATE(psl->probe_background, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
- struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = NULL;
+ EEVEE_lookdev_cache_init(vedata, sldata, psl->probe_background, pinfo, &grp);
- Scene *scene = draw_ctx->scene;
- World *wo = scene->world;
-
- /* LookDev */
- EEVEE_lookdev_cache_init(vedata, sldata, &grp, psl->probe_background, wo, pinfo);
+ if (grp == NULL) {
+ Scene *scene = draw_ctx->scene;
+ World *world = (scene->world) ? scene->world : EEVEE_world_default_get();
- if (!grp && wo) {
- struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_WORLD_PROBE);
+ const int options = VAR_WORLD_BACKGROUND | VAR_WORLD_PROBE;
+ struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, world, options);
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
- /* TODO (fclem): remove those (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_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
- DRW_shgroup_call(grp, geom, NULL);
}
- /* Fallback if shader fails or if not using nodetree. */
- if (grp == NULL) {
- grp = DRW_shgroup_create(EEVEE_shaders_probe_default_sh_get(), psl->probe_background);
- DRW_shgroup_uniform_vec3(grp, "color", G_draw.block.colorBackground, 1);
- DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
- DRW_shgroup_call(grp, geom, NULL);
- }
+ 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_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo);
+ DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
if (DRW_state_draw_support()) {
@@ -1114,9 +1111,6 @@ void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
/* NOTE : Keep in sync with load_irradiance_cell() */
#if defined(IRRADIANCE_SH_L2)
int size[2] = {3, 3};
-#elif defined(IRRADIANCE_CUBEMAP)
- int size[2] = {8, 8};
- pinfo->samples_len = 1024.0f;
#elif defined(IRRADIANCE_HL2)
int size[2] = {3, 2};
pinfo->samples_len = 1024.0f;
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 18365d69514..403a8e2af55 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -97,19 +97,18 @@ static void eevee_lookdev_hdri_preview_init(EEVEE_Data *vedata, EEVEE_ViewLayerD
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
- DRWShadingGroup **r_grp,
DRWPass *pass,
- World *UNUSED(world),
- EEVEE_LightProbesInfo *pinfo)
+ EEVEE_LightProbesInfo *pinfo,
+ DRWShadingGroup **r_shgrp)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
- View3D *v3d = draw_ctx->v3d;
- View3DShading *shading = &v3d->shading;
- Scene *scene = draw_ctx->scene;
+ /* The view will be NULL when rendering previews. */
+ const View3D *v3d = draw_ctx->v3d;
+ const Scene *scene = draw_ctx->scene;
const bool probe_render = pinfo != NULL;
@@ -150,93 +149,91 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
}
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
+ const View3DShading *shading = &v3d->shading;
StudioLight *sl = BKE_studiolight_find(shading->lookdev_light,
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
- if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) {
- GPUShader *shader = probe_render ? EEVEE_shaders_default_studiolight_sh_get() :
- EEVEE_shaders_background_studiolight_sh_get();
+ if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) {
+ return;
+ }
+
+ GPUShader *shader = probe_render ? EEVEE_shaders_studiolight_probe_sh_get() :
+ EEVEE_shaders_studiolight_background_sh_get();
- const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
- int cube_res = scene_eval->eevee.gi_cubemap_resolution;
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+ int cube_res = scene_eval->eevee.gi_cubemap_resolution;
- /* If one of the component is missing we start from scratch. */
- if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) ||
- (txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) ||
- (g_data->light_cache && g_data->light_cache->ref_res != cube_res)) {
- eevee_lookdev_lightcache_delete(vedata);
- }
+ /* If one of the component is missing we start from scratch. */
+ if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) ||
+ (txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) ||
+ (g_data->light_cache && g_data->light_cache->ref_res != cube_res)) {
+ eevee_lookdev_lightcache_delete(vedata);
+ }
- if (stl->lookdev_lightcache == NULL) {
+ if (stl->lookdev_lightcache == NULL) {
#if defined(IRRADIANCE_SH_L2)
- int grid_res = 4;
-#elif defined(IRRADIANCE_CUBEMAP)
- int grid_res = 8;
+ int grid_res = 4;
#elif defined(IRRADIANCE_HL2)
- int grid_res = 4;
+ int grid_res = 4;
#endif
- stl->lookdev_lightcache = EEVEE_lightcache_create(
- 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1});
-
- /* XXX: Fix memleak. TODO find out why. */
- MEM_SAFE_FREE(stl->lookdev_cube_mips);
-
- /* We do this to use a special light cache for lookdev.
- * This light-cache needs to be per viewport. But we need to
- * have correct freeing when the viewport is closed. So we
- * need to reference all textures to the txl and the memblocks
- * to the stl. */
- stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data;
- stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data;
- stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips;
- txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex;
- txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex;
- }
-
- g_data->light_cache = stl->lookdev_lightcache;
-
- DRWShadingGroup *grp = *r_grp = DRW_shgroup_create(shader, pass);
- axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z);
- DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix);
-
- if (probe_render) {
- DRW_shgroup_uniform_float_copy(
- grp, "studioLightIntensity", shading->studiolight_intensity);
- BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
- DRW_shgroup_uniform_texture(grp, "image", sl->equirect_radiance_gputexture);
- /* Do not fadeout when doing probe rendering, only when drawing the background */
- DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
- }
- else {
- float background_alpha = g_data->background_alpha * shading->studiolight_background;
- float studiolight_blur = powf(shading->studiolight_blur, 2.5f);
- DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha);
- DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur);
- DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx);
- DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
- DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
- DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
- }
-
- DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
-
- /* Do we need to recalc the lightprobes? */
- if (g_data->studiolight_index != sl->index ||
- g_data->studiolight_rot_z != shading->studiolight_rot_z ||
- g_data->studiolight_intensity != shading->studiolight_intensity ||
- g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
- g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
- g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
- stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
- g_data->studiolight_index = sl->index;
- g_data->studiolight_rot_z = shading->studiolight_rot_z;
- g_data->studiolight_intensity = shading->studiolight_intensity;
- g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
- g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
- g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;
- }
+ stl->lookdev_lightcache = EEVEE_lightcache_create(
+ 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1});
+
+ /* XXX: Fix memleak. TODO find out why. */
+ MEM_SAFE_FREE(stl->lookdev_cube_mips);
+
+ /* We do this to use a special light cache for lookdev.
+ * This light-cache needs to be per viewport. But we need to
+ * have correct freeing when the viewport is closed. So we
+ * need to reference all textures to the txl and the memblocks
+ * to the stl. */
+ stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data;
+ stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data;
+ stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips;
+ txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex;
+ txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex;
+ }
+
+ g_data->light_cache = stl->lookdev_lightcache;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+ axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z);
+ DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix);
+
+ if (probe_render) {
+ /* Avoid artifact with equirectangular mapping. */
+ eGPUSamplerState state = (GPU_SAMPLER_FILTER | GPU_SAMPLER_REPEAT_S);
+ DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity);
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
+ DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state);
+ /* Do not fadeout when doing probe rendering, only when drawing the background */
+ DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
+ }
+ else {
+ float background_alpha = g_data->background_alpha * shading->studiolight_background;
+ float studiolight_blur = powf(shading->studiolight_blur, 2.5f);
+ DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha);
+ DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur);
+ DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx);
+ }
+
+ /* Common UBOs are setup latter. */
+ *r_shgrp = grp;
+
+ /* Do we need to recalc the lightprobes? */
+ if (g_data->studiolight_index != sl->index ||
+ g_data->studiolight_rot_z != shading->studiolight_rot_z ||
+ g_data->studiolight_intensity != shading->studiolight_intensity ||
+ g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
+ g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
+ g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
+ stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
+ g_data->studiolight_index = sl->index;
+ g_data->studiolight_rot_z = shading->studiolight_rot_z;
+ g_data->studiolight_intensity = shading->studiolight_intensity;
+ g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
+ g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
+ g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;
}
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_lut.h b/source/blender/draw/engines/eevee/eevee_lut.h
index 04049efd758..d5dbf8ce690 100644
--- a/source/blender/draw/engines/eevee/eevee_lut.h
+++ b/source/blender/draw/engines/eevee/eevee_lut.h
@@ -21,8 +21,7 @@
* \ingroup gpu
*/
-#ifndef __EEVEE_LUT_H__
-#define __EEVEE_LUT_H__
+#pragma once
extern const float ltc_mat_ggx[64 * 64 * 4];
extern const float ltc_mag_ggx[64 * 64 * 2];
@@ -30,5 +29,3 @@ extern const float bsdf_split_sum_ggx[64 * 64 * 2];
extern const float ltc_disk_integral[64 * 64];
extern const float btdf_split_sum_ggx[32][64 * 64];
extern const float blue_noise[64 * 64][4];
-
-#endif /* __EEVEE_LUT_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_lut_gen.c b/source/blender/draw/engines/eevee/eevee_lut_gen.c
index 5f20d6fbfb8..9b07a6908c3 100644
--- a/source/blender/draw/engines/eevee/eevee_lut_gen.c
+++ b/source/blender/draw/engines/eevee/eevee_lut_gen.c
@@ -31,6 +31,8 @@
#include "BLI_rand.h"
#include "BLI_string_utils.h"
+#include "eevee_private.h"
+
extern char datatoc_bsdf_lut_frag_glsl[];
extern char datatoc_btdf_lut_frag_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
@@ -45,15 +47,13 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
static float samples_len = 8192.0f;
static float inv_samples_len = 1.0f / 8192.0f;
- char *lib_str = BLI_string_joinN(datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
- struct GPUShader *sh = DRW_shader_create_with_lib(datatoc_lightprobe_vert_glsl,
- datatoc_lightprobe_geom_glsl,
- datatoc_bsdf_lut_frag_glsl,
- lib_str,
- "#define HAMMERSLEY_SIZE 8192\n"
- "#define BRDF_LUT_SIZE 64\n"
- "#define NOISE_SIZE 64\n");
+ struct GPUShader *sh = DRW_shader_create_with_shaderlib(datatoc_lightprobe_vert_glsl,
+ datatoc_lightprobe_geom_glsl,
+ datatoc_bsdf_lut_frag_glsl,
+ lib,
+ "#define HAMMERSLEY_SIZE 8192\n");
DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
@@ -76,8 +76,7 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
DRW_draw_pass(pass);
float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data);
+ GPU_framebuffer_read_color(fb, 0, 0, w, h, 3, 0, GPU_DATA_FLOAT, data);
printf("{");
for (int i = 0; i < w * h * 3; i += 3) {
@@ -106,16 +105,10 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
static float a2 = 0.0f;
static float inv_samples_len = 1.0f / 8192.0f;
- char *frag_str = BLI_string_joinN(
- datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl, datatoc_btdf_lut_frag_glsl);
-
- struct GPUShader *sh = DRW_shader_create_fullscreen(frag_str,
- "#define HAMMERSLEY_SIZE 8192\n"
- "#define BRDF_LUT_SIZE 64\n"
- "#define NOISE_SIZE 64\n"
- "#define LUT_SIZE 64\n");
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
- MEM_freeN(frag_str);
+ struct GPUShader *sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_btdf_lut_frag_glsl, lib, "#define HAMMERSLEY_SIZE 8192\n");
DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
@@ -195,4 +188,4 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
MEM_freeN(data);
return tex;
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 8c17ecd3905..4f97fe99b27 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -56,37 +56,6 @@ static struct {
float noise_offsets[3];
} e_data = {NULL}; /* Engine data */
-extern char datatoc_lights_lib_glsl[];
-extern char datatoc_lightprobe_lib_glsl[];
-extern char datatoc_ambient_occlusion_lib_glsl[];
-extern char datatoc_prepass_frag_glsl[];
-extern char datatoc_prepass_vert_glsl[];
-extern char datatoc_default_frag_glsl[];
-extern char datatoc_default_world_frag_glsl[];
-extern char datatoc_ltc_lib_glsl[];
-extern char datatoc_bsdf_common_lib_glsl[];
-extern char datatoc_bsdf_sampling_lib_glsl[];
-extern char datatoc_common_uniforms_lib_glsl[];
-extern char datatoc_common_hair_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_irradiance_lib_glsl[];
-extern char datatoc_octahedron_lib_glsl[];
-extern char datatoc_cubemap_lib_glsl[];
-extern char datatoc_lit_surface_frag_glsl[];
-extern char datatoc_lit_surface_vert_glsl[];
-extern char datatoc_raytrace_lib_glsl[];
-extern char datatoc_ssr_lib_glsl[];
-extern char datatoc_shadow_vert_glsl[];
-extern char datatoc_lightprobe_geom_glsl[];
-extern char datatoc_lightprobe_vert_glsl[];
-extern char datatoc_background_vert_glsl[];
-extern char datatoc_update_noise_frag_glsl[];
-extern char datatoc_volumetric_vert_glsl[];
-extern char datatoc_volumetric_geom_glsl[];
-extern char datatoc_volumetric_frag_glsl[];
-extern char datatoc_volumetric_lib_glsl[];
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-
typedef struct EeveeMaterialCache {
struct DRWShadingGroup *depth_grp;
struct DRWShadingGroup *shading_grp;
@@ -114,8 +83,8 @@ void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
GPUMaterial *gpumat,
EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
- int *ssr_id,
- float *refract_depth,
+ const int *ssr_id,
+ const float *refract_depth,
bool use_ssrefraction,
bool use_alpha_blend)
{
@@ -238,46 +207,6 @@ void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const d
DRW_draw_pass(psl->update_noise_pass);
}
-void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4])
-{
- /* view vectors for the corners of the view frustum.
- * Can be used to recreate the world space position easily */
- float view_vecs[4][4] = {
- {-1.0f, -1.0f, -1.0f, 1.0f},
- {1.0f, -1.0f, -1.0f, 1.0f},
- {-1.0f, 1.0f, -1.0f, 1.0f},
- {-1.0f, -1.0f, 1.0f, 1.0f},
- };
-
- /* convert the view vectors to view space */
- const bool is_persp = (winmat[3][3] == 0.0f);
- for (int i = 0; i < 4; i++) {
- mul_project_m4_v3(invproj, view_vecs[i]);
- /* normalized trick see:
- * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
- if (is_persp) {
- /* Divide XY by Z. */
- mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]);
- }
- }
-
- /**
- * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
- * view_vecs[1] is the vector going from the near-bottom-left corner to
- * the far-top-right corner.
- * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
- * when Z = 1, and top-left corner if Z = 1.
- * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
- * distance from the near plane to the far clip plane.
- */
- copy_v4_v4(r_viewvecs[0], view_vecs[0]);
-
- /* we need to store the differences */
- r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
- r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
- r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
-}
-
void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
EEVEE_StorageList *stl,
@@ -305,15 +234,6 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
}
{
- /* Update view_vecs */
- float invproj[4][4], winmat[4][4];
- DRW_view_winmat_get(NULL, winmat, false);
- DRW_view_winmat_get(NULL, invproj, true);
-
- EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
- }
-
- {
/* Update noise Framebuffer. */
GPU_framebuffer_ensure_config(
&fbl->update_noise_fb,
@@ -391,39 +311,28 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
DRW_PASS_CREATE(psl->background_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
- struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRWShadingGroup *grp = NULL;
+ EEVEE_lookdev_cache_init(vedata, sldata, psl->background_ps, NULL, &grp);
- Scene *scene = draw_ctx->scene;
- World *wo = scene->world;
-
- EEVEE_lookdev_cache_init(vedata, sldata, &grp, psl->background_ps, wo, NULL);
+ if (grp == NULL) {
+ Scene *scene = draw_ctx->scene;
+ World *world = (scene->world) ? scene->world : EEVEE_world_default_get();
- if (!grp && wo) {
- struct GPUMaterial *gpumat = EEVEE_material_get(
- vedata, scene, NULL, wo, VAR_WORLD_BACKGROUND);
+ const int options = VAR_WORLD_BACKGROUND;
+ struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, world, options);
grp = DRW_shgroup_material_create(gpumat, psl->background_ps);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
- /* TODO (fclem): remove those (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_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo);
- DRW_shgroup_call(grp, geom, NULL);
}
- /* Fallback if shader fails or if not using nodetree. */
- if (grp == NULL) {
- GPUShader *sh = EEVEE_shaders_default_background_sh_get();
- grp = DRW_shgroup_create(sh, psl->background_ps);
- DRW_shgroup_uniform_vec3(grp, "color", G_draw.block.colorBackground, 1);
- DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
- DRW_shgroup_call(grp, geom, NULL);
- }
+ 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_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo);
+ DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
#define EEVEE_PASS_CREATE(pass, state) \
@@ -574,9 +483,8 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata,
if (BLI_ghash_ensure_p(pd->material_hash, key, (void ***)&emc_p)) {
return **emc_p;
}
- else {
- *emc_p = emc = BLI_memblock_alloc(sldata->material_cache);
- }
+
+ *emc_p = emc = BLI_memblock_alloc(sldata->material_cache);
material_shadow(vedata, sldata, ma, is_hair, emc);
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
index 1cedd334d67..d2f3a13eb7c 100644
--- a/source/blender/draw/engines/eevee/eevee_mist.c
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -56,14 +56,10 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (e_data.mist_sh == NULL) {
- char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_effect_mist_frag_glsl);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
- e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
-
- MEM_freeN(frag_str);
+ e_data.mist_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_mist_frag_glsl, lib, "#define FIRST_PASS\n");
}
/* Create FrameBuffer. */
@@ -98,11 +94,11 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
else {
- float near = -sldata->common_data.view_vecs[0][2];
- float range = sldata->common_data.view_vecs[1][2];
+ float near = DRW_view_near_distance_get(NULL);
+ float far = DRW_view_far_distance_get(NULL);
/* Fallback */
g_data->mist_start = near;
- g_data->mist_inv_dist = 1.0f / fabsf(range);
+ g_data->mist_inv_dist = 1.0f / fabsf(far - near);
g_data->mist_falloff = 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 586ee780f1d..4e49136a6bc 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -37,6 +37,7 @@
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_particle_types.h"
+#include "DNA_rigidbody_types.h"
#include "DNA_screen_types.h"
#include "ED_screen.h"
@@ -68,27 +69,23 @@ extern char datatoc_common_view_lib_glsl[];
static void eevee_create_shader_motion_blur(void)
{
- e_data.motion_blur_sh = DRW_shader_create_fullscreen(
- datatoc_effect_motion_blur_frag_glsl,
- "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n");
- e_data.motion_blur_object_sh = DRW_shader_create_with_lib(datatoc_object_motion_vert_glsl,
- NULL,
- datatoc_object_motion_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- e_data.velocity_tiles_sh = DRW_shader_create_fullscreen(
- datatoc_effect_velocity_tile_frag_glsl,
- "#define TILE_GATHER\n"
- "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n");
+#define TILE_SIZE_STR "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+ e_data.motion_blur_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_motion_blur_frag_glsl, lib, TILE_SIZE_STR);
+ e_data.motion_blur_object_sh = DRW_shader_create_with_shaderlib(
+ datatoc_object_motion_vert_glsl, NULL, datatoc_object_motion_frag_glsl, lib, NULL);
+
+ e_data.motion_blur_hair_sh = DRW_shader_create_with_shaderlib(datatoc_object_motion_vert_glsl,
+ NULL,
+ datatoc_object_motion_frag_glsl,
+ lib,
+ "#define HAIR\n");
+
+ e_data.velocity_tiles_sh = DRW_shader_create_fullscreen(datatoc_effect_velocity_tile_frag_glsl,
+ "#define TILE_GATHER\n" TILE_SIZE_STR);
e_data.velocity_tiles_expand_sh = DRW_shader_create_fullscreen(
- datatoc_effect_velocity_tile_frag_glsl,
- "#define TILE_EXPANSION\n"
- "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n");
-
- char *vert = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_object_motion_vert_glsl);
- e_data.motion_blur_hair_sh = DRW_shader_create_with_lib(
- vert, NULL, datatoc_object_motion_frag_glsl, datatoc_common_view_lib_glsl, "#define HAIR\n");
- MEM_freeN(vert);
+ datatoc_effect_velocity_tile_frag_glsl, "#define TILE_EXPANSION\n" TILE_SIZE_STR);
}
int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
@@ -288,8 +285,8 @@ void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
/* Store transform */
DRW_hair_duplimat_get(ob, psys, md, mb_data->obmat[mb_step]);
- EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get(
- &effects->motion_blur, ob, true);
+ EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_hair_data_get(
+ &effects->motion_blur, ob, md);
if (mb_step == MB_CURR) {
/* Fill missing matrices if the object was hidden in previous or next frame. */
@@ -329,10 +326,20 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
return;
}
- const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0;
+ RigidBodyOb *rbo = ob->rigidbody_object;
+
+ /* active rigidbody objects only, as only those are affected by sim. */
+ const bool has_rigidbody = (rbo && (rbo->type == RBO_TYPE_ACTIVE));
+#if 0
/* For now we assume dupli objects are moving. */
- const bool object_moves = is_dupli || BKE_object_moves_in_time(ob, true);
- const bool is_deform = BKE_object_is_deform_modified(DRW_context_state_get()->scene, ob);
+ const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0;
+ const bool object_moves = is_dupli || has_rigidbody || BKE_object_moves_in_time(ob, true);
+#else
+ /* BKE_object_moves_in_time does not work in some cases. Better */
+ const bool object_moves = true;
+#endif
+ const bool is_deform = BKE_object_is_deform_modified(DRW_context_state_get()->scene, ob) ||
+ (has_rigidbody && (rbo->flag & RBO_FLAG_USE_DEFORM) != 0);
if (!(object_moves || is_deform)) {
return;
@@ -346,8 +353,8 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
/* Store transform */
copy_m4_m4(mb_data->obmat[mb_step], ob->obmat);
- EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get(
- &effects->motion_blur, ob, false);
+ EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get(&effects->motion_blur,
+ ob);
if (mb_step == MB_CURR) {
GPUBatch *batch = DRW_cache_object_surface_get(ob);
@@ -363,14 +370,6 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
copy_m4_m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR]);
}
- grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object);
- DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]);
- DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]);
- DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]);
- DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1);
-
- DRW_shgroup_call(grp, batch, ob);
-
if (mb_geom->use_deform) {
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
if (!oedata->geom_update) {
@@ -386,6 +385,21 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata),
/* Keep to modify later (after init). */
mb_geom->batch = batch;
}
+
+ /* Avoid drawing object that has no motions since object_moves is always true. */
+ if (!mb_geom->use_deform && /* Object deformation can happen without transform. */
+ equals_m4m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]) &&
+ equals_m4m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR])) {
+ return;
+ }
+
+ grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object);
+ DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]);
+ DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]);
+ DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]);
+ DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1);
+
+ DRW_shgroup_call(grp, batch, ob);
}
else if (is_deform) {
/* Store vertex position buffer. */
@@ -466,16 +480,15 @@ void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata)
GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_NEXT]);
break;
}
+
+ /* Modify the batch to include the previous & next position. */
+ if (i == MB_PREV) {
+ GPU_batch_vertbuf_add_ex(batch, vbo, true);
+ mb_geom->vbo[i] = NULL;
+ }
else {
- /* Modify the batch to include the previous & next position. */
- if (i == MB_PREV) {
- GPU_batch_vertbuf_add_ex(batch, vbo, true);
- mb_geom->vbo[i] = NULL;
- }
- else {
- /* This VBO can be reuse by next time step. Don't pass ownership. */
- GPU_batch_vertbuf_add_ex(batch, vbo, false);
- }
+ /* This VBO can be reuse by next time step. Don't pass ownership. */
+ GPU_batch_vertbuf_add_ex(batch, vbo, false);
}
}
}
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index a075210967c..1929bbb9b98 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -53,17 +53,14 @@ extern char datatoc_effect_gtao_frag_glsl[];
static void eevee_create_shader_occlusion(void)
{
- char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_ambient_occlusion_lib_glsl,
- datatoc_effect_gtao_frag_glsl);
-
- e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
- e_data.gtao_layer_sh = DRW_shader_create_fullscreen(frag_str, "#define LAYERED_DEPTH\n");
- e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
-
- MEM_freeN(frag_str);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+
+ e_data.gtao_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_gtao_frag_glsl, lib, NULL);
+ e_data.gtao_layer_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_gtao_frag_glsl, lib, "#define LAYERED_DEPTH\n");
+ e_data.gtao_debug_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_gtao_frag_glsl, lib, "#define DEBUG_AO\n");
}
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index a67593773ab..34cd22ad13c 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -20,8 +20,7 @@
* \ingroup DNA
*/
-#ifndef __EEVEE_PRIVATE_H__
-#define __EEVEE_PRIVATE_H__
+#pragma once
#include "DRW_render.h"
@@ -29,6 +28,8 @@
#include "DNA_lightprobe_types.h"
+#include "GPU_viewport.h"
+
#include "BKE_camera.h"
struct EEVEE_ShadowCasterBuffer;
@@ -53,14 +54,11 @@ extern struct DrawEngineType draw_engine_eevee_type;
/* Only define one of these. */
// #define IRRADIANCE_SH_L2
-// #define IRRADIANCE_CUBEMAP
#define IRRADIANCE_HL2
#define HAMMERSLEY_SIZE 1024
#if defined(IRRADIANCE_SH_L2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
-#elif defined(IRRADIANCE_CUBEMAP)
-# define SHADER_IRRADIANCE "#define IRRADIANCE_CUBEMAP\n"
#elif defined(IRRADIANCE_HL2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
#endif
@@ -166,7 +164,7 @@ enum {
VAR_MAT_MESH = (1 << 0),
VAR_MAT_VOLUME = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
- VAR_MAT_PROBE = (1 << 3),
+ /* VAR_MAT_PROBE = (1 << 3), UNUSED */
VAR_MAT_BLEND = (1 << 4),
VAR_MAT_LOOKDEV = (1 << 5),
VAR_MAT_HOLDOUT = (1 << 6),
@@ -589,7 +587,7 @@ typedef struct EEVEE_ObjectKey {
/** Parent object for duplis */
struct Object *parent;
/** Dupli objects recursive unique identifier */
- int id[16]; /* 2*MAX_DUPLI_RECUR */
+ int id[8]; /* MAX_DUPLI_RECUR */
} EEVEE_ObjectKey;
typedef struct EEVEE_ObjectMotionData {
@@ -750,7 +748,6 @@ typedef struct EEVEE_EffectsInfo {
* - sizeof(bool) == sizeof(int) in GLSL so use int in C */
typedef struct EEVEE_CommonUniformBuffer {
float prev_persmat[4][4]; /* mat4 */
- float view_vecs[2][4]; /* vec4[2] */
float mip_ratio[10][4]; /* vec2[10] */
/* Ambient Occlusion */
/* -- 16 byte aligned -- */
@@ -894,6 +891,7 @@ typedef struct EEVEE_Data {
EEVEE_TextureList *txl;
EEVEE_PassList *psl;
EEVEE_StorageList *stl;
+ char info[GPU_INFO_SIZE];
} EEVEE_Data;
typedef struct EEVEE_PrivateData {
@@ -913,6 +911,7 @@ typedef struct EEVEE_PrivateData {
/* Render Matrices */
float studiolight_matrix[3][3];
float overscan, overscan_pixels;
+ float camtexcofac[4];
float size_orig[2];
/* Mist Settings */
@@ -971,8 +970,10 @@ EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData *
Object *ob,
bool hair);
EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb,
- Object *ob,
- bool hair);
+ Object *ob);
+EEVEE_GeometryMotionData *EEVEE_motion_blur_hair_data_get(EEVEE_MotionBlurData *mb,
+ Object *ob,
+ struct ModifierData *md);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob);
@@ -1004,7 +1005,6 @@ void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata,
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_materials_free(void);
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);
-void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]);
void EEVEE_material_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
@@ -1012,8 +1012,8 @@ void EEVEE_material_bind_resources(DRWShadingGroup *shgrp,
struct GPUMaterial *gpumat,
EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
- int *ssr_id,
- float *refract_depth,
+ const int *ssr_id,
+ const float *refract_depth,
bool use_ssrefraction,
bool use_alpha_blend);
/* eevee_lights.c */
@@ -1060,15 +1060,14 @@ void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]);
/* eevee_shaders.c */
void EEVEE_shaders_lightprobe_shaders_init(void);
void EEVEE_shaders_material_shaders_init(void);
+struct DRWShaderLibrary *EEVEE_shader_lib_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void);
-struct GPUShader *EEVEE_shaders_probe_default_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void);
-struct GPUShader *EEVEE_shaders_default_studiolight_sh_get(void);
-struct GPUShader *EEVEE_shaders_default_background_sh_get(void);
-struct GPUShader *EEVEE_shaders_background_studiolight_sh_get(void);
+struct GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void);
+struct GPUShader *EEVEE_shaders_studiolight_background_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void);
@@ -1080,6 +1079,7 @@ struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo);
Material *EEVEE_material_default_diffuse_get(void);
Material *EEVEE_material_default_glossy_get(void);
Material *EEVEE_material_default_error_get(void);
+World *EEVEE_world_default_get(void);
struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options);
struct GPUMaterial *EEVEE_material_get(
EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options);
@@ -1283,6 +1283,9 @@ bool EEVEE_render_init(EEVEE_Data *vedata,
void EEVEE_render_view_sync(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
+void EEVEE_render_modules_init(EEVEE_Data *vedata,
+ struct RenderEngine *engine,
+ struct Depsgraph *depsgraph);
void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_render_cache(void *vedata,
struct Object *ob,
@@ -1303,10 +1306,9 @@ void EEVEE_render_update_passes(struct RenderEngine *engine,
/** eevee_lookdev.c */
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
- DRWShadingGroup **grp,
DRWPass *pass,
- struct World *world,
- EEVEE_LightProbesInfo *pinfo);
+ EEVEE_LightProbesInfo *pinfo,
+ DRWShadingGroup **r_shgrp);
void EEVEE_lookdev_draw(EEVEE_Data *vedata);
/** eevee_engine.c */
@@ -1354,5 +1356,3 @@ static const float cubefacemat[6][4][4] = {
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}},
};
-
-#endif /* __EEVEE_PRIVATE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index f903fa905e8..b6b8833b1da 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -53,11 +53,9 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
- EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
Scene *scene = DEG_get_evaluated_scene(depsgraph);
const float *size_orig = DRW_viewport_size_get();
float size_final[2];
- float camtexcofac[4];
/* Init default FB and render targets:
* In render mode the default framebuffer is not generated
@@ -75,6 +73,7 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
g_data->valid_double_buffer = 0;
copy_v2_v2(g_data->size_orig, size_orig);
+ float *camtexcofac = g_data->camtexcofac;
if (scene->eevee.flag & SCE_EEVEE_OVERSCAN) {
g_data->overscan = scene->eevee.overscan / 100.0f;
g_data->overscan_pixels = roundf(max_ff(size_orig[0], size_orig[1]) * g_data->overscan);
@@ -125,19 +124,19 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
GPU_framebuffer_ensure_config(&fbl->main_color_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)});
- /* Alloc common ubo data. */
- if (sldata->common_ubo == NULL) {
- sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data),
- &sldata->common_data);
- }
-
- EEVEE_render_view_sync(vedata, engine, depsgraph);
+ return true;
+}
+void EEVEE_render_modules_init(EEVEE_Data *vedata,
+ RenderEngine *engine,
+ struct Depsgraph *depsgraph)
+{
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
/* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */
struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
-
- DRWView *view = (DRWView *)DRW_view_default_get();
- DRW_view_camtexco_set(view, camtexcofac);
+ EEVEE_render_view_sync(vedata, engine, depsgraph);
/* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`.
* `EEVEE_effects_init` needs to go second for TAA. */
@@ -146,8 +145,6 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *
EEVEE_materials_init(sldata, vedata, stl, fbl);
EEVEE_shadows_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
-
- return true;
}
void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Depsgraph *depsgraph)
@@ -160,7 +157,7 @@ void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Dep
struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
RE_GetCameraWindow(engine->re, ob_camera_eval, winmat);
- RE_GetCameraWindowWithOverscan(engine->re, winmat, g_data->overscan);
+ RE_GetCameraWindowWithOverscan(engine->re, g_data->overscan, winmat);
RE_GetCameraModelMatrix(engine->re, ob_camera_eval, viewinv);
invert_m4_m4(viewmat, viewinv);
@@ -169,10 +166,13 @@ void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Dep
DRW_view_reset();
DRW_view_default_set(view);
DRW_view_set_active(view);
+
+ DRW_view_camtexco_set(view, g_data->camtexcofac);
}
void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
+ EEVEE_view_layer_data_ensure();
EEVEE_bloom_cache_init(sldata, vedata);
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
@@ -267,6 +267,7 @@ static void eevee_render_color_result(RenderLayer *rl,
BLI_rcti_size_y(rect),
num_channels,
0,
+ GPU_DATA_FLOAT,
rp->rect);
}
diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c
index be771d7cf42..089d8b7a287 100644
--- a/source/blender/draw/engines/eevee/eevee_renderpasses.c
+++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c
@@ -199,12 +199,10 @@ void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ve
EEVEE_RENDERPASSES_WITH_POST_PROCESSING) > 0;
if (needs_post_processing) {
if (e_data.postprocess_sh == NULL) {
- char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_renderpass_postprocess_frag_glsl);
- e_data.postprocess_sh = DRW_shader_create_fullscreen(frag_str, NULL);
- MEM_freeN(frag_str);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+
+ e_data.postprocess_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_renderpass_postprocess_frag_glsl, lib, NULL);
}
DRW_PASS_CREATE(psl->renderpass_pass, DRW_STATE_WRITE_COLOR);
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 32d758dba4b..a1755e60c06 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -48,30 +48,12 @@ static struct {
struct GPUTexture *depth_src;
} e_data = {{NULL}}; /* Engine data */
-extern char datatoc_ambient_occlusion_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_common_uniforms_lib_glsl[];
-extern char datatoc_bsdf_common_lib_glsl[];
-extern char datatoc_bsdf_sampling_lib_glsl[];
-extern char datatoc_octahedron_lib_glsl[];
-extern char datatoc_cubemap_lib_glsl[];
extern char datatoc_effect_ssr_frag_glsl[];
-extern char datatoc_lightprobe_lib_glsl[];
-extern char datatoc_raytrace_lib_glsl[];
static struct GPUShader *eevee_effects_screen_raytrace_shader_get(int options)
{
if (e_data.ssr_sh[options] == NULL) {
- char *ssr_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_bsdf_sampling_lib_glsl,
- datatoc_ambient_occlusion_lib_glsl,
- datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_lightprobe_lib_glsl,
- datatoc_raytrace_lib_glsl,
- datatoc_effect_ssr_frag_glsl);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
DynStr *ds_defines = BLI_dynstr_new();
BLI_dynstr_append(ds_defines, SHADER_DEFINES);
@@ -91,9 +73,9 @@ static struct GPUShader *eevee_effects_screen_raytrace_shader_get(int options)
char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines);
BLI_dynstr_free(ds_defines);
- e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str);
+ e_data.ssr_sh[options] = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_ssr_frag_glsl, lib, ssr_define_str);
- MEM_freeN(ssr_shader_str);
MEM_freeN(ssr_define_str);
}
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c
index 09e74c84948..5f125d395d3 100644
--- a/source/blender/draw/engines/eevee/eevee_shaders.c
+++ b/source/blender/draw/engines/eevee/eevee_shaders.c
@@ -28,6 +28,8 @@
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
+#include "DNA_world_types.h"
+
#include "MEM_guardedalloc.h"
#include "GPU_material.h"
@@ -40,19 +42,17 @@
static const char *filter_defines = "#define HAMMERSLEY_SIZE " STRINGIFY(HAMMERSLEY_SIZE) "\n"
#if defined(IRRADIANCE_SH_L2)
- "#define IRRADIANCE_SH_L2\n"
-#elif defined(IRRADIANCE_CUBEMAP)
- "#define IRRADIANCE_CUBEMAP\n"
+ "#define IRRADIANCE_SH_L2\n";
#elif defined(IRRADIANCE_HL2)
- "#define IRRADIANCE_HL2\n"
+ "#define IRRADIANCE_HL2\n";
#endif
- "#define NOISE_SIZE 64\n";
static struct {
+ /* Lookdev */
+ struct GPUShader *studiolight_probe_sh;
+ struct GPUShader *studiolight_background_sh;
+
/* Probes */
- struct GPUShader *probe_default_sh;
- struct GPUShader *probe_default_studiolight_sh;
- struct GPUShader *probe_background_studiolight_sh;
struct GPUShader *probe_grid_display_sh;
struct GPUShader *probe_cube_display_sh;
struct GPUShader *probe_planar_display_sh;
@@ -70,17 +70,16 @@ static struct {
struct GPUShader *taa_resolve_reproject_sh;
/* General purpose Shaders. */
- struct GPUShader *default_background;
+ struct GPUShader *lookdev_background;
struct GPUShader *update_noise_sh;
/* Shader strings */
- char *frag_shader_lib;
- char *vert_shader_str;
- char *vert_shadow_shader_str;
- char *vert_background_shader_str;
- char *vert_volume_shader_str;
- char *geom_volume_shader_str;
- char *volume_shader_lib;
+ char *closure_lit_lib;
+ char *surface_lit_frag;
+ char *surface_prepass_frag;
+ char *surface_geom_barycentric;
+
+ DRWShaderLibrary *lib;
/* LookDev Materials */
Material *glossy_mat;
@@ -88,6 +87,8 @@ static struct {
Material *error_mat;
+ World *default_world;
+
/* Default Material */
struct {
bNodeTree *ntree;
@@ -103,16 +104,39 @@ static struct {
} world;
} e_data = {NULL}; /* Engine data */
-extern char datatoc_bsdf_common_lib_glsl[];
-extern char datatoc_bsdf_sampling_lib_glsl[];
-extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_common_math_lib_glsl[];
+extern char datatoc_common_math_geom_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
extern char datatoc_ambient_occlusion_lib_glsl[];
extern char datatoc_background_vert_glsl[];
-extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_lut_frag_glsl[];
+extern char datatoc_bsdf_sampling_lib_glsl[];
+extern char datatoc_btdf_lut_frag_glsl[];
+extern char datatoc_closure_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_utiltex_lib_glsl[];
extern char datatoc_cubemap_lib_glsl[];
-extern char datatoc_default_world_frag_glsl[];
+extern char datatoc_default_frag_glsl[];
+extern char datatoc_lookdev_world_frag_glsl[];
+extern char datatoc_effect_bloom_frag_glsl[];
+extern char datatoc_effect_dof_frag_glsl[];
+extern char datatoc_effect_dof_vert_glsl[];
+extern char datatoc_effect_downsample_cube_frag_glsl[];
+extern char datatoc_effect_downsample_frag_glsl[];
+extern char datatoc_effect_gtao_frag_glsl[];
+extern char datatoc_effect_minmaxz_frag_glsl[];
+extern char datatoc_effect_mist_frag_glsl[];
+extern char datatoc_effect_motion_blur_frag_glsl[];
+extern char datatoc_effect_ssr_frag_glsl[];
+extern char datatoc_effect_subsurface_frag_glsl[];
+extern char datatoc_effect_temporal_aa_glsl[];
+extern char datatoc_effect_translucency_frag_glsl[];
+extern char datatoc_effect_velocity_resolve_frag_glsl[];
+extern char datatoc_effect_velocity_tile_frag_glsl[];
extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lightprobe_cube_display_frag_glsl[];
extern char datatoc_lightprobe_cube_display_vert_glsl[];
@@ -131,72 +155,111 @@ extern char datatoc_lightprobe_planar_downsample_geom_glsl[];
extern char datatoc_lightprobe_planar_downsample_vert_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_lights_lib_glsl[];
-extern char datatoc_lit_surface_frag_glsl[];
-extern char datatoc_lit_surface_vert_glsl[];
+extern char datatoc_closure_lit_lib_glsl[];
extern char datatoc_ltc_lib_glsl[];
+extern char datatoc_object_motion_frag_glsl[];
+extern char datatoc_object_motion_vert_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_prepass_frag_glsl[];
+extern char datatoc_prepass_vert_glsl[];
extern char datatoc_raytrace_lib_glsl[];
+extern char datatoc_renderpass_lib_glsl[];
+extern char datatoc_renderpass_postprocess_frag_glsl[];
+extern char datatoc_shadow_accum_frag_glsl[];
+extern char datatoc_shadow_frag_glsl[];
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_ssr_lib_glsl[];
+extern char datatoc_surface_frag_glsl[];
+extern char datatoc_surface_geom_glsl[];
+extern char datatoc_surface_lib_glsl[];
+extern char datatoc_surface_vert_glsl[];
extern char datatoc_update_noise_frag_glsl[];
+extern char datatoc_volumetric_accum_frag_glsl[];
extern char datatoc_volumetric_frag_glsl[];
extern char datatoc_volumetric_geom_glsl[];
+extern char datatoc_volumetric_integration_frag_glsl[];
extern char datatoc_volumetric_lib_glsl[];
+extern char datatoc_volumetric_resolve_frag_glsl[];
+extern char datatoc_volumetric_scatter_frag_glsl[];
extern char datatoc_volumetric_vert_glsl[];
-/* Velocity Resolve */
-extern char datatoc_effect_velocity_resolve_frag_glsl[];
-
-/* Temporal Sampling */
-extern char datatoc_effect_temporal_aa_glsl[];
-
/* *********** FUNCTIONS *********** */
+static void eevee_shader_library_ensure(void)
+{
+ if (e_data.lib == NULL) {
+ e_data.lib = DRW_shader_library_create();
+ /* NOTE: Theses needs to be ordered by dependencies. */
+ DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_uniforms_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, renderpass_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, bsdf_common_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_utiltex_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, bsdf_sampling_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, cubemap_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, raytrace_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, ambient_occlusion_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, octahedron_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, irradiance_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, lightprobe_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, ltc_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, lights_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, surface_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, volumetric_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, closure_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, ssr_lib);
+
+ /* Add one for each Closure */
+ e_data.closure_lit_lib = BLI_string_joinN(datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl,
+ datatoc_closure_lit_lib_glsl);
+
+ DRW_shader_library_add_file(e_data.lib, e_data.closure_lit_lib, "closure_lit_lib.glsl");
+
+ e_data.surface_lit_frag = DRW_shader_library_create_shader_string(e_data.lib,
+ datatoc_surface_frag_glsl);
+
+ e_data.surface_prepass_frag = DRW_shader_library_create_shader_string(
+ e_data.lib, datatoc_prepass_frag_glsl);
+
+ e_data.surface_geom_barycentric = DRW_shader_library_create_shader_string(
+ e_data.lib, datatoc_surface_geom_glsl);
+ }
+}
+
void EEVEE_shaders_lightprobe_shaders_init(void)
{
BLI_assert(e_data.probe_filter_glossy_sh == NULL);
- char *shader_str = NULL;
-
- shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_bsdf_sampling_lib_glsl,
- datatoc_lightprobe_filter_glossy_frag_glsl);
-
- e_data.probe_filter_glossy_sh = DRW_shader_create(
- datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str, filter_defines);
-
- e_data.probe_default_sh = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
- NULL,
- datatoc_default_world_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- MEM_freeN(shader_str);
+ eevee_shader_library_ensure();
- shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_bsdf_sampling_lib_glsl,
- datatoc_lightprobe_filter_diffuse_frag_glsl);
+ e_data.probe_filter_glossy_sh = DRW_shader_create_with_shaderlib(
+ datatoc_lightprobe_vert_glsl,
+ datatoc_lightprobe_geom_glsl,
+ datatoc_lightprobe_filter_glossy_frag_glsl,
+ e_data.lib,
+ filter_defines);
- e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen(shader_str, filter_defines);
+ e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_lightprobe_filter_diffuse_frag_glsl, e_data.lib, filter_defines);
- MEM_freeN(shader_str);
+ e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_lightprobe_filter_visibility_frag_glsl, e_data.lib, filter_defines);
- shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_bsdf_sampling_lib_glsl,
- datatoc_lightprobe_filter_visibility_frag_glsl);
-
- e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen(shader_str, filter_defines);
-
- MEM_freeN(shader_str);
-
- e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen(datatoc_lightprobe_grid_fill_frag_glsl,
- filter_defines);
+ e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_lightprobe_grid_fill_frag_glsl, e_data.lib, filter_defines);
e_data.probe_planar_downsample_sh = DRW_shader_create(
datatoc_lightprobe_planar_downsample_vert_glsl,
@@ -207,70 +270,18 @@ void EEVEE_shaders_lightprobe_shaders_init(void)
void EEVEE_shaders_material_shaders_init(void)
{
- e_data.frag_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_bsdf_sampling_lib_glsl,
- datatoc_ambient_occlusion_lib_glsl,
- datatoc_raytrace_lib_glsl,
- datatoc_ssr_lib_glsl,
- datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_irradiance_lib_glsl,
- datatoc_lightprobe_lib_glsl,
- datatoc_ltc_lib_glsl,
- datatoc_lights_lib_glsl,
- /* Add one for each Closure */
- 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_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_lit_surface_frag_glsl,
- datatoc_volumetric_lib_glsl);
-
- e_data.volume_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_ambient_occlusion_lib_glsl,
- datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_irradiance_lib_glsl,
- datatoc_lightprobe_lib_glsl,
- datatoc_ltc_lib_glsl,
- datatoc_lights_lib_glsl,
- datatoc_volumetric_lib_glsl,
- datatoc_volumetric_frag_glsl);
-
- e_data.vert_shader_str = BLI_string_joinN(
- datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_lit_surface_vert_glsl);
-
- e_data.vert_shadow_shader_str = BLI_string_joinN(
- datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
-
- e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_background_vert_glsl);
-
- e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_volumetric_vert_glsl);
-
- e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_volumetric_geom_glsl);
+ eevee_shader_library_ensure();
}
-GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void)
+DRWShaderLibrary *EEVEE_shader_lib_get(void)
{
- return e_data.probe_filter_glossy_sh;
+ eevee_shader_library_ensure();
+ return e_data.lib;
}
-GPUShader *EEVEE_shaders_probe_default_sh_get(void)
+GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void)
{
- return e_data.probe_default_sh;
+ return e_data.probe_filter_glossy_sh;
}
GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void)
@@ -293,59 +304,40 @@ GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void)
return e_data.probe_planar_downsample_sh;
}
-GPUShader *EEVEE_shaders_default_studiolight_sh_get(void)
+GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void)
{
- if (e_data.probe_default_studiolight_sh == NULL) {
- e_data.probe_default_studiolight_sh = DRW_shader_create_with_lib(
- datatoc_background_vert_glsl,
- NULL,
- datatoc_default_world_frag_glsl,
- datatoc_common_view_lib_glsl,
- "#define LOOKDEV\n");
- }
- return e_data.probe_default_studiolight_sh;
+ if (e_data.studiolight_probe_sh == NULL) {
+ e_data.studiolight_probe_sh = DRW_shader_create_with_shaderlib(datatoc_background_vert_glsl,
+ NULL,
+ datatoc_lookdev_world_frag_glsl,
+ e_data.lib,
+ SHADER_DEFINES);
+ }
+ return e_data.studiolight_probe_sh;
}
-GPUShader *EEVEE_shaders_background_studiolight_sh_get(void)
+GPUShader *EEVEE_shaders_studiolight_background_sh_get(void)
{
- if (e_data.probe_background_studiolight_sh == NULL) {
- char *frag_str = BLI_string_joinN(datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_lightprobe_lib_glsl,
- datatoc_default_world_frag_glsl);
-
- e_data.probe_background_studiolight_sh = DRW_shader_create_with_lib(
+ if (e_data.studiolight_background_sh == NULL) {
+ e_data.studiolight_background_sh = DRW_shader_create_with_shaderlib(
datatoc_background_vert_glsl,
NULL,
- frag_str,
- datatoc_common_view_lib_glsl,
+ datatoc_lookdev_world_frag_glsl,
+ e_data.lib,
"#define LOOKDEV_BG\n" SHADER_DEFINES);
-
- MEM_freeN(frag_str);
}
- return e_data.probe_background_studiolight_sh;
+ return e_data.studiolight_background_sh;
}
GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void)
{
if (e_data.probe_cube_display_sh == NULL) {
- char *shader_str = BLI_string_joinN(datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_lightprobe_lib_glsl,
- datatoc_lightprobe_cube_display_frag_glsl);
-
- char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_lightprobe_cube_display_vert_glsl);
-
- e_data.probe_cube_display_sh = DRW_shader_create(vert_str, NULL, shader_str, SHADER_DEFINES);
-
- MEM_freeN(vert_str);
- MEM_freeN(shader_str);
+ e_data.probe_cube_display_sh = DRW_shader_create_with_shaderlib(
+ datatoc_lightprobe_cube_display_vert_glsl,
+ NULL,
+ datatoc_lightprobe_cube_display_frag_glsl,
+ e_data.lib,
+ SHADER_DEFINES);
}
return e_data.probe_cube_display_sh;
}
@@ -353,22 +345,12 @@ GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void)
GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void)
{
if (e_data.probe_grid_display_sh == NULL) {
- char *shader_str = BLI_string_joinN(datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_irradiance_lib_glsl,
- datatoc_lightprobe_lib_glsl,
- datatoc_lightprobe_grid_display_frag_glsl);
-
- char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_lightprobe_grid_display_vert_glsl);
-
- e_data.probe_grid_display_sh = DRW_shader_create(vert_str, NULL, shader_str, filter_defines);
-
- MEM_freeN(vert_str);
- MEM_freeN(shader_str);
+ e_data.probe_grid_display_sh = DRW_shader_create_with_shaderlib(
+ datatoc_lightprobe_grid_display_vert_glsl,
+ NULL,
+ datatoc_lightprobe_grid_display_frag_glsl,
+ e_data.lib,
+ filter_defines);
}
return e_data.probe_grid_display_sh;
}
@@ -376,16 +358,12 @@ GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void)
GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void)
{
if (e_data.probe_planar_display_sh == NULL) {
- char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_lightprobe_planar_display_vert_glsl);
-
- char *shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_lightprobe_planar_display_frag_glsl);
-
- e_data.probe_planar_display_sh = DRW_shader_create(vert_str, NULL, shader_str, NULL);
-
- MEM_freeN(vert_str);
- MEM_freeN(shader_str);
+ e_data.probe_planar_display_sh = DRW_shader_create_with_shaderlib(
+ datatoc_lightprobe_planar_display_vert_glsl,
+ NULL,
+ datatoc_lightprobe_planar_display_frag_glsl,
+ e_data.lib,
+ NULL);
}
return e_data.probe_planar_display_sh;
}
@@ -393,34 +371,17 @@ GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void)
GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void)
{
if (e_data.velocity_resolve_sh == NULL) {
- char *frag_str = BLI_string_joinN(datatoc_common_uniforms_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_effect_velocity_resolve_frag_glsl);
-
- e_data.velocity_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL);
-
- MEM_freeN(frag_str);
+ e_data.velocity_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_velocity_resolve_frag_glsl, e_data.lib, NULL);
}
return e_data.velocity_resolve_sh;
}
-GPUShader *EEVEE_shaders_default_background_sh_get(void)
-{
- if (e_data.default_background == NULL) {
- e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
- NULL,
- datatoc_default_world_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- }
- return e_data.default_background;
-}
-
GPUShader *EEVEE_shaders_update_noise_sh_get(void)
{
if (e_data.update_noise_sh == NULL) {
- e_data.update_noise_sh = DRW_shader_create_fullscreen(datatoc_update_noise_frag_glsl, NULL);
+ e_data.update_noise_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_update_noise_frag_glsl, e_data.lib, NULL);
}
return e_data.update_noise_sh;
}
@@ -437,13 +398,8 @@ GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects)
sh = &e_data.taa_resolve_sh;
}
if (*sh == NULL) {
- char *frag_str = BLI_string_joinN(datatoc_common_uniforms_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_effect_temporal_aa_glsl);
-
- *sh = DRW_shader_create_fullscreen(frag_str, define);
- MEM_freeN(frag_str);
+ *sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_temporal_aa_glsl, e_data.lib, define);
}
return *sh;
@@ -583,6 +539,18 @@ struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo)
return e_data.world.ntree;
}
+World *EEVEE_world_default_get(void)
+{
+ if (e_data.default_world == NULL) {
+ e_data.default_world = BKE_id_new_nomain(ID_WO, "EEVEEE default world");
+ copy_v3_fl(&e_data.default_world->horr, 0.0f);
+ e_data.default_world->use_nodes = 0;
+ e_data.default_world->nodetree = NULL;
+ BLI_listbase_clear(&e_data.default_world->gpumaterial);
+ }
+ return e_data.default_world;
+}
+
static char *eevee_get_defines(int options)
{
char *str = NULL;
@@ -605,7 +573,7 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_HAIR) != 0) {
BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
}
- if ((options & (VAR_MAT_PROBE | VAR_WORLD_PROBE)) != 0) {
+ if ((options & VAR_WORLD_PROBE) != 0) {
BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n");
}
if ((options & VAR_MAT_HASH) != 0) {
@@ -635,13 +603,13 @@ static char *eevee_get_vert(int options)
char *str = NULL;
if ((options & VAR_MAT_VOLUME) != 0) {
- str = BLI_strdup(e_data.vert_volume_shader_str);
+ str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_vert_glsl);
}
else if ((options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0) {
- str = BLI_strdup(e_data.vert_background_shader_str);
+ str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_background_vert_glsl);
}
else {
- str = BLI_strdup(e_data.vert_shader_str);
+ str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_surface_vert_glsl);
}
return str;
@@ -652,7 +620,7 @@ static char *eevee_get_geom(int options)
char *str = NULL;
if ((options & VAR_MAT_VOLUME) != 0) {
- str = BLI_strdup(e_data.geom_volume_shader_str);
+ str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_geom_glsl);
}
return str;
@@ -663,18 +631,36 @@ static char *eevee_get_frag(int options)
char *str = NULL;
if ((options & VAR_MAT_VOLUME) != 0) {
- str = BLI_strdup(e_data.volume_shader_lib);
+ str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_frag_glsl);
}
else if ((options & VAR_MAT_DEPTH) != 0) {
- str = BLI_string_joinN(e_data.frag_shader_lib, datatoc_prepass_frag_glsl);
+ str = BLI_strdup(e_data.surface_prepass_frag);
}
else {
- str = BLI_strdup(e_data.frag_shader_lib);
+ str = BLI_strdup(e_data.surface_lit_frag);
}
return str;
}
+static void eevee_material_post_eval(GPUMaterial *mat,
+ int options,
+ const char **UNUSED(vert_code),
+ const char **geom_code,
+ const char **UNUSED(frag_lib),
+ const char **UNUSED(defines))
+{
+ const bool is_hair = (options & VAR_MAT_HAIR) != 0;
+ const bool is_mesh = (options & VAR_MAT_MESH) != 0;
+
+ /* Force geometry usage if GPU_BARYCENTRIC_DIST or GPU_BARYCENTRIC_TEXCO are used.
+ * Note: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */
+ if (!is_hair && is_mesh && GPU_material_flag_get(mat, GPU_MATFLAG_BARYCENTRIC) &&
+ *geom_code == NULL) {
+ *geom_code = e_data.surface_geom_barycentric;
+ }
+}
+
static struct GPUMaterial *eevee_material_get_ex(
struct Scene *scene, Material *ma, World *wo, int options, bool deferred)
{
@@ -702,14 +688,16 @@ static struct GPUMaterial *eevee_material_get_ex(
char *frag = eevee_get_frag(options);
if (ma) {
+ GPUMaterialEvalCallbackFn cbfn = &eevee_material_post_eval;
+
bNodeTree *ntree = !is_default ? ma->nodetree : EEVEE_shader_default_surface_nodetree(ma);
mat = DRW_shader_create_from_material(
- scene, ma, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred);
+ scene, ma, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred, cbfn);
}
else {
bNodeTree *ntree = !is_default ? wo->nodetree : EEVEE_shader_default_world_nodetree(wo);
mat = DRW_shader_create_from_world(
- scene, wo, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred);
+ scene, wo, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred, NULL);
}
MEM_SAFE_FREE(defines);
@@ -764,30 +752,31 @@ struct GPUMaterial *EEVEE_material_get(
void EEVEE_shaders_free(void)
{
- MEM_SAFE_FREE(e_data.frag_shader_lib);
- MEM_SAFE_FREE(e_data.vert_shader_str);
- MEM_SAFE_FREE(e_data.vert_shadow_shader_str);
- MEM_SAFE_FREE(e_data.vert_background_shader_str);
- MEM_SAFE_FREE(e_data.vert_volume_shader_str);
- MEM_SAFE_FREE(e_data.geom_volume_shader_str);
- MEM_SAFE_FREE(e_data.volume_shader_lib);
- DRW_SHADER_FREE_SAFE(e_data.default_background);
+ MEM_SAFE_FREE(e_data.closure_lit_lib);
+ MEM_SAFE_FREE(e_data.surface_prepass_frag);
+ MEM_SAFE_FREE(e_data.surface_lit_frag);
+ MEM_SAFE_FREE(e_data.surface_geom_barycentric);
+ DRW_SHADER_FREE_SAFE(e_data.lookdev_background);
DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
- DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_filter_visibility_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_fill_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh);
- DRW_SHADER_FREE_SAFE(e_data.probe_default_studiolight_sh);
- DRW_SHADER_FREE_SAFE(e_data.probe_background_studiolight_sh);
+ DRW_SHADER_FREE_SAFE(e_data.studiolight_probe_sh);
+ DRW_SHADER_FREE_SAFE(e_data.studiolight_background_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh);
DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh);
DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh);
+ DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
+ if (e_data.default_world) {
+ BKE_id_free(NULL, e_data.default_world);
+ e_data.default_world = NULL;
+ }
if (e_data.glossy_mat) {
BKE_id_free(NULL, e_data.glossy_mat);
e_data.glossy_mat = NULL;
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index 8c50b26b45f..0da356b75ac 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -42,11 +42,6 @@ static struct {
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_shadow_frag_glsl[];
extern char datatoc_shadow_accum_frag_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_common_uniforms_lib_glsl[];
-extern char datatoc_bsdf_common_lib_glsl[];
-extern char datatoc_lights_lib_glsl[];
-extern char datatoc_raytrace_lib_glsl[];
void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh)
{
@@ -65,23 +60,13 @@ void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata)
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
if (!e_data.shadow_sh) {
- e_data.shadow_sh = DRW_shader_create_with_lib(datatoc_shadow_vert_glsl,
- NULL,
- datatoc_shadow_frag_glsl,
- datatoc_common_view_lib_glsl,
- NULL);
- }
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
- if (!e_data.shadow_accum_sh) {
- char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_raytrace_lib_glsl,
- datatoc_lights_lib_glsl,
- datatoc_shadow_accum_frag_glsl);
+ e_data.shadow_sh = DRW_shader_create_with_shaderlib(
+ datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, lib, NULL);
- e_data.shadow_accum_sh = DRW_shader_create_fullscreen(frag_str, SHADER_DEFINES);
- MEM_freeN(frag_str);
+ e_data.shadow_accum_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_shadow_accum_frag_glsl, lib, SHADER_DEFINES);
}
if (!sldata->lights) {
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index ef4588f4aca..637c5201afc 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -38,41 +38,19 @@ static struct {
struct GPUShader *sss_sh[3];
} e_data = {{NULL}}; /* Engine data */
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_common_uniforms_lib_glsl[];
-extern char datatoc_lights_lib_glsl[];
-extern char datatoc_raytrace_lib_glsl[];
-extern char datatoc_octahedron_lib_glsl[];
-extern char datatoc_cubemap_lib_glsl[];
-extern char datatoc_bsdf_sampling_lib_glsl[];
-extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_effect_subsurface_frag_glsl[];
extern char datatoc_effect_translucency_frag_glsl[];
static void eevee_create_shader_subsurface(void)
{
- char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_effect_subsurface_frag_glsl);
-
- /* TODO(fclem) remove some of these dependencies. */
- char *frag_translucent_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_bsdf_sampling_lib_glsl,
- datatoc_raytrace_lib_glsl,
- datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_lights_lib_glsl,
- datatoc_effect_translucency_frag_glsl);
-
- e_data.sss_sh[0] = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
- e_data.sss_sh[1] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n");
- e_data.sss_sh[2] = DRW_shader_create_fullscreen(frag_translucent_str,
- "#define EEVEE_TRANSLUCENCY\n" SHADER_DEFINES);
-
- MEM_freeN(frag_translucent_str);
- MEM_freeN(frag_str);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+
+ e_data.sss_sh[0] = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_subsurface_frag_glsl, lib, "#define FIRST_PASS\n");
+ e_data.sss_sh[1] = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_subsurface_frag_glsl, lib, "#define SECOND_PASS\n");
+ e_data.sss_sh[2] = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_translucency_frag_glsl, lib, "#define EEVEE_TRANSLUCENCY\n" SHADER_DEFINES);
}
void EEVEE_subsurface_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *UNUSED(vedata))
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
index 714481c39f1..e184a80d2f6 100644
--- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -96,7 +96,7 @@ static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE],
}
/* Evaluate a discrete function table with linear interpolation. */
-static float eval_table(float *table, float x)
+static float eval_table(const float *table, float x)
{
CLAMP(x, 0.0f, 1.0f);
x = x * (FILTER_CDF_TABLE_SIZE - 1);
@@ -240,9 +240,9 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
}
- effects->taa_total_sample = EEVEE_renderpasses_only_first_sample_pass_active(vedata) ?
- 1 :
- scene_eval->eevee.taa_samples;
+ const bool first_sample_only = EEVEE_renderpasses_only_first_sample_pass_active(vedata);
+ view_is_valid = view_is_valid && !first_sample_only;
+ effects->taa_total_sample = first_sample_only ? 1 : scene_eval->eevee.taa_samples;
MAX2(effects->taa_total_sample, 0);
DRW_view_persmat_get(NULL, persmat, false);
@@ -269,7 +269,14 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
}
}
else {
- effects->bypass_drawing = true;
+ const bool all_shaders_compiled = stl->g_data->queued_shaders_count_prev == 0;
+ /* Fix Texture painting (see T79370) and shader compilation (see T78520). */
+ if (DRW_state_is_navigating() || !all_shaders_compiled) {
+ effects->taa_current_sample = 1;
+ }
+ else {
+ effects->bypass_drawing = true;
+ }
}
return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER |
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 300022e97a9..57d5e54290e 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -44,16 +44,12 @@
#include "DEG_depsgraph_query.h"
-#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "GPU_texture.h"
#include "eevee_private.h"
static struct {
- char *volumetric_common_lib;
- char *volumetric_common_lights_lib;
-
struct GPUShader *volumetric_clear_sh;
struct GPUShader *scatter_sh;
struct GPUShader *scatter_with_lights_sh;
@@ -97,57 +93,48 @@ extern char datatoc_common_fullscreen_vert_glsl[];
static void eevee_create_shader_volumes(void)
{
- e_data.volumetric_common_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_volumetric_lib_glsl);
-
- e_data.volumetric_common_lights_lib = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_octahedron_lib_glsl,
- datatoc_cubemap_lib_glsl,
- datatoc_irradiance_lib_glsl,
- datatoc_lights_lib_glsl,
- datatoc_volumetric_lib_glsl);
-
- e_data.volumetric_clear_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_frag_glsl,
- e_data.volumetric_common_lib,
- "#define VOLUMETRICS\n"
- "#define CLEAR\n");
- e_data.scatter_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_scatter_frag_glsl,
- e_data.volumetric_common_lights_lib,
- SHADER_DEFINES
- "#define VOLUMETRICS\n"
- "#define VOLUME_SHADOW\n");
- e_data.scatter_with_lights_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
- datatoc_volumetric_geom_glsl,
- datatoc_volumetric_scatter_frag_glsl,
- e_data.volumetric_common_lights_lib,
- SHADER_DEFINES
- "#define VOLUMETRICS\n"
- "#define VOLUME_LIGHTING\n"
- "#define VOLUME_SHADOW\n");
- e_data.volumetric_integration_sh = DRW_shader_create_with_lib(
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+
+ e_data.volumetric_clear_sh = DRW_shader_create_with_shaderlib(datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_frag_glsl,
+ lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define CLEAR\n");
+
+ e_data.scatter_sh = DRW_shader_create_with_shaderlib(datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_scatter_frag_glsl,
+ lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define VOLUME_SHADOW\n");
+
+ e_data.scatter_with_lights_sh = DRW_shader_create_with_shaderlib(
+ datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_scatter_frag_glsl,
+ lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define VOLUME_LIGHTING\n"
+ "#define VOLUME_SHADOW\n");
+
+ e_data.volumetric_integration_sh = DRW_shader_create_with_shaderlib(
datatoc_volumetric_vert_glsl,
datatoc_volumetric_geom_glsl,
datatoc_volumetric_integration_frag_glsl,
- e_data.volumetric_common_lib,
+ lib,
USE_VOLUME_OPTI ? "#extension GL_ARB_shader_image_load_store: enable\n"
"#extension GL_ARB_shading_language_420pack: enable\n"
- "#define USE_VOLUME_OPTI\n" :
- NULL);
- e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl,
- NULL,
- datatoc_volumetric_resolve_frag_glsl,
- e_data.volumetric_common_lib,
- NULL);
- e_data.volumetric_accum_sh = DRW_shader_create_fullscreen(datatoc_volumetric_accum_frag_glsl,
- NULL);
+ "#define USE_VOLUME_OPTI\n" SHADER_DEFINES :
+ SHADER_DEFINES);
+
+ e_data.volumetric_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_volumetric_resolve_frag_glsl, lib, SHADER_DEFINES);
+ e_data.volumetric_accum_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_volumetric_accum_frag_glsl, lib, SHADER_DEFINES);
const float density[4] = {1.0f, 1.0f, 1.0f, 1.0f};
e_data.dummy_density = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, density);
@@ -259,17 +246,11 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
common_data->vol_shadow_steps = 0;
}
- /* Update view_vecs */
- float invproj[4][4], winmat[4][4];
- DRW_view_winmat_get(NULL, winmat, false);
- DRW_view_winmat_get(NULL, invproj, true);
- EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
-
if (DRW_view_is_persp_get(NULL)) {
float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
sample_distribution = 4.0f * (max_ff(1.0f - sample_distribution, 1e-2f));
- const float clip_start = common_data->view_vecs[0][2];
+ const float clip_start = DRW_view_near_distance_get(NULL);
/* Negate */
float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
float far = integration_end = min_ff(-integration_end, near - 1e-4f);
@@ -280,8 +261,8 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
common_data->vol_depth_param[2] = sample_distribution;
}
else {
- const float clip_start = common_data->view_vecs[0][2];
- const float clip_end = clip_start + common_data->view_vecs[1][2];
+ const float clip_start = DRW_view_near_distance_get(NULL);
+ const float clip_end = DRW_view_far_distance_get(NULL);
integration_start = min_ff(integration_end, clip_start);
integration_end = max_ff(-integration_end, clip_end);
@@ -504,12 +485,7 @@ static bool eevee_volume_object_mesh_init(Scene *scene,
#endif
if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS) /* && show_smoke */) {
- if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
- GPU_create_smoke(fmd, 0);
- }
- else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
- GPU_create_smoke(fmd, 1);
- }
+ DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(fmd));
}
@@ -841,16 +817,13 @@ void EEVEE_volumes_free_smoke_textures(void)
/* Free Smoke Textures after rendering */
LISTBASE_FOREACH (LinkData *, link, &e_data.smoke_domains) {
FluidModifierData *fmd = (FluidModifierData *)link->data;
- GPU_free_smoke(fmd);
+ DRW_smoke_free(fmd);
}
BLI_freelistN(&e_data.smoke_domains);
}
void EEVEE_volumes_free(void)
{
- MEM_SAFE_FREE(e_data.volumetric_common_lib);
- MEM_SAFE_FREE(e_data.volumetric_common_lights_lib);
-
DRW_TEXTURE_FREE_SAFE(e_data.dummy_scatter);
DRW_TEXTURE_FREE_SAFE(e_data.dummy_transmit);
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 57b16418696..2f6f8327f58 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+
/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx
@@ -24,12 +27,6 @@
#define MAX_SEARCH_ITER 32
#define MAX_LOD 6.0
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
uniform sampler2D horizonBuffer;
/* aoSettings flags */
@@ -243,6 +240,11 @@ float gtao_multibounce(float visibility, vec3 albedo)
return max(x, ((x * a + b) * x + c) * x);
}
+float specular_occlusion(float NV, float AO, float roughness)
+{
+ return saturate(pow(NV + AO, roughness) - 1.0 + AO);
+}
+
/* Use the right occlusion */
float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal)
{
diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
index aff8e0857f6..ab5d9a7ebe4 100644
--- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
@@ -1,17 +1,17 @@
-in vec2 pos;
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
-out vec3 viewPosition;
+in vec2 pos;
-#ifndef VOLUMETRICS
-/* necessary for compilation*/
-out vec3 worldPosition;
-out vec3 worldNormal;
-out vec3 viewNormal;
-#endif
+RESOURCE_ID_VARYING
void main()
{
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
+ PASS_RESOURCE_ID
+
gl_Position = vec4(pos, 1.0, 1.0);
viewPosition = vec3(pos, -1.0);
@@ -22,6 +22,6 @@ void main()
#endif
#ifdef USE_ATTR
- pass_attr(viewPosition);
+ pass_attr(viewPosition, NormalMatrix, ModelMatrixInverse);
#endif
}
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 a8b8566edec..deedde64194 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -1,487 +1,7 @@
-#define M_PI 3.14159265358979323846 /* pi */
-#define M_2PI 6.28318530717958647692 /* 2*pi */
-#define M_PI_2 1.57079632679489661923 /* pi/2 */
-#define M_1_PI 0.318309886183790671538 /* 1/pi */
-#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
-#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
-#define FLT_MAX 3.402823e+38
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
-#define LUT_SIZE 64
-
-/* Buffers */
-uniform sampler2D colorBuffer;
-uniform sampler2D depthBuffer;
-uniform sampler2D maxzBuffer;
-uniform sampler2D minzBuffer;
-uniform sampler2DArray planarDepth;
-
-#define cameraForward ViewMatrixInverse[2].xyz
-#define cameraPos ViewMatrixInverse[3].xyz
-#define cameraVec \
- ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
-#define viewCameraVec \
- ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0))
-
-/* ------- Structures -------- */
-
-/* ------ Lights ----- */
-struct LightData {
- vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */
- vec4 color_spec; /* w : Spec Intensity */
- vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
- vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
- vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
- vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
-};
-
-/* convenience aliases */
-#define l_color color_spec.rgb
-#define l_spec color_spec.a
-#define l_position position_influence.xyz
-#define l_influence position_influence.w
-#define l_sizex rightvec_sizex.w
-#define l_sizey upvec_sizey.w
-#define l_right rightvec_sizex.xyz
-#define l_up upvec_sizey.xyz
-#define l_forward forwardvec_type.xyz
-#define l_type forwardvec_type.w
-#define l_spot_size spotdata_radius_shadow.x
-#define l_spot_blend spotdata_radius_shadow.y
-#define l_radius spotdata_radius_shadow.z
-#define l_shadowid spotdata_radius_shadow.w
-
-/* ------ Shadows ----- */
-#ifndef MAX_CASCADE_NUM
-# define MAX_CASCADE_NUM 4
-#endif
-
-struct ShadowData {
- vec4 near_far_bias_id;
- vec4 contact_shadow_data;
-};
-
-struct ShadowCubeData {
- mat4 shadowmat;
- vec4 position;
-};
-
-struct ShadowCascadeData {
- mat4 shadowmat[MAX_CASCADE_NUM];
- vec4 split_start_distances;
- vec4 split_end_distances;
- vec4 shadow_vec_id;
-};
-
-/* convenience aliases */
-#define sh_near near_far_bias_id.x
-#define sh_far near_far_bias_id.y
-#define sh_bias near_far_bias_id.z
-#define sh_data_index near_far_bias_id.w
-#define sh_contact_dist contact_shadow_data.x
-#define sh_contact_offset contact_shadow_data.y
-#define sh_contact_spread contact_shadow_data.z
-#define sh_contact_thickness contact_shadow_data.w
-#define sh_shadow_vec shadow_vec_id.xyz
-#define sh_tex_index shadow_vec_id.w
-
-/* ------ Render Passes ----- */
-layout(std140) uniform renderpass_block
-{
- bool renderPassDiffuse;
- bool renderPassDiffuseLight;
- bool renderPassGlossy;
- bool renderPassGlossyLight;
- bool renderPassEmit;
- bool renderPassSSSColor;
- bool renderPassEnvironment;
-};
-
-vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light)
-{
- return renderPassDiffuse ? (renderPassDiffuseLight ? diffuse_light : diffuse_color) : vec3(0.0);
-}
-
-vec3 render_pass_sss_mask(vec3 sss_color)
-{
- return renderPassSSSColor ? sss_color : vec3(0.0);
-}
-
-vec3 render_pass_glossy_mask(vec3 specular_color, vec3 specular_light)
-{
- return renderPassGlossy ? (renderPassGlossyLight ? specular_light : specular_color) : vec3(0.0);
-}
-
-vec3 render_pass_emission_mask(vec3 emission_light)
-{
- return renderPassEmit ? emission_light : vec3(0.0);
-}
-
-/* ------- Convenience functions --------- */
-
-vec3 mul(mat3 m, vec3 v)
-{
- return m * v;
-}
-mat3 mul(mat3 m1, mat3 m2)
-{
- return m1 * m2;
-}
-vec3 transform_direction(mat4 m, vec3 v)
-{
- return mat3(m) * v;
-}
-vec3 transform_point(mat4 m, vec3 v)
-{
- return (m * vec4(v, 1.0)).xyz;
-}
-vec3 project_point(mat4 m, vec3 v)
-{
- vec4 tmp = m * vec4(v, 1.0);
- return tmp.xyz / tmp.w;
-}
-
-#define min3(a, b, c) min(a, min(b, c))
-#define min4(a, b, c, d) min(a, min3(b, c, d))
-#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
-#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
-#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
-#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
-#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
-
-#define max3(a, b, c) max(a, max(b, c))
-#define max4(a, b, c, d) max(a, max3(b, c, d))
-#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
-#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
-#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
-#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
-#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
-
-#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
-#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
-#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
-#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
-#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
-#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
-#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
-
-float min_v2(vec2 v)
-{
- return min(v.x, v.y);
-}
-float min_v3(vec3 v)
-{
- return min(v.x, min(v.y, v.z));
-}
-float min_v4(vec4 v)
-{
- return min(min(v.x, v.y), min(v.z, v.w));
-}
-float max_v2(vec2 v)
-{
- return max(v.x, v.y);
-}
-float max_v3(vec3 v)
-{
- return max(v.x, max(v.y, v.z));
-}
-float max_v4(vec4 v)
-{
- return max(max(v.x, v.y), max(v.z, v.w));
-}
-
-float sum(vec2 v)
-{
- return dot(vec2(1.0), v);
-}
-float sum(vec3 v)
-{
- return dot(vec3(1.0), v);
-}
-float sum(vec4 v)
-{
- return dot(vec4(1.0), v);
-}
-
-float avg(vec2 v)
-{
- return dot(vec2(1.0 / 2.0), v);
-}
-float avg(vec3 v)
-{
- return dot(vec3(1.0 / 3.0), v);
-}
-float avg(vec4 v)
-{
- return dot(vec4(1.0 / 4.0), v);
-}
-
-float saturate(float a)
-{
- return clamp(a, 0.0, 1.0);
-}
-vec2 saturate(vec2 a)
-{
- return clamp(a, 0.0, 1.0);
-}
-vec3 saturate(vec3 a)
-{
- return clamp(a, 0.0, 1.0);
-}
-vec4 saturate(vec4 a)
-{
- return clamp(a, 0.0, 1.0);
-}
-
-float distance_squared(vec2 a, vec2 b)
-{
- a -= b;
- return dot(a, a);
-}
-float distance_squared(vec3 a, vec3 b)
-{
- a -= b;
- return dot(a, a);
-}
-float len_squared(vec3 a)
-{
- return dot(a, a);
-}
-
-float inverse_distance(vec3 V)
-{
- return max(1 / length(V), 1e-8);
-}
-
-vec2 mip_ratio_interp(float mip)
-{
- float low_mip = floor(mip);
- return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
-}
-
-/* ------- RNG ------- */
-
-float wang_hash_noise(uint s)
-{
- s = (s ^ 61u) ^ (s >> 16u);
- s *= 9u;
- s = s ^ (s >> 4u);
- s *= 0x27d4eb2du;
- s = s ^ (s >> 15u);
-
- return fract(float(s) / 4294967296.0);
-}
-
-/* ------- Fast Math ------- */
-
-/* [Drobot2014a] Low Level Optimizations for GCN */
-float fast_sqrt(float v)
-{
- return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
-}
-
-vec2 fast_sqrt(vec2 v)
-{
- return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
-}
-
-/* [Eberly2014] GPGPU Programming for Games and Science */
-float fast_acos(float v)
-{
- float res = -0.156583 * abs(v) + M_PI_2;
- res *= fast_sqrt(1.0 - abs(v));
- return (v >= 0) ? res : M_PI - res;
-}
-
-vec2 fast_acos(vec2 v)
-{
- vec2 res = -0.156583 * abs(v) + M_PI_2;
- res *= fast_sqrt(1.0 - abs(v));
- v.x = (v.x >= 0) ? res.x : M_PI - res.x;
- v.y = (v.y >= 0) ? res.y : M_PI - res.y;
- return v;
-}
-
-float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
-{
- return dot(planenormal, planeorigin - lineorigin);
-}
-
-float line_plane_intersect_dist(vec3 lineorigin,
- vec3 linedirection,
- vec3 planeorigin,
- vec3 planenormal)
-{
- return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
-}
-
-float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
-{
- vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
- vec3 h = lineorigin - plane_co;
- return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
-}
-
-vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
-{
- float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
- return lineorigin + linedirection * dist;
-}
-
-vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
-{
- float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
- return lineorigin + linedirection * dist;
-}
-
-float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
-{
- /* aligned plane normal */
- vec3 L = planeorigin - lineorigin;
- float diskdist = length(L);
- vec3 planenormal = -normalize(L);
- return -diskdist / dot(planenormal, linedirection);
-}
-
-vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
-{
- float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
- if (dist < 0) {
- /* if intersection is behind we fake the intersection to be
- * really far and (hopefully) not inside the radius of interest */
- dist = 1e16;
- }
- return lineorigin + linedirection * dist;
-}
-
-float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
-{
- float a = dot(linedirection, linedirection);
- float b = dot(linedirection, lineorigin);
- float c = dot(lineorigin, lineorigin) - 1;
-
- float dist = 1e15;
- float determinant = b * b - a * c;
- if (determinant >= 0) {
- dist = (sqrt(determinant) - b) / a;
- }
-
- return dist;
-}
-
-float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
-{
- /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
- */
- vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
- vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
- vec3 furthestplane = max(firstplane, secondplane);
-
- return min_v3(furthestplane);
-}
-
-/* Return texture coordinates to sample Surface LUT */
-vec2 lut_coords(float cosTheta, float roughness)
-{
- float theta = acos(cosTheta);
- vec2 coords = vec2(roughness, theta / M_PI_2);
-
- /* scale and bias coordinates, for correct filtered lookup */
- return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
-}
-
-vec2 lut_coords_ltc(float cosTheta, float roughness)
-{
- vec2 coords = vec2(roughness, sqrt(1.0 - cosTheta));
-
- /* scale and bias coordinates, for correct filtered lookup */
- return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
-}
-
-/* -- Tangent Space conversion -- */
-vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
-{
- return T * vector.x + B * vector.y + N * vector.z;
-}
-
-vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B)
-{
- return vec3(dot(T, vector), dot(B, vector), dot(N, vector));
-}
-
-void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
-{
- vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- T = normalize(cross(UpVector, N));
- B = cross(N, T);
-}
-
-/* ---- Opengl Depth conversion ---- */
-
-float linear_depth(bool is_persp, float z, float zf, float zn)
-{
- if (is_persp) {
- return (zn * zf) / (z * (zn - zf) + zf);
- }
- else {
- return (z * 2.0 - 1.0) * zf;
- }
-}
-
-float buffer_depth(bool is_persp, float z, float zf, float zn)
-{
- if (is_persp) {
- return (zf * (zn - z)) / (z * (zn - zf));
- }
- else {
- return (z / (zf * 2.0)) + 0.5;
- }
-}
-
-float get_view_z_from_depth(float depth)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- float d = 2.0 * depth - 1.0;
- return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
- }
- else {
- return viewVecs[0].z + depth * viewVecs[1].z;
- }
-}
-
-float get_depth_from_view_z(float z)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
- return d * 0.5 + 0.5;
- }
- else {
- return (z - viewVecs[0].z) / viewVecs[1].z;
- }
-}
-
-vec2 get_uvs_from_view(vec3 view)
-{
- vec3 ndc = project_point(ProjectionMatrix, view);
- return ndc.xy * 0.5 + 0.5;
-}
-
-vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- return vec3(viewVecs[0].xy + uvcoords * viewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
- }
- else {
- return viewVecs[0].xyz + vec3(uvcoords, depth) * viewVecs[1].xyz;
- }
-}
-
-vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
-{
- return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
-}
-
-vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
+vec3 specular_dominant_dir(vec3 N, vec3 V, float roughness)
{
vec3 R = -reflect(V, N);
float smoothness = 1.0 - roughness;
@@ -489,13 +9,6 @@ vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
return normalize(mix(N, R, fac));
}
-float specular_occlusion(float NV, float AO, float roughness)
-{
- return saturate(pow(NV + AO, roughness) - 1.0 + AO);
-}
-
-/* --- Refraction utils --- */
-
float ior_from_f0(float f0)
{
float f = sqrt(f0);
@@ -508,7 +21,7 @@ float f0_from_ior(float eta)
return A * A;
}
-vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior)
+vec3 refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior)
{
/* TODO: This a bad approximation. Better approximation should fit
* the refracted vector and roughness into the best prefiltered reflection
@@ -527,128 +40,6 @@ vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float
return R;
}
-float get_btdf_lut(sampler2DArray btdf_lut_tex, float NV, float roughness, float ior)
-{
- const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE;
-
- vec3 coords;
- /* Try to compensate for the low resolution and interpolation error. */
- coords.x = (ior > 1.0) ? (0.9 + lut_scale_bias_texel_size.z) +
- (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) :
- (0.9 + lut_scale_bias_texel_size.z) * ior * ior;
- coords.y = 1.0 - saturate(NV);
- coords.xy *= lut_scale_bias_texel_size.x;
- coords.xy += lut_scale_bias_texel_size.y;
-
- const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */
- const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */
-
- float mip = roughness * lut_lvl_scale;
- float mip_floor = floor(mip);
-
- coords.z = lut_lvl_ofs + mip_floor + 1.0;
- float btdf_high = textureLod(btdf_lut_tex, coords, 0.0).r;
-
- coords.z -= 1.0;
- float btdf_low = textureLod(btdf_lut_tex, coords, 0.0).r;
-
- float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z);
-
- return btdf;
-}
-
-/* ---- Encode / Decode Normal buffer data ---- */
-/* From http://aras-p.info/texts/CompactNormalStorage.html
- * Using Method #4: Spheremap Transform */
-vec2 normal_encode(vec3 n, vec3 view)
-{
- float p = sqrt(n.z * 8.0 + 8.0);
- return n.xy / p + 0.5;
-}
-
-vec3 normal_decode(vec2 enc, vec3 view)
-{
- vec2 fenc = enc * 4.0 - 2.0;
- float f = dot(fenc, fenc);
- float g = sqrt(1.0 - f / 4.0);
- vec3 n;
- n.xy = fenc * g;
- n.z = 1 - f / 2;
- return n;
-}
-
-/* ---- RGBM (shared multiplier) encoding ---- */
-/* From http://iwasbeingirony.blogspot.fr/2010/06/difference-between-rgbm-and-rgbd.html */
-
-/* Higher RGBM_MAX_RANGE gives imprecision issues in low intensity. */
-#define RGBM_MAX_RANGE 512.0
-
-vec4 rgbm_encode(vec3 rgb)
-{
- float maxRGB = max_v3(rgb);
- float M = maxRGB / RGBM_MAX_RANGE;
- M = ceil(M * 255.0) / 255.0;
- return vec4(rgb / (M * RGBM_MAX_RANGE), M);
-}
-
-vec3 rgbm_decode(vec4 data)
-{
- return data.rgb * (data.a * RGBM_MAX_RANGE);
-}
-
-/* ---- RGBE (shared exponent) encoding ---- */
-vec4 rgbe_encode(vec3 rgb)
-{
- float maxRGB = max_v3(rgb);
- float fexp = ceil(log2(maxRGB));
- return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0);
-}
-
-vec3 rgbe_decode(vec4 data)
-{
- float fexp = data.a * 255.0 - 128.0;
- return data.rgb * exp2(fexp);
-}
-
-#if 1
-# define irradiance_encode rgbe_encode
-# define irradiance_decode rgbe_decode
-#else /* No ecoding (when using floating point format) */
-# define irradiance_encode(X) (X).rgbb
-# define irradiance_decode(X) (X).rgb
-#endif
-
-/* Irradiance Visibility Encoding */
-#if 1
-vec4 visibility_encode(vec2 accum, float range)
-{
- accum /= range;
-
- vec4 data;
- data.x = fract(accum.x);
- data.y = floor(accum.x) / 255.0;
- data.z = fract(accum.y);
- data.w = floor(accum.y) / 255.0;
-
- return data;
-}
-
-vec2 visibility_decode(vec4 data, float range)
-{
- return (data.xz + data.yw * 255.0) * range;
-}
-#else /* No ecoding (when using floating point format) */
-vec4 visibility_encode(vec2 accum, float range)
-{
- return accum.xyxy;
-}
-
-vec2 visibility_decode(vec4 data, float range)
-{
- return data.xy;
-}
-#endif
-
/* Fresnel monochromatic, perfect mirror */
float F_eta(float eta, float cos_theta)
{
@@ -766,265 +157,3 @@ float cone_cosine(float r)
/* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/
return exp2(-3.32193 * r * r);
}
-
-/* --------- Closure ---------- */
-
-#ifdef VOLUMETRICS
-
-struct Closure {
- vec3 absorption;
- vec3 scatter;
- vec3 emission;
- float anisotropy;
-};
-
-Closure nodetree_exec(void); /* Prototype */
-
-# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
- cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
- cl.emission = mix(cl1.emission, cl2.emission, fac);
- cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl;
- cl.absorption = cl1.absorption + cl2.absorption;
- cl.scatter = cl1.scatter + cl2.scatter;
- cl.emission = cl1.emission + cl2.emission;
- cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
- return cl;
-}
-
-Closure closure_emission(vec3 rgb)
-{
- Closure cl = CLOSURE_DEFAULT;
- cl.emission = rgb;
- return cl;
-}
-
-#else /* VOLUMETRICS */
-
-struct Closure {
- vec3 radiance;
- vec3 transmittance;
- float holdout;
-# ifdef USE_SSS
- vec3 sss_irradiance;
- vec3 sss_albedo;
- float sss_radius;
-# endif
- vec4 ssr_data;
- vec2 ssr_normal;
- int flag;
-};
-
-Closure nodetree_exec(void); /* Prototype */
-
-# define FLAG_TEST(flag, val) (((flag) & (val)) != 0)
-
-# define CLOSURE_SSR_FLAG 1
-# define CLOSURE_SSS_FLAG 2
-# define CLOSURE_HOLDOUT_FLAG 4
-
-# ifdef USE_SSS
-# define CLOSURE_DEFAULT \
- Closure(vec3(0.0), vec3(0.0), 0.0, vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0)
-# else
-# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0)
-# endif
-
-uniform int outputSsrId = 1;
-uniform int outputSssId = 1;
-
-void closure_load_ssr_data(
- vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl)
-{
- /* Still encode to avoid artifacts in the SSR pass. */
- vec3 vN = normalize(mat3(ViewMatrix) * N);
- cl.ssr_normal = normal_encode(vN, viewVec);
-
- if (ssr_id == outputSsrId) {
- cl.ssr_data = vec4(ssr_spec, roughness);
- cl.flag |= CLOSURE_SSR_FLAG;
- }
-}
-
-void closure_load_sss_data(
- float radius, vec3 sss_irradiance, vec3 sss_albedo, int sss_id, inout Closure cl)
-{
-# ifdef USE_SSS
- if (sss_id == outputSssId) {
- cl.sss_irradiance = sss_irradiance;
- cl.sss_radius = radius;
- cl.sss_albedo = sss_albedo;
- cl.flag |= CLOSURE_SSS_FLAG;
- cl.radiance += render_pass_diffuse_mask(sss_albedo, vec3(0));
- }
- else
-# endif
- {
- cl.radiance += render_pass_diffuse_mask(sss_albedo, sss_irradiance * sss_albedo);
- }
-}
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
-
- if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) {
- fac = 1.0;
- }
- else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) {
- fac = 0.0;
- }
-
- cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
- cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
- cl.flag = cl1.flag | cl2.flag;
- cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac);
- bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
- /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/
- cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
- cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
-
-# ifdef USE_SSS
- cl.sss_albedo = mix(cl1.sss_albedo, cl2.sss_albedo, fac);
- bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
- /* It also does not make sense to mix SSS radius or irradiance. */
- cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
- cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
-# endif
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl;
- cl.transmittance = cl1.transmittance + cl2.transmittance;
- cl.radiance = cl1.radiance + cl2.radiance;
- cl.holdout = cl1.holdout + cl2.holdout;
- cl.flag = cl1.flag | cl2.flag;
- cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
- bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
- /* When mixing SSR don't blend roughness and normals.*/
- cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
- cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
-
-# ifdef USE_SSS
- cl.sss_albedo = cl1.sss_albedo + cl2.sss_albedo;
- bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
- /* It also does not make sense to mix SSS radius or irradiance. */
- cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
- cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
-# endif
- return cl;
-}
-
-Closure closure_emission(vec3 rgb)
-{
- Closure cl = CLOSURE_DEFAULT;
- cl.radiance = rgb;
- return cl;
-}
-
-/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
-/* clang-format off */
-# if defined(MESH_SHADER) && !defined(DEPTH_SHADER)
-/* clang-format on */
-# ifndef USE_ALPHA_BLEND
-layout(location = 0) out vec4 outRadiance;
-layout(location = 1) out vec2 ssrNormals;
-layout(location = 2) out vec4 ssrData;
-# ifdef USE_SSS
-layout(location = 3) out vec3 sssIrradiance;
-layout(location = 4) out float sssRadius;
-layout(location = 5) out vec3 sssAlbedo;
-# endif
-# else /* USE_ALPHA_BLEND */
-/* Use dual source blending to be able to make a whole range of effects. */
-layout(location = 0, index = 0) out vec4 outRadiance;
-layout(location = 0, index = 1) out vec4 outTransmittance;
-# endif /* USE_ALPHA_BLEND */
-
-# if defined(USE_ALPHA_BLEND)
-/* Prototype because this file is included before volumetric_lib.glsl */
-void volumetric_resolve(vec2 frag_uvs,
- float frag_depth,
- out vec3 transmittance,
- out vec3 scattering);
-# endif
-
-# define NODETREE_EXEC
-void main()
-{
- Closure cl = nodetree_exec();
-
- float holdout = saturate(1.0 - cl.holdout);
- float transmit = saturate(avg(cl.transmittance));
- float alpha = 1.0 - transmit;
-
-# ifdef USE_ALPHA_BLEND
- vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
- vec3 vol_transmit, vol_scatter;
- volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter);
-
- /* Removes part of the volume scattering that have
- * already been added to the destination pixels.
- * Since we do that using the blending pipeline we need to account for material transmittance. */
- vol_scatter -= vol_scatter * cl.transmittance;
-
- cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter;
- outRadiance = vec4(cl.radiance, alpha * holdout);
- outTransmittance = vec4(cl.transmittance, transmit) * holdout;
-# else
- outRadiance = vec4(cl.radiance, holdout);
- ssrNormals = cl.ssr_normal;
- ssrData = cl.ssr_data;
-# ifdef USE_SSS
- sssIrradiance = cl.sss_irradiance;
- sssRadius = cl.sss_radius;
- sssAlbedo = cl.sss_albedo;
-# endif
-# endif
-
- /* For Probe capture */
-# ifdef USE_SSS
- float fac = float(!sssToggle);
-
- /* TODO(fclem) we shouldn't need this.
- * Just disable USE_SSS when USE_REFRACTION is enabled. */
-# ifdef USE_REFRACTION
- /* SSRefraction pass is done after the SSS pass.
- * In order to not loose the diffuse light totally we
- * need to merge the SSS radiance to the main radiance. */
- fac = 1.0;
-# endif
-
- outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac;
-# endif
-
-# ifdef LOOKDEV
- gl_FragDepth = 0.0;
-# endif
-
-# ifndef USE_ALPHA_BLEND
- float alpha_div = 1.0 / max(1e-8, alpha);
- outRadiance.rgb *= alpha_div;
- ssrData.rgb *= alpha_div;
-# ifdef USE_SSS
- sssAlbedo.rgb *= alpha_div;
-# endif
-# endif
-}
-
-# endif /* MESH_SHADER */
-
-#endif /* VOLUMETRICS */
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
index f05b3396428..2b2da884fde 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
@@ -1,3 +1,4 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
out vec4 FragColor;
@@ -5,8 +6,8 @@ void main()
{
vec3 N, T, B, V;
- float NV = (1.0 - (clamp(gl_FragCoord.y / BRDF_LUT_SIZE, 1e-4, 0.9999)));
- float sqrtRoughness = clamp(gl_FragCoord.x / BRDF_LUT_SIZE, 1e-4, 0.9999);
+ float NV = (1.0 - (clamp(gl_FragCoord.y / b, 1e-4, 0.9999)));
+ float sqrtRoughness = clamp(gl_FragCoord.x / LUT_SIZE, 1e-4, 0.9999);
float a = sqrtRoughness * sqrtRoughness;
float a2 = a * a;
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
index 5f2b719095e..066ea58e2bf 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -1,6 +1,7 @@
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
uniform sampler1D texHammersley;
-uniform sampler2D texJitter;
uniform float sampleCount;
uniform float invSampleCount;
@@ -8,8 +9,7 @@ vec2 jitternoise = vec2(0.0);
#ifndef UTIL_TEX
# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+
#endif /* UTIL_TEX */
void setup_noise(void)
@@ -17,6 +17,11 @@ void setup_noise(void)
jitternoise = texelfetch_noise_tex(gl_FragCoord.xy).rg; /* Global variable */
}
+vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
+{
+ return T * vector.x + B * vector.y + N * vector.z;
+}
+
#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)
{
diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
index 1389a9763c0..d815d9d4e6b 100644
--- a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
@@ -1,3 +1,4 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
uniform float a2;
@@ -7,8 +8,8 @@ void main()
{
vec3 N, T, B, V;
- float x = gl_FragCoord.x / BRDF_LUT_SIZE;
- float y = gl_FragCoord.y / BRDF_LUT_SIZE;
+ float x = gl_FragCoord.x / LUT_SIZE;
+ float y = gl_FragCoord.y / LUT_SIZE;
/* There is little variation if ior > 1.0 so we
* maximize LUT precision for ior < 1.0 */
x = x * 1.1;
diff --git a/source/blender/draw/engines/eevee/shaders/closure_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
new file mode 100644
index 00000000000..e572245ace9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
@@ -0,0 +1,181 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(renderpass_lib.glsl)
+
+#ifndef VOLUMETRICS
+
+uniform int outputSsrId = 1;
+uniform int outputSssId = 1;
+
+#endif
+
+struct Closure {
+#ifdef VOLUMETRICS
+ vec3 absorption;
+ vec3 scatter;
+ vec3 emission;
+ float anisotropy;
+
+#else /* SURFACE */
+ vec3 radiance;
+ vec3 transmittance;
+ float holdout;
+ vec4 ssr_data;
+ vec2 ssr_normal;
+ int flag;
+# ifdef USE_SSS
+ vec3 sss_irradiance;
+ vec3 sss_albedo;
+ float sss_radius;
+# endif
+
+#endif
+};
+
+/* Prototype */
+Closure nodetree_exec(void);
+
+/* clang-format off */
+/* Avoid multiline defines. */
+#ifdef VOLUMETRICS
+# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), vec3(0), 0.0)
+#elif !defined(USE_SSS)
+# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0, vec4(0), vec2(0), 0)
+#else
+# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0, vec4(0), vec2(0), 0, vec3(0), vec3(0), 0.0)
+#endif
+/* clang-format on */
+
+#define FLAG_TEST(flag, val) (((flag) & (val)) != 0)
+
+#define CLOSURE_SSR_FLAG 1
+#define CLOSURE_SSS_FLAG 2
+#define CLOSURE_HOLDOUT_FLAG 4
+
+#ifdef VOLUMETRICS
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
+ cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
+ cl.emission = mix(cl1.emission, cl2.emission, fac);
+ cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.absorption = cl1.absorption + cl2.absorption;
+ cl.scatter = cl1.scatter + cl2.scatter;
+ cl.emission = cl1.emission + cl2.emission;
+ cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
+ return cl;
+}
+
+Closure closure_emission(vec3 rgb)
+{
+ Closure cl = CLOSURE_DEFAULT;
+ cl.emission = rgb;
+ return cl;
+}
+
+#else /* SURFACE */
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
+
+ if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) {
+ fac = 1.0;
+ }
+ else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) {
+ fac = 0.0;
+ }
+
+ cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.flag = cl1.flag | cl2.flag;
+ cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac);
+ bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
+ /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/
+ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
+ cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
+
+# ifdef USE_SSS
+ cl.sss_albedo = mix(cl1.sss_albedo, cl2.sss_albedo, fac);
+ bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
+ /* It also does not make sense to mix SSS radius or irradiance. */
+ cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
+ cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
+# endif
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.transmittance = cl1.transmittance + cl2.transmittance;
+ cl.radiance = cl1.radiance + cl2.radiance;
+ cl.holdout = cl1.holdout + cl2.holdout;
+ cl.flag = cl1.flag | cl2.flag;
+ cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
+ bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
+ /* When mixing SSR don't blend roughness and normals.*/
+ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
+ cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
+
+# ifdef USE_SSS
+ cl.sss_albedo = cl1.sss_albedo + cl2.sss_albedo;
+ bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
+ /* It also does not make sense to mix SSS radius or irradiance. */
+ cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
+ cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
+# endif
+ return cl;
+}
+
+Closure closure_emission(vec3 rgb)
+{
+ Closure cl = CLOSURE_DEFAULT;
+ cl.radiance = rgb;
+ return cl;
+}
+
+#endif
+
+#ifndef VOLUMETRICS
+
+void closure_load_ssr_data(
+ vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl)
+{
+ /* Still encode to avoid artifacts in the SSR pass. */
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ cl.ssr_normal = normal_encode(vN, viewVec);
+
+ if (ssr_id == outputSsrId) {
+ cl.ssr_data = vec4(ssr_spec, roughness);
+ cl.flag |= CLOSURE_SSR_FLAG;
+ }
+}
+
+void closure_load_sss_data(
+ float radius, vec3 sss_irradiance, vec3 sss_albedo, int sss_id, inout Closure cl)
+{
+# ifdef USE_SSS
+ if (sss_id == outputSssId) {
+ cl.sss_irradiance = sss_irradiance;
+ cl.sss_radius = radius;
+ cl.sss_albedo = sss_albedo;
+ cl.flag |= CLOSURE_SSS_FLAG;
+ cl.radiance += render_pass_diffuse_mask(sss_albedo, vec3(0));
+ }
+ else
+# endif
+ {
+ cl.radiance += render_pass_diffuse_mask(sss_albedo, sss_irradiance * sss_albedo);
+ }
+}
+
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
index bc7879763c3..bf33caf9854 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
@@ -1,32 +1,8 @@
-#ifndef LIT_SURFACE_UNIFORM
-# define LIT_SURFACE_UNIFORM
-
-uniform float refractionDepth;
-
-# ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-# endif /* UTIL_TEX */
-
-in vec3 worldPosition;
-in vec3 viewPosition;
-
-in vec3 worldNormal;
-in vec3 viewNormal;
-
-# ifdef HAIR_SHADER
-in vec3 hairTangent; /* world space */
-in float hairThickTime;
-in float hairThickness;
-in float hairTime;
-flat in int hairStrandID;
-
-uniform int hairThicknessRes = 1;
-# endif
-
-#endif /* LIT_SURFACE_UNIFORM */
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(ssr_lib.glsl)
/**
* AUTO CONFIG
@@ -209,7 +185,7 @@ void CLOSURE_NAME(vec3 N
vec3 V = cameraVec;
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
/* ---------------------------------------------------------------- */
/* -------------------- SCENE LIGHTS LIGHTING --------------------- */
@@ -328,11 +304,11 @@ void CLOSURE_NAME(vec3 N
# endif
# ifdef CLOSURE_GLOSSY
- vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared);
# endif
# ifdef CLOSURE_CLEARCOAT
- vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
+ vec3 C_spec_dir = specular_dominant_dir(C_N, V, C_roughnessSquared);
# endif
# ifdef CLOSURE_REFRACTION
@@ -345,7 +321,7 @@ void CLOSURE_NAME(vec3 N
line_plane_intersect(
worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
worldPosition;
- vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
+ vec3 refr_dir = refraction_dominant_dir(N, refr_V, roughness, final_ior);
# endif
# ifdef CLOSURE_REFRACTION
@@ -485,7 +461,7 @@ void CLOSURE_NAME(vec3 N
# endif
# ifdef CLOSURE_REFRACTION
- float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
+ float btdf = get_btdf_lut(NV, roughness, ior);
out_refr += refr_accum.rgb * btdf;
# endif
diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
index 759b4098b37..a6c9eebaff2 100644
--- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
@@ -2,7 +2,6 @@
layout(std140) uniform common_block
{
mat4 pastViewProjectionMatrix;
- vec4 viewVecs[2];
vec2 mipRatio[10]; /* To correct mip level texel misalignment */
/* Ambient Occlusion */
vec4 aoParameters[2];
@@ -70,3 +69,9 @@ layout(std140) uniform common_block
#define ssrQuality ssrParameters.x
#define ssrThickness ssrParameters.y
#define ssrPixelSize ssrParameters.zw
+
+vec2 mip_ratio_interp(float mip)
+{
+ float low_mip = floor(mip);
+ return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
new file mode 100644
index 00000000000..95a585f0d9c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
@@ -0,0 +1,65 @@
+
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Utiltex
+ *
+ * Utiltex is a sampler2DArray that stores a number of useful small utilitary textures and lookup
+ * tables.
+ * \{ */
+
+uniform sampler2DArray utilTex;
+
+#define LUT_SIZE 64
+
+#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+
+/* Return texture coordinates to sample Surface LUT */
+vec2 lut_coords(float cosTheta, float roughness)
+{
+ float theta = acos(cosTheta);
+ vec2 coords = vec2(roughness, theta / M_PI_2);
+
+ /* scale and bias coordinates, for correct filtered lookup */
+ return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
+}
+
+vec2 lut_coords_ltc(float cosTheta, float roughness)
+{
+ vec2 coords = vec2(roughness, sqrt(1.0 - cosTheta));
+
+ /* scale and bias coordinates, for correct filtered lookup */
+ return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
+}
+
+float get_btdf_lut(float NV, float roughness, float ior)
+{
+ const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE;
+
+ vec3 coords;
+ /* Try to compensate for the low resolution and interpolation error. */
+ coords.x = (ior > 1.0) ? (0.9 + lut_scale_bias_texel_size.z) +
+ (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) :
+ (0.9 + lut_scale_bias_texel_size.z) * ior * ior;
+ coords.y = 1.0 - saturate(NV);
+ coords.xy *= lut_scale_bias_texel_size.x;
+ coords.xy += lut_scale_bias_texel_size.y;
+
+ const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */
+ const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */
+
+ float mip = roughness * lut_lvl_scale;
+ float mip_floor = floor(mip);
+
+ coords.z = lut_lvl_ofs + mip_floor + 1.0;
+ float btdf_high = textureLod(utilTex, coords, 0.0).r;
+
+ coords.z -= 1.0;
+ float btdf_low = textureLod(utilTex, coords, 0.0).r;
+
+ float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z);
+
+ return btdf;
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl b/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl
deleted file mode 100644
index 7e0e5945c54..00000000000
--- a/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl
+++ /dev/null
@@ -1,265 +0,0 @@
-/* Precomputed table of concentric samples.
- * Generated using this algorithm http://l2program.co.uk/900/concentric-disk-sampling
- * Sorted by radius then by rotation angle.
- * This way it's better for cache usage and for
- * easily restricting to a certain number of
- * sample while still having a circular kernel. */
-
-#define CONCENTRIC_SAMPLE_NUM 256
-const vec2 concentric[CONCENTRIC_SAMPLE_NUM] = vec2[CONCENTRIC_SAMPLE_NUM](
- vec2(0.0441941738242, 0.0441941738242),
- vec2(-0.0441941738242, -0.0441941738242),
- vec2(-0.0441941738242, 0.0441941738242),
- vec2(0.0441941738242, -0.0441941738242),
- vec2(0.181111092429, 0.0485285709567),
- vec2(0.132582521472, 0.132582521472),
- vec2(-0.181111092429, 0.0485285709567),
- vec2(0.0485285709567, 0.181111092429),
- vec2(-0.181111092429, -0.0485285709567),
- vec2(-0.0485285709567, 0.181111092429),
- vec2(-0.132582521472, -0.132582521472),
- vec2(-0.132582521472, 0.132582521472),
- vec2(-0.0485285709567, -0.181111092429),
- vec2(0.0485285709567, -0.181111092429),
- vec2(0.132582521472, -0.132582521472),
- vec2(0.181111092429, -0.0485285709567),
- vec2(0.308652606436, 0.0488857703251),
- vec2(0.278439538809, 0.141872031169),
- vec2(0.220970869121, 0.220970869121),
- vec2(-0.278439538809, 0.141872031169),
- vec2(0.141872031169, 0.278439538809),
- vec2(-0.308652606436, 0.0488857703251),
- vec2(0.0488857703251, 0.308652606436),
- vec2(-0.308652606436, -0.0488857703251),
- vec2(-0.0488857703251, 0.308652606436),
- vec2(-0.278439538809, -0.141872031169),
- vec2(-0.141872031169, 0.278439538809),
- vec2(-0.220970869121, -0.220970869121),
- vec2(-0.220970869121, 0.220970869121),
- vec2(-0.141872031169, -0.278439538809),
- vec2(-0.0488857703251, -0.308652606436),
- vec2(0.0488857703251, -0.308652606436),
- vec2(0.141872031169, -0.278439538809),
- vec2(0.220970869121, -0.220970869121),
- vec2(0.278439538809, -0.141872031169),
- vec2(0.308652606436, -0.0488857703251),
- vec2(0.434749091828, 0.0489844582952),
- vec2(0.41294895701, 0.144497089605),
- vec2(0.370441837162, 0.232764033475),
- vec2(0.309359216769, 0.309359216769),
- vec2(-0.370441837162, 0.232764033475),
- vec2(0.232764033475, 0.370441837162),
- vec2(-0.41294895701, 0.144497089605),
- vec2(0.144497089605, 0.41294895701),
- vec2(-0.434749091828, 0.0489844582952),
- vec2(0.0489844582952, 0.434749091828),
- vec2(-0.434749091828, -0.0489844582952),
- vec2(-0.0489844582952, 0.434749091828),
- vec2(-0.41294895701, -0.144497089605),
- vec2(-0.144497089605, 0.41294895701),
- vec2(-0.370441837162, -0.232764033475),
- vec2(-0.232764033475, 0.370441837162),
- vec2(-0.309359216769, -0.309359216769),
- vec2(-0.309359216769, 0.309359216769),
- vec2(-0.232764033475, -0.370441837162),
- vec2(-0.144497089605, -0.41294895701),
- vec2(-0.0489844582952, -0.434749091828),
- vec2(0.0489844582952, -0.434749091828),
- vec2(0.144497089605, -0.41294895701),
- vec2(0.232764033475, -0.370441837162),
- vec2(0.309359216769, -0.309359216769),
- vec2(0.370441837162, -0.232764033475),
- vec2(0.41294895701, -0.144497089605),
- vec2(0.434749091828, -0.0489844582952),
- vec2(0.560359517677, 0.0490251052956),
- vec2(0.543333277288, 0.14558571287),
- vec2(0.509798130208, 0.237722772229),
- vec2(0.460773024913, 0.322636745447),
- vec2(0.397747564417, 0.397747564417),
- vec2(-0.460773024913, 0.322636745447),
- vec2(0.322636745447, 0.460773024913),
- vec2(-0.509798130208, 0.237722772229),
- vec2(0.237722772229, 0.509798130208),
- vec2(-0.543333277288, 0.14558571287),
- vec2(0.14558571287, 0.543333277288),
- vec2(-0.560359517677, 0.0490251052956),
- vec2(0.0490251052956, 0.560359517677),
- vec2(-0.560359517677, -0.0490251052956),
- vec2(-0.0490251052956, 0.560359517677),
- vec2(-0.543333277288, -0.14558571287),
- vec2(-0.14558571287, 0.543333277288),
- vec2(-0.509798130208, -0.237722772229),
- vec2(-0.237722772229, 0.509798130208),
- vec2(-0.460773024913, -0.322636745447),
- vec2(-0.322636745447, 0.460773024913),
- vec2(-0.397747564417, -0.397747564417),
- vec2(-0.397747564417, 0.397747564417),
- vec2(-0.322636745447, -0.460773024913),
- vec2(-0.237722772229, -0.509798130208),
- vec2(-0.14558571287, -0.543333277288),
- vec2(-0.0490251052956, -0.560359517677),
- vec2(0.0490251052956, -0.560359517677),
- vec2(0.14558571287, -0.543333277288),
- vec2(0.237722772229, -0.509798130208),
- vec2(0.322636745447, -0.460773024913),
- vec2(0.397747564417, -0.397747564417),
- vec2(0.460773024913, -0.322636745447),
- vec2(0.509798130208, -0.237722772229),
- vec2(0.543333277288, -0.14558571287),
- vec2(0.560359517677, -0.0490251052956),
- vec2(0.685748328795, 0.0490456884495),
- vec2(0.671788470355, 0.146138636568),
- vec2(0.644152935937, 0.240256623474),
- vec2(0.603404305327, 0.32948367837),
- vec2(0.550372103135, 0.412003395727),
- vec2(0.486135912066, 0.486135912066),
- vec2(-0.550372103135, 0.412003395727),
- vec2(0.412003395727, 0.550372103135),
- vec2(-0.603404305327, 0.32948367837),
- vec2(0.32948367837, 0.603404305327),
- vec2(-0.644152935937, 0.240256623474),
- vec2(0.240256623474, 0.644152935937),
- vec2(-0.671788470355, 0.146138636568),
- vec2(0.146138636568, 0.671788470355),
- vec2(-0.685748328795, 0.0490456884495),
- vec2(0.0490456884495, 0.685748328795),
- vec2(-0.685748328795, -0.0490456884495),
- vec2(-0.0490456884495, 0.685748328795),
- vec2(-0.671788470355, -0.146138636568),
- vec2(-0.146138636568, 0.671788470355),
- vec2(-0.644152935937, -0.240256623474),
- vec2(-0.240256623474, 0.644152935937),
- vec2(-0.603404305327, -0.32948367837),
- vec2(-0.32948367837, 0.603404305327),
- vec2(-0.550372103135, -0.412003395727),
- vec2(-0.412003395727, 0.550372103135),
- vec2(-0.486135912066, -0.486135912066),
- vec2(-0.486135912066, 0.486135912066),
- vec2(-0.412003395727, -0.550372103135),
- vec2(-0.32948367837, -0.603404305327),
- vec2(-0.240256623474, -0.644152935937),
- vec2(-0.146138636568, -0.671788470355),
- vec2(-0.0490456884495, -0.685748328795),
- vec2(0.0490456884495, -0.685748328795),
- vec2(0.146138636568, -0.671788470355),
- vec2(0.240256623474, -0.644152935937),
- vec2(0.32948367837, -0.603404305327),
- vec2(0.412003395727, -0.550372103135),
- vec2(0.486135912066, -0.486135912066),
- vec2(0.550372103135, -0.412003395727),
- vec2(0.603404305327, -0.32948367837),
- vec2(0.644152935937, -0.240256623474),
- vec2(0.671788470355, -0.146138636568),
- vec2(0.685748328795, -0.0490456884495),
- vec2(0.811017637806, 0.0490575291556),
- vec2(0.799191174395, 0.146457218224),
- vec2(0.775710704038, 0.241721231257),
- vec2(0.740918624869, 0.33346040443),
- vec2(0.695322283745, 0.420336974019),
- vec2(0.639586577995, 0.501084084011),
- vec2(0.574524259714, 0.574524259714),
- vec2(-0.639586577995, 0.501084084011),
- vec2(0.501084084011, 0.639586577995),
- vec2(-0.695322283745, 0.420336974019),
- vec2(0.420336974019, 0.695322283745),
- vec2(-0.740918624869, 0.33346040443),
- vec2(0.33346040443, 0.740918624869),
- vec2(-0.775710704038, 0.241721231257),
- vec2(0.241721231257, 0.775710704038),
- vec2(-0.799191174395, 0.146457218224),
- vec2(0.146457218224, 0.799191174395),
- vec2(-0.811017637806, 0.0490575291556),
- vec2(0.0490575291556, 0.811017637806),
- vec2(-0.811017637806, -0.0490575291556),
- vec2(-0.0490575291556, 0.811017637806),
- vec2(-0.799191174395, -0.146457218224),
- vec2(-0.146457218224, 0.799191174395),
- vec2(-0.775710704038, -0.241721231257),
- vec2(-0.241721231257, 0.775710704038),
- vec2(-0.740918624869, -0.33346040443),
- vec2(-0.33346040443, 0.740918624869),
- vec2(-0.695322283745, -0.420336974019),
- vec2(-0.420336974019, 0.695322283745),
- vec2(-0.639586577995, -0.501084084011),
- vec2(-0.501084084011, 0.639586577995),
- vec2(-0.574524259714, -0.574524259714),
- vec2(-0.574524259714, 0.574524259714),
- vec2(-0.501084084011, -0.639586577995),
- vec2(-0.420336974019, -0.695322283745),
- vec2(-0.33346040443, -0.740918624869),
- vec2(-0.241721231257, -0.775710704038),
- vec2(-0.146457218224, -0.799191174395),
- vec2(-0.0490575291556, -0.811017637806),
- vec2(0.0490575291556, -0.811017637806),
- vec2(0.146457218224, -0.799191174395),
- vec2(0.241721231257, -0.775710704038),
- vec2(0.33346040443, -0.740918624869),
- vec2(0.420336974019, -0.695322283745),
- vec2(0.501084084011, -0.639586577995),
- vec2(0.574524259714, -0.574524259714),
- vec2(0.639586577995, -0.501084084011),
- vec2(0.695322283745, -0.420336974019),
- vec2(0.740918624869, -0.33346040443),
- vec2(0.775710704038, -0.241721231257),
- vec2(0.799191174395, -0.146457218224),
- vec2(0.811017637806, -0.0490575291556),
- vec2(0.936215188832, 0.0490649589778),
- vec2(0.925957819308, 0.146657310975),
- vec2(0.905555462146, 0.242642854784),
- vec2(0.875231649841, 0.335969952699),
- vec2(0.835318616427, 0.425616093506),
- vec2(0.786253657449, 0.510599095327),
- vec2(0.728574338866, 0.589987866609),
- vec2(0.662912607362, 0.662912607362),
- vec2(-0.728574338866, 0.589987866609),
- vec2(0.589987866609, 0.728574338866),
- vec2(-0.786253657449, 0.510599095327),
- vec2(0.510599095327, 0.786253657449),
- vec2(-0.835318616427, 0.425616093506),
- vec2(0.425616093506, 0.835318616427),
- vec2(-0.875231649841, 0.335969952699),
- vec2(0.335969952699, 0.875231649841),
- vec2(-0.905555462146, 0.242642854784),
- vec2(0.242642854784, 0.905555462146),
- vec2(-0.925957819308, 0.146657310975),
- vec2(0.146657310975, 0.925957819308),
- vec2(-0.936215188832, 0.0490649589778),
- vec2(0.0490649589778, 0.936215188832),
- vec2(-0.936215188832, -0.0490649589778),
- vec2(-0.0490649589778, 0.936215188832),
- vec2(-0.925957819308, -0.146657310975),
- vec2(-0.146657310975, 0.925957819308),
- vec2(-0.905555462146, -0.242642854784),
- vec2(-0.242642854784, 0.905555462146),
- vec2(-0.875231649841, -0.335969952699),
- vec2(-0.335969952699, 0.875231649841),
- vec2(-0.835318616427, -0.425616093506),
- vec2(-0.425616093506, 0.835318616427),
- vec2(-0.786253657449, -0.510599095327),
- vec2(-0.510599095327, 0.786253657449),
- vec2(-0.728574338866, -0.589987866609),
- vec2(-0.589987866609, 0.728574338866),
- vec2(-0.662912607362, -0.662912607362),
- vec2(-0.662912607362, 0.662912607362),
- vec2(-0.589987866609, -0.728574338866),
- vec2(-0.510599095327, -0.786253657449),
- vec2(-0.425616093506, -0.835318616427),
- vec2(-0.335969952699, -0.875231649841),
- vec2(-0.242642854784, -0.905555462146),
- vec2(-0.146657310975, -0.925957819308),
- vec2(-0.0490649589778, -0.936215188832),
- vec2(0.0490649589778, -0.936215188832),
- vec2(0.146657310975, -0.925957819308),
- vec2(0.242642854784, -0.905555462146),
- vec2(0.335969952699, -0.875231649841),
- vec2(0.425616093506, -0.835318616427),
- vec2(0.510599095327, -0.786253657449),
- vec2(0.589987866609, -0.728574338866),
- vec2(0.662912607362, -0.662912607362),
- vec2(0.728574338866, -0.589987866609),
- vec2(0.786253657449, -0.510599095327),
- vec2(0.835318616427, -0.425616093506),
- vec2(0.875231649841, -0.335969952699),
- vec2(0.905555462146, -0.242642854784),
- vec2(0.925957819308, -0.146657310975),
- vec2(0.936215188832, -0.0490649589778));
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
deleted file mode 100644
index 1014b25033a..00000000000
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-uniform vec3 basecol;
-uniform float metallic;
-uniform float specular;
-uniform float roughness;
-
-Closure nodetree_exec(void)
-{
-#ifdef HAIR_SHADER
- vec3 B = normalize(cross(worldNormal, hairTangent));
- float cos_theta;
- if (hairThicknessRes == 1) {
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
- /* Random cosine normal distribution on the hair surface. */
- cos_theta = rand.x * 2.0 - 1.0;
- }
- else {
- /* Shade as a cylinder. */
- cos_theta = hairThickTime / hairThickness;
- }
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
- vec3 N = normalize(worldNormal * sin_theta + B * cos_theta);
- vec3 vN = mat3(ViewMatrix) * N;
-#else
- vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
- vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal);
-#endif
-
- vec3 dielectric = vec3(0.034) * specular * 2.0;
- vec3 albedo = mix(basecol, vec3(0.0), metallic);
- vec3 f0 = mix(dielectric, basecol, metallic);
- vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
- vec3 out_diff, out_spec, ssr_spec;
- eevee_closure_default(N, albedo, f0, f90, 1, roughness, 1.0, true, out_diff, out_spec, ssr_spec);
-
- Closure cl = CLOSURE_DEFAULT;
- cl.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) +
- render_pass_diffuse_mask(albedo, out_diff * albedo);
- closure_load_ssr_data(ssr_spec, roughness, N, viewCameraVec, 1, cl);
-
-#ifdef LOOKDEV
- gl_FragDepth = 0.0;
-#endif
-
-#ifdef HOLDOUT
- cl = CLOSURE_DEFAULT;
- cl.holdout = 1.0;
-#endif
-
- return cl;
-}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index d56890769a7..9c1ca17f87c 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -1,4 +1,8 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
@@ -18,9 +22,6 @@ uniform vec4 bokehParams[2];
uniform vec2 nearFar; /* Near & far view depths values */
-#define M_PI 3.1415926535897932384626433832795
-#define M_2PI 6.2831853071795864769252868
-
/* -------------- Utils ------------- */
/* divide by sensor size to get the normalized size */
@@ -34,11 +35,6 @@ uniform vec2 nearFar; /* Near & far view depths values */
#define weighted_sum(a, b, c, d, e) \
(a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0)));
-float max_v4(vec4 v)
-{
- return max(max(v.x, v.y), max(v.z, v.w));
-}
-
vec4 safe_color(vec4 c)
{
/* Clamp to avoid black square artifacts if a pixel goes NaN. */
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
index d83b410125a..6e35d4a54ae 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform vec4 bokehParams[2];
#define bokeh_rotation bokehParams[0].x
@@ -15,8 +17,6 @@ flat out float smoothFac;
flat out ivec2 edge;
out vec2 particlecoord;
-#define M_PI 3.1415926535897932384626433832795
-
/* Scatter pass, calculate a triangle covering the CoC. */
void main()
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
index eea0ce0aae2..47fe21928b3 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -1,14 +1,34 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+
/**
* This shader only compute maximum horizon angles for each directions.
* The final integration is done at the resolve stage with the shading normal.
*/
-uniform float rotationOffset;
-
out vec4 FragColor;
-#ifdef DEBUG_AO
uniform sampler2D normalBuffer;
+#ifdef LAYERED_DEPTH
+uniform sampler2DArray depthBufferLayered;
+uniform int layer;
+# define gtao_depthBuffer depthBufferLayered
+# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c)
+
+#else
+uniform sampler2D depthBuffer;
+# define gtao_depthBuffer depthBuffer
+# define gtao_textureLod(a, b, c) textureLod(a, b, c)
+
+#endif
+
+uniform float rotationOffset;
+
+#ifdef DEBUG_AO
void main()
{
@@ -34,18 +54,6 @@ void main()
#else
-# ifdef LAYERED_DEPTH
-uniform sampler2DArray depthBufferLayered;
-uniform int layer;
-# define gtao_depthBuffer depthBufferLayered
-# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c)
-
-# else
-# define gtao_depthBuffer depthBuffer
-# define gtao_textureLod(a, b, c) textureLod(a, b, c)
-
-# endif
-
void main()
{
vec2 uvs = saturate(gl_FragCoord.xy / vec2(textureSize(gtao_depthBuffer, 0).xy));
diff --git a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
index edee55a07e0..7331f92ba6d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
@@ -1,5 +1,10 @@
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
/* Convert depth to Mist factor */
uniform vec3 mistSettings;
+uniform sampler2D depthBuffer;
#define mistStart mistSettings.x
#define mistInvDistance mistSettings.y
diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
index fbf507a2e40..3501a4448c5 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
/*
* Based on:
* A Fast and Stable Feature-Aware Motion Blur Filter
@@ -15,11 +17,6 @@ uniform sampler2D tileMaxBuffer;
#define KERNEL 8
-/* TODO(fclem) deduplicate this code. */
-uniform sampler2DArray utilTex;
-#define LUT_SIZE 64
-#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-
uniform float depthScale;
uniform ivec2 tileBufferSize;
uniform vec2 viewportSize;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 598cc3e5183..f8dccb7511a 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -1,4 +1,11 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(ssr_lib.glsl)
+
/* Based on Stochastic Screen Space Reflections
* https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */
@@ -131,7 +138,7 @@ void main()
return;
}
- vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
+ vec4 rand = texelfetch_noise_tex(halfres_texel);
/* Gives *perfect* reflection for very small roughness */
if (roughness < 0.04) {
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
index e9da49c9eb9..2a53a4f119f 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
@@ -1,4 +1,9 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
#define MAX_SSS_SAMPLES 65
@@ -14,36 +19,16 @@ uniform sampler2D sssIrradiance;
uniform sampler2D sssRadius;
uniform sampler2D sssAlbedo;
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
layout(location = 0) out vec4 sssRadiance;
-float get_view_z_from_depth(float depth)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- float d = 2.0 * depth - 1.0;
- return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
- }
- else {
- return viewVecs[0].z + depth * viewVecs[1].z;
- }
-}
-
-#define LUT_SIZE 64
-#define M_PI_2 1.5707963267948966 /* pi/2 */
-#define M_2PI 6.2831853071795865 /* 2*pi */
-
void main(void)
{
vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */
vec2 uvs = gl_FragCoord.xy * pixel_size;
vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
float sss_radius = texture(sssRadius, uvs).r;
- float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r);
+ float depth = texture(depthBuffer, uvs).r;
+ float depth_view = get_view_z_from_depth(depth);
float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
#ifdef FIRST_PASS
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index b44645174bd..28947e971d2 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -1,5 +1,11 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
uniform sampler2D colorHistoryBuffer;
+
uniform mat4 prevViewProjectionMatrix;
out vec4 FragColor;
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 6531ceb8dbe..c85eff92e37 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -1,11 +1,16 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lights_lib.glsl)
+
in vec4 uvcoordsvar;
out vec4 FragColor;
+uniform sampler2D depthBuffer;
uniform sampler1D sssTexProfile;
uniform sampler2D sssRadius;
-
uniform sampler2DArray sssShadowCubes;
uniform sampler2DArray sssShadowCascades;
@@ -27,12 +32,6 @@ vec3 sss_profile(float s)
return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
}
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector)
{
float power, falloff;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
index d927fd78d30..145939cefb2 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+uniform sampler2D depthBuffer;
+
uniform mat4 prevViewProjMatrix;
uniform mat4 currViewProjMatrixInv;
uniform mat4 nextViewProjMatrix;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
index 0eb598521af..f52acaf6f7f 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
@@ -148,4 +148,4 @@ void main()
tileMaxVelocity = encode_velocity(max_motion);
}
-#endif \ No newline at end of file
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
index b1d4de1c682..2274bf8b950 100644
--- a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
@@ -1,44 +1,76 @@
-uniform sampler2DArray irradianceGrid;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+#pragma BLENDER_REQUIRE(octahedron_lib.glsl)
#define IRRADIANCE_LIB
-#ifdef IRRADIANCE_CUBEMAP
-struct IrradianceData {
- vec3 color;
-};
-#elif defined(IRRADIANCE_SH_L2)
+/* ---------------------------------------------------------------------- */
+/** \name Structure
+ * \{ */
+
+#if defined(IRRADIANCE_SH_L2)
struct IrradianceData {
vec3 shcoefs[9];
};
+
#else /* defined(IRRADIANCE_HL2) */
struct IrradianceData {
vec3 cubesides[3];
};
+
#endif
-IrradianceData load_irradiance_cell(int cell, vec3 N)
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Resources
+ * \{ */
+
+uniform sampler2DArray irradianceGrid;
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Functions
+ * \{ */
+
+vec4 irradiance_encode(vec3 rgb)
{
- /* Keep in sync with diffuse_filter_probe() */
+ float maxRGB = max_v3(rgb);
+ float fexp = ceil(log2(maxRGB));
+ return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0);
+}
-#if defined(IRRADIANCE_CUBEMAP)
+vec3 irradiance_decode(vec4 data)
+{
+ float fexp = data.a * 255.0 - 128.0;
+ return data.rgb * exp2(fexp);
+}
-# define AMBIANT_CUBESIZE 8
- ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
- int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
- cell_co.x *= cell % cell_per_row;
- cell_co.y *= cell / cell_per_row;
+vec4 visibility_encode(vec2 accum, float range)
+{
+ accum /= range;
- vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
+ vec4 data;
+ data.x = fract(accum.x);
+ data.y = floor(accum.x) / 255.0;
+ data.z = fract(accum.y);
+ data.w = floor(accum.y) / 255.0;
- vec2 uvs = mapping_octahedron(N, texelSize);
- uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
- uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
+ return data;
+}
- IrradianceData ir;
- ir.color = texture(irradianceGrid, vec3(uvs, 0.0)).rgb;
+vec2 visibility_decode(vec4 data, float range)
+{
+ return (data.xz + data.yw * 255.0) * range;
+}
-#elif defined(IRRADIANCE_SH_L2)
+IrradianceData load_irradiance_cell(int cell, vec3 N)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+
+#if defined(IRRADIANCE_SH_L2)
ivec2 cell_co = ivec2(3, 3);
int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
@@ -164,9 +196,7 @@ vec3 hl2_basis(vec3 N, vec3 cubesides[3])
vec3 compute_irradiance(vec3 N, IrradianceData ird)
{
-#if defined(IRRADIANCE_CUBEMAP)
- return ird.color;
-#elif defined(IRRADIANCE_SH_L2)
+#if defined(IRRADIANCE_SH_L2)
return spherical_harmonics_L2(N, ird.shcoefs);
#else /* defined(IRRADIANCE_HL2) */
return hl2_basis(N, ird.cubesides);
@@ -178,3 +208,5 @@ vec3 irradiance_from_cell_get(int cell, vec3 ir_dir)
IrradianceData ir_data = load_irradiance_cell(cell, ir_dir);
return compute_irradiance(ir_dir, ir_data);
}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
index 96fe94fc41e..b0da4274a13 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+
flat in int pid;
in vec2 quadCoord;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
index db780714091..d06ad553ca4 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
/* XXX TODO fix code duplication */
struct CubeData {
vec4 position_type;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index 296c1581545..bf45169ebaa 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
uniform samplerCube probeHdr;
uniform int probeSize;
uniform float lodFactor;
@@ -111,32 +115,7 @@ void main()
FragColor = vec4(sh, 1.0);
#else
-# if defined(IRRADIANCE_CUBEMAP)
- /* Downside: Need lots of memory for storage, distortion due to octahedral mapping */
- const vec2 map_size = vec2(16.0);
- const vec2 texelSize = 1.0 / map_size;
- vec2 uvs = mod(gl_FragCoord.xy, map_size) * texelSize;
- const float paddingSize = 1.0;
-
- /* Add a N pixel border to ensure filtering is correct
- * for N mipmap levels. */
- uvs = (uvs - texelSize * paddingSize) / (1.0 - 2.0 * texelSize * paddingSize);
-
- /* edge mirroring : only mirror if directly adjacent
- * (not diagonally adjacent) */
- vec2 m = abs(uvs - 0.5) + 0.5;
- vec2 f = floor(m);
- if (f.x - f.y != 0.0) {
- uvs = 1.0 - uvs;
- }
-
- /* clamp to [0-1] */
- uvs = fract(uvs);
-
- /* get cubemap vector */
- vec3 cubevec = octahedral_to_cubemap_proj(uvs);
-
-# elif defined(IRRADIANCE_HL2)
+# if defined(IRRADIANCE_HL2)
/* Downside: very very low resolution (6 texels), bleed lighting because of interpolation */
int x = int(gl_FragCoord.x) % 3;
int y = int(gl_FragCoord.y) % 2;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
index 00eb3c7e200..ccb77427ed2 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+
uniform samplerCube probeHdr;
uniform float roughnessSquared;
uniform float texelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
index 5d8af21032a..8d7c58a93d5 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
uniform samplerCube probeDepth;
uniform int outputSize;
uniform float lodFactor;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
index f8bc1703c66..009ccf6535e 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
@@ -40,9 +40,6 @@ void main()
for (int v = 0; v < 3; v++) {
gl_Position = vPos[v];
worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
-#ifdef USE_ATTR
- pass_attr(v);
-#endif
EmitVertex();
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
index f9bcc718a1e..dc5ec1e40f5 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
@@ -1,3 +1,5 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
flat in int cellOffset;
in vec2 quadCoord;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
index 4e500db827e..6fefe1319bd 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
uniform float sphere_size;
uniform int offset;
uniform ivec3 grid_resolution;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
index 7cab5146b09..71e4d6e2c4a 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
@@ -6,8 +6,6 @@ void main()
{
#if defined(IRRADIANCE_SH_L2)
const ivec2 data_size = ivec2(3, 3);
-#elif defined(IRRADIANCE_CUBEMAP)
- const ivec2 data_size = ivec2(8, 8);
#elif defined(IRRADIANCE_HL2)
const ivec2 data_size = ivec2(3, 2);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 6c6db88139b..a2e25b83532 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -1,3 +1,12 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+#pragma BLENDER_REQUIRE(cubemap_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
/* ----------- Uniforms --------- */
uniform sampler2DArray probePlanars;
@@ -73,12 +82,6 @@ struct GridData {
# define MAX_PLANAR 1
#endif
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
layout(std140) uniform probe_block
{
CubeData probes_data[MAX_PROBE];
@@ -218,7 +221,7 @@ void fallback_cubemap(vec3 N,
inout vec4 spec_accum)
{
/* Specular probes */
- vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared);
#ifdef SSR_AO
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
@@ -246,7 +249,6 @@ void fallback_cubemap(vec3 N,
}
}
-#ifdef IRRADIANCE_LIB
vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
{
localpos = localpos * 0.5 + 0.5;
@@ -308,5 +310,3 @@ vec3 probe_evaluate_world_diff(vec3 N)
{
return irradiance_from_cell_get(0, N);
}
-
-#endif /* IRRADIANCE_LIB */
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
index 2807488db6c..0a53abcb04a 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
uniform sampler2DArray probePlanars;
in vec3 worldPosition;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
index 65506e5c7b1..6759c060259 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
in vec3 pos;
in int probe_id;
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
index 3b9d0a8f2bc..949e4d8f04f 100644
--- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
@@ -1,8 +1,76 @@
-uniform sampler2DArrayShadow shadowCubeTexture;
-uniform sampler2DArrayShadow shadowCascadeTexture;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+#pragma BLENDER_REQUIRE(ltc_lib.glsl)
+
+#ifndef MAX_CASCADE_NUM
+# define MAX_CASCADE_NUM 4
+#endif
+
+/* ---------------------------------------------------------------------- */
+/** \name Structure
+ * \{ */
+
+struct LightData {
+ vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */
+ vec4 color_spec; /* w : Spec Intensity */
+ vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
+ vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
+ vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
+};
+
+/* convenience aliases */
+#define l_color color_spec.rgb
+#define l_spec color_spec.a
+#define l_position position_influence.xyz
+#define l_influence position_influence.w
+#define l_sizex rightvec_sizex.w
+#define l_sizey upvec_sizey.w
+#define l_right rightvec_sizex.xyz
+#define l_up upvec_sizey.xyz
+#define l_forward forwardvec_type.xyz
+#define l_type forwardvec_type.w
+#define l_spot_size spotdata_radius_shadow.x
+#define l_spot_blend spotdata_radius_shadow.y
+#define l_radius spotdata_radius_shadow.z
+#define l_shadowid spotdata_radius_shadow.w
+
+struct ShadowData {
+ vec4 near_far_bias_id;
+ vec4 contact_shadow_data;
+};
+
+struct ShadowCubeData {
+ mat4 shadowmat;
+ vec4 position;
+};
+
+struct ShadowCascadeData {
+ mat4 shadowmat[MAX_CASCADE_NUM];
+ vec4 split_start_distances;
+ vec4 split_end_distances;
+ vec4 shadow_vec_id;
+};
+
+/* convenience aliases */
+#define sh_near near_far_bias_id.x
+#define sh_far near_far_bias_id.y
+#define sh_bias near_far_bias_id.z
+#define sh_data_index near_far_bias_id.w
+#define sh_contact_dist contact_shadow_data.x
+#define sh_contact_offset contact_shadow_data.y
+#define sh_contact_spread contact_shadow_data.z
+#define sh_contact_thickness contact_shadow_data.w
+#define sh_shadow_vec shadow_vec_id.xyz
+#define sh_tex_index shadow_vec_id.w
+
+/** \} */
-#define LAMPS_LIB
+/* ---------------------------------------------------------------------- */
+/** \name Resources
+ * \{ */
layout(std140) uniform shadow_block
{
@@ -16,6 +84,15 @@ layout(std140) uniform light_block
LightData lights_data[MAX_LIGHT];
};
+uniform sampler2DArrayShadow shadowCubeTexture;
+uniform sampler2DArrayShadow shadowCascadeTexture;
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Shadow Functions
+ * \{ */
+
/* type */
#define POINT 0.0
#define SUN 1.0
@@ -133,9 +210,11 @@ float sample_cascade_shadow(int shadow_id, vec3 W)
#undef scube
#undef scsmd
-/* ----------------------------------------------------------- */
-/* --------------------- Light Functions --------------------- */
-/* ----------------------------------------------------------- */
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Light Functions
+ * \{ */
/* From Frostbite PBR Course
* Distance based attenuation
@@ -258,7 +337,6 @@ float light_visibility(LightData ld,
l_atten);
}
-#ifdef USE_LTC
float light_diffuse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
{
if (ld.l_type == AREA_RECT) {
@@ -321,4 +399,5 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
return ltc_evaluate_disk(N, V, ltc_matrix(ltc_mat), points);
}
}
-#endif
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
index 8c876cf582c..9077b414026 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
@@ -1,20 +1,17 @@
-uniform float backgroundAlpha;
-uniform vec3 color;
-
-out vec4 FragColor;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
-#if defined(LOOKDEV_BG) || defined(LOOKDEV)
+uniform sampler2D studioLight;
+uniform float backgroundAlpha;
uniform mat3 StudioLightMatrix;
-uniform sampler2D image;
uniform float studioLightIntensity = 1.0;
uniform float studioLightBlur = 0.0;
-in vec3 viewPosition;
-# ifndef M_PI
-# define M_PI 3.14159265358979323846
-# endif
+out vec4 FragColor;
vec3 background_transform_to_world(vec3 viewvec)
{
@@ -35,36 +32,20 @@ vec4 node_tex_environment_equirectangular(vec3 co, sampler2D ima)
vec3 nco = normalize(co);
float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
-
- /* Fix pole bleeding */
- float width = float(textureSize(ima, 0).x);
- float texel_width = 1.0 / width;
- v = clamp(v, texel_width, 1.0 - texel_width);
-
- /* Fix u = 0 seam */
- /* This is caused by texture filtering, since uv don't have smooth derivatives
- * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
- * texels. So we force the highest mipmap and don't do anisotropic filtering. */
return textureLod(ima, vec2(u, v), 0.0);
}
-#endif
void main()
{
- vec3 background_color;
+ vec3 worldvec = background_transform_to_world(viewPosition);
+ vec3 background_color;
#if defined(LOOKDEV_BG)
- vec3 worldvec = background_transform_to_world(viewPosition);
background_color = probe_evaluate_world_spec(worldvec, studioLightBlur).rgb;
- background_color *= studioLightIntensity;
-
-#elif defined(LOOKDEV)
- vec3 worldvec = background_transform_to_world(viewPosition);
- background_color = node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image).rgb;
- background_color *= studioLightIntensity;
-
#else
- background_color = color;
+ worldvec = StudioLightMatrix * worldvec;
+ background_color = node_tex_environment_equirectangular(worldvec, studioLight).rgb;
+ background_color *= studioLightIntensity;
#endif
FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha;
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index dbfc7ad5a71..2750d42a74a 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -8,12 +8,6 @@
#define USE_LTC
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
/* Diffuse *clipped* sphere integral. */
float diffuse_sphere_integral(float avg_dir_z, float form_factor)
{
diff --git a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
index 95cd69ba310..ef96bcbaedb 100644
--- a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+
uniform mat4 currModelMatrix;
uniform mat4 prevModelMatrix;
uniform mat4 nextModelMatrix;
@@ -19,6 +22,8 @@ out vec3 nextWorldPos;
void main()
{
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
#ifdef HAIR
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
float time, thick_time, thickness;
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
index 9acd8f998f6..34999076f9c 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -1,4 +1,14 @@
+/* Required by some nodes. */
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lit_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
#ifdef USE_ALPHA_HASH
/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */
@@ -56,8 +66,6 @@ float hashed_alpha_threshold(vec3 co)
#endif
-#define NODETREE_EXEC
-
void main()
{
#if defined(USE_ALPHA_HASH)
@@ -66,11 +74,9 @@ void main()
float opacity = saturate(1.0 - avg(cl.transmittance));
-# if defined(USE_ALPHA_HASH)
/* Hashed Alpha Testing */
if (opacity < hashed_alpha_threshold(worldPosition)) {
discard;
}
-# endif
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index 2c7e0aca3fb..f650e2eeb8c 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -1,16 +1,14 @@
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
#ifndef HAIR_SHADER
in vec3 pos;
#endif
void main()
{
-#ifdef GPU_INTEL
- /* Due to some shader compiler bug, we somewhat
- * need to access gl_VertexID to make it work. even
- * if it's actually dead code. */
- gl_Position.x = float(gl_VertexID);
-#endif
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
#ifdef HAIR_SHADER
float time, thick_time, thickness;
@@ -34,5 +32,4 @@ void main()
#ifdef CLIP_PLANES
gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), clipPlanes[0]);
#endif
- /* TODO motion vectors */
}
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index f88cfdf3787..39db39f8756 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -1,3 +1,11 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+
+uniform sampler2D maxzBuffer;
+uniform sampler2DArray planarDepth;
+
#define MAX_STEP 256
float sample_depth(vec2 uv, int index, float lod)
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
new file mode 100644
index 00000000000..36cf3cecf40
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
@@ -0,0 +1,43 @@
+
+/* ---------------------------------------------------------------------- */
+/** \name Resources
+ * \{ */
+
+layout(std140) uniform renderpass_block
+{
+ bool renderPassDiffuse;
+ bool renderPassDiffuseLight;
+ bool renderPassGlossy;
+ bool renderPassGlossyLight;
+ bool renderPassEmit;
+ bool renderPassSSSColor;
+ bool renderPassEnvironment;
+};
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Functions
+ * \{ */
+
+vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light)
+{
+ return renderPassDiffuse ? (renderPassDiffuseLight ? diffuse_light : diffuse_color) : vec3(0.0);
+}
+
+vec3 render_pass_sss_mask(vec3 sss_color)
+{
+ return renderPassSSSColor ? sss_color : vec3(0.0);
+}
+
+vec3 render_pass_glossy_mask(vec3 specular_color, vec3 specular_light)
+{
+ return renderPassGlossy ? (renderPassGlossyLight ? specular_light : specular_color) : vec3(0.0);
+}
+
+vec3 render_pass_emission_mask(vec3 emission_light)
+{
+ return renderPassEmit ? emission_light : vec3(0.0);
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
index 361963d5ac3..89a411bc7cb 100644
--- a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
@@ -1,3 +1,7 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+
#define PASS_POST_UNDEFINED 0
#define PASS_POST_ACCUMULATED_COLOR 1
#define PASS_POST_ACCUMULATED_LIGHT 2
@@ -9,6 +13,8 @@
uniform int postProcessType;
uniform int currentSample;
+
+uniform sampler2D depthBuffer;
uniform sampler2D inputBuffer;
uniform sampler2D inputSecondLightBuffer;
uniform sampler2D inputColorBuffer;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
index 860ec9e1727..e0b9d4a60db 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
@@ -1,11 +1,11 @@
-out vec4 fragColor;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lights_lib.glsl)
+
+uniform sampler2D depthBuffer;
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
+out vec4 fragColor;
void main()
{
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index c42f905cf7e..0e342938396 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -1,39 +1,23 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
in vec3 pos;
in vec3 nor;
-#ifdef MESH_SHADER
-out vec3 worldPosition;
-out vec3 viewPosition;
-out vec3 worldNormal;
-out vec3 viewNormal;
-#endif
-
-#ifdef HAIR_SHADER
-out vec3 hairTangent;
-out float hairThickTime;
-out float hairThickness;
-out float hairTime;
-flat out int hairStrandID;
-#endif
-
void main()
{
-#ifdef GPU_INTEL
- /* Due to some shader compiler bug, we somewhat
- * need to access gl_VertexID to make it work. even
- * if it's actually dead code. */
- gl_Position.x = float(gl_VertexID);
-#endif
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
- vec3 world_pos, binor;
+ vec3 pos, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
- world_pos,
+ pos,
hairTangent,
binor,
hairTime,
@@ -41,6 +25,7 @@ void main()
hairThickTime);
worldNormal = cross(hairTangent, binor);
+ vec3 world_pos = pos;
#else
vec3 world_pos = point_object_to_world(pos);
#endif
@@ -57,7 +42,10 @@ void main()
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
# ifdef USE_ATTR
- pass_attr(pos);
+# ifdef HAIR_SHADER
+ pos = hair_get_strand_pos();
+# endif
+ pass_attr(pos, NormalMatrix, ModelMatrixInverse);
# endif
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
index 0591b247541..29495e98355 100644
--- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
@@ -1,3 +1,10 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
/* ------------ Refraction ------------ */
#define BTDF_BIAS 0.85
diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
new file mode 100644
index 00000000000..e746acfdfa3
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
@@ -0,0 +1,89 @@
+
+/* Required by some nodes. */
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
+#pragma BLENDER_REQUIRE(closure_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lit_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
+#ifdef USE_ALPHA_BLEND
+/* Use dual source blending to be able to make a whole range of effects. */
+layout(location = 0, index = 0) out vec4 outRadiance;
+layout(location = 0, index = 1) out vec4 outTransmittance;
+
+#else /* OPAQUE */
+layout(location = 0) out vec4 outRadiance;
+layout(location = 1) out vec2 ssrNormals;
+layout(location = 2) out vec4 ssrData;
+# ifdef USE_SSS
+layout(location = 3) out vec3 sssIrradiance;
+layout(location = 4) out float sssRadius;
+layout(location = 5) out vec3 sssAlbedo;
+# endif
+
+#endif
+
+void main()
+{
+ Closure cl = nodetree_exec();
+
+ float holdout = saturate(1.0 - cl.holdout);
+ float transmit = saturate(avg(cl.transmittance));
+ float alpha = 1.0 - transmit;
+
+#ifdef USE_ALPHA_BLEND
+ vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
+ vec3 vol_transmit, vol_scatter;
+ volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter);
+
+ /* Removes part of the volume scattering that have
+ * already been added to the destination pixels.
+ * Since we do that using the blending pipeline we need to account for material transmittance. */
+ vol_scatter -= vol_scatter * cl.transmittance;
+
+ cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter;
+ outRadiance = vec4(cl.radiance, alpha * holdout);
+ outTransmittance = vec4(cl.transmittance, transmit) * holdout;
+#else
+ outRadiance = vec4(cl.radiance, holdout);
+ ssrNormals = cl.ssr_normal;
+ ssrData = cl.ssr_data;
+# ifdef USE_SSS
+ sssIrradiance = cl.sss_irradiance;
+ sssRadius = cl.sss_radius;
+ sssAlbedo = cl.sss_albedo;
+# endif
+#endif
+
+ /* For Probe capture */
+#ifdef USE_SSS
+ float fac = float(!sssToggle);
+
+ /* TODO(fclem) we shouldn't need this.
+ * Just disable USE_SSS when USE_REFRACTION is enabled. */
+# ifdef USE_REFRACTION
+ /* SSRefraction pass is done after the SSS pass.
+ * In order to not loose the diffuse light totally we
+ * need to merge the SSS radiance to the main radiance. */
+ fac = 1.0;
+# endif
+
+ outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac;
+#endif
+
+#ifndef USE_ALPHA_BLEND
+ float alpha_div = 1.0 / max(1e-8, alpha);
+ outRadiance.rgb *= alpha_div;
+ ssrData.rgb *= alpha_div;
+# ifdef USE_SSS
+ sssAlbedo.rgb *= alpha_div;
+# endif
+#endif
+
+#ifdef LOOKDEV
+ /* Lookdev spheres are rendered in front. */
+ gl_FragDepth = 0.0;
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/surface_geom.glsl b/source/blender/draw/engines/eevee/shaders/surface_geom.glsl
new file mode 100644
index 00000000000..ad437dca79a
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_geom.glsl
@@ -0,0 +1,46 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+RESOURCE_ID_VARYING
+
+/* Only used to compute barycentric coordinates. */
+
+void main()
+{
+#ifdef DO_BARYCENTRIC_DISTANCES
+ dataAttrOut.barycentricDist = calc_barycentric_distances(
+ dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition);
+#endif
+
+ PASS_RESOURCE_ID
+
+#ifdef USE_ATTR
+ pass_attr(0);
+#endif
+ PASS_SURFACE_INTERFACE(0);
+ gl_Position = gl_in[0].gl_Position;
+ gl_ClipDistance[0] = gl_in[0].gl_ClipDistance[0];
+ EmitVertex();
+
+#ifdef USE_ATTR
+ pass_attr(1);
+#endif
+ PASS_SURFACE_INTERFACE(1);
+ gl_Position = gl_in[1].gl_Position;
+ gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0];
+ EmitVertex();
+
+#ifdef USE_ATTR
+ pass_attr(2);
+#endif
+ PASS_SURFACE_INTERFACE(2);
+ gl_Position = gl_in[2].gl_Position;
+ gl_ClipDistance[0] = gl_in[2].gl_ClipDistance[0];
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
new file mode 100644
index 00000000000..b93a3a23eff
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -0,0 +1,43 @@
+/** This describe the entire interface of the shader. */
+
+/* Samplers */
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+/* Uniforms */
+uniform float refractionDepth;
+
+#define SURFACE_INTERFACE \
+ vec3 worldPosition; \
+ vec3 viewPosition; \
+ vec3 worldNormal; \
+ vec3 viewNormal;
+
+#ifdef GPU_GEOMETRY_SHADER
+in ShaderStageInterface{SURFACE_INTERFACE} dataIn[];
+
+out ShaderStageInterface{SURFACE_INTERFACE} dataOut;
+
+# define PASS_SURFACE_INTERFACE(vert) \
+ dataOut.worldPosition = dataIn[vert].worldPosition; \
+ dataOut.viewPosition = dataIn[vert].viewPosition; \
+ dataOut.worldNormal = dataIn[vert].worldNormal; \
+ dataOut.viewNormal = dataIn[vert].viewNormal;
+
+#else
+
+IN_OUT ShaderStageInterface{SURFACE_INTERFACE};
+
+#endif
+
+#ifdef HAIR_SHADER
+IN_OUT ShaderHairInterface
+{
+ /* world space */
+ vec3 hairTangent;
+ float hairThickTime;
+ float hairThickness;
+ float hairTime;
+ flat int hairStrandID;
+};
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
index 1b94fc2bee1..0ad1393dd70 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
@@ -1,32 +1,20 @@
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
#endif
-#ifdef MESH_SHADER
-out vec3 worldPosition;
-out vec3 viewPosition;
-out vec3 worldNormal;
-out vec3 viewNormal;
-#endif
-
-#ifdef HAIR_SHADER
-out vec3 hairTangent;
-out float hairThickTime;
-out float hairThickness;
-out float hairTime;
-flat out int hairStrandID;
-#endif
+RESOURCE_ID_VARYING
void main()
{
-#ifdef GPU_INTEL
- /* Due to some shader compiler bug, we somewhat
- * need to access gl_VertexID to make it work. even
- * if it's actually dead code. */
- gl_Position.x = float(gl_VertexID);
-#endif
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
+ PASS_RESOURCE_ID
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
@@ -63,7 +51,10 @@ void main()
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
# ifdef USE_ATTR
- pass_attr(pos);
+# ifdef HAIR_SHADER
+ pos = hair_get_strand_pos();
+# endif
+ pass_attr(pos, NormalMatrix, ModelMatrixInverse);
# endif
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
index 02ad2170f06..0c01c46c2ba 100644
--- a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
@@ -1,11 +1,11 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform sampler2D blueNoise;
uniform vec3 offsets;
out vec4 FragColor;
-#define M_2PI 6.28318530717958647692
-
void main(void)
{
vec3 blue_noise = texelFetch(blueNoise, ivec2(gl_FragCoord.xy), 0).xyz;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 312fc07054a..bac69ab0355 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -1,9 +1,10 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
-#define NODETREE_EXEC
-
#ifdef MESH_SHADER
uniform vec3 volumeOrcoLoc;
uniform vec3 volumeOrcoSize;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
index 96b891c929f..30cda401284 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
#ifdef MESH_SHADER
/* TODO tight slices */
layout(triangles) in;
@@ -12,12 +14,16 @@ in vec4 vPos[];
flat out int slice;
+RESOURCE_ID_VARYING
+
#ifdef MESH_SHADER
/* TODO tight slices */
void main()
{
gl_Layer = slice = int(vPos[0].z);
+ PASS_RESOURCE_ID
+
# ifdef USE_ATTR
pass_attr(0);
# endif
@@ -48,6 +54,8 @@ void main()
{
gl_Layer = slice = int(vPos[0].z);
+ PASS_RESOURCE_ID
+
# ifdef USE_ATTR
pass_attr(0);
# endif
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
index c3c442e7b69..f4276bd61bd 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
@@ -11,9 +13,11 @@ uniform sampler3D volumeExtinction;
#ifdef USE_VOLUME_OPTI
uniform layout(binding = 0, r11f_g11f_b10f) writeonly restrict image3D finalScattering_img;
uniform layout(binding = 1, r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img;
+
vec3 finalScattering;
vec3 finalTransmittance;
#else
+
flat in int slice;
layout(location = 0) out vec3 finalScattering;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index 40eb3da42d1..9b852a57ec4 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(lights_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
@@ -58,7 +62,6 @@ float phase_function(vec3 v, vec3 l, float g)
return (1 - sqr_g) / max(1e-8, 4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0));
}
-#ifdef LAMPS_LIB
vec3 light_volume(LightData ld, vec4 l_vector)
{
float power;
@@ -95,7 +98,7 @@ vec3 light_volume(LightData ld, vec4 l_vector)
return tint * lum;
}
-# define VOLUMETRIC_SHADOW_MAX_STEP 32.0
+#define VOLUMETRIC_SHADOW_MAX_STEP 32.0
vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction)
{
@@ -109,7 +112,7 @@ vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction)
vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D volume_extinction)
{
-# if defined(VOLUME_SHADOW)
+#if defined(VOLUME_SHADOW)
/* Heterogeneous volume shadows */
float dd = l_vector.w / volShadowSteps;
vec3 L = l_vector.xyz * l_vector.w;
@@ -120,27 +123,24 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D v
shadow *= exp(-s_extinction * dd);
}
return shadow;
-# else
+#else
return vec3(1.0);
-# endif /* VOLUME_SHADOW */
+#endif /* VOLUME_SHADOW */
}
-#endif
-#ifdef IRRADIANCE_LIB
vec3 irradiance_volumetric(vec3 wpos)
{
-# ifdef IRRADIANCE_HL2
+#ifdef IRRADIANCE_HL2
IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0));
vec3 irradiance = ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
ir_data = load_irradiance_cell(0, vec3(-1.0));
irradiance += ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
irradiance *= 0.16666666; /* 1/6 */
return irradiance;
-# else
+#else
return vec3(0.0);
-# endif
-}
#endif
+}
uniform sampler3D inScattering;
uniform sampler3D inTransmittance;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
index 1ff7e848c40..6ab21587c9a 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
index 9621fa1cc0d..806f1b5b205 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
index b96360febb0..b70747ecec3 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
@@ -1,6 +1,10 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
out vec4 vPos;
+RESOURCE_ID_VARYING
+
void main()
{
/* Generate Triangle : less memory fetches from a VBO */
@@ -25,7 +29,9 @@ void main()
vPos.z = float(t_id);
vPos.w = 1.0;
+ PASS_RESOURCE_ID
+
#ifdef USE_ATTR
- pass_attr(vec3(0.0));
+ pass_attr(vec3(0.0), mat3(1), mat4(1));
#endif
}
diff --git a/source/blender/draw/engines/external/external_engine.h b/source/blender/draw/engines/external/external_engine.h
index 01edea38ab0..c645fb99e0e 100644
--- a/source/blender/draw/engines/external/external_engine.h
+++ b/source/blender/draw/engines/external/external_engine.h
@@ -20,9 +20,6 @@
* \ingroup draw_engine
*/
-#ifndef __EXTERNAL_ENGINE_H__
-#define __EXTERNAL_ENGINE_H__
+#pragma once
extern RenderEngineType DRW_engine_viewport_external_type;
-
-#endif /* __EXTERNAL_ENGINE_H__ */
diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
index d97bf9255d2..41a7196cb90 100644
--- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
@@ -106,7 +106,7 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
copy_v3_v3(tgp_ob->plane_mat[3], center);
/* Add to corresponding list if is in front. */
- if (ob->dtx & OB_DRAWXRAY) {
+ if (ob->dtx & OB_DRAW_IN_FRONT) {
BLI_LINKS_APPEND(&pd->tobjects_infront, tgp_ob);
}
else {
@@ -132,12 +132,11 @@ static int gpencil_tobject_dist_sort(const void *a, const void *b)
if (ob_a->camera_z > ob_b->camera_z) {
return 1;
}
- else if (ob_a->camera_z < ob_b->camera_z) {
+ if (ob_a->camera_z < ob_b->camera_z) {
return -1;
}
- else {
- return 0;
- }
+
+ return 0;
}
void gpencil_object_cache_sort(GPENCIL_PrivateData *pd)
@@ -193,7 +192,7 @@ static float gpencil_layer_final_opacity_get(const GPENCIL_PrivateData *pd,
if (is_obact && is_fade) {
return gpl->opacity * pd->fade_layer_opacity;
}
- else if (!is_obact && (pd->fade_gp_object_opacity > -1.0f)) {
+ if (!is_obact && (pd->fade_gp_object_opacity > -1.0f)) {
return gpl->opacity * pd->fade_gp_object_opacity;
}
}
@@ -258,7 +257,7 @@ GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd,
{
bGPdata *gpd = (bGPdata *)ob->data;
- const bool is_in_front = (ob->dtx & OB_DRAWXRAY);
+ const bool is_in_front = (ob->dtx & OB_DRAW_IN_FRONT);
const bool is_screenspace = (gpd->flag & GP_DATA_STROKE_KEEPTHICKNESS) != 0;
const bool overide_vertcol = (pd->v3d_color_type != -1);
const bool is_vert_col_mode = (pd->v3d_color_type == V3D_SHADING_VERTEX_COLOR) ||
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 6e6b35e19ca..51152475a06 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -63,7 +63,7 @@ static struct GPUTexture *gpencil_image_texture_get(Image *image, bool *r_alpha_
ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
if (ibuf != NULL && ibuf->rect != NULL) {
- gpu_tex = GPU_texture_from_blender(image, &iuser, ibuf, GL_TEXTURE_2D);
+ gpu_tex = BKE_image_get_gpu_texture(image, &iuser, ibuf);
*r_alpha_premult = (image->alpha_mode == IMA_ALPHA_PREMUL);
}
BKE_image_release_ibuf(image, ibuf, lock);
@@ -359,12 +359,11 @@ static float light_power_get(const Light *la)
if (la->type == LA_AREA) {
return 1.0f / (4.0f * M_PI);
}
- else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
+ if (la->type == LA_SPOT || la->type == LA_LOCAL) {
return 1.0f / (4.0f * M_PI * M_PI);
}
- else {
- return 1.0f / M_PI;
- }
+
+ return 1.0f / M_PI;
}
void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob)
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index dded83bacf1..dbad226099e 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -525,12 +525,6 @@ static void gpencil_stroke_cache_populate(bGPDlayer *gpl,
DRW_shgroup_uniform_texture(iter->grp, "gpStrokeTexture", tex_stroke);
iter->tex_stroke = tex_stroke;
}
-
- /* TODO(fclem): This is a quick workaround but
- * ideally we should have this as a permanent bind. */
- const bool is_masked = iter->tgp_ob->layers.last->mask_bits != NULL;
- GPUTexture **mask_tex = (is_masked) ? &iter->pd->mask_tx : &iter->pd->dummy_tx;
- DRW_shgroup_uniform_texture_ref(iter->grp, "gpMaskTexture", mask_tex);
}
bool do_sbuffer = (iter->do_sbuffer_call == DRAW_NOW);
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h
index 7baca28dca3..a406df530fc 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.h
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __GPENCIL_ENGINE_H__
-#define __GPENCIL_ENGINE_H__
+#pragma once
#include "DNA_gpencil_types.h"
@@ -439,5 +438,3 @@ void GPENCIL_render_to_image(void *vedata,
void gpencil_light_pool_free(void *storage);
void gpencil_material_pool_free(void *storage);
GPENCIL_ViewLayerData *GPENCIL_view_layer_data_ensure(void);
-
-#endif /* __GPENCIL_ENGINE_H__ */
diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c
index bb91bdbe396..c3294f88acf 100644
--- a/source/blender/draw/engines/gpencil/gpencil_render.c
+++ b/source/blender/draw/engines/gpencil/gpencil_render.c
@@ -143,9 +143,11 @@ void GPENCIL_render_init(GPENCIL_Data *vedata,
int w = BLI_rcti_size_x(rect);
int h = BLI_rcti_size_y(rect);
if (pix_col) {
+ GPU_texture_bind(txl->render_color_tx, 0);
GPU_texture_update_sub(txl->render_color_tx, GPU_DATA_FLOAT, pix_col, x, y, 0, w, h, 0);
}
if (pix_z) {
+ GPU_texture_bind(txl->render_depth_tx, 0);
GPU_texture_update_sub(txl->render_depth_tx, GPU_DATA_FLOAT, pix_z, x, y, 0, w, h, 0);
}
}
@@ -235,6 +237,7 @@ static void GPENCIL_render_result_combined(struct RenderLayer *rl,
BLI_rcti_size_y(rect),
4,
0,
+ GPU_DATA_FLOAT,
rp->rect);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index 1e75f6dd5bb..c19bf1e7b50 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -137,24 +137,20 @@ void blend_mode_output(
}
}
-#ifdef GPU_VERTEX_SHADER
-# define IN_OUT out
-#else
-# define IN_OUT in
-#endif
-
-/* Shader interface. */
-IN_OUT vec4 finalColorMul;
-IN_OUT vec4 finalColorAdd;
-IN_OUT vec3 finalPos;
-IN_OUT vec2 finalUvs;
-noperspective IN_OUT float strokeThickness;
-noperspective IN_OUT float strokeHardeness;
-flat IN_OUT vec2 strokeAspect;
-flat IN_OUT vec2 strokePt1;
-flat IN_OUT vec2 strokePt2;
-flat IN_OUT int matFlag;
-flat IN_OUT float depth;
+IN_OUT ShaderStageInterface
+{
+ vec4 finalColorMul;
+ vec4 finalColorAdd;
+ vec3 finalPos;
+ vec2 finalUvs;
+ noperspective float strokeThickness;
+ noperspective float strokeHardeness;
+ flat vec2 strokeAspect;
+ flat vec2 strokePt1;
+ flat vec2 strokePt2;
+ flat int matFlag;
+ flat float depth;
+};
#ifdef GPU_FRAGMENT_SHADER
@@ -491,7 +487,7 @@ void stroke_vertex()
vec2 screen_ofs = miter * y;
- /* Reminder: we packed the cap flag into the sign of stength and thickness sign. */
+ /* Reminder: we packed the cap flag into the sign of strength and thickness sign. */
if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) ||
(miter_break && !is_stroke_start && !is_stroke_end)) {
screen_ofs += line * x;
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index 7ccb5d5a753..1a3bfb9934c 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -178,6 +178,7 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata)
#define BUF_INSTANCE DRW_shgroup_call_buffer_instance
#define BUF_LINE(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_LINES)
+#define BUF_POINT(grp, format) DRW_shgroup_call_buffer(grp, format, GPU_PRIM_POINTS)
{
format = formats->instance_bone;
@@ -923,12 +924,11 @@ static float get_bone_wire_thickness(const ArmatureDrawContext *ctx, int bonefla
if (ctx->const_color) {
return ctx->const_wire;
}
- else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) {
+ if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) {
return 2.0f;
}
- else {
- return 1.0f;
- }
+
+ return 1.0f;
}
static const float *get_bone_wire_color(const ArmatureDrawContext *ctx,
@@ -2118,10 +2118,11 @@ static void armature_context_setup(ArmatureDrawContext *ctx,
const bool do_envelope_dist,
const bool is_edit_mode,
const bool is_pose_mode,
- float *const_color)
+ const float *const_color)
{
const bool is_object_mode = !do_envelope_dist;
- const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0 || (pd->armature.do_pose_xray && is_pose_mode);
+ const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0 ||
+ (pd->armature.do_pose_xray && is_pose_mode);
const bool draw_as_wire = (ob->dt < OB_SOLID);
const bool is_filled = (!pd->armature.transparent && !draw_as_wire) || !is_object_mode;
const bool is_transparent = pd->armature.transparent || (draw_as_wire && !is_object_mode);
@@ -2217,13 +2218,13 @@ static bool POSE_is_driven_by_active_armature(Object *ob)
}
return is_active;
}
- else {
- Object *ob_mesh_deform = BKE_modifiers_is_deformed_by_meshdeform(ob);
- if (ob_mesh_deform) {
- /* Recursive. */
- return POSE_is_driven_by_active_armature(ob_mesh_deform);
- }
+
+ Object *ob_mesh_deform = BKE_modifiers_is_deformed_by_meshdeform(ob);
+ if (ob_mesh_deform) {
+ /* Recursive. */
+ return POSE_is_driven_by_active_armature(ob_mesh_deform);
}
+
return false;
}
diff --git a/source/blender/draw/engines/overlay/overlay_edit_curve.c b/source/blender/draw/engines/overlay/overlay_edit_curve.c
index 9a79c78c996..6d907646817 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_curve.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_curve.c
@@ -78,7 +78,7 @@ void OVERLAY_edit_curve_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
bool draw_normals = (pd->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_NORMALS) != 0;
- bool do_xray = (ob->dtx & OB_DRAWXRAY) != 0;
+ bool do_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
Curve *cu = ob->data;
struct GPUBatch *geom;
diff --git a/source/blender/draw/engines/overlay/overlay_edit_mesh.c b/source/blender/draw/engines/overlay/overlay_edit_mesh.c
index fd872108b00..ebc8a2f97ef 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_mesh.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_mesh.c
@@ -270,7 +270,7 @@ void OVERLAY_edit_mesh_cache_populate(OVERLAY_Data *vedata, Object *ob)
struct GPUBatch *geom = NULL;
bool draw_as_solid = (ob->dt > OB_WIRE);
- bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
bool do_occlude_wire = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
bool do_show_mesh_analysis = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_STATVIS) != 0;
bool fnormals_do = (pd->edit_mesh.flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
@@ -312,7 +312,7 @@ void OVERLAY_edit_mesh_cache_populate(OVERLAY_Data *vedata, Object *ob)
overlay_edit_mesh_add_ob_to_pass(pd, ob, do_in_front);
}
- pd->edit_mesh.ghost_ob += (ob->dtx & OB_DRAWXRAY) ? 1 : 0;
+ pd->edit_mesh.ghost_ob += (ob->dtx & OB_DRAW_IN_FRONT) ? 1 : 0;
pd->edit_mesh.edit_ob += 1;
if (DRW_state_show_text() && (pd->edit_mesh.flag & OVERLAY_EDIT_TEXT)) {
diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c
index 4ee936f5ce6..6ddd0e6d9be 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_text.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_text.c
@@ -182,7 +182,7 @@ void OVERLAY_edit_text_cache_populate(OVERLAY_Data *vedata, Object *ob)
OVERLAY_PrivateData *pd = vedata->stl->pd;
Curve *cu = ob->data;
struct GPUBatch *geom;
- bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
bool has_surface = (cu->flag & (CU_FRONT | CU_BACK)) || cu->ext1 != 0.0f || cu->ext2 != 0.0f;
if ((cu->flag & CU_FAST) || !has_surface) {
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index e76b3c82c1d..bc96a03da31 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -182,7 +182,6 @@ static void OVERLAY_cache_init(void *vedata)
OVERLAY_motion_path_cache_init(vedata);
OVERLAY_outline_cache_init(vedata);
OVERLAY_particle_cache_init(vedata);
- OVERLAY_pointcloud_cache_init(vedata);
OVERLAY_wireframe_cache_init(vedata);
}
@@ -403,12 +402,6 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
OVERLAY_particle_cache_populate(vedata, ob);
}
- /* TODO: these should not be overlays, just here for testing since it's
- * easier to implement than integrating it into eevee/workbench. */
- if (ob->type == OB_POINTCLOUD) {
- OVERLAY_pointcloud_cache_populate(vedata, ob);
- }
-
/* Relationship, object center, bounbox ... */
if (!pd->hide_overlays) {
OVERLAY_extra_cache_populate(vedata, ob);
@@ -482,7 +475,6 @@ static void OVERLAY_draw_scene(void *vedata)
OVERLAY_armature_draw(vedata);
OVERLAY_particle_draw(vedata);
OVERLAY_metaball_draw(vedata);
- OVERLAY_pointcloud_draw(vedata);
OVERLAY_gpencil_draw(vedata);
OVERLAY_extra_draw(vedata);
diff --git a/source/blender/draw/engines/overlay/overlay_engine.h b/source/blender/draw/engines/overlay/overlay_engine.h
index 795e3805037..f9f6ee0511c 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.h
+++ b/source/blender/draw/engines/overlay/overlay_engine.h
@@ -20,9 +20,6 @@
* \ingroup draw_engine
*/
-#ifndef __OVERLAY_ENGINE_H__
-#define __OVERLAY_ENGINE_H__
+#pragma once
extern DrawEngineType draw_engine_overlay_type;
-
-#endif /* __OVERLAY_ENGINE_H__ */
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index c0407345729..c7c4e2b1a3a 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -53,8 +53,6 @@
#include "ED_view3d.h"
-#include "GPU_draw.h"
-
#include "overlay_private.h"
#include "draw_common.h"
@@ -199,6 +197,9 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
cb->extra_loose_points = grp = DRW_shgroup_create(sh, extra_ps);
DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
+
+ /* Buffer access for drawing isolated points, matching `extra_lines`. */
+ cb->extra_points = BUF_POINT(grp, formats->point_extra);
}
{
format = formats->pos;
@@ -230,6 +231,11 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata)
}
}
+void OVERLAY_extra_point(OVERLAY_ExtraCallBuffers *cb, const float point[3], const float color[4])
+{
+ DRW_buffer_add_entry(cb->extra_points, point, color);
+}
+
void OVERLAY_extra_line_dashed(OVERLAY_ExtraCallBuffers *cb,
const float start[3],
const float end[3],
@@ -250,7 +256,7 @@ void OVERLAY_extra_line(OVERLAY_ExtraCallBuffers *cb,
OVERLAY_ExtraCallBuffers *OVERLAY_extra_call_buffer_get(OVERLAY_Data *vedata, Object *ob)
{
- bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
OVERLAY_PrivateData *pd = vedata->stl->pd;
return &pd->extra_call_buffers[do_in_front];
}
@@ -539,7 +545,7 @@ static void OVERLAY_forcefield(OVERLAY_ExtraCallBuffers *cb, Object *ob, ViewLay
if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path &&
ob->runtime.curve_cache->path->data) {
instdata.size_x = instdata.size_y = instdata.size_z = pd->f_strength;
- float pos[3], tmp[3];
+ float pos[4], tmp[3];
where_on_path(ob, 0.0f, pos, tmp, NULL, NULL, NULL);
copy_v3_v3(instdata.pos, ob->obmat[3]);
translate_m4(instdata.mat, pos[0], pos[1], pos[2]);
@@ -1012,9 +1018,8 @@ static float camera_offaxis_shiftx_get(Scene *scene,
const float width = instdata->corner_x * 2.0f;
return delta_shiftx * width;
}
- else {
- return 0.0;
- }
+
+ return 0.0;
}
/**
* Draw the stereo 3d support elements (cameras, plane, volume).
@@ -1276,6 +1281,19 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb,
OVERLAY_extra_line_dashed(cb, parent_pos, ob->obmat[3], relation_color);
}
+ /* Drawing the hook lines. */
+ for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
+ if (md->type == eModifierType_Hook) {
+ HookModifierData *hmd = (HookModifierData *)md;
+ float center[3];
+ mul_v3_m4v3(center, ob->obmat, hmd->cent);
+ if (hmd->object) {
+ OVERLAY_extra_line_dashed(cb, hmd->object->obmat[3], center, relation_color);
+ }
+ OVERLAY_extra_point(cb, center, relation_color);
+ }
+ }
+
if (ob->rigidbody_constraint) {
Object *rbc_ob1 = ob->rigidbody_constraint->ob1;
Object *rbc_ob2 = ob->rigidbody_constraint->ob2;
@@ -1318,7 +1336,7 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb,
else {
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon);
- if ((cti && cti->get_constraint_targets) && (curcon->ui_expand_flag && (1 << 0))) {
+ if ((cti && cti->get_constraint_targets) && (curcon->ui_expand_flag & (1 << 0))) {
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
@@ -1356,7 +1374,7 @@ static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb,
Object *ob,
ModifierData *md,
Scene *scene,
- float *color)
+ const float *color)
{
FluidModifierData *fmd = (FluidModifierData *)md;
FluidDomainSettings *fds = fmd->domain;
@@ -1401,7 +1419,7 @@ static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb,
line_count /= fds->res[axis];
}
- GPU_create_smoke_velocity(fmd);
+ DRW_smoke_ensure_velocity(fmd);
GPUShader *sh = OVERLAY_shader_volume_velocity(use_needle);
DRWShadingGroup *grp = DRW_shgroup_create(sh, data->psl->extra_ps[0]);
@@ -1431,7 +1449,7 @@ static void OVERLAY_volume_free_smoke_textures(OVERLAY_Data *data)
LinkData *link;
while ((link = BLI_pophead(&data->stl->pd->smoke_domains))) {
FluidModifierData *fmd = (FluidModifierData *)link->data;
- GPU_free_smoke_velocity(fmd);
+ DRW_smoke_free_velocity(fmd);
MEM_freeN(link);
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_facing.c b/source/blender/draw/engines/overlay/overlay_facing.c
index 4eb4b8ae85b..cfeaf8e1927 100644
--- a/source/blender/draw/engines/overlay/overlay_facing.c
+++ b/source/blender/draw/engines/overlay/overlay_facing.c
@@ -60,7 +60,7 @@ void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob)
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
- const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(pd->facing_grp[is_xray], ob, false, false);
diff --git a/source/blender/draw/engines/overlay/overlay_image.c b/source/blender/draw/engines/overlay/overlay_image.c
index a754f7cbd49..06d92f486d0 100644
--- a/source/blender/draw/engines/overlay/overlay_image.c
+++ b/source/blender/draw/engines/overlay/overlay_image.c
@@ -109,13 +109,12 @@ static eStereoViews camera_background_images_stereo_eye(const Scene *scene, cons
if ((scene->r.scemode & R_MULTIVIEW) == 0) {
return STEREO_LEFT_ID;
}
- else if (v3d->stereo3d_camera != STEREO_3D_ID) {
+ if (v3d->stereo3d_camera != STEREO_3D_ID) {
/* show only left or right camera */
return v3d->stereo3d_camera;
}
- else {
- return v3d->multiview_eye;
- }
+
+ return v3d->multiview_eye;
}
static void camera_background_images_stereo_setup(const Scene *scene,
@@ -162,9 +161,8 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp
/* Frame is out of range, dont show. */
return NULL;
}
- else {
- camera_background_images_stereo_setup(scene, draw_ctx->v3d, image, iuser);
- }
+
+ camera_background_images_stereo_setup(scene, draw_ctx->v3d, image, iuser);
iuser->scene = draw_ctx->scene;
ImBuf *ibuf = BKE_image_acquire_ibuf(image, iuser, &lock);
@@ -175,7 +173,7 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp
}
width = ibuf->x;
height = ibuf->y;
- tex = GPU_texture_from_blender(image, iuser, ibuf, GL_TEXTURE_2D);
+ tex = BKE_image_get_gpu_texture(image, iuser, ibuf);
BKE_image_release_ibuf(image, ibuf, lock);
iuser->scene = NULL;
@@ -203,7 +201,7 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp
}
BKE_movieclip_user_set_frame(&bgpic->cuser, ctime);
- tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, GL_TEXTURE_2D);
+ tex = BKE_movieclip_get_gpu_texture(clip, &bgpic->cuser);
if (tex == NULL) {
return NULL;
}
@@ -232,7 +230,7 @@ static void OVERLAY_image_free_movieclips_textures(OVERLAY_Data *data)
LinkData *link;
while ((link = BLI_pophead(&data->stl->pd->bg_movie_clips))) {
MovieClip *clip = (MovieClip *)link->data;
- GPU_free_texture_movieclip(clip);
+ BKE_movieclip_free_gputexture(clip);
MEM_freeN(link);
}
}
@@ -383,7 +381,7 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob)
if (ima != NULL) {
ImageUser iuser = *ob->iuser;
camera_background_images_stereo_setup(draw_ctx->scene, draw_ctx->v3d, ima, &iuser);
- tex = GPU_texture_from_blender(ima, &iuser, NULL, GL_TEXTURE_2D);
+ tex = BKE_image_get_gpu_texture(ima, &iuser, NULL);
if (tex) {
size[0] = GPU_texture_orig_width(tex);
size[1] = GPU_texture_orig_height(tex);
@@ -405,7 +403,7 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob)
/* Use the actual depth if we are doing depth tests to determine the distance to the object */
char depth_mode = DRW_state_is_depth() ? OB_EMPTY_IMAGE_DEPTH_DEFAULT : ob->empty_image_depth;
DRWPass *pass = NULL;
- if ((ob->dtx & OB_DRAWXRAY) != 0) {
+ if ((ob->dtx & OB_DRAW_IN_FRONT) != 0) {
/* Object In Front overrides image empty depth mode. */
pass = psl->image_empties_front_ps;
}
diff --git a/source/blender/draw/engines/overlay/overlay_metaball.c b/source/blender/draw/engines/overlay/overlay_metaball.c
index 76ffbe4cc6b..c10c0a84247 100644
--- a/source/blender/draw/engines/overlay/overlay_metaball.c
+++ b/source/blender/draw/engines/overlay/overlay_metaball.c
@@ -69,7 +69,7 @@ static void metaball_instance_data_set(
void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
- const bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
const bool is_select = DRW_state_is_select();
OVERLAY_PrivateData *pd = vedata->stl->pd;
MetaBall *mb = ob->data;
@@ -112,7 +112,7 @@ void OVERLAY_edit_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
void OVERLAY_metaball_cache_populate(OVERLAY_Data *vedata, Object *ob)
{
- const bool do_in_front = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
OVERLAY_PrivateData *pd = vedata->stl->pd;
MetaBall *mb = ob->data;
const DRWContextState *draw_ctx = DRW_context_state_get();
diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c
index e00ebe12cd6..214322c4adc 100644
--- a/source/blender/draw/engines/overlay/overlay_outline.c
+++ b/source/blender/draw/engines/overlay/overlay_outline.c
@@ -138,6 +138,11 @@ void OVERLAY_outline_cache_init(OVERLAY_Data *vedata)
pd->outlines_grp = grp = DRW_shgroup_create(sh_geom, psl->outlines_prepass_ps);
DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0);
+ GPUShader *sh_geom_ptcloud = OVERLAY_shader_outline_prepass_pointcloud();
+
+ pd->outlines_ptcloud_grp = grp = DRW_shgroup_create(sh_geom_ptcloud, psl->outlines_prepass_ps);
+ DRW_shgroup_uniform_bool_copy(grp, "isTransform", (G.moving & G_TRANSFORM_OBJ) != 0);
+
GPUShader *sh_gpencil = OVERLAY_shader_outline_prepass_gpencil();
pd->outlines_gpencil_grp = grp = DRW_shgroup_create(sh_gpencil, psl->outlines_prepass_ps);
@@ -288,6 +293,12 @@ void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata,
return;
}
+ if (ob->type == OB_POINTCLOUD && pd->wireframe_mode) {
+ /* Looks bad in this case. Could be relaxed if we draw a
+ * wireframe of some sort in the future. */
+ return;
+ }
+
if (dupli && !init_dupli) {
geom = dupli->outline_geom;
shgroup = dupli->outline_shgrp;
@@ -307,12 +318,18 @@ void OVERLAY_outline_cache_populate(OVERLAY_Data *vedata,
}
if (geom) {
- shgroup = pd->outlines_grp;
+ shgroup = (ob->type == OB_POINTCLOUD) ? pd->outlines_ptcloud_grp : pd->outlines_grp;
}
}
if (shgroup && geom) {
- DRW_shgroup_call(shgroup, geom, ob);
+ if (ob->type == OB_POINTCLOUD) {
+ /* Draw range to avoid drawcall batching messing up the instance attrib. */
+ DRW_shgroup_call_instance_range(shgroup, ob, geom, 0, 0);
+ }
+ else {
+ DRW_shgroup_call(shgroup, geom, ob);
+ }
}
if (init_dupli) {
diff --git a/source/blender/draw/engines/overlay/overlay_paint.c b/source/blender/draw/engines/overlay/overlay_paint.c
index 652d6af54a2..f0a1e77cf05 100644
--- a/source/blender/draw/engines/overlay/overlay_paint.c
+++ b/source/blender/draw/engines/overlay/overlay_paint.c
@@ -22,6 +22,8 @@
#include "DRW_render.h"
+#include "BKE_image.h"
+
#include "DNA_mesh_types.h"
#include "DEG_depsgraph_query.h"
@@ -34,7 +36,7 @@ static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
if (v3d->shading.type == OB_WIRE) {
return true;
}
- else if (v3d->shading.type == OB_SOLID) {
+ if (v3d->shading.type == OB_SOLID) {
if (v3d->shading.flag & V3D_SHADING_XRAY) {
return true;
}
@@ -42,8 +44,8 @@ static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob)
if (ob && v3d->shading.color_type == V3D_SHADING_OBJECT_COLOR) {
return ob->color[3] < 1.0f;
}
- else if (ob && ob->type == OB_MESH && ob->data &&
- v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) {
+ if (ob && ob->type == OB_MESH && ob->data &&
+ 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];
@@ -63,7 +65,7 @@ void OVERLAY_paint_init(OVERLAY_Data *vedata)
const DRWContextState *draw_ctx = DRW_context_state_get();
pd->painting.in_front = pd->use_in_front && draw_ctx->obact &&
- (draw_ctx->obact->dtx & OB_DRAWXRAY);
+ (draw_ctx->obact->dtx & OB_DRAW_IN_FRONT);
pd->painting.alpha_blending = paint_object_is_rendered_transparent(draw_ctx->v3d,
draw_ctx->obact);
}
@@ -136,7 +138,7 @@ void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
- GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, NULL, GL_TEXTURE_2D);
+ GPUTexture *tex = BKE_image_get_gpu_texture(imapaint->stencil, NULL, NULL);
const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL);
const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0;
diff --git a/source/blender/draw/engines/overlay/overlay_pointcloud.c b/source/blender/draw/engines/overlay/overlay_pointcloud.c
deleted file mode 100644
index b2a2d44bf73..00000000000
--- a/source/blender/draw/engines/overlay/overlay_pointcloud.c
+++ /dev/null
@@ -1,72 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Copyright 2020, Blender Foundation.
- */
-
-/** \file
- * \ingroup draw_engine
- */
-
-#include "DRW_render.h"
-
-#include "DEG_depsgraph_query.h"
-
-#include "DNA_pointcloud_types.h"
-
-#include "BKE_pointcache.h"
-
-#include "overlay_private.h"
-
-/* -------------------------------------------------------------------- */
-/** \name PointCloud
- * \{ */
-
-void OVERLAY_pointcloud_cache_init(OVERLAY_Data *vedata)
-{
- OVERLAY_PassList *psl = vedata->psl;
- OVERLAY_PrivateData *pd = vedata->stl->pd;
- GPUShader *sh;
- DRWShadingGroup *grp;
-
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- DRW_PASS_CREATE(psl->pointcloud_ps, state | pd->clipping_state);
-
- sh = OVERLAY_shader_pointcloud_dot();
- pd->pointcloud_dots_grp = grp = DRW_shgroup_create(sh, psl->pointcloud_ps);
- DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
-}
-
-void OVERLAY_pointcloud_cache_populate(OVERLAY_Data *vedata, Object *ob)
-{
- OVERLAY_PrivateData *pd = vedata->stl->pd;
-
- struct GPUBatch *geom = DRW_cache_pointcloud_get_dots(ob);
-
- const float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
-
- DRWShadingGroup *grp = DRW_shgroup_create_sub(pd->pointcloud_dots_grp);
- DRW_shgroup_uniform_vec4_copy(grp, "color", color);
- DRW_shgroup_call(grp, geom, ob);
-}
-
-void OVERLAY_pointcloud_draw(OVERLAY_Data *vedata)
-{
- OVERLAY_PassList *psl = vedata->psl;
-
- DRW_draw_pass(psl->pointcloud_ps);
-}
-
-/** \} */
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 59fa58c0c03..a8ac2616c02 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -20,8 +20,7 @@
* \ingroup DNA
*/
-#ifndef __OVERLAY_PRIVATE_H__
-#define __OVERLAY_PRIVATE_H__
+#pragma once
#ifdef __APPLE__
# define USE_GEOM_SHADER_WORKAROUND 1
@@ -149,6 +148,7 @@ typedef struct OVERLAY_ExtraCallBuffers {
DRWCallBuffer *extra_dashed_lines;
DRWCallBuffer *extra_lines;
+ DRWCallBuffer *extra_points;
DRWCallBuffer *field_curve;
DRWCallBuffer *field_force;
@@ -243,6 +243,7 @@ typedef struct OVERLAY_PrivateData {
DRWShadingGroup *motion_path_lines_grp;
DRWShadingGroup *motion_path_points_grp;
DRWShadingGroup *outlines_grp;
+ DRWShadingGroup *outlines_ptcloud_grp;
DRWShadingGroup *outlines_gpencil_grp;
DRWShadingGroup *paint_depth_grp;
DRWShadingGroup *paint_surf_grp;
@@ -387,6 +388,7 @@ typedef struct OVERLAY_InstanceFormats {
struct GPUVertFormat *pos;
struct GPUVertFormat *pos_color;
struct GPUVertFormat *wire_extra;
+ struct GPUVertFormat *point_extra;
} OVERLAY_InstanceFormats;
/* Pack data into the last row of the 4x4 matrix. It will be decoded by the vertex shader. */
@@ -480,6 +482,7 @@ void OVERLAY_lightprobe_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_speaker_cache_populate(OVERLAY_Data *vedata, Object *ob);
OVERLAY_ExtraCallBuffers *OVERLAY_extra_call_buffer_get(OVERLAY_Data *vedata, Object *ob);
+void OVERLAY_extra_point(OVERLAY_ExtraCallBuffers *cb, const float point[3], const float color[4]);
void OVERLAY_extra_line_dashed(OVERLAY_ExtraCallBuffers *cb,
const float start[3],
const float end[3],
@@ -550,10 +553,6 @@ void OVERLAY_particle_cache_init(OVERLAY_Data *vedata);
void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_particle_draw(OVERLAY_Data *vedata);
-void OVERLAY_pointcloud_cache_init(OVERLAY_Data *vedata);
-void OVERLAY_pointcloud_cache_populate(OVERLAY_Data *vedata, Object *ob);
-void OVERLAY_pointcloud_draw(OVERLAY_Data *vedata);
-
void OVERLAY_sculpt_cache_init(OVERLAY_Data *vedata);
void OVERLAY_sculpt_cache_populate(OVERLAY_Data *vedata, Object *ob);
void OVERLAY_sculpt_draw(OVERLAY_Data *vedata);
@@ -610,6 +609,7 @@ GPUShader *OVERLAY_shader_motion_path_vert(void);
GPUShader *OVERLAY_shader_uniform_color(void);
GPUShader *OVERLAY_shader_outline_prepass(bool use_wire);
GPUShader *OVERLAY_shader_outline_prepass_gpencil(void);
+GPUShader *OVERLAY_shader_outline_prepass_pointcloud(void);
GPUShader *OVERLAY_shader_extra_grid(void);
GPUShader *OVERLAY_shader_outline_detect(void);
GPUShader *OVERLAY_shader_paint_face(void);
@@ -620,7 +620,6 @@ GPUShader *OVERLAY_shader_paint_weight(void);
GPUShader *OVERLAY_shader_paint_wire(void);
GPUShader *OVERLAY_shader_particle_dot(void);
GPUShader *OVERLAY_shader_particle_shape(void);
-GPUShader *OVERLAY_shader_pointcloud_dot(void);
GPUShader *OVERLAY_shader_sculpt_mask(void);
GPUShader *OVERLAY_shader_volume_velocity(bool use_needle);
GPUShader *OVERLAY_shader_wireframe(bool custom_bias);
@@ -630,5 +629,3 @@ GPUShader *OVERLAY_shader_xray_fade(void);
OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void);
void OVERLAY_shader_free(void);
-
-#endif /* __OVERLAY_PRIVATE_H__ */
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index edf91c99531..e3cb052890b 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -103,8 +103,6 @@ extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_wire_vert_glsl[];
extern char datatoc_particle_vert_glsl[];
extern char datatoc_particle_frag_glsl[];
-extern char datatoc_pointcloud_vert_glsl[];
-extern char datatoc_pointcloud_frag_glsl[];
extern char datatoc_sculpt_mask_vert_glsl[];
extern char datatoc_sculpt_mask_frag_glsl[];
extern char datatoc_volume_velocity_vert_glsl[];
@@ -127,6 +125,7 @@ extern char datatoc_common_fullscreen_vert_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
extern char datatoc_common_smaa_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_pointcloud_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
typedef struct OVERLAY_Shaders {
@@ -181,6 +180,7 @@ typedef struct OVERLAY_Shaders {
GPUShader *motion_path_vert;
GPUShader *outline_prepass;
GPUShader *outline_prepass_gpencil;
+ GPUShader *outline_prepass_pointcloud;
GPUShader *outline_prepass_wire;
GPUShader *outline_detect;
GPUShader *paint_face;
@@ -1135,6 +1135,33 @@ GPUShader *OVERLAY_shader_outline_prepass_gpencil(void)
return sh_data->outline_prepass_gpencil;
}
+GPUShader *OVERLAY_shader_outline_prepass_pointcloud(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
+ OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
+ if (!sh_data->outline_prepass_pointcloud) {
+ sh_data->outline_prepass_pointcloud = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg->lib,
+ datatoc_common_view_lib_glsl,
+ datatoc_common_pointcloud_lib_glsl,
+ datatoc_gpu_shader_common_obinfos_lib_glsl,
+ datatoc_outline_prepass_vert_glsl,
+ NULL},
+ .frag = (const char *[]){datatoc_common_view_lib_glsl,
+ datatoc_gpencil_common_lib_glsl,
+ datatoc_outline_prepass_frag_glsl,
+ NULL},
+ .defs = (const char *[]){sh_cfg->def,
+ "#define POINTCLOUD\n",
+ "#define INSTANCED_ATTR\n",
+ "#define UNIFORM_RESOURCE_ID\n",
+ NULL},
+ });
+ }
+ return sh_data->outline_prepass_pointcloud;
+}
+
GPUShader *OVERLAY_shader_outline_detect(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
@@ -1306,25 +1333,6 @@ GPUShader *OVERLAY_shader_particle_shape(void)
return sh_data->particle_shape;
}
-GPUShader *OVERLAY_shader_pointcloud_dot(void)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
- OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- if (!sh_data->pointcloud_dot) {
- sh_data->pointcloud_dot = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_pointcloud_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_pointcloud_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, "#define USE_DOTS\n", NULL},
- });
- }
- return sh_data->pointcloud_dot;
-}
-
GPUShader *OVERLAY_shader_sculpt_mask(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -1468,6 +1476,11 @@ OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void)
{"pos", DRW_ATTR_FLOAT, 3},
{"colorid", DRW_ATTR_INT, 1},
});
+ DRW_shgroup_instance_format(g_formats.point_extra,
+ {
+ {"pos", DRW_ATTR_FLOAT, 3},
+ {"colorid", DRW_ATTR_INT, 1},
+ });
DRW_shgroup_instance_format(g_formats.instance_bone,
{
{"inst_obmat", DRW_ATTR_FLOAT, 16},
diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c
index ea45ad5190c..4129983a901 100644
--- a/source/blender/draw/engines/overlay/overlay_wireframe.c
+++ b/source/blender/draw/engines/overlay/overlay_wireframe.c
@@ -102,12 +102,9 @@ void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata)
DRW_shgroup_uniform_bool_copy(grp, "isHair", false);
pd->wires_all_grp[xray][use_coloring] = grp = DRW_shgroup_create(wires_sh, pass);
- DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tx);
DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 1.0f);
pd->wires_hair_grp[xray][use_coloring] = grp = DRW_shgroup_create(wires_sh, pass);
- /* TODO(fclem) texture ref persist */
- DRW_shgroup_uniform_texture_ref(grp, "depthTex", depth_tx);
DRW_shgroup_uniform_bool_copy(grp, "isHair", true);
DRW_shgroup_uniform_float_copy(grp, "wireStepParam", 10.0f);
}
@@ -134,7 +131,7 @@ void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata)
static void wireframe_hair_cache_populate(OVERLAY_Data *vedata, Object *ob, ParticleSystem *psys)
{
OVERLAY_PrivateData *pd = vedata->stl->pd;
- const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
Object *dupli_parent = DRW_object_get_dupli_parent(ob);
DupliObject *dupli_object = DRW_object_get_dupli(ob);
@@ -170,7 +167,7 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
OVERLAY_PrivateData *pd = vedata->stl->pd;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool all_wires = (ob->dtx & OB_DRAW_ALL_EDGES) != 0;
- const bool is_xray = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool is_xray = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
const bool is_mesh = ob->type == OB_MESH;
const bool is_mesh_verts_only = is_mesh && (((Mesh *)ob->data)->totedge == 0 &&
((Mesh *)ob->data)->totvert > 0);
@@ -235,10 +232,15 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
}
}
- if (use_wire && ob->type == OB_VOLUME) {
- /* Volume object as points exception. */
- Volume *volume = ob->data;
- if (volume->display.wireframe_type == VOLUME_WIREFRAME_POINTS) {
+ if (use_wire && ELEM(ob->type, OB_VOLUME, OB_POINTCLOUD)) {
+ bool draw_as_points = true;
+ if (ob->type == OB_VOLUME) {
+ /* Volume object as points exception. */
+ Volume *volume = ob->data;
+ draw_as_points = volume->display.wireframe_type == VOLUME_WIREFRAME_POINTS;
+ }
+
+ if (draw_as_points) {
float *color;
OVERLAY_ExtraCallBuffers *cb = OVERLAY_extra_call_buffer_get(vedata, ob);
DRW_object_wire_theme_get(ob, draw_ctx->view_layer, &color);
diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
index 0d01f67c6ea..2989e07691f 100644
--- a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform sampler2D colorTex;
uniform sampler2D depthTex;
uniform sampler2D lineTex;
diff --git a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
index 380708795e9..0925901a9c9 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
@@ -14,19 +14,6 @@ layout(depth_greater) out float gl_FragDepth;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
-#define cameraPos ViewMatrixInverse[3].xyz
-
-float get_depth_from_view_z(float z)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- z = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
- }
- else {
- z = z * ProjectionMatrix[2][2] / (1.0 - ProjectionMatrix[3][2]);
- }
- return z * 0.5 + 0.5;
-}
-
void main()
{
const float sphere_radius = 0.05;
diff --git a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
index 317e9fe0447..d0b68df0625 100644
--- a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
@@ -14,8 +14,6 @@ uniform float meshSize;
uniform float lineKernel = 0.0;
uniform sampler2D depthBuffer;
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
uniform int gridFlag;
#define STEPS_LEN 8
diff --git a/source/blender/draw/engines/overlay/shaders/grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl
index 496bb011c74..dd0e771ad93 100644
--- a/source/blender/draw/engines/overlay/shaders/grid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl
@@ -7,8 +7,6 @@ uniform float meshSize;
uniform int gridFlag;
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)
diff --git a/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
index a2021759196..582a7c6cae2 100644
--- a/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
@@ -1,7 +1,7 @@
uniform bool isTransform;
-#ifndef USE_GPENCIL
+#if !defined(USE_GPENCIL) && !defined(POINTCLOUD)
in vec3 pos;
#endif
@@ -56,7 +56,11 @@ void main()
# endif
#else
+# ifdef POINTCLOUD
+ vec3 world_pos = pointcloud_get_pos();
+# else
vec3 world_pos = point_object_to_world(pos);
+# endif
gl_Position = point_world_to_ndc(world_pos);
# ifdef USE_GEOM
vPos = point_world_to_view(world_pos);
diff --git a/source/blender/draw/engines/overlay/shaders/pointcloud_frag.glsl b/source/blender/draw/engines/overlay/shaders/pointcloud_frag.glsl
deleted file mode 100644
index 36928d0c776..00000000000
--- a/source/blender/draw/engines/overlay/shaders/pointcloud_frag.glsl
+++ /dev/null
@@ -1,16 +0,0 @@
-
-in vec4 finalColor;
-
-out vec4 fragColor;
-
-void main()
-{
- float dist = length(gl_PointCoord - vec2(0.5));
-
- if (dist > 0.5) {
- discard;
- }
- /* Nice sphere falloff. */
- float intensity = sqrt(1.0 - dist * 2.0) * 0.5 + 0.5;
- fragColor = finalColor * vec4(intensity, intensity, intensity, 1.0);
-}
diff --git a/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl b/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl
deleted file mode 100644
index d71ccee5159..00000000000
--- a/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl
+++ /dev/null
@@ -1,27 +0,0 @@
-
-uniform vec4 color;
-
-/* ---- Per instance Attrs ---- */
-in vec3 pointcloud_pos;
-in vec3 pointcloud_radius;
-
-out vec4 finalColor;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pointcloud_pos);
-
- vec3 world_size = abs(mat3(ModelMatrix) * vec3(pointcloud_radius));
- float world_radius = (world_size.x + world_size.y + world_size.z) / 3.0;
-
- gl_Position = point_world_to_ndc(world_pos);
- /* World sized points. */
- gl_PointSize = sizePixel * world_radius * ProjectionMatrix[1][1] * sizeViewport.y /
- gl_Position.w;
-
- finalColor = color;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
index bb7c947a0b9..8cee6c4ee9f 100644
--- a/source/blender/draw/engines/select/select_engine.c
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -378,7 +378,7 @@ RenderEngineType DRW_engine_viewport_select_type = {
NULL,
SELECT_ENGINE,
N_("Select ID"),
- RE_INTERNAL | RE_USE_STEREO_VIEWPORT,
+ RE_INTERNAL | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
NULL,
NULL,
NULL,
diff --git a/source/blender/draw/engines/select/select_engine.h b/source/blender/draw/engines/select/select_engine.h
index 79139d9deaf..2b35cf6bee5 100644
--- a/source/blender/draw/engines/select/select_engine.h
+++ b/source/blender/draw/engines/select/select_engine.h
@@ -20,8 +20,7 @@
* \ingroup draw_engine
*/
-#ifndef __SELECT_ENGINE_H__
-#define __SELECT_ENGINE_H__
+#pragma once
extern DrawEngineType draw_engine_select_type;
extern RenderEngineType DRW_engine_viewport_select_type;
@@ -30,5 +29,3 @@ struct SELECTID_Context *DRW_select_engine_context_get(void);
struct GPUFrameBuffer *DRW_engine_select_framebuffer_get(void);
struct GPUTexture *DRW_engine_select_texture_get(void);
-
-#endif /* __SELECT_ENGINE_H__ */
diff --git a/source/blender/draw/engines/select/select_private.h b/source/blender/draw/engines/select/select_private.h
index 1e99a49252e..763d1a0897d 100644
--- a/source/blender/draw/engines/select/select_private.h
+++ b/source/blender/draw/engines/select/select_private.h
@@ -20,8 +20,7 @@
* \ingroup draw_engine
*/
-#ifndef __SELECT_PRIVATE_H__
-#define __SELECT_PRIVATE_H__
+#pragma once
#define USE_CAGE_OCCLUSION
@@ -78,5 +77,3 @@ void select_id_draw_object(void *vedata,
uint *r_vert_offset,
uint *r_edge_offset,
uint *r_face_offset);
-
-#endif /* __SELECT_PRIVATE_H__ */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
index d8cb4f86f7b..d0d52c8485b 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
@@ -28,7 +28,7 @@ void cavity_compute(vec2 screenco,
return;
}
- vec3 position = view_position_from_depth(screenco, depth, world_data.viewvecs, ProjectionMatrix);
+ vec3 position = get_view_space_from_depth(screenco, depth);
vec3 normal = workbench_normal_decode(texture(normalBuffer, screenco));
vec2 jitter_co = (screenco * world_data.viewport_size.xy) * world_data.cavity_jitter_scale;
@@ -68,8 +68,7 @@ void cavity_compute(vec2 screenco,
bool is_background = (s_depth == 1.0);
/* This trick provide good edge effect even if no neighbor is found. */
s_depth = (is_background) ? depth : s_depth;
- vec3 s_pos = view_position_from_depth(
- uvcoords, s_depth, world_data.viewvecs, ProjectionMatrix);
+ vec3 s_pos = get_view_space_from_depth(uvcoords, s_depth);
if (is_background) {
s_pos.z -= world_data.cavity_distance;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 25eaf003e07..eb61edca6c7 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -48,7 +48,7 @@ float workbench_float_pair_encode(float v1, float v2)
{
// const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
// const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
- /* Same as above because some compiler are dumb af. and think we use mediump int. */
+ /* Same as above because some compiler are very dumb and think we use medium int. */
const int v1_mask = 0x1F;
const int v2_mask = 0x7;
int iv1 = int(v1 * float(v1_mask));
@@ -60,38 +60,10 @@ void workbench_float_pair_decode(float data, out float v1, out float v2)
{
// const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
// const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
- /* Same as above because some compiler are dumb af. and think we use mediump int. */
+ /* Same as above because some compiler are very dumb and think we use medium int. */
const int v1_mask = 0x1F;
const int v2_mask = 0x7;
int idata = int(data);
v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));
v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask));
}
-
-vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)
-{
- if (proj_mat[3][3] == 0.0) {
- return normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz);
- }
- else {
- return vec3(0.0, 0.0, 1.0);
- }
-}
-
-vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[3], mat4 proj_mat)
-{
- if (proj_mat[3][3] == 0.0) {
- /* Perspective */
- float d = 2.0 * depth - 1.0;
-
- float zview = -proj_mat[3][2] / (d + proj_mat[2][2]);
-
- return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz);
- }
- else {
- /* Orthographic */
- vec3 offset = vec3(uvcoords, depth);
-
- return viewvecs[0].xyz + offset * viewvecs[1].xyz;
- }
-}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index cdb9823096c..6e10a656fc1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -14,7 +14,7 @@ out vec4 fragColor;
void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
- vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, world_data.viewvecs, ProjectionMatrix);
+ vec3 I = get_view_vector_from_screen_uv(uvcoordsvar.st);
vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st));
vec4 mat_data = texture(materialBuffer, uvcoordsvar.st);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 5f3283e1643..a76a14fa750 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -5,7 +5,6 @@ struct LightData {
};
struct WorldData {
- vec4 viewvecs[3];
vec4 viewport_size;
vec4 object_outline_color;
vec4 shadow_direction_vs;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 51007a9f246..71816f6ff6e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -1,3 +1,6 @@
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
/**
* Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois
* https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/
@@ -21,13 +24,6 @@ uniform sampler2D noiseTex;
#define dof_distance dofParams.y
#define dof_invsensorsize dofParams.z
-#define M_PI 3.1415926535897932 /* pi */
-
-float max_v4(vec4 v)
-{
- return max(max(v.x, v.y), max(v.z, v.w));
-}
-
#define weighted_sum(a, b, c, d, e, e_sum) \
((a)*e.x + (b)*e.y + (c)*e.z + (d)*e.w) / max(1e-6, e_sum);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index 6a7bc185fe9..3e1ea14f47c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -90,5 +90,5 @@ void main()
packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
#endif
- object_id = int((uint(resource_id) + 1u) & 0xFFu);
+ object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
new file mode 100644
index 00000000000..6f61874b8f5
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
@@ -0,0 +1,38 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+
+void main()
+{
+ vec3 world_pos;
+ pointcloud_get_pos_and_nor(world_pos, normal_interp);
+
+ normal_interp = normalize(normal_world_to_view(normal_interp));
+
+ gl_Position = point_world_to_ndc(world_pos);
+
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_calc_clip_distance(world_pos);
+#endif
+
+ uv_interp = vec2(0.0);
+
+#ifdef OPAQUE_MATERIAL
+ float metallic, roughness;
+#endif
+ workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
+
+ if (materialIndex == 0) {
+ color_interp = vec3(1.0);
+ }
+
+#ifdef OPAQUE_MATERIAL
+ packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
+#endif
+
+ object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 31e298d1540..1192081caf1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -36,5 +36,5 @@ void main()
packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
#endif
- object_id = int((uint(resource_id) + 1u) & 0xFFu);
+ object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
index 8e2f7ba4735..6bfa351aeb0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
@@ -1,10 +1,4 @@
-#ifdef GPU_VERTEX_SHADER
-# define IN_OUT out
-#else
-# define IN_OUT in
-#endif
-
IN_OUT ShaderStageInterface
{
vec3 normal_interp;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 3c2d1a9c0c7..fd4d00d96dd 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -15,7 +15,7 @@ layout(location = 1) out vec4 revealageAccum;
layout(location = 2) out uint objectId;
/* Special function only to be used with calculate_transparent_weight(). */
-float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat)
+float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
{
if (proj_mat[3][3] == 0.0) {
float d = 2.0 * depth - 1.0;
@@ -33,7 +33,7 @@ float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat)
*/
float calculate_transparent_weight(void)
{
- float z = linear_zdepth(gl_FragCoord.z, world_data.viewvecs, ProjectionMatrix);
+ float z = linear_zdepth(gl_FragCoord.z, ViewVecs, ProjectionMatrix);
#if 0
/* Eq 10 : Good for surfaces with varying opacity (like particles) */
float a = min(1.0, alpha * 10.0) + 0.01;
@@ -57,7 +57,7 @@ void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
vec2 uv_viewport = gl_FragCoord.xy * world_data.viewport_size_inv;
- vec3 I = view_vector_from_screen_uv(uv_viewport, world_data.viewvecs, ProjectionMatrix);
+ vec3 I = get_view_vector_from_screen_uv(uv_viewport);
vec3 N = normalize(normal_interp);
vec3 color = color_interp;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 2920a504062..aa938d80fa3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,4 +1,5 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
@@ -33,11 +34,6 @@ float phase_function_isotropic()
return 1.0 / (4.0 * M_PI);
}
-float max_v3(vec3 v)
-{
- return max(v.x, max(v.y, v.z));
-}
-
float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
{
/* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
@@ -194,10 +190,8 @@ void main()
float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
float depth_end = min(depth, gl_FragCoord.z);
- vec3 vs_ray_end = view_position_from_depth(
- screen_uv, depth_end, world_data.viewvecs, ProjectionMatrix);
- vec3 vs_ray_ori = view_position_from_depth(
- screen_uv, 0.0, world_data.viewvecs, ProjectionMatrix);
+ vec3 vs_ray_end = get_view_space_from_depth(screen_uv, depth_end);
+ vec3 vs_ray_ori = get_view_space_from_depth(screen_uv, 0.0);
vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
vs_ray_dir /= abs(vs_ray_dir.z);
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 7b08e97ac31..0d7f4ee660b 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -86,43 +86,6 @@ static WORKBENCH_ViewLayerData *workbench_view_layer_data_ensure_ex(struct ViewL
/* \} */
-static void workbench_viewvecs_update(float r_viewvecs[3][4])
-{
- float invproj[4][4];
- const bool is_persp = DRW_view_is_persp_get(NULL);
- DRW_view_winmat_get(NULL, invproj, true);
-
- /* view vectors for the corners of the view frustum.
- * Can be used to recreate the world space position easily */
- copy_v4_fl4(r_viewvecs[0], -1.0f, -1.0f, -1.0f, 1.0f);
- copy_v4_fl4(r_viewvecs[1], 1.0f, -1.0f, -1.0f, 1.0f);
- copy_v4_fl4(r_viewvecs[2], -1.0f, 1.0f, -1.0f, 1.0f);
-
- /* convert the view vectors to view space */
- for (int i = 0; i < 3; i++) {
- mul_m4_v4(invproj, r_viewvecs[i]);
- /* normalized trick see:
- * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
- mul_v3_fl(r_viewvecs[i], 1.0f / r_viewvecs[i][3]);
- if (is_persp) {
- mul_v3_fl(r_viewvecs[i], 1.0f / r_viewvecs[i][2]);
- }
- r_viewvecs[i][3] = 1.0;
- }
-
- /* we need to store the differences */
- r_viewvecs[1][0] -= r_viewvecs[0][0];
- r_viewvecs[1][1] = r_viewvecs[2][1] - r_viewvecs[0][1];
-
- /* calculate a depth offset as well */
- if (!is_persp) {
- float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
- mul_m4_v4(invproj, vec_far);
- mul_v3_fl(vec_far, 1.0f / vec_far[3]);
- r_viewvecs[1][2] = vec_far[2] - r_viewvecs[0][2];
- }
-}
-
static void workbench_studiolight_data_update(WORKBENCH_PrivateData *wpd, WORKBENCH_UBO_World *wd)
{
StudioLight *studiolight = wpd->studio_light;
@@ -256,6 +219,8 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
}
else if (XRAY_ENABLED(v3d)) {
wpd->shading.xray_alpha = XRAY_ALPHA(v3d);
+ /* Disable shading options that aren't supported in transparency mode. */
+ wpd->shading.flag &= ~(V3D_SHADING_SHADOW | V3D_SHADING_CAVITY | V3D_SHADING_DEPTH_OF_FIELD);
}
else {
wpd->shading.xray_alpha = 1.0f;
@@ -309,7 +274,6 @@ void workbench_update_world_ubo(WORKBENCH_PrivateData *wpd)
workbench_studiolight_data_update(wpd, &wd);
workbench_shadow_data_update(wpd, &wd);
workbench_cavity_data_update(wpd, &wd);
- workbench_viewvecs_update(wd.viewvecs);
DRW_uniformbuffer_update(wpd->world_ubo, &wd);
}
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
index 0e896c4b7bb..faf64b55c2d 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
@@ -112,17 +112,15 @@ int workbench_antialiasing_sample_count_get(WORKBENCH_PrivateData *wpd)
/* Only draw using SMAA or no AA when navigating. */
return min_ii(wpd->preferences->viewport_aa, 1);
}
- else if (DRW_state_is_image_render()) {
+ if (DRW_state_is_image_render()) {
if (draw_ctx->v3d) {
return scene->display.viewport_aa;
}
- else {
- return scene->display.render_aa;
- }
- }
- else {
- return wpd->preferences->viewport_aa;
+
+ return scene->display.render_aa;
}
+
+ return wpd->preferences->viewport_aa;
}
void workbench_antialiasing_view_updated(WORKBENCH_Data *vedata)
@@ -361,53 +359,52 @@ bool workbench_antialiasing_setup(WORKBENCH_Data *vedata)
/* TAA accumulation has finish. Just copy the result back */
return false;
}
- else {
- const float *viewport_size = DRW_viewport_size_get();
- const DRWView *default_view = DRW_view_default_get();
- float *transform_offset;
-
- switch (wpd->taa_sample_len) {
- default:
- case 5:
- transform_offset = e_data.jitter_5[min_ii(wpd->taa_sample, 5)];
- break;
- case 8:
- transform_offset = e_data.jitter_8[min_ii(wpd->taa_sample, 8)];
- break;
- case 11:
- transform_offset = e_data.jitter_11[min_ii(wpd->taa_sample, 11)];
- break;
- case 16:
- transform_offset = e_data.jitter_16[min_ii(wpd->taa_sample, 16)];
- break;
- case 32:
- transform_offset = e_data.jitter_32[min_ii(wpd->taa_sample, 32)];
- break;
- }
-
- /* construct new matrices from transform delta */
- float winmat[4][4], viewmat[4][4], persmat[4][4];
- DRW_view_winmat_get(default_view, winmat, false);
- DRW_view_viewmat_get(default_view, viewmat, false);
- DRW_view_persmat_get(default_view, persmat, false);
- window_translate_m4(winmat,
- persmat,
- transform_offset[0] / viewport_size[0],
- transform_offset[1] / viewport_size[1]);
-
- if (wpd->view) {
- /* When rendering just update the view. This avoids recomputing the culling. */
- DRW_view_update_sub(wpd->view, viewmat, winmat);
- }
- else {
- /* TAA is not making a big change to the matrices.
- * Reuse the main view culling by creating a sub-view. */
- wpd->view = DRW_view_create_sub(default_view, viewmat, winmat);
- }
- DRW_view_set_active(wpd->view);
- return true;
+ const float *viewport_size = DRW_viewport_size_get();
+ const DRWView *default_view = DRW_view_default_get();
+ float *transform_offset;
+
+ switch (wpd->taa_sample_len) {
+ default:
+ case 5:
+ transform_offset = e_data.jitter_5[min_ii(wpd->taa_sample, 5)];
+ break;
+ case 8:
+ transform_offset = e_data.jitter_8[min_ii(wpd->taa_sample, 8)];
+ break;
+ case 11:
+ transform_offset = e_data.jitter_11[min_ii(wpd->taa_sample, 11)];
+ break;
+ case 16:
+ transform_offset = e_data.jitter_16[min_ii(wpd->taa_sample, 16)];
+ break;
+ case 32:
+ transform_offset = e_data.jitter_32[min_ii(wpd->taa_sample, 32)];
+ break;
+ }
+
+ /* construct new matrices from transform delta */
+ float winmat[4][4], viewmat[4][4], persmat[4][4];
+ DRW_view_winmat_get(default_view, winmat, false);
+ DRW_view_viewmat_get(default_view, viewmat, false);
+ DRW_view_persmat_get(default_view, persmat, false);
+
+ window_translate_m4(winmat,
+ persmat,
+ transform_offset[0] / viewport_size[0],
+ transform_offset[1] / viewport_size[1]);
+
+ if (wpd->view) {
+ /* When rendering just update the view. This avoids recomputing the culling. */
+ DRW_view_update_sub(wpd->view, viewmat, winmat);
+ }
+ else {
+ /* TAA is not making a big change to the matrices.
+ * Reuse the main view culling by creating a sub-view. */
+ wpd->view = DRW_view_create_sub(default_view, viewmat, winmat);
}
+ DRW_view_set_active(wpd->view);
+ return true;
}
void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata)
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index c8dde4d513b..53119723fab 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -130,6 +130,17 @@ static void workbench_cache_sculpt_populate(WORKBENCH_PrivateData *wpd,
}
}
+BLI_INLINE void workbench_object_drawcall(DRWShadingGroup *grp, struct GPUBatch *geom, Object *ob)
+{
+ if (ob->type == OB_POINTCLOUD) {
+ /* Draw range to avoid drawcall batching messing up the instance attrib. */
+ DRW_shgroup_call_instance_range(grp, ob, geom, 0, 0);
+ }
+ else {
+ DRW_shgroup_call(grp, geom, ob);
+ }
+}
+
static void workbench_cache_texpaint_populate(WORKBENCH_PrivateData *wpd, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -145,7 +156,7 @@ static void workbench_cache_texpaint_populate(WORKBENCH_PrivateData *wpd, Object
SET_FLAG_FROM_TEST(state, imapaint->interp == IMAGEPAINT_INTERP_LINEAR, GPU_SAMPLER_FILTER);
DRWShadingGroup *grp = workbench_image_setup(wpd, ob, 0, ima, NULL, state);
- DRW_shgroup_call(grp, geom, ob);
+ workbench_object_drawcall(grp, geom, ob);
}
}
else {
@@ -157,7 +168,7 @@ static void workbench_cache_texpaint_populate(WORKBENCH_PrivateData *wpd, Object
continue;
}
DRWShadingGroup *grp = workbench_image_setup(wpd, ob, i + 1, NULL, NULL, 0);
- DRW_shgroup_call(grp, geoms[i], ob);
+ workbench_object_drawcall(grp, geoms[i], ob);
}
}
}
@@ -180,7 +191,12 @@ static void workbench_cache_common_populate(WORKBENCH_PrivateData *wpd,
geom = DRW_cache_mesh_surface_vertpaint_get(ob);
}
else {
- geom = DRW_cache_mesh_surface_sculptcolors_get(ob);
+ if (U.experimental.use_sculpt_vertex_colors) {
+ geom = DRW_cache_mesh_surface_sculptcolors_get(ob);
+ }
+ else {
+ geom = DRW_cache_mesh_surface_vertpaint_get(ob);
+ }
}
}
else {
@@ -189,7 +205,7 @@ static void workbench_cache_common_populate(WORKBENCH_PrivateData *wpd,
if (geom) {
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, 0, color_type, r_transp);
- DRW_shgroup_call(grp, geom, ob);
+ workbench_object_drawcall(grp, geom, ob);
}
}
else {
@@ -202,7 +218,7 @@ static void workbench_cache_common_populate(WORKBENCH_PrivateData *wpd,
continue;
}
DRWShadingGroup *grp = workbench_material_setup(wpd, ob, i + 1, color_type, r_transp);
- DRW_shgroup_call(grp, geoms[i], ob);
+ workbench_object_drawcall(grp, geoms[i], ob);
}
}
}
@@ -261,8 +277,15 @@ static eV3DShadingColorType workbench_color_type_get(WORKBENCH_PrivateData *wpd,
}
}
else if (color_type == V3D_SHADING_VERTEX_COLOR) {
- if ((me == NULL) || !CustomData_has_layer(&me->vdata, CD_PROP_COLOR)) {
- color_type = V3D_SHADING_OBJECT_COLOR;
+ if (U.experimental.use_sculpt_vertex_colors) {
+ if ((me == NULL) || !CustomData_has_layer(&me->vdata, CD_PROP_COLOR)) {
+ color_type = V3D_SHADING_OBJECT_COLOR;
+ }
+ }
+ else {
+ if ((me == NULL) || !CustomData_has_layer(&me->ldata, CD_MLOOPCOL)) {
+ color_type = V3D_SHADING_OBJECT_COLOR;
+ }
}
}
@@ -438,7 +461,7 @@ void workbench_cache_finish(void *ved)
/* TODO don't free reuse next redraw. */
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
- for (int k = 0; k < 2; k++) {
+ for (int k = 0; k < WORKBENCH_DATATYPE_MAX; k++) {
if (wpd->prepass[i][j][k].material_hash) {
BLI_ghash_free(wpd->prepass[i][j][k].material_hash, NULL, NULL);
wpd->prepass[i][j][k].material_hash = NULL;
@@ -618,7 +641,7 @@ RenderEngineType DRW_engine_viewport_workbench_type = {
NULL,
WORKBENCH_ENGINE,
N_("Workbench"),
- RE_INTERNAL | RE_USE_STEREO_VIEWPORT,
+ RE_INTERNAL | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
NULL,
&DRW_render_to_image,
NULL,
diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h
index eee53fcde07..8fd427c2683 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.h
+++ b/source/blender/draw/engines/workbench/workbench_engine.h
@@ -20,9 +20,6 @@
* \ingroup draw_engine
*/
-#ifndef __WORKBENCH_ENGINE_H__
-#define __WORKBENCH_ENGINE_H__
+#pragma once
extern RenderEngineType DRW_engine_viewport_workbench_type;
-
-#endif /* __WORKBENCH_ENGINE_H__ */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index d6d3ff8610b..2ed63bac853 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -162,13 +162,13 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
eV3DShadingColorType color_type,
- bool hair,
+ eWORKBENCH_DataType datatype,
bool *r_transp)
{
Image *ima = NULL;
ImageUser *iuser = NULL;
eGPUSamplerState sampler;
- const bool infront = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool infront = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
workbench_material_get_image(ob, mat_nr, &ima, &iuser, &sampler);
@@ -180,7 +180,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
switch (color_type) {
case V3D_SHADING_TEXTURE_COLOR: {
- return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, hair);
+ return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, datatype);
}
case V3D_SHADING_MATERIAL_COLOR: {
/* For now, we use the same ubo for material and object coloring but with different indices.
@@ -191,7 +191,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Material *ma = workbench_object_material_get(ob, mat_nr);
const bool transp = wpd->shading.xray_alpha < 1.0f || ma->a < 1.0f;
- WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][hair];
+ WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
if (r_transp && transp) {
*r_transp = true;
@@ -216,7 +216,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
}
case V3D_SHADING_VERTEX_COLOR: {
const bool transp = wpd->shading.xray_alpha < 1.0f;
- DRWShadingGroup *grp = wpd->prepass[transp][infront][hair].vcol_shgrp;
+ DRWShadingGroup *grp = wpd->prepass[transp][infront][datatype].vcol_shgrp;
return grp;
}
default: {
@@ -231,15 +231,15 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
workbench_material_ubo_data(wpd, ob, NULL, &wpd->material_ubo_data_curr[mat_id], color_type);
const bool transp = wpd->shading.xray_alpha < 1.0f || ob->color[3] < 1.0f;
- DRWShadingGroup *grp = wpd->prepass[transp][infront][hair].common_shgrp;
+ DRWShadingGroup **grp = &wpd->prepass[transp][infront][datatype].common_shgrp;
if (resource_changed) {
- grp = DRW_shgroup_create_sub(grp);
- DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ *grp = DRW_shgroup_create_sub(*grp);
+ DRW_shgroup_uniform_block(*grp, "material_block", wpd->material_ubo_curr);
}
if (r_transp && transp) {
*r_transp = true;
}
- return grp;
+ return *grp;
}
}
}
@@ -251,7 +251,7 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Image *ima,
ImageUser *iuser,
eGPUSamplerState sampler,
- bool hair)
+ eWORKBENCH_DataType datatype)
{
GPUTexture *tex = NULL, *tex_tile_data = NULL;
@@ -261,11 +261,11 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
if (ima) {
if (ima->source == IMA_SRC_TILED) {
- tex = GPU_texture_from_blender(ima, iuser, NULL, GL_TEXTURE_2D_ARRAY);
- tex_tile_data = GPU_texture_from_blender(ima, iuser, NULL, GL_TEXTURE_1D_ARRAY);
+ tex = BKE_image_get_gpu_tiles(ima, iuser, NULL);
+ tex_tile_data = BKE_image_get_gpu_tilemap(ima, iuser, NULL);
}
else {
- tex = GPU_texture_from_blender(ima, iuser, NULL, GL_TEXTURE_2D);
+ tex = BKE_image_get_gpu_texture(ima, iuser, NULL);
}
}
@@ -273,9 +273,9 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
tex = wpd->dummy_image_tx;
}
- const bool infront = (ob->dtx & OB_DRAWXRAY) != 0;
+ const bool infront = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
const bool transp = wpd->shading.xray_alpha < 1.0f;
- WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][hair];
+ WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
DRWShadingGroup **grp_tex = NULL;
/* A hashmap stores image shgroups to pack all similar drawcalls together. */
diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c
index 27d5b71f35c..738f4a67471 100644
--- a/source/blender/draw/engines/workbench/workbench_opaque.c
+++ b/source/blender/draw/engines/workbench/workbench_opaque.c
@@ -59,10 +59,10 @@ void workbench_opaque_engine_init(WORKBENCH_Data *data)
});
}
-void workbench_opaque_cache_init(WORKBENCH_Data *data)
+void workbench_opaque_cache_init(WORKBENCH_Data *vedata)
{
- WORKBENCH_PassList *psl = data->psl;
- WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
struct GPUShader *sh;
DRWShadingGroup *grp;
@@ -84,31 +84,31 @@ void workbench_opaque_cache_init(WORKBENCH_Data *data)
pass = psl->opaque_ps;
}
- for (int hair = 0; hair < 2; hair++) {
- wpd->prepass[opaque][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
+ for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
+ wpd->prepass[opaque][infront][data].material_hash = BLI_ghash_ptr_new(__func__);
- sh = workbench_shader_opaque_get(wpd, hair);
+ sh = workbench_shader_opaque_get(wpd, data);
- wpd->prepass[opaque][infront][hair].common_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
- wpd->prepass[opaque][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
- sh = workbench_shader_opaque_image_get(wpd, hair, false);
+ sh = workbench_shader_opaque_image_get(wpd, data, false);
- wpd->prepass[opaque][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
- sh = workbench_shader_opaque_image_get(wpd, hair, true);
+ sh = workbench_shader_opaque_image_get(wpd, data, true);
- wpd->prepass[opaque][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index ee9960ea0ef..4a6dadc32fd 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -20,8 +20,7 @@
* \ingroup draw_engine
*/
-#ifndef __WORKBENCH_PRIVATE_H__
-#define __WORKBENCH_PRIVATE_H__
+#pragma once
#include "BKE_studiolight.h"
@@ -71,6 +70,14 @@ struct RenderEngine;
struct RenderLayer;
struct rcti;
+typedef enum eWORKBENCH_DataType {
+ WORKBENCH_DATATYPE_MESH = 0,
+ WORKBENCH_DATATYPE_HAIR,
+ WORKBENCH_DATATYPE_POINTCLOUD,
+
+ WORKBENCH_DATATYPE_MAX,
+} eWORKBENCH_DataType;
+
typedef struct WORKBENCH_FramebufferList {
struct GPUFrameBuffer *opaque_fb;
struct GPUFrameBuffer *opaque_infront_fb;
@@ -168,7 +175,6 @@ typedef struct WORKBENCH_UBO_Material {
} WORKBENCH_UBO_Material;
typedef struct WORKBENCH_UBO_World {
- float viewvecs[3][4];
float viewport_size[2], viewport_size_inv[2];
float object_outline_color[4];
float shadow_direction_vs[4];
@@ -293,8 +299,8 @@ typedef struct WORKBENCH_PrivateData {
/** Object IDs buffer for curvature & outline. */
struct GPUTexture *object_id_tx;
- /** Pre-pass information for each draw types [transparent][infront][hair]. */
- WORKBENCH_Prepass prepass[2][2][2];
+ /** Pre-pass information for each draw types [transparent][infront][datatype]. */
+ WORKBENCH_Prepass prepass[2][2][WORKBENCH_DATATYPE_MAX];
/* Materials */
/** Copy of vldata->material_ubo for faster access. */
@@ -393,14 +399,16 @@ void workbench_shadow_cache_init(WORKBENCH_Data *data);
void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const bool has_transp_mat);
/* workbench_shader.c */
-GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair);
-GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled);
+GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType data);
+GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType data,
+ bool tiled);
GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd);
GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *wpd);
-GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, bool hair);
+GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType data);
GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
- bool hair,
+ eWORKBENCH_DataType data,
bool tiled);
GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *wpd);
@@ -455,7 +463,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
eV3DShadingColorType color_type,
- bool hair,
+ eWORKBENCH_DataType datatype,
bool *r_transp);
DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
@@ -463,17 +471,20 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Image *ima,
ImageUser *iuser,
eGPUSamplerState sampler,
- bool hair);
+ eWORKBENCH_DataType datatype);
+
+#define WORKBENCH_OBJECT_DATATYPE(ob) \
+ ((ob->type == OB_POINTCLOUD) ? WORKBENCH_DATATYPE_POINTCLOUD : WORKBENCH_DATATYPE_MESH)
#define workbench_material_setup(wpd, ob, mat_nr, color_type, r_transp) \
- workbench_material_setup_ex(wpd, ob, mat_nr, color_type, false, r_transp)
+ workbench_material_setup_ex(wpd, ob, mat_nr, color_type, WORKBENCH_OBJECT_DATATYPE(ob), r_transp)
#define workbench_image_setup(wpd, ob, mat_nr, ima, iuser, interp) \
- workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, interp, false)
+ workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, interp, WORKBENCH_OBJECT_DATATYPE(ob))
#define workbench_material_hair_setup(wpd, ob, mat_nr, color_type) \
- workbench_material_setup_ex(wpd, ob, mat_nr, color_type, true, 0)
+ workbench_material_setup_ex(wpd, ob, mat_nr, color_type, WORKBENCH_DATATYPE_HAIR, 0)
#define workbench_image_hair_setup(wpd, ob, mat_nr, ima, iuser, interp) \
- workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, interp, true)
+ workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, interp, WORKBENCH_DATATYPE_HAIR)
/* workbench_data.c */
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
@@ -508,5 +519,3 @@ void workbench_render(void *ved,
void workbench_render_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
-
-#endif
diff --git a/source/blender/draw/engines/workbench/workbench_render.c b/source/blender/draw/engines/workbench/workbench_render.c
index 9e66bcb07f4..77e16327a43 100644
--- a/source/blender/draw/engines/workbench/workbench_render.c
+++ b/source/blender/draw/engines/workbench/workbench_render.c
@@ -212,6 +212,7 @@ void workbench_render(void *ved, RenderEngine *engine, RenderLayer *render_layer
BLI_rcti_size_y(rect),
4,
0,
+ GPU_DATA_FLOAT,
rp->rect);
workbench_render_result_z(render_layer, viewname, rect);
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
index 99366779b22..aab3cef00e6 100644
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -28,12 +28,16 @@
#include "workbench_engine.h"
#include "workbench_private.h"
+extern char datatoc_common_math_lib_glsl[];
+extern char datatoc_common_math_geom_lib_glsl[];
extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_common_pointcloud_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_smaa_lib_glsl[];
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_hair_vert_glsl[];
+extern char datatoc_workbench_prepass_pointcloud_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_effect_cavity_frag_glsl[];
@@ -74,7 +78,6 @@ extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
/* Maximum number of variations. */
#define MAX_LIGHTING 3
#define MAX_COLOR 3
-#define MAX_GEOM 2
enum {
VOLUME_SH_SLICE = 0,
@@ -85,8 +88,9 @@ enum {
#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
static struct {
- struct GPUShader *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_COLOR];
- struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_LIGHTING][MAX_COLOR];
+ struct GPUShader *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX][MAX_COLOR];
+ struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX]
+ [MAX_LIGHTING][MAX_COLOR];
struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
struct GPUShader *oit_resolve_sh;
@@ -117,8 +121,11 @@ void workbench_shader_library_ensure(void)
if (e_data.lib == NULL) {
e_data.lib = DRW_shader_library_create();
/* NOTE: Theses needs to be ordered by dependencies. */
+ DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_pointcloud_lib);
DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_shader_interface_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_common_lib);
@@ -177,15 +184,18 @@ static int workbench_color_index(WORKBENCH_PrivateData *UNUSED(wpd), bool textur
return (textured) ? (tiled ? 2 : 1) : 0;
}
-static GPUShader *workbench_shader_get_ex(
- WORKBENCH_PrivateData *wpd, bool transp, bool hair, bool textured, bool tiled)
+static GPUShader *workbench_shader_get_ex(WORKBENCH_PrivateData *wpd,
+ bool transp,
+ eWORKBENCH_DataType datatype,
+ bool textured,
+ bool tiled)
{
int color = workbench_color_index(wpd, textured, tiled);
int light = wpd->shading.light;
BLI_assert(light < MAX_LIGHTING);
struct GPUShader **shader =
- (transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][hair][light][color] :
- &e_data.opaque_prepass_sh_cache[wpd->sh_cfg][hair][color];
+ (transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][datatype][light][color] :
+ &e_data.opaque_prepass_sh_cache[wpd->sh_cfg][datatype][color];
if (*shader == NULL) {
char *defines = workbench_build_defines(wpd, textured, tiled, false, false);
@@ -194,8 +204,11 @@ static GPUShader *workbench_shader_get_ex(
datatoc_workbench_prepass_frag_glsl;
char *frag_src = DRW_shader_library_create_shader_string(e_data.lib, frag_file);
- char *vert_file = hair ? datatoc_workbench_prepass_hair_vert_glsl :
- datatoc_workbench_prepass_vert_glsl;
+ char *vert_file = (datatype == WORKBENCH_DATATYPE_HAIR) ?
+ datatoc_workbench_prepass_hair_vert_glsl :
+ ((datatype == WORKBENCH_DATATYPE_POINTCLOUD) ?
+ datatoc_workbench_prepass_pointcloud_vert_glsl :
+ datatoc_workbench_prepass_vert_glsl);
char *vert_src = DRW_shader_library_create_shader_string(e_data.lib, vert_file);
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[wpd->sh_cfg];
@@ -207,6 +220,10 @@ static GPUShader *workbench_shader_get_ex(
defines,
transp ? "#define TRANSPARENT_MATERIAL\n" :
"#define OPAQUE_MATERIAL\n",
+ (datatype == WORKBENCH_DATATYPE_POINTCLOUD) ?
+ "#define UNIFORM_RESOURCE_ID\n"
+ "#define INSTANCED_ATTR\n" :
+ NULL,
NULL},
});
@@ -217,26 +234,29 @@ static GPUShader *workbench_shader_get_ex(
return *shader;
}
-GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair)
+GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType datatype)
{
- return workbench_shader_get_ex(wpd, false, hair, false, false);
+ return workbench_shader_get_ex(wpd, false, datatype, false, false);
}
-GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled)
+GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype,
+ bool tiled)
{
- return workbench_shader_get_ex(wpd, false, hair, true, tiled);
+ return workbench_shader_get_ex(wpd, false, datatype, true, tiled);
}
-GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, bool hair)
+GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype)
{
- return workbench_shader_get_ex(wpd, true, hair, false, false);
+ return workbench_shader_get_ex(wpd, true, datatype, false, false);
}
GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
- bool hair,
+ eWORKBENCH_DataType datatype,
bool tiled)
{
- return workbench_shader_get_ex(wpd, true, hair, true, tiled);
+ return workbench_shader_get_ex(wpd, true, datatype, true, tiled);
}
GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index 1c40a350300..5eff056846c 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -83,10 +83,10 @@ static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
}
}
-void workbench_transparent_cache_init(WORKBENCH_Data *data)
+void workbench_transparent_cache_init(WORKBENCH_Data *vedata)
{
- WORKBENCH_PassList *psl = data->psl;
- WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
struct GPUShader *sh;
DRWShadingGroup *grp;
@@ -105,30 +105,30 @@ void workbench_transparent_cache_init(WORKBENCH_Data *data)
pass = psl->transp_accum_ps;
}
- for (int hair = 0; hair < 2; hair++) {
- wpd->prepass[transp][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
+ for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
+ wpd->prepass[transp][infront][data].material_hash = BLI_ghash_ptr_new(__func__);
- sh = workbench_shader_transparent_get(wpd, hair);
+ sh = workbench_shader_transparent_get(wpd, data);
- wpd->prepass[transp][infront][hair].common_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
workbench_transparent_lighting_uniforms(wpd, grp);
- wpd->prepass[transp][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
- sh = workbench_shader_transparent_image_get(wpd, hair, false);
+ sh = workbench_shader_transparent_image_get(wpd, data, false);
- wpd->prepass[transp][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
- sh = workbench_shader_transparent_image_get(wpd, hair, true);
+ sh = workbench_shader_transparent_image_get(wpd, data, true);
- wpd->prepass[transp][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[transp][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c
index 8e345f8275b..d3c4d51dbd4 100644
--- a/source/blender/draw/engines/workbench/workbench_volume.c
+++ b/source/blender/draw/engines/workbench/workbench_volume.c
@@ -38,8 +38,6 @@
#include "BKE_volume.h"
#include "BKE_volume_render.h"
-#include "GPU_draw.h"
-
void workbench_volume_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_TextureList *txl = vedata->txl;
@@ -79,13 +77,10 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
wpd->volumes_do = true;
if (fds->use_coba) {
- GPU_create_smoke_coba_field(fmd);
- }
- else if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) {
- GPU_create_smoke(fmd, 0);
+ DRW_smoke_ensure_coba_field(fmd);
}
- else if (fds->flags & FLUID_DOMAIN_USE_NOISE) {
- GPU_create_smoke(fmd, 1);
+ else {
+ DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
}
if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) ||
@@ -293,7 +288,7 @@ void workbench_volume_draw_finish(WORKBENCH_Data *vedata)
* all viewport in a redraw at least. */
LISTBASE_FOREACH (LinkData *, link, &wpd->smoke_domains) {
FluidModifierData *fmd = (FluidModifierData *)link->data;
- GPU_free_smoke(fmd);
+ DRW_smoke_free(fmd);
}
BLI_freelistN(&wpd->smoke_domains);
}
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 555043ab408..956bddfb357 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -22,8 +22,7 @@
/* This is the Render Functions used by Realtime engines to draw with OpenGL */
-#ifndef __DRW_RENDER_H__
-#define __DRW_RENDER_H__
+#pragma once
#include "DRW_engine_types.h"
@@ -198,12 +197,28 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
} while (0)
/* Shaders */
+
+#ifndef __GPU_MATERIAL_H__
+/* FIXME: Meh avoid including all GPUMaterial. */
+typedef void (*GPUMaterialEvalCallbackFn)(struct GPUMaterial *mat,
+ int options,
+ const char **vert_code,
+ const char **geom_code,
+ const char **frag_lib,
+ const char **defines);
+#endif
+
struct GPUShader *DRW_shader_create(const char *vert,
const char *geom,
const char *frag,
const char *defines);
struct GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
+struct GPUShader *DRW_shader_create_with_shaderlib(const char *vert,
+ const char *geom,
+ const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines);
struct GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
@@ -211,6 +226,9 @@ struct GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char **varying_names,
const int varying_count);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_fullscreen_with_shaderlib(const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines);
struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
const void *engine_type,
const int options,
@@ -229,7 +247,8 @@ struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred);
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback);
struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
struct Material *ma,
struct bNodeTree *ntree,
@@ -240,7 +259,8 @@ struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred);
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) \
do { \
@@ -257,7 +277,8 @@ void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const ch
#define DRW_SHADER_LIB_ADD(lib, lib_name) \
DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")
-char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code);
+char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib,
+ const char *shader_code);
void DRW_shader_library_free(DRWShaderLibrary *lib);
#define DRW_SHADER_LIB_FREE_SAFE(lib) \
@@ -623,7 +644,11 @@ void DRW_render_object_iter(void *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph));
void DRW_render_instance_buffer_finish(void);
-void DRW_render_viewport_size_set(int size[2]);
+void DRW_render_set_time(struct RenderEngine *engine,
+ struct Depsgraph *depsgraph,
+ int frame,
+ float subframe);
+void DRW_render_viewport_size_set(const int size[2]);
void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
struct Depsgraph *depsgraph,
@@ -727,5 +752,3 @@ typedef struct DRWContextState {
} DRWContextState;
const DRWContextState *DRW_context_state_get(void);
-
-#endif /* __DRW_RENDER_H__ */
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index 9f30cd85957..b36a177c19f 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -829,7 +829,7 @@ GPUBatch *DRW_cache_object_face_wireframe_get(Object *ob)
case OB_HAIR:
return NULL;
case OB_POINTCLOUD:
- return NULL;
+ return DRW_pointcloud_batch_cache_get_dots(ob);
case OB_VOLUME:
return DRW_cache_volume_face_wireframe_get(ob);
case OB_GPENCIL: {
@@ -880,7 +880,7 @@ GPUBatch *DRW_cache_object_surface_get(Object *ob)
case OB_HAIR:
return NULL;
case OB_POINTCLOUD:
- return NULL;
+ return DRW_cache_pointcloud_surface_get(ob);
case OB_VOLUME:
return NULL;
default:
@@ -958,7 +958,7 @@ GPUBatch **DRW_cache_object_surface_material_get(struct Object *ob,
case OB_HAIR:
return NULL;
case OB_POINTCLOUD:
- return NULL;
+ return DRW_cache_pointcloud_surface_shaded_get(ob, gpumat_array, gpumat_array_len);
case OB_VOLUME:
return NULL;
default:
@@ -2909,9 +2909,8 @@ GPUBatch *DRW_cache_curve_edge_wire_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_loose_edges(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wire_edge(cu);
- }
+
+ return DRW_curve_batch_cache_get_wire_edge(cu);
}
GPUBatch *DRW_cache_curve_edge_normal_get(Object *ob)
@@ -2947,9 +2946,8 @@ GPUBatch *DRW_cache_curve_surface_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_surface(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_triangles_with_normals(cu);
- }
+
+ return DRW_curve_batch_cache_get_triangles_with_normals(cu);
}
GPUBatch *DRW_cache_curve_loose_edges_get(Object *ob)
@@ -2961,11 +2959,10 @@ GPUBatch *DRW_cache_curve_loose_edges_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_loose_edges(mesh_eval);
}
- else {
- /* TODO */
- UNUSED_VARS(cu);
- return NULL;
- }
+
+ /* TODO */
+ UNUSED_VARS(cu);
+ return NULL;
}
GPUBatch *DRW_cache_curve_face_wireframe_get(Object *ob)
@@ -2977,9 +2974,8 @@ GPUBatch *DRW_cache_curve_face_wireframe_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_wireframes_face(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wireframes_face(cu);
- }
+
+ return DRW_curve_batch_cache_get_wireframes_face(cu);
}
GPUBatch *DRW_cache_curve_edge_detection_get(Object *ob, bool *r_is_manifold)
@@ -2990,9 +2986,8 @@ GPUBatch *DRW_cache_curve_edge_detection_get(Object *ob, bool *r_is_manifold)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_edge_detection(mesh_eval, r_is_manifold);
}
- else {
- return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold);
- }
+
+ return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold);
}
/* Return list of batches */
@@ -3007,9 +3002,8 @@ GPUBatch **DRW_cache_curve_surface_shaded_get(Object *ob,
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_surface_shaded(mesh_eval, gpumat_array, gpumat_array_len);
}
- else {
- return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len);
- }
+
+ return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len);
}
/** \} */
@@ -3061,12 +3055,11 @@ GPUBatch *DRW_cache_text_edge_wire_get(Object *ob)
if (!has_surface) {
return NULL;
}
- else if (mesh_eval != NULL) {
+ if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_loose_edges(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wire_edge(cu);
- }
+
+ return DRW_curve_batch_cache_get_wire_edge(cu);
}
GPUBatch *DRW_cache_text_surface_get(Object *ob)
@@ -3080,9 +3073,8 @@ GPUBatch *DRW_cache_text_surface_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_surface(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_triangles_with_normals(cu);
- }
+
+ return DRW_curve_batch_cache_get_triangles_with_normals(cu);
}
GPUBatch *DRW_cache_text_edge_detection_get(Object *ob, bool *r_is_manifold)
@@ -3096,9 +3088,8 @@ GPUBatch *DRW_cache_text_edge_detection_get(Object *ob, bool *r_is_manifold)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_edge_detection(mesh_eval, r_is_manifold);
}
- else {
- return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold);
- }
+
+ return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold);
}
GPUBatch *DRW_cache_text_loose_edges_get(Object *ob)
@@ -3112,9 +3103,8 @@ GPUBatch *DRW_cache_text_loose_edges_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_loose_edges(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wire_edge(cu);
- }
+
+ return DRW_curve_batch_cache_get_wire_edge(cu);
}
GPUBatch *DRW_cache_text_face_wireframe_get(Object *ob)
@@ -3128,9 +3118,8 @@ GPUBatch *DRW_cache_text_face_wireframe_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_wireframes_face(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wireframes_face(cu);
- }
+
+ return DRW_curve_batch_cache_get_wireframes_face(cu);
}
GPUBatch **DRW_cache_text_surface_shaded_get(Object *ob,
@@ -3146,9 +3135,8 @@ GPUBatch **DRW_cache_text_surface_shaded_get(Object *ob,
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_surface_shaded(mesh_eval, gpumat_array, gpumat_array_len);
}
- else {
- return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len);
- }
+
+ return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len);
}
/** \} */
@@ -3166,9 +3154,8 @@ GPUBatch *DRW_cache_surf_surface_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_surface(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_triangles_with_normals(cu);
- }
+
+ return DRW_curve_batch_cache_get_triangles_with_normals(cu);
}
GPUBatch *DRW_cache_surf_edge_wire_get(Object *ob)
@@ -3180,9 +3167,8 @@ GPUBatch *DRW_cache_surf_edge_wire_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_loose_edges(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wire_edge(cu);
- }
+
+ return DRW_curve_batch_cache_get_wire_edge(cu);
}
GPUBatch *DRW_cache_surf_face_wireframe_get(Object *ob)
@@ -3194,9 +3180,8 @@ GPUBatch *DRW_cache_surf_face_wireframe_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_wireframes_face(mesh_eval);
}
- else {
- return DRW_curve_batch_cache_get_wireframes_face(cu);
- }
+
+ return DRW_curve_batch_cache_get_wireframes_face(cu);
}
GPUBatch *DRW_cache_surf_edge_detection_get(Object *ob, bool *r_is_manifold)
@@ -3207,9 +3192,8 @@ GPUBatch *DRW_cache_surf_edge_detection_get(Object *ob, bool *r_is_manifold)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_edge_detection(mesh_eval, r_is_manifold);
}
- else {
- return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold);
- }
+
+ return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold);
}
GPUBatch *DRW_cache_surf_loose_edges_get(Object *ob)
@@ -3221,11 +3205,10 @@ GPUBatch *DRW_cache_surf_loose_edges_get(Object *ob)
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_loose_edges(mesh_eval);
}
- else {
- /* TODO */
- UNUSED_VARS(cu);
- return NULL;
- }
+
+ /* TODO */
+ UNUSED_VARS(cu);
+ return NULL;
}
/* Return list of batches */
@@ -3240,9 +3223,8 @@ GPUBatch **DRW_cache_surf_surface_shaded_get(Object *ob,
if (mesh_eval != NULL) {
return DRW_mesh_batch_cache_get_surface_shaded(mesh_eval, gpumat_array, gpumat_array_len);
}
- else {
- return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len);
- }
+
+ return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len);
}
/** \} */
@@ -3289,9 +3271,16 @@ GPUBatch *DRW_cache_lattice_vert_overlay_get(Object *ob)
GPUBatch *DRW_cache_pointcloud_get_dots(Object *object)
{
+ BLI_assert(object->type == OB_POINTCLOUD);
return DRW_pointcloud_batch_cache_get_dots(object);
}
+GPUBatch *DRW_cache_pointcloud_surface_get(Object *object)
+{
+ BLI_assert(object->type == OB_POINTCLOUD);
+ return DRW_pointcloud_batch_cache_get_surface(object);
+}
+
/* -------------------------------------------------------------------- */
/** \name Volume
* \{ */
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
index 2f289bf4110..2a7448ce877 100644
--- a/source/blender/draw/intern/draw_cache.h
+++ b/source/blender/draw/intern/draw_cache.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_CACHE_H__
-#define __DRAW_CACHE_H__
+#pragma once
struct GPUBatch;
struct GPUMaterial;
@@ -215,6 +214,7 @@ struct GPUBatch *DRW_cache_hair_edge_detection_get(struct Object *ob, bool *r_is
/* PointCloud */
struct GPUBatch *DRW_cache_pointcloud_get_dots(struct Object *obj);
+struct GPUBatch *DRW_cache_pointcloud_surface_get(struct Object *obj);
/* Volume */
typedef struct DRWVolumeGrid {
@@ -250,5 +250,3 @@ struct GPUBatch *DRW_cache_gpencil_face_wireframe_get(struct Object *ob);
struct bGPDstroke *DRW_cache_gpencil_sbuffer_stroke_data_get(struct Object *ob);
void DRW_cache_gpencil_sbuffer_clear(struct Object *ob);
-
-#endif /* __DRAW_CACHE_H__ */
diff --git a/source/blender/draw/intern/draw_cache_extract.h b/source/blender/draw/intern/draw_cache_extract.h
index 302f9a0d3a8..2653b3127ae 100644
--- a/source/blender/draw/intern/draw_cache_extract.h
+++ b/source/blender/draw/intern/draw_cache_extract.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_CACHE_EXTRACT_H__
-#define __DRAW_CACHE_EXTRACT_H__
+#pragma once
struct TaskGraph;
@@ -60,6 +59,10 @@ typedef struct DRW_MeshCDMask {
* modifiers could remove it. (see T68857) */
uint32_t edit_uv : 1;
} DRW_MeshCDMask;
+/* Keep `DRW_MeshCDMask` struct within an `uint64_t`.
+ * bit-wise and atomic operations are used to compare and update the struct.
+ * See `mesh_cd_layers_type_*` functions. */
+BLI_STATIC_ASSERT(sizeof(DRW_MeshCDMask) <= sizeof(uint64_t), "DRW_MeshCDMask exceeds 64 bits")
typedef enum eMRIterType {
MR_ITER_LOOPTRI = 1 << 0,
@@ -166,8 +169,7 @@ typedef enum DRWBatchFlag {
MBC_WIRE_EDGES = (1 << 23),
MBC_WIRE_LOOPS = (1 << 24),
MBC_WIRE_LOOPS_UVS = (1 << 25),
- MBC_SURF_PER_MAT = (1 << 26),
- MBC_SKIN_ROOTS = (1 << 27),
+ MBC_SKIN_ROOTS = (1 << 26),
} DRWBatchFlag;
#define MBC_EDITUV \
@@ -266,5 +268,3 @@ void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph,
const Scene *scene,
const ToolSettings *ts,
const bool use_hide);
-
-#endif /* __DRAW_CACHE_EXTRACT_H__ */
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 98da668f78f..a1d2a7eeb4a 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -474,10 +474,9 @@ BLI_INLINE const float *bm_vert_co_get(const MeshRenderData *mr, const BMVert *e
if (vert_coords != NULL) {
return vert_coords[BM_elem_index_get(eve)];
}
- else {
- UNUSED_VARS(mr);
- return eve->co;
- }
+
+ UNUSED_VARS(mr);
+ return eve->co;
}
BLI_INLINE const float *bm_vert_no_get(const MeshRenderData *mr, const BMVert *eve)
@@ -486,10 +485,9 @@ BLI_INLINE const float *bm_vert_no_get(const MeshRenderData *mr, const BMVert *e
if (vert_normals != NULL) {
return vert_normals[BM_elem_index_get(eve)];
}
- else {
- UNUSED_VARS(mr);
- return eve->no;
- }
+
+ UNUSED_VARS(mr);
+ return eve->no;
}
BLI_INLINE const float *bm_face_no_get(const MeshRenderData *mr, const BMFace *efa)
@@ -498,10 +496,9 @@ BLI_INLINE const float *bm_face_no_get(const MeshRenderData *mr, const BMFace *e
if (poly_normals != NULL) {
return poly_normals[BM_elem_index_get(efa)];
}
- else {
- UNUSED_VARS(mr);
- return efa->no;
- }
+
+ UNUSED_VARS(mr);
+ return efa->no;
}
/** \} */
@@ -890,12 +887,15 @@ static void extract_tris_finish(const MeshRenderData *mr, void *ibo, void *_data
MeshExtract_Tri_Data *data = _data;
GPU_indexbuf_build_in_place(&data->elb, ibo);
/* HACK: Create ibo sub-ranges and assign them to each #GPUBatch. */
+ /* The `surface_per_mat` tests are there when object shading type is set to Wire or Bounds. In
+ * these cases there isn't a surface per material. */
if (mr->use_final_mesh && mr->cache->surface_per_mat && mr->cache->surface_per_mat[0]) {
- BLI_assert(mr->cache->surface_per_mat[0]->elem == ibo);
for (int i = 0; i < mr->mat_len; i++) {
/* Multiply by 3 because these are triangle indices. */
- const int start = data->tri_mat_start[i] * 3;
- const int len = data->tri_mat_end[i] * 3 - data->tri_mat_start[i] * 3;
+ const int mat_start = data->tri_mat_start[i];
+ const int mat_end = data->tri_mat_end[i];
+ const int start = mat_start * 3;
+ const int len = (mat_end - mat_start) * 3;
GPUIndexBuf *sub_ibo = GPU_indexbuf_create_subrange(ibo, start, len);
/* WARNING: We modify the #GPUBatch here! */
GPU_batch_elembuf_set(mr->cache->surface_per_mat[i], sub_ibo, true);
@@ -2534,26 +2534,28 @@ static void *extract_vcol_init(const MeshRenderData *mr, void *buf)
}
/* Sculpt Vertex Colors */
- for (int i = 0; i < 8; i++) {
- if (svcol_layers & (1 << i)) {
- char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTR_NAME];
- const char *layer_name = CustomData_get_layer_name(cd_vdata, CD_PROP_COLOR, i);
- GPU_vertformat_safe_attr_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
-
- BLI_snprintf(attr_name, sizeof(attr_name), "c%s", attr_safe_name);
- GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
-
- if (i == CustomData_get_render_layer(cd_vdata, CD_PROP_COLOR)) {
- GPU_vertformat_alias_add(&format, "c");
- }
- if (i == CustomData_get_active_layer(cd_vdata, CD_PROP_COLOR)) {
- GPU_vertformat_alias_add(&format, "ac");
- }
- /* Gather number of auto layers. */
- /* We only do `vcols` that are not overridden by `uvs`. */
- if (CustomData_get_named_layer_index(cd_ldata, CD_MLOOPUV, layer_name) == -1) {
- BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
- GPU_vertformat_alias_add(&format, attr_name);
+ if (U.experimental.use_sculpt_vertex_colors) {
+ for (int i = 0; i < 8; i++) {
+ if (svcol_layers & (1 << i)) {
+ char attr_name[32], attr_safe_name[GPU_MAX_SAFE_ATTR_NAME];
+ const char *layer_name = CustomData_get_layer_name(cd_vdata, CD_PROP_COLOR, i);
+ GPU_vertformat_safe_attr_name(layer_name, attr_safe_name, GPU_MAX_SAFE_ATTR_NAME);
+
+ BLI_snprintf(attr_name, sizeof(attr_name), "c%s", attr_safe_name);
+ GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_U16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+
+ if (i == CustomData_get_render_layer(cd_vdata, CD_PROP_COLOR)) {
+ GPU_vertformat_alias_add(&format, "c");
+ }
+ if (i == CustomData_get_active_layer(cd_vdata, CD_PROP_COLOR)) {
+ GPU_vertformat_alias_add(&format, "ac");
+ }
+ /* Gather number of auto layers. */
+ /* We only do `vcols` that are not overridden by `uvs`. */
+ if (CustomData_get_named_layer_index(cd_ldata, CD_MLOOPUV, layer_name) == -1) {
+ BLI_snprintf(attr_name, sizeof(attr_name), "a%s", attr_safe_name);
+ GPU_vertformat_alias_add(&format, attr_name);
+ }
}
}
}
@@ -2599,7 +2601,7 @@ static void *extract_vcol_init(const MeshRenderData *mr, void *buf)
}
}
- if (svcol_layers & (1 << i)) {
+ if (svcol_layers & (1 << i) && U.experimental.use_sculpt_vertex_colors) {
if (mr->extract_type == MR_EXTRACT_BMESH) {
int cd_ofs = CustomData_get_n_offset(cd_vdata, CD_PROP_COLOR, i);
BMIter f_iter;
@@ -2932,7 +2934,7 @@ static float evaluate_vertex_weight(const MDeformVert *dvert, const DRW_MeshWeig
if ((wstate->defgroup_active < 0) && (wstate->defgroup_len > 0)) {
return -2.0f;
}
- else if (dvert == NULL) {
+ if (dvert == NULL) {
return (wstate->alert_mode != OB_DRAW_GROUPUSER_NONE) ? -1.0f : 0.0f;
}
@@ -4291,7 +4293,7 @@ static void statvis_calc_sharp(const MeshRenderData *mr, float *r_sharp)
/* non-manifold edge, yet... */
continue;
}
- else if (*pval != NULL) {
+ if (*pval != NULL) {
const float *f1_no = mr->poly_normals[mp_index];
const float *f2_no = *pval;
angle = angle_normalized_v3v3(f1_no, f2_no);
@@ -4384,10 +4386,6 @@ static void *extract_fdots_pos_init(const MeshRenderData *mr, void *buf)
GPUVertBuf *vbo = buf;
GPU_vertbuf_init_with_format(vbo, &format);
GPU_vertbuf_data_alloc(vbo, mr->poly_len);
- if (!mr->use_subsurf_fdots) {
- /* Clear so we can accumulate on it. */
- memset(vbo->data, 0x0, mr->poly_len * vbo->format.stride);
- }
return vbo->data;
}
@@ -4396,12 +4394,20 @@ static void extract_fdots_pos_iter_poly_bm(const MeshRenderData *mr,
void *data)
{
float(*center)[3] = data;
- EXTRACT_POLY_AND_LOOP_FOREACH_BM_BEGIN(l, l_index, params, mr)
+
+ EXTRACT_POLY_FOREACH_BM_BEGIN(f, f_index, params, mr)
{
- float w = 1.0f / (float)l->f->len;
- madd_v3_v3fl(center[BM_elem_index_get(l->f)], bm_vert_co_get(mr, l->v), w);
+ float *co = center[f_index];
+ zero_v3(co);
+
+ BMLoop *l_iter, *l_first;
+ l_iter = l_first = BM_FACE_FIRST_LOOP(f);
+ do {
+ add_v3_v3(co, bm_vert_co_get(mr, l_iter->v));
+ } while ((l_iter = l_iter->next) != l_first);
+ mul_v3_fl(co, 1.0f / (float)f->len);
}
- EXTRACT_POLY_AND_LOOP_FOREACH_BM_END(l);
+ EXTRACT_POLY_FOREACH_BM_END;
}
static void extract_fdots_pos_iter_poly_mesh(const MeshRenderData *mr,
@@ -4409,20 +4415,34 @@ static void extract_fdots_pos_iter_poly_mesh(const MeshRenderData *mr,
void *data)
{
float(*center)[3] = (float(*)[3])data;
- EXTRACT_POLY_AND_LOOP_FOREACH_MESH_BEGIN(mp, mp_index, ml, ml_index, params, mr)
- {
- const MVert *mv = &mr->mvert[ml->v];
- if (mr->use_subsurf_fdots) {
+ const MVert *mvert = mr->mvert;
+ const MLoop *mloop = mr->mloop;
+
+ if (mr->use_subsurf_fdots) {
+ EXTRACT_POLY_AND_LOOP_FOREACH_MESH_BEGIN(mp, mp_index, ml, ml_index, params, mr)
+ {
+ const MVert *mv = &mr->mvert[ml->v];
if (mv->flag & ME_VERT_FACEDOT) {
copy_v3_v3(center[mp_index], mv->co);
}
}
- else {
- float w = 1.0f / (float)mp->totloop;
- madd_v3_v3fl(center[mp_index], mv->co, w);
+ EXTRACT_POLY_AND_LOOP_FOREACH_MESH_END;
+ }
+ else {
+ EXTRACT_POLY_FOREACH_MESH_BEGIN(mp, mp_index, params, mr)
+ {
+ float *co = center[mp_index];
+ zero_v3(co);
+
+ const MLoop *ml = &mloop[mp->loopstart];
+ for (int i = 0; i < mp->totloop; i++, ml++) {
+ const MVert *mv = &mvert[ml->v];
+ add_v3_v3(center[mp_index], mv->co);
+ }
+ mul_v3_fl(co, 1.0f / (float)mp->totloop);
}
+ EXTRACT_POLY_FOREACH_MESH_END;
}
- EXTRACT_POLY_AND_LOOP_FOREACH_MESH_END;
}
static const MeshExtract extract_fdots_pos = {
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
index 5cf1c24af0b..784e52cfa17 100644
--- a/source/blender/draw/intern/draw_cache_impl.h
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_CACHE_IMPL_H__
-#define __DRAW_CACHE_IMPL_H__
+#pragma once
struct GPUBatch;
struct GPUIndexBuf;
@@ -144,6 +143,10 @@ int DRW_hair_material_count_get(struct Hair *hair);
int DRW_pointcloud_material_count_get(struct PointCloud *pointcloud);
struct GPUBatch *DRW_pointcloud_batch_cache_get_dots(struct Object *ob);
+struct GPUBatch *DRW_pointcloud_batch_cache_get_surface(struct Object *ob);
+struct GPUBatch **DRW_cache_pointcloud_surface_shaded_get(struct Object *ob,
+ struct GPUMaterial **gpumat_array,
+ uint gpumat_array_len);
/* Volume */
int DRW_volume_material_count_get(struct Volume *volume);
@@ -250,5 +253,3 @@ struct GPUBatch *DRW_particles_batch_cache_get_edit_inner_points(struct Object *
struct GPUBatch *DRW_particles_batch_cache_get_edit_tip_points(struct Object *object,
struct ParticleSystem *psys,
struct PTCacheEdit *edit);
-
-#endif /* __DRAW_CACHE_IMPL_H__ */
diff --git a/source/blender/draw/intern/draw_cache_impl_gpencil.c b/source/blender/draw/intern/draw_cache_impl_gpencil.c
index 53e04fb61ee..0ab14574fa6 100644
--- a/source/blender/draw/intern/draw_cache_impl_gpencil.c
+++ b/source/blender/draw/intern/draw_cache_impl_gpencil.c
@@ -135,9 +135,8 @@ static GpencilBatchCache *gpencil_batch_cache_get(Object *ob, int cfra)
gpencil_batch_cache_clear(cache);
return gpencil_batch_cache_init(ob, cfra);
}
- else {
- return cache;
- }
+
+ return cache;
}
void DRW_gpencil_batch_cache_dirty_tag(bGPdata *gpd)
@@ -150,7 +149,6 @@ void DRW_gpencil_batch_cache_free(bGPdata *gpd)
gpencil_batch_cache_clear(gpd->runtime.gpencil_cache);
MEM_SAFE_FREE(gpd->runtime.gpencil_cache);
gpd->flag |= GP_DATA_CACHE_IS_DIRTY;
- return;
}
/** \} */
@@ -273,7 +271,7 @@ static void gpencil_buffer_add_point(gpStrokeVert *verts,
int v,
bool is_endpoint)
{
- /* Note: we use the sign of stength and thickness to pass cap flag. */
+ /* Note: we use the sign of strength and thickness to pass cap flag. */
const bool round_cap0 = (gps->caps[0] == GP_STROKE_CAP_ROUND);
const bool round_cap1 = (gps->caps[1] == GP_STROKE_CAP_ROUND);
gpStrokeVert *vert = &verts[v];
diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c
index 66a67d6b8fe..0f80b5159a7 100644
--- a/source/blender/draw/intern/draw_cache_impl_lattice.c
+++ b/source/blender/draw/intern/draw_cache_impl_lattice.c
@@ -83,10 +83,9 @@ static int lattice_render_verts_len_get(Lattice *lt)
if ((lt->flag & LT_OUTSIDE) == 0) {
return vert_len_calc(u, v, w);
}
- else {
- /* TODO remove internal coords */
- return vert_len_calc(u, v, w);
- }
+
+ /* TODO remove internal coords */
+ return vert_len_calc(u, v, w);
}
static int lattice_render_edges_len_get(Lattice *lt)
@@ -102,10 +101,9 @@ static int lattice_render_edges_len_get(Lattice *lt)
if ((lt->flag & LT_OUTSIDE) == 0) {
return edge_len_calc(u, v, w);
}
- else {
- /* TODO remove internal coords */
- return edge_len_calc(u, v, w);
- }
+
+ /* TODO remove internal coords */
+ return edge_len_calc(u, v, w);
}
/* ---------------------------------------------------------------------- */
@@ -252,12 +250,11 @@ static bool lattice_batch_cache_valid(Lattice *lt)
if (cache->is_dirty) {
return false;
}
- else {
- if ((cache->dims.u_len != lt->pntsu) || (cache->dims.v_len != lt->pntsv) ||
- (cache->dims.w_len != lt->pntsw) ||
- ((cache->show_only_outside != ((lt->flag & LT_OUTSIDE) != 0)))) {
- return false;
- }
+
+ if ((cache->dims.u_len != lt->pntsu) || (cache->dims.v_len != lt->pntsv) ||
+ (cache->dims.w_len != lt->pntsw) ||
+ ((cache->show_only_outside != ((lt->flag & LT_OUTSIDE) != 0)))) {
+ return false;
}
return true;
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index ea1717f0684..d6faeb16583 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -74,22 +74,30 @@ static void mesh_batch_cache_clear(Mesh *me);
/* Return true is all layers in _b_ are inside _a_. */
BLI_INLINE bool mesh_cd_layers_type_overlap(DRW_MeshCDMask a, DRW_MeshCDMask b)
{
- return (*((uint32_t *)&a) & *((uint32_t *)&b)) == *((uint32_t *)&b);
+ return (*((uint64_t *)&a) & *((uint64_t *)&b)) == *((uint64_t *)&b);
}
BLI_INLINE bool mesh_cd_layers_type_equal(DRW_MeshCDMask a, DRW_MeshCDMask b)
{
- return *((uint32_t *)&a) == *((uint32_t *)&b);
+ return *((uint64_t *)&a) == *((uint64_t *)&b);
}
BLI_INLINE void mesh_cd_layers_type_merge(DRW_MeshCDMask *a, DRW_MeshCDMask b)
{
- atomic_fetch_and_or_uint32((uint32_t *)a, *(uint32_t *)&b);
+ uint32_t *a_p = (uint32_t *)a;
+ uint32_t *b_p = (uint32_t *)&b;
+ atomic_fetch_and_or_uint32(a_p, *b_p);
+ atomic_fetch_and_or_uint32(a_p + 1, *(b_p + 1));
}
BLI_INLINE void mesh_cd_layers_type_clear(DRW_MeshCDMask *a)
{
- *((uint32_t *)a) = 0;
+ *((uint64_t *)a) = 0;
+}
+
+BLI_INLINE const Mesh *editmesh_final_or_this(const Mesh *me)
+{
+ return (me->edit_mesh && me->edit_mesh->mesh_eval_final) ? me->edit_mesh->mesh_eval_final : me;
}
static void mesh_cd_calc_edit_uv_layer(const Mesh *UNUSED(me), DRW_MeshCDMask *cd_used)
@@ -129,7 +137,7 @@ BLI_INLINE const CustomData *mesh_cd_vdata_get_from_mesh(const Mesh *me)
static void mesh_cd_calc_active_uv_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
- const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
+ const Mesh *me_final = editmesh_final_or_this(me);
const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
int layer = CustomData_get_active_layer(cd_ldata, CD_MLOOPUV);
if (layer != -1) {
@@ -139,7 +147,7 @@ static void mesh_cd_calc_active_uv_layer(const Mesh *me, DRW_MeshCDMask *cd_used
static void mesh_cd_calc_active_mask_uv_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
- const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
+ const Mesh *me_final = editmesh_final_or_this(me);
const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
int layer = CustomData_get_stencil_layer(cd_ldata, CD_MLOOPUV);
if (layer != -1) {
@@ -149,7 +157,7 @@ static void mesh_cd_calc_active_mask_uv_layer(const Mesh *me, DRW_MeshCDMask *cd
static void mesh_cd_calc_active_vcol_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
- const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
+ const Mesh *me_final = editmesh_final_or_this(me);
const CustomData *cd_vdata = mesh_cd_vdata_get_from_mesh(me_final);
int layer = CustomData_get_active_layer(cd_vdata, CD_PROP_COLOR);
@@ -160,7 +168,7 @@ static void mesh_cd_calc_active_vcol_layer(const Mesh *me, DRW_MeshCDMask *cd_us
static void mesh_cd_calc_active_mloopcol_layer(const Mesh *me, DRW_MeshCDMask *cd_used)
{
- const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
+ const Mesh *me_final = editmesh_final_or_this(me);
const CustomData *cd_ldata = &me_final->ldata;
int layer = CustomData_get_active_layer(cd_ldata, CD_MLOOPCOL);
@@ -173,7 +181,7 @@ static DRW_MeshCDMask mesh_cd_calc_used_gpu_layers(const Mesh *me,
struct GPUMaterial **gpumat_array,
int gpumat_array_len)
{
- const Mesh *me_final = (me->edit_mesh) ? me->edit_mesh->mesh_eval_final : me;
+ const Mesh *me_final = editmesh_final_or_this(me);
const CustomData *cd_ldata = mesh_cd_ldata_get_from_mesh(me_final);
const CustomData *cd_vdata = mesh_cd_vdata_get_from_mesh(me_final);
@@ -200,14 +208,17 @@ static DRW_MeshCDMask mesh_cd_calc_used_gpu_layers(const Mesh *me,
type = CD_MTFACE;
if (layer == -1) {
- layer = CustomData_get_named_layer(cd_ldata, CD_MLOOPCOL, name);
- type = CD_MCOL;
+ if (U.experimental.use_sculpt_vertex_colors) {
+ layer = CustomData_get_named_layer(cd_vdata, CD_PROP_COLOR, name);
+ type = CD_PROP_COLOR;
+ }
}
if (layer == -1) {
- layer = CustomData_get_named_layer(cd_vdata, CD_PROP_COLOR, name);
- type = CD_PROP_COLOR;
+ layer = CustomData_get_named_layer(cd_ldata, CD_MLOOPCOL, name);
+ type = CD_MCOL;
}
+
#if 0 /* Tangents are always from UV's - this will never happen. */
if (layer == -1) {
layer = CustomData_get_named_layer(cd_ldata, CD_TANGENT, name);
@@ -257,13 +268,26 @@ static DRW_MeshCDMask mesh_cd_calc_used_gpu_layers(const Mesh *me,
}
case CD_PROP_COLOR: {
/* Sculpt Vertex Colors */
+ bool use_mloop_cols = false;
if (layer == -1) {
layer = (name[0] != '\0') ?
CustomData_get_named_layer(cd_vdata, CD_PROP_COLOR, name) :
CustomData_get_render_layer(cd_vdata, CD_PROP_COLOR);
+ /* Fallback to Vertex Color data */
+ if (layer == -1) {
+ layer = (name[0] != '\0') ?
+ CustomData_get_named_layer(cd_ldata, CD_MLOOPCOL, name) :
+ CustomData_get_render_layer(cd_ldata, CD_MLOOPCOL);
+ use_mloop_cols = true;
+ }
}
if (layer != -1) {
- cd_used.sculpt_vcol |= (1 << layer);
+ if (use_mloop_cols) {
+ cd_used.vcol |= (1 << layer);
+ }
+ else {
+ cd_used.sculpt_vcol |= (1 << layer);
+ }
}
break;
}
@@ -508,14 +532,26 @@ static void mesh_batch_cache_check_vertex_group(MeshBatchCache *cache,
}
}
-static void mesh_batch_cache_discard_shaded_batches(MeshBatchCache *cache)
+static void mesh_batch_cache_request_surface_batches(MeshBatchCache *cache)
{
+ mesh_batch_cache_add_request(cache, MBC_SURFACE);
+ DRW_batch_request(&cache->batch.surface);
+ if (cache->surface_per_mat) {
+ for (int i = 0; i < cache->mat_len; i++) {
+ DRW_batch_request(&cache->surface_per_mat[i]);
+ }
+ }
+}
+
+static void mesh_batch_cache_discard_surface_batches(MeshBatchCache *cache)
+{
+ GPU_BATCH_DISCARD_SAFE(cache->batch.surface);
if (cache->surface_per_mat) {
for (int i = 0; i < cache->mat_len; i++) {
GPU_BATCH_DISCARD_SAFE(cache->surface_per_mat[i]);
}
}
- cache->batch_ready &= ~MBC_SURF_PER_MAT;
+ cache->batch_ready &= ~MBC_SURFACE;
}
static void mesh_batch_cache_discard_shaded_tri(MeshBatchCache *cache)
@@ -527,7 +563,7 @@ static void mesh_batch_cache_discard_shaded_tri(MeshBatchCache *cache)
GPU_VERTBUF_DISCARD_SAFE(mbufcache->vbo.vcol);
GPU_VERTBUF_DISCARD_SAFE(mbufcache->vbo.orco);
}
- mesh_batch_cache_discard_shaded_batches(cache);
+ mesh_batch_cache_discard_surface_batches(cache);
mesh_cd_layers_type_clear(&cache->cd_used);
MEM_SAFE_FREE(cache->surface_per_mat);
@@ -567,10 +603,7 @@ static void mesh_batch_cache_discard_uvedit(MeshBatchCache *cache)
cache->cd_used.edit_uv = 0;
/* Discard other batches that uses vbo.uv */
- mesh_batch_cache_discard_shaded_batches(cache);
-
- GPU_BATCH_DISCARD_SAFE(cache->batch.surface);
- cache->batch_ready &= ~MBC_SURFACE;
+ mesh_batch_cache_discard_surface_batches(cache);
}
static void mesh_batch_cache_discard_uvedit_select(MeshBatchCache *cache)
@@ -632,12 +665,8 @@ void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
GPU_BATCH_DISCARD_SAFE(cache->batch.surface);
GPU_BATCH_DISCARD_SAFE(cache->batch.wire_loops);
GPU_BATCH_DISCARD_SAFE(cache->batch.wire_edges);
- if (cache->surface_per_mat) {
- for (int i = 0; i < cache->mat_len; i++) {
- GPU_BATCH_DISCARD_SAFE(cache->surface_per_mat[i]);
- }
- }
- cache->batch_ready &= ~(MBC_SURFACE | MBC_WIRE_EDGES | MBC_WIRE_LOOPS | MBC_SURF_PER_MAT);
+ mesh_batch_cache_discard_surface_batches(cache);
+ cache->batch_ready &= ~(MBC_SURFACE | MBC_WIRE_EDGES | MBC_WIRE_LOOPS);
break;
case BKE_MESH_BATCH_DIRTY_ALL:
cache->is_dirty = true;
@@ -763,8 +792,8 @@ GPUBatch *DRW_mesh_batch_cache_get_all_edges(Mesh *me)
GPUBatch *DRW_mesh_batch_cache_get_surface(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
- mesh_batch_cache_add_request(cache, MBC_SURFACE);
- return DRW_batch_request(&cache->batch.surface);
+ mesh_batch_cache_request_surface_batches(cache);
+ return cache->batch.surface;
}
GPUBatch *DRW_mesh_batch_cache_get_loose_edges(Mesh *me)
@@ -774,9 +803,8 @@ GPUBatch *DRW_mesh_batch_cache_get_loose_edges(Mesh *me)
if (cache->no_loose_wire) {
return NULL;
}
- else {
- return DRW_batch_request(&cache->batch.loose_edges);
- }
+
+ return DRW_batch_request(&cache->batch.loose_edges);
}
GPUBatch *DRW_mesh_batch_cache_get_surface_weights(Mesh *me)
@@ -822,23 +850,15 @@ GPUBatch **DRW_mesh_batch_cache_get_surface_shaded(Mesh *me,
BLI_assert(gpumat_array_len == cache->mat_len);
mesh_cd_layers_type_merge(&cache->cd_needed, cd_needed);
-
- mesh_batch_cache_add_request(cache, MBC_SURF_PER_MAT);
-
- for (int i = 0; i < cache->mat_len; i++) {
- DRW_batch_request(&cache->surface_per_mat[i]);
- }
+ mesh_batch_cache_request_surface_batches(cache);
return cache->surface_per_mat;
}
GPUBatch **DRW_mesh_batch_cache_get_surface_texpaint(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
- mesh_batch_cache_add_request(cache, MBC_SURF_PER_MAT);
texpaint_request_active_uv(cache, me);
- for (int i = 0; i < cache->mat_len; i++) {
- DRW_batch_request(&cache->surface_per_mat[i]);
- }
+ mesh_batch_cache_request_surface_batches(cache);
return cache->surface_per_mat;
}
@@ -846,24 +866,24 @@ GPUBatch *DRW_mesh_batch_cache_get_surface_texpaint_single(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
texpaint_request_active_uv(cache, me);
- mesh_batch_cache_add_request(cache, MBC_SURFACE);
- return DRW_batch_request(&cache->batch.surface);
+ mesh_batch_cache_request_surface_batches(cache);
+ return cache->batch.surface;
}
GPUBatch *DRW_mesh_batch_cache_get_surface_vertpaint(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
texpaint_request_active_vcol(cache, me);
- mesh_batch_cache_add_request(cache, MBC_SURFACE);
- return DRW_batch_request(&cache->batch.surface);
+ mesh_batch_cache_request_surface_batches(cache);
+ return cache->batch.surface;
}
GPUBatch *DRW_mesh_batch_cache_get_surface_sculpt(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
sculpt_request_active_vcol(cache, me);
- mesh_batch_cache_add_request(cache, MBC_SURFACE);
- return DRW_batch_request(&cache->batch.surface);
+ mesh_batch_cache_request_surface_batches(cache);
+ return cache->batch.surface;
}
int DRW_mesh_material_count_get(Mesh *me)
@@ -881,8 +901,7 @@ GPUVertBuf *DRW_mesh_batch_cache_pos_vertbuf_get(Mesh *me)
{
MeshBatchCache *cache = mesh_batch_cache_get(me);
/* Request surface to trigger the vbo filling. Otherwise it may do nothing. */
- mesh_batch_cache_add_request(cache, MBC_SURFACE);
- DRW_batch_request(&cache->batch.surface);
+ mesh_batch_cache_request_surface_batches(cache);
DRW_vbo_request(NULL, &cache->final.vbo.pos_nor);
return cache->final.vbo.pos_nor;
@@ -1103,6 +1122,40 @@ void DRW_mesh_batch_cache_free_old(Mesh *me, int ctime)
mesh_cd_layers_type_clear(&cache->cd_used_over_time);
}
+#ifdef DEBUG
+/* Sanity check function to test if all requested batches are available. */
+static void drw_mesh_batch_cache_check_available(struct TaskGraph *task_graph, Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+ /* Make sure all requested batches have been setup. */
+ /* Note: The next line creates a different scheduling than during release builds what can lead to
+ * some issues (See T77867 where we needed to disable this function in order to debug what was
+ * happening in release builds). */
+ BLI_task_graph_work_and_wait(task_graph);
+ for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) {
+ BLI_assert(!DRW_batch_requested(((GPUBatch **)&cache->batch)[i], 0));
+ }
+ for (int i = 0; i < sizeof(cache->final.vbo) / sizeof(void *); i++) {
+ BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->final.vbo)[i]));
+ }
+ for (int i = 0; i < sizeof(cache->final.ibo) / sizeof(void *); i++) {
+ BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->final.ibo)[i]));
+ }
+ for (int i = 0; i < sizeof(cache->cage.vbo) / sizeof(void *); i++) {
+ BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->cage.vbo)[i]));
+ }
+ for (int i = 0; i < sizeof(cache->cage.ibo) / sizeof(void *); i++) {
+ BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->cage.ibo)[i]));
+ }
+ for (int i = 0; i < sizeof(cache->uv_cage.vbo) / sizeof(void *); i++) {
+ BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->uv_cage.vbo)[i]));
+ }
+ for (int i = 0; i < sizeof(cache->uv_cage.ibo) / sizeof(void *); i++) {
+ BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->uv_cage.ibo)[i]));
+ }
+}
+#endif
+
/* Can be called for any surface type. Mesh *me is the final mesh. */
void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
Object *ob,
@@ -1123,10 +1176,9 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
/* Early out */
if (cache->batch_requested == 0) {
#ifdef DEBUG
- goto check;
-#else
- return;
+ drw_mesh_batch_cache_check_available(task_graph, me);
#endif
+ return;
}
/* Sanity check. */
@@ -1151,30 +1203,8 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
}
}
- /* HACK: if MBC_SURF_PER_MAT is requested and ibo.tris is already available, it won't have it's
- * index ranges initialized. So discard ibo.tris in order to recreate it.
- * This needs to happen before saved_elem_ranges is populated. */
- if ((batch_requested & MBC_SURF_PER_MAT) != 0 && (cache->batch_ready & MBC_SURF_PER_MAT) == 0) {
- FOREACH_MESH_BUFFER_CACHE (cache, mbuffercache) {
- GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.tris);
- }
- /* Clear all batches that reference ibo.tris. */
- GPU_BATCH_CLEAR_SAFE(cache->batch.surface);
- GPU_BATCH_CLEAR_SAFE(cache->batch.surface_weights);
- GPU_BATCH_CLEAR_SAFE(cache->batch.edit_mesh_analysis);
- GPU_BATCH_CLEAR_SAFE(cache->batch.edit_triangles);
- GPU_BATCH_CLEAR_SAFE(cache->batch.edit_lnor);
- GPU_BATCH_CLEAR_SAFE(cache->batch.edit_selection_faces);
- for (int i = 0; i < cache->mat_len; i++) {
- GPU_BATCH_CLEAR_SAFE(cache->surface_per_mat[i]);
- }
-
- cache->batch_ready &= ~(MBC_SURFACE | MBC_SURFACE_WEIGHTS | MBC_EDIT_MESH_ANALYSIS |
- MBC_EDIT_TRIANGLES | MBC_EDIT_LNOR | MBC_EDIT_SELECTION_FACES);
- }
-
if (batch_requested &
- (MBC_SURFACE | MBC_SURF_PER_MAT | MBC_WIRE_LOOPS_UVS | MBC_EDITUV_FACES_STRETCH_AREA |
+ (MBC_SURFACE | MBC_WIRE_LOOPS_UVS | MBC_EDITUV_FACES_STRETCH_AREA |
MBC_EDITUV_FACES_STRETCH_ANGLE | MBC_EDITUV_FACES | MBC_EDITUV_EDGES | MBC_EDITUV_VERTS)) {
/* Modifiers will only generate an orco layer if the mesh is deformed. */
if (cache->cd_needed.orco != 0) {
@@ -1227,7 +1257,7 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
GPU_BATCH_CLEAR_SAFE(cache->surface_per_mat[i]);
}
GPU_BATCH_CLEAR_SAFE(cache->batch.surface);
- cache->batch_ready &= ~(MBC_SURFACE | MBC_SURF_PER_MAT);
+ cache->batch_ready &= ~(MBC_SURFACE);
mesh_cd_layers_type_merge(&cache->cd_used, cache->cd_needed);
}
@@ -1243,9 +1273,11 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
FOREACH_MESH_BUFFER_CACHE (cache, mbuffercache) {
GPU_VERTBUF_DISCARD_SAFE(mbuffercache->vbo.edituv_data);
GPU_VERTBUF_DISCARD_SAFE(mbuffercache->vbo.fdots_uv);
+ GPU_VERTBUF_DISCARD_SAFE(mbuffercache->vbo.fdots_edituv_data);
GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_tris);
GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_lines);
GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_points);
+ GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_fdots);
}
/* We only clear the batches as they may already have been
* referenced. */
@@ -1263,10 +1295,9 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
/* Second chance to early out */
if ((batch_requested & ~cache->batch_ready) == 0) {
#ifdef DEBUG
- goto check;
-#else
- return;
+ drw_mesh_batch_cache_check_available(task_graph, me);
#endif
+ return;
}
cache->batch_ready |= batch_requested;
@@ -1518,32 +1549,7 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph,
ts,
use_hide);
#ifdef DEBUG
-check:
- /* Make sure all requested batches have been setup. */
- /* TODO(jbakker): we should move this to the draw_manager but that needs refactoring and
- * additional looping.*/
- BLI_task_graph_work_and_wait(task_graph);
- for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) {
- BLI_assert(!DRW_batch_requested(((GPUBatch **)&cache->batch)[i], 0));
- }
- for (int i = 0; i < sizeof(cache->final.vbo) / sizeof(void *); i++) {
- BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->final.vbo)[i]));
- }
- for (int i = 0; i < sizeof(cache->final.ibo) / sizeof(void *); i++) {
- BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->final.ibo)[i]));
- }
- for (int i = 0; i < sizeof(cache->cage.vbo) / sizeof(void *); i++) {
- BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->cage.vbo)[i]));
- }
- for (int i = 0; i < sizeof(cache->cage.ibo) / sizeof(void *); i++) {
- BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->cage.ibo)[i]));
- }
- for (int i = 0; i < sizeof(cache->uv_cage.vbo) / sizeof(void *); i++) {
- BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->uv_cage.vbo)[i]));
- }
- for (int i = 0; i < sizeof(cache->uv_cage.ibo) / sizeof(void *); i++) {
- BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->uv_cage.ibo)[i]));
- }
+ drw_mesh_batch_cache_check_available(task_graph, me);
#endif
}
diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c
index 331a1f80bec..3ecdbff1e96 100644
--- a/source/blender/draw/intern/draw_cache_impl_particles.c
+++ b/source/blender/draw/intern/draw_cache_impl_particles.c
@@ -128,9 +128,8 @@ static bool particle_batch_cache_valid(ParticleSystem *psys)
if (cache->is_dirty == false) {
return true;
}
- else {
- return false;
- }
+
+ return false;
return true;
}
@@ -647,14 +646,13 @@ static float particle_key_weight(const ParticleData *particle, int strand, float
if (t == 1.0) {
return hkeys[part->totkey - 1].weight;
}
- else {
- float interp = t / edit_key_seg_t;
- int index = (int)interp;
- interp -= floorf(interp); /* Time between 2 edit key */
- float s1 = hkeys[index].weight;
- float s2 = hkeys[index + 1].weight;
- return s1 + interp * (s2 - s1);
- }
+
+ float interp = t / edit_key_seg_t;
+ int index = (int)interp;
+ interp -= floorf(interp); /* Time between 2 edit key */
+ float s1 = hkeys[index].weight;
+ float s2 = hkeys[index + 1].weight;
+ return s1 + interp * (s2 - s1);
}
static int particle_batch_cache_fill_segments_edit(
diff --git a/source/blender/draw/intern/draw_cache_impl_pointcloud.c b/source/blender/draw/intern/draw_cache_impl_pointcloud.c
index 53939b35285..06cedb9f72c 100644
--- a/source/blender/draw/intern/draw_cache_impl_pointcloud.c
+++ b/source/blender/draw/intern/draw_cache_impl_pointcloud.c
@@ -28,6 +28,7 @@
#include "MEM_guardedalloc.h"
#include "BLI_math_base.h"
+#include "BLI_math_vector.h"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
@@ -45,11 +46,18 @@ static void pointcloud_batch_cache_clear(PointCloud *pointcloud);
/* PointCloud GPUBatch Cache */
typedef struct PointCloudBatchCache {
- GPUVertBuf *pos;
- GPUBatch *batch;
+ GPUVertBuf *pos; /* Position and radius. */
+ GPUVertBuf *geom; /* Instanced geometry for each point in the cloud (small sphere). */
+ GPUIndexBuf *geom_indices;
+
+ GPUBatch *dots;
+ GPUBatch *surface;
+ GPUBatch **surface_per_mat;
/* settings to determine if cache is invalid */
bool is_dirty;
+
+ int mat_len;
} PointCloudBatchCache;
/* GPUBatch cache management. */
@@ -57,7 +65,14 @@ typedef struct PointCloudBatchCache {
static bool pointcloud_batch_cache_valid(PointCloud *pointcloud)
{
PointCloudBatchCache *cache = pointcloud->batch_cache;
- return (cache && cache->is_dirty == false);
+
+ if (cache == NULL) {
+ return false;
+ }
+ if (cache->mat_len != DRW_pointcloud_material_count_get(pointcloud)) {
+ return false;
+ }
+ return cache->is_dirty == false;
}
static void pointcloud_batch_cache_init(PointCloud *pointcloud)
@@ -71,6 +86,10 @@ static void pointcloud_batch_cache_init(PointCloud *pointcloud)
memset(cache, 0, sizeof(*cache));
}
+ cache->mat_len = DRW_pointcloud_material_count_get(pointcloud);
+ cache->surface_per_mat = MEM_callocN(sizeof(GPUBatch *) * cache->mat_len,
+ "pointcloud suface_per_mat");
+
cache->is_dirty = false;
}
@@ -109,8 +128,18 @@ static void pointcloud_batch_cache_clear(PointCloud *pointcloud)
return;
}
- GPU_BATCH_DISCARD_SAFE(cache->batch);
+ GPU_BATCH_DISCARD_SAFE(cache->dots);
+ GPU_BATCH_DISCARD_SAFE(cache->surface);
GPU_VERTBUF_DISCARD_SAFE(cache->pos);
+ GPU_VERTBUF_DISCARD_SAFE(cache->geom);
+ GPU_INDEXBUF_DISCARD_SAFE(cache->geom_indices);
+
+ if (cache->surface_per_mat) {
+ for (int i = 0; i < cache->mat_len; i++) {
+ GPU_BATCH_DISCARD_SAFE(cache->surface_per_mat[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->surface_per_mat);
}
void DRW_pointcloud_batch_cache_free(PointCloud *pointcloud)
@@ -126,35 +155,84 @@ static void pointcloud_batch_cache_ensure_pos(Object *ob, PointCloudBatchCache *
}
PointCloud *pointcloud = ob->data;
+ const bool has_radius = pointcloud->radius != NULL;
static GPUVertFormat format = {0};
- static uint pos_id;
- static uint radius_id;
+ static GPUVertFormat format_no_radius = {0};
+ static uint pos;
if (format.attr_len == 0) {
/* initialize vertex format */
- pos_id = GPU_vertformat_attr_add(&format, "pointcloud_pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- radius_id = GPU_vertformat_attr_add(
- &format, "pointcloud_radius", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ /* From the opengl wiki:
+ * Note that size does not have to exactly match the size used by the vertex shader. If the
+ * vertex shader has fewer components than the attribute provides, then the extras are ignored.
+ * If the vertex shader has more components than the array provides, the extras are given
+ * values from the vector (0, 0, 0, 1) for the missing XYZW components.
+ */
+ pos = GPU_vertformat_attr_add(&format_no_radius, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
- GPU_VERTBUF_DISCARD_SAFE(cache->pos);
- cache->pos = GPU_vertbuf_create_with_format(&format);
+ cache->pos = GPU_vertbuf_create_with_format(has_radius ? &format : &format_no_radius);
GPU_vertbuf_data_alloc(cache->pos, pointcloud->totpoint);
- GPU_vertbuf_attr_fill(cache->pos, pos_id, pointcloud->co);
- if (pointcloud->radius) {
- GPU_vertbuf_attr_fill(cache->pos, radius_id, pointcloud->radius);
- }
- else if (pointcloud->totpoint) {
- /* TODO: optimize for constant radius by not including in vertex buffer at all? */
- float *radius = MEM_malloc_arrayN(pointcloud->totpoint, sizeof(float), __func__);
+ if (has_radius) {
+ float(*vbo_data)[4] = (float(*)[4])cache->pos->data;
for (int i = 0; i < pointcloud->totpoint; i++) {
- /* TODO: add default radius to PointCloud data structure. */
- radius[i] = 0.01f;
+ copy_v3_v3(vbo_data[i], pointcloud->co[i]);
+ /* TODO(fclem) remove multiplication here. Here only for keeping the size correct for now. */
+ vbo_data[i][3] = pointcloud->radius[i] * 100.0f;
}
- GPU_vertbuf_attr_fill(cache->pos, radius_id, radius);
- MEM_freeN(radius);
}
+ else {
+ GPU_vertbuf_attr_fill(cache->pos, pos, pointcloud->co);
+ }
+}
+
+static const float half_octahedron_normals[5][3] = {
+ {0.0f, 0.0f, 1.0f},
+ {1.0f, 0.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f},
+ {-1.0f, 0.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f},
+};
+
+static const uint half_octahedron_tris[4][3] = {
+ {0, 1, 2},
+ {0, 2, 3},
+ {0, 3, 4},
+ {0, 4, 1},
+};
+
+static void pointcloud_batch_cache_ensure_geom(Object *UNUSED(ob), PointCloudBatchCache *cache)
+{
+ if (cache->geom != NULL) {
+ return;
+ }
+
+ static GPUVertFormat format = {0};
+ static uint pos;
+ if (format.attr_len == 0) {
+ /* initialize vertex format */
+ pos = GPU_vertformat_attr_add(&format, "pos_inst", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ GPU_vertformat_alias_add(&format, "nor");
+ }
+
+ cache->geom = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(cache->geom, ARRAY_SIZE(half_octahedron_normals));
+
+ GPU_vertbuf_attr_fill(cache->geom, pos, half_octahedron_normals);
+
+ GPUIndexBufBuilder builder;
+ GPU_indexbuf_init(&builder,
+ GPU_PRIM_TRIS,
+ ARRAY_SIZE(half_octahedron_tris),
+ ARRAY_SIZE(half_octahedron_normals));
+
+ for (int i = 0; i < ARRAY_SIZE(half_octahedron_tris); i++) {
+ GPU_indexbuf_add_tri_verts(&builder, UNPACK3(half_octahedron_tris[i]));
+ }
+
+ cache->geom_indices = GPU_indexbuf_build(&builder);
}
GPUBatch *DRW_pointcloud_batch_cache_get_dots(Object *ob)
@@ -162,12 +240,48 @@ GPUBatch *DRW_pointcloud_batch_cache_get_dots(Object *ob)
PointCloud *pointcloud = ob->data;
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
- if (cache->batch == NULL) {
+ if (cache->dots == NULL) {
pointcloud_batch_cache_ensure_pos(ob, cache);
- cache->batch = GPU_batch_create(GPU_PRIM_POINTS, cache->pos, NULL);
+ cache->dots = GPU_batch_create(GPU_PRIM_POINTS, cache->pos, NULL);
+ }
+
+ return cache->dots;
+}
+
+GPUBatch *DRW_pointcloud_batch_cache_get_surface(Object *ob)
+{
+ PointCloud *pointcloud = ob->data;
+ PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
+
+ if (cache->surface == NULL) {
+ pointcloud_batch_cache_ensure_pos(ob, cache);
+ pointcloud_batch_cache_ensure_geom(ob, cache);
+
+ cache->surface = GPU_batch_create(GPU_PRIM_TRIS, cache->geom, cache->geom_indices);
+ GPU_batch_instbuf_add_ex(cache->surface, cache->pos, false);
+ }
+
+ return cache->surface;
+}
+
+GPUBatch **DRW_cache_pointcloud_surface_shaded_get(Object *ob,
+ struct GPUMaterial **UNUSED(gpumat_array),
+ uint gpumat_array_len)
+{
+ PointCloud *pointcloud = ob->data;
+ PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
+ BLI_assert(cache->mat_len == gpumat_array_len);
+ UNUSED_VARS(gpumat_array_len);
+
+ if (cache->surface_per_mat[0] == NULL) {
+ pointcloud_batch_cache_ensure_pos(ob, cache);
+ pointcloud_batch_cache_ensure_geom(ob, cache);
+
+ cache->surface_per_mat[0] = GPU_batch_create(GPU_PRIM_TRIS, cache->geom, cache->geom_indices);
+ GPU_batch_instbuf_add_ex(cache->surface_per_mat[0], cache->pos, false);
}
- return cache->batch;
+ return cache->surface_per_mat;
}
int DRW_pointcloud_material_count_get(PointCloud *pointcloud)
diff --git a/source/blender/draw/intern/draw_cache_impl_volume.c b/source/blender/draw/intern/draw_cache_impl_volume.c
index 9c2c075ab4f..e07f5b33d58 100644
--- a/source/blender/draw/intern/draw_cache_impl_volume.c
+++ b/source/blender/draw/intern/draw_cache_impl_volume.c
@@ -266,7 +266,7 @@ static DRWVolumeGrid *volume_grid_cache_get(Volume *volume,
NULL);
GPU_texture_bind(cache_grid->texture, 0);
- GPU_texture_swizzle_channel_auto(cache_grid->texture, channels);
+ GPU_texture_swizzle_set(cache_grid->texture, (channels == 3) ? "rgb1" : "rrr1");
GPU_texture_wrap_mode(cache_grid->texture, false, false);
GPU_texture_unbind(cache_grid->texture);
diff --git a/source/blender/draw/intern/draw_cache_inline.h b/source/blender/draw/intern/draw_cache_inline.h
index 67f44b5fb0c..bb3a908c6c5 100644
--- a/source/blender/draw/intern/draw_cache_inline.h
+++ b/source/blender/draw/intern/draw_cache_inline.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_CACHE_INLINE_H__
-#define __DRAW_CACHE_INLINE_H__
+#pragma once
#include "GPU_batch.h"
#include "MEM_guardedalloc.h"
@@ -110,5 +109,3 @@ BLI_INLINE bool DRW_vbo_requested(GPUVertBuf *vbo)
{
return (vbo != NULL && vbo->format.attr_len == 0);
}
-
-#endif /* __DRAW_CACHE_INLINE_H__ */
diff --git a/source/blender/draw/intern/draw_color_management.h b/source/blender/draw/intern/draw_color_management.h
index 9d83eccdce9..3150ec72138 100644
--- a/source/blender/draw/intern/draw_color_management.h
+++ b/source/blender/draw/intern/draw_color_management.h
@@ -20,9 +20,6 @@
* \ingroup draw
*/
-#ifndef __DRAW_COLOR_MANAGEMENT_H__
-#define __DRAW_COLOR_MANAGEMENT_H__
+#pragma once
void DRW_transform_none(struct GPUTexture *tex);
-
-#endif /* __DRAW_COLOR_MANAGEMENT_H__ */
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index aa8dd2f7fa4..0f26a8ddc09 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -22,6 +22,7 @@
#include "DRW_render.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
@@ -31,8 +32,6 @@
#include "BKE_global.h"
#include "BKE_object.h"
-#include "BIF_glutil.h"
-
#include "draw_common.h"
#if 0
@@ -280,7 +279,7 @@ DRWView *DRW_view_create_with_zoffset(const DRWView *parent_view,
viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
}
- winmat[3][2] -= bglPolygonOffsetCalc((float *)winmat, viewdist, offset);
+ winmat[3][2] -= GPU_polygon_offset_calc(winmat, viewdist, offset);
return DRW_view_create_sub(parent_view, viewmat, winmat);
}
@@ -456,11 +455,11 @@ bool DRW_object_is_flat(Object *ob, int *r_axis)
*r_axis = 0;
return true;
}
- else if (dim[1] == 0.0f) {
+ if (dim[1] == 0.0f) {
*r_axis = 1;
return true;
}
- else if (dim[2] == 0.0f) {
+ if (dim[2] == 0.0f) {
*r_axis = 2;
return true;
}
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 81c0e97a1a8..6060dce47ac 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -20,15 +20,16 @@
* \ingroup draw
*/
-#ifndef __DRAW_COMMON_H__
-#define __DRAW_COMMON_H__
+#pragma once
struct DRWPass;
struct DRWShadingGroup;
struct GPUMaterial;
struct ModifierData;
+struct FluidModifierData;
struct Object;
struct ParticleSystem;
+struct RegionView3D;
struct ViewLayer;
#define UBO_FIRST_COLOR colorWire
@@ -159,14 +160,14 @@ void DRW_globals_update(void);
void DRW_globals_free(void);
struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view,
- const RegionView3D *rv3d,
+ const struct RegionView3D *rv3d,
float offset);
int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color);
float *DRW_color_background_blend_get(int theme_id);
-bool DRW_object_is_flat(Object *ob, int *r_axis);
-bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
+bool DRW_object_is_flat(struct Object *ob, int *r_axis);
+bool DRW_object_axis_orthogonal_to_view(struct Object *ob, int axis);
/* draw_hair.c */
@@ -188,6 +189,16 @@ void DRW_hair_init(void);
void DRW_hair_update(void);
void DRW_hair_free(void);
+/* draw_fluid.c */
+
+/* Fluid simulation. */
+void DRW_smoke_ensure(struct FluidModifierData *fmd, int highres);
+void DRW_smoke_ensure_coba_field(struct FluidModifierData *fmd);
+void DRW_smoke_ensure_velocity(struct FluidModifierData *fmd);
+
+void DRW_smoke_free(struct FluidModifierData *fmd);
+void DRW_smoke_free_velocity(struct FluidModifierData *fmd);
+
/* draw_common.c */
struct DRW_Global {
/** If needed, contains all global/Theme colors
@@ -203,5 +214,3 @@ struct DRW_Global {
struct GPUUniformBuffer *view_ubo;
};
extern struct DRW_Global G_draw;
-
-#endif /* __DRAW_COMMON_H__ */
diff --git a/source/blender/draw/intern/draw_debug.h b/source/blender/draw/intern/draw_debug.h
index e7404b17384..149825974d4 100644
--- a/source/blender/draw/intern/draw_debug.h
+++ b/source/blender/draw/intern/draw_debug.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_DEBUG_H__
-#define __DRAW_DEBUG_H__
+#pragma once
struct BoundBox;
@@ -34,5 +33,3 @@ void DRW_debug_m4(const float m[4][4]);
void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool invert);
void DRW_debug_bbox(const BoundBox *bbox, const float color[4]);
void DRW_debug_sphere(const float center[3], const float radius, const float color[4]);
-
-#endif /* __DRAW_DEBUG_H__ */
diff --git a/source/blender/draw/intern/draw_fluid.c b/source/blender/draw/intern/draw_fluid.c
new file mode 100644
index 00000000000..33311dc698f
--- /dev/null
+++ b/source/blender/draw/intern/draw_fluid.c
@@ -0,0 +1,419 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * GPU fluid drawing functions.
+ */
+
+#include <string.h>
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_fluid_types.h"
+#include "DNA_modifier_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BKE_colorband.h"
+
+#include "GPU_texture.h"
+
+#include "draw_common.h" /* Own include. */
+
+#ifdef WITH_FLUID
+# include "manta_fluid_API.h"
+#endif
+
+/* -------------------------------------------------------------------- */
+/** \name Private API
+ * \{ */
+
+#ifdef WITH_FLUID
+
+enum {
+ TFUNC_FLAME_SPECTRUM = 0,
+ TFUNC_COLOR_RAMP = 1,
+};
+
+# define TFUNC_WIDTH 256
+
+static void create_flame_spectrum_texture(float *data)
+{
+# define FIRE_THRESH 7
+# define MAX_FIRE_ALPHA 0.06f
+# define FULL_ON_FIRE 100
+
+ float *spec_pixels = (float *)MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float),
+ "spec_pixels");
+
+ blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000);
+
+ for (int i = 0; i < 16; i++) {
+ for (int j = 0; j < 16; j++) {
+ for (int k = 0; k < TFUNC_WIDTH; k++) {
+ int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4;
+ if (k >= FIRE_THRESH) {
+ spec_pixels[index] = (data[k * 4]);
+ spec_pixels[index + 1] = (data[k * 4 + 1]);
+ spec_pixels[index + 2] = (data[k * 4 + 2]);
+ spec_pixels[index + 3] = MAX_FIRE_ALPHA *
+ ((k > FULL_ON_FIRE) ?
+ 1.0f :
+ (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH));
+ }
+ else {
+ zero_v4(&spec_pixels[index]);
+ }
+ }
+ }
+ }
+
+ memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH);
+
+ MEM_freeN(spec_pixels);
+
+# undef FIRE_THRESH
+# undef MAX_FIRE_ALPHA
+# undef FULL_ON_FIRE
+}
+
+static void create_color_ramp(const struct ColorBand *coba, float *data)
+{
+ for (int i = 0; i < TFUNC_WIDTH; i++) {
+ BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]);
+ straight_to_premul_v4(&data[i * 4]);
+ }
+}
+
+static GPUTexture *create_transfer_function(int type, const struct ColorBand *coba)
+{
+ float *data = (float *)MEM_mallocN(sizeof(float) * 4 * TFUNC_WIDTH, __func__);
+
+ switch (type) {
+ case TFUNC_FLAME_SPECTRUM:
+ create_flame_spectrum_texture(data);
+ break;
+ case TFUNC_COLOR_RAMP:
+ create_color_ramp(coba, data);
+ break;
+ }
+
+ GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_SRGB8_A8, data, NULL);
+
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static void swizzle_texture_channel_single(GPUTexture *tex)
+{
+ /* Swizzle texture channels so that we get useful RGBA values when sampling
+ * a texture with fewer channels, e.g. when using density as color. */
+ GPU_texture_bind(tex, 0);
+ GPU_texture_swizzle_set(tex, "rrr1");
+ GPU_texture_unbind(tex);
+}
+
+static GPUTexture *create_field_texture(FluidDomainSettings *fds)
+{
+ float *field = NULL;
+
+ switch (fds->coba_field) {
+ case FLUID_DOMAIN_FIELD_DENSITY:
+ field = manta_smoke_get_density(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_HEAT:
+ field = manta_smoke_get_heat(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FUEL:
+ field = manta_smoke_get_fuel(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_REACT:
+ field = manta_smoke_get_react(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FLAME:
+ field = manta_smoke_get_flame(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_VELOCITY_X:
+ field = manta_get_velocity_x(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_VELOCITY_Y:
+ field = manta_get_velocity_y(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_VELOCITY_Z:
+ field = manta_get_velocity_z(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_COLOR_R:
+ field = manta_smoke_get_color_r(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_COLOR_G:
+ field = manta_smoke_get_color_g(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_COLOR_B:
+ field = manta_smoke_get_color_b(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FORCE_X:
+ field = manta_get_force_x(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FORCE_Y:
+ field = manta_get_force_y(fds->fluid);
+ break;
+ case FLUID_DOMAIN_FIELD_FORCE_Z:
+ field = manta_get_force_z(fds->fluid);
+ break;
+ default:
+ return NULL;
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ UNPACK3(fds->res), 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_single(tex);
+ return tex;
+}
+
+static GPUTexture *create_density_texture(FluidDomainSettings *fds, int highres)
+{
+ int *dim = (highres) ? fds->res_noise : fds->res;
+
+ float *data;
+ if (highres) {
+ data = manta_noise_get_density(fds->fluid);
+ }
+ else {
+ data = manta_smoke_get_density(fds->fluid);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ UNPACK3(dim), 3, data, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_single(tex);
+
+ return tex;
+}
+
+static GPUTexture *create_color_texture(FluidDomainSettings *fds, int highres)
+{
+ const bool has_color = (highres) ? manta_noise_has_colors(fds->fluid) :
+ manta_smoke_has_colors(fds->fluid);
+
+ if (!has_color) {
+ return NULL;
+ }
+
+ int cell_count = (highres) ? manta_noise_get_cells(fds->fluid) : fds->total_cells;
+ int *dim = (highres) ? fds->res_noise : fds->res;
+ float *data = (float *)MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture");
+
+ if (data == NULL) {
+ return NULL;
+ }
+
+ if (highres) {
+ manta_noise_get_rgba(fds->fluid, data, 0);
+ }
+ else {
+ manta_smoke_get_rgba(fds->fluid, data, 0);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3, data, GPU_RGBA8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static GPUTexture *create_flame_texture(FluidDomainSettings *fds, int highres)
+{
+ float *source = NULL;
+ const bool has_fuel = (highres) ? manta_noise_has_fuel(fds->fluid) :
+ manta_smoke_has_fuel(fds->fluid);
+ int *dim = (highres) ? fds->res_noise : fds->res;
+
+ if (!has_fuel) {
+ return NULL;
+ }
+
+ if (highres) {
+ source = manta_noise_get_flame(fds->fluid);
+ }
+ else {
+ source = manta_smoke_get_flame(fds->fluid);
+ }
+
+ GPUTexture *tex = GPU_texture_create_nD(
+ dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL);
+
+ swizzle_texture_channel_single(tex);
+
+ return tex;
+}
+
+#endif /* WITH_FLUID */
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Public API
+ * \{ */
+
+void DRW_smoke_free(FluidModifierData *fmd)
+{
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
+ if (fmd->domain->tex_density) {
+ GPU_texture_free(fmd->domain->tex_density);
+ fmd->domain->tex_density = NULL;
+ }
+
+ if (fmd->domain->tex_color) {
+ GPU_texture_free(fmd->domain->tex_color);
+ fmd->domain->tex_color = NULL;
+ }
+
+ if (fmd->domain->tex_shadow) {
+ GPU_texture_free(fmd->domain->tex_shadow);
+ fmd->domain->tex_shadow = NULL;
+ }
+
+ if (fmd->domain->tex_flame) {
+ GPU_texture_free(fmd->domain->tex_flame);
+ fmd->domain->tex_flame = NULL;
+ }
+
+ if (fmd->domain->tex_flame_coba) {
+ GPU_texture_free(fmd->domain->tex_flame_coba);
+ fmd->domain->tex_flame_coba = NULL;
+ }
+
+ if (fmd->domain->tex_coba) {
+ GPU_texture_free(fmd->domain->tex_coba);
+ fmd->domain->tex_coba = NULL;
+ }
+
+ if (fmd->domain->tex_field) {
+ GPU_texture_free(fmd->domain->tex_field);
+ fmd->domain->tex_field = NULL;
+ }
+ }
+}
+
+void DRW_smoke_ensure_coba_field(FluidModifierData *fmd)
+{
+#ifndef WITH_FLUID
+ UNUSED_VARS(fmd);
+#else
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
+ FluidDomainSettings *fds = fmd->domain;
+
+ if (!fds->tex_field) {
+ fds->tex_field = create_field_texture(fds);
+ }
+ if (!fds->tex_coba) {
+ fds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, fds->coba);
+ }
+ }
+#endif
+}
+
+void DRW_smoke_ensure(FluidModifierData *fmd, int highres)
+{
+#ifndef WITH_FLUID
+ UNUSED_VARS(fmd, highres);
+#else
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
+ FluidDomainSettings *fds = fmd->domain;
+
+ if (!fds->tex_density) {
+ fds->tex_density = create_density_texture(fds, highres);
+ }
+ if (!fds->tex_color) {
+ fds->tex_color = create_color_texture(fds, highres);
+ }
+ if (!fds->tex_flame) {
+ fds->tex_flame = create_flame_texture(fds, highres);
+ }
+ if (!fds->tex_flame_coba && fds->tex_flame) {
+ fds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL);
+ }
+ if (!fds->tex_shadow) {
+ fds->tex_shadow = GPU_texture_create_nD(UNPACK3(fds->res),
+ 3,
+ manta_smoke_get_shadow(fds->fluid),
+ GPU_R8,
+ GPU_DATA_FLOAT,
+ 0,
+ true,
+ NULL);
+ }
+ }
+#endif /* WITH_FLUID */
+}
+
+void DRW_smoke_ensure_velocity(FluidModifierData *fmd)
+{
+#ifndef WITH_FLUID
+ UNUSED_VARS(fmd);
+#else
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN) {
+ FluidDomainSettings *fds = fmd->domain;
+
+ const float *vel_x = manta_get_velocity_x(fds->fluid);
+ const float *vel_y = manta_get_velocity_y(fds->fluid);
+ const float *vel_z = manta_get_velocity_z(fds->fluid);
+
+ if (ELEM(NULL, vel_x, vel_y, vel_z)) {
+ return;
+ }
+
+ if (!fds->tex_velocity_x) {
+ fds->tex_velocity_x = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_x, NULL);
+ fds->tex_velocity_y = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_y, NULL);
+ fds->tex_velocity_z = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_z, NULL);
+ }
+ }
+#endif /* WITH_FLUID */
+}
+
+/* TODO Unify with the other DRW_smoke_free. */
+void DRW_smoke_free_velocity(FluidModifierData *fmd)
+{
+ if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
+ if (fmd->domain->tex_velocity_x) {
+ GPU_texture_free(fmd->domain->tex_velocity_x);
+ }
+
+ if (fmd->domain->tex_velocity_y) {
+ GPU_texture_free(fmd->domain->tex_velocity_y);
+ }
+
+ if (fmd->domain->tex_velocity_z) {
+ GPU_texture_free(fmd->domain->tex_velocity_z);
+ }
+
+ fmd->domain->tex_velocity_x = NULL;
+ fmd->domain->tex_velocity_y = NULL;
+ fmd->domain->tex_velocity_z = NULL;
+ }
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index 6cfba0e2a78..cbdcbbf9090 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -343,7 +343,7 @@ void DRW_hair_update(void)
DRW_draw_pass_subset(g_tf_pass, pr_call->shgrp, pr_call->shgrp);
/* Readback result to main memory. */
- GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, data);
+ GPU_framebuffer_read_color(fb, 0, 0, width, height, 4, 0, GPU_DATA_FLOAT, data);
/* Upload back to VBO. */
GPU_vertbuf_use(pr_call->vbo);
glBufferSubData(GL_ARRAY_BUFFER,
diff --git a/source/blender/draw/intern/draw_hair_private.h b/source/blender/draw/intern/draw_hair_private.h
index b599ad389c1..33abae156cc 100644
--- a/source/blender/draw/intern/draw_hair_private.h
+++ b/source/blender/draw/intern/draw_hair_private.h
@@ -21,8 +21,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_HAIR_PRIVATE_H__
-#define __DRAW_HAIR_PRIVATE_H__
+#pragma once
#define MAX_LAYER_NAME_CT 4 /* u0123456789, u, au, a0123456789 */
#define MAX_LAYER_NAME_LEN GPU_MAX_SAFE_ATTR_NAME + 2
@@ -92,5 +91,3 @@ bool hair_ensure_procedural_data(struct Object *object,
struct ParticleHairCache **r_hair_cache,
int subdiv,
int thickness_res);
-
-#endif /* __DRAW_HAIR_PRIVATE_H__ */
diff --git a/source/blender/draw/intern/draw_instance_data.h b/source/blender/draw/intern/draw_instance_data.h
index f891d380ee3..e562d99097e 100644
--- a/source/blender/draw/intern/draw_instance_data.h
+++ b/source/blender/draw/intern/draw_instance_data.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_INSTANCE_DATA_H__
-#define __DRAW_INSTANCE_DATA_H__
+#pragma once
#include "BLI_compiler_attrs.h"
#include "BLI_sys_types.h"
@@ -55,5 +54,3 @@ void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist);
void DRW_instance_data_list_reset(DRWInstanceDataList *idatalist);
void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist);
void DRW_instance_data_list_resize(DRWInstanceDataList *idatalist);
-
-#endif /* __DRAW_INSTANCE_DATA_H__ */
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 3e42c4cdb23..d03b5107bb6 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -369,7 +369,7 @@ void DRW_engine_viewport_data_size_get(
}
/* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */
-void DRW_render_viewport_size_set(int size[2])
+void DRW_render_viewport_size_set(const int size[2])
{
DST.size[0] = size[0];
DST.size[1] = size[1];
@@ -792,9 +792,8 @@ DrawDataList *DRW_drawdatalist_from_id(ID *id)
IdDdtTemplate *idt = (IdDdtTemplate *)id;
return &idt->drawdata;
}
- else {
- return NULL;
- }
+
+ return NULL;
}
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
@@ -1658,26 +1657,9 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderEngineType *engine_type = engine->type;
- RenderData *r = &scene->r;
Render *render = engine->re;
- /* Changing Context */
- if (G.background && DST.gl_context == NULL) {
- WM_init_opengl(G_MAIN);
- }
-
- void *re_gl_context = RE_gl_context_get(render);
- void *re_gpu_context = NULL;
- /* Changing Context */
- if (re_gl_context != NULL) {
- DRW_opengl_render_context_enable(re_gl_context);
- /* We need to query gpu context after a gl context has been bound. */
- re_gpu_context = RE_gpu_context_get(render);
- DRW_gpu_render_context_enable(re_gpu_context);
- }
- else {
- DRW_opengl_context_enable();
- }
+ DRW_render_context_enable(render);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
@@ -1696,7 +1678,7 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph
drw_context_state_init();
DST.viewport = GPU_viewport_create();
- const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100};
+ const int size[2] = {engine->resolution_x, engine->resolution_y};
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
@@ -1729,14 +1711,7 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph
/* Restore Drawing area. */
GPU_framebuffer_restore();
- /* Changing Context */
- if (re_gl_context != NULL) {
- DRW_gpu_render_context_disable(re_gpu_context);
- DRW_opengl_render_context_disable(re_gl_context);
- }
- else {
- DRW_opengl_context_disable();
- }
+ DRW_render_context_disable(render);
DST.buffer_finish_called = false;
}
@@ -1749,24 +1724,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
DrawEngineType *draw_engine_type = engine_type->draw_engine;
Render *render = engine->re;
- if (G.background && DST.gl_context == NULL) {
- WM_init_opengl(G_MAIN);
- }
-
- void *re_gl_context = RE_gl_context_get(render);
- void *re_gpu_context = NULL;
-
- /* Changing Context */
- if (re_gl_context != NULL) {
- DRW_opengl_render_context_enable(re_gl_context);
- /* We need to query gpu context after a gl context has been bound. */
- re_gpu_context = RE_gpu_context_get(render);
- DRW_gpu_render_context_enable(re_gpu_context);
- }
- else {
- DRW_opengl_context_enable();
- }
-
/* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
@@ -1793,9 +1750,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
- /* set default viewport */
- glViewport(0, 0, size[0], size[1]);
-
/* Main rendering. */
rctf view_rect;
rcti render_rect;
@@ -1809,12 +1763,15 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
/* Reset state before drawing */
DRW_state_reset();
+ /* set default viewport */
+ GPU_viewport(0, 0, size[0], size[1]);
+
/* Init render result. */
RenderResult *render_result = RE_engine_begin_result(engine,
0,
0,
- (int)size[0],
- (int)size[1],
+ size[0],
+ size[1],
view_layer->name,
/* RR_ALL_VIEWS */ NULL);
@@ -1842,15 +1799,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
/* Reset state after drawing */
DRW_state_reset();
-
- /* Changing Context */
- if (re_gl_context != NULL) {
- DRW_gpu_render_context_disable(re_gpu_context);
- DRW_opengl_render_context_disable(re_gl_context);
- }
- else {
- DRW_opengl_context_disable();
- }
}
void DRW_render_object_iter(
@@ -2004,13 +1952,21 @@ void DRW_render_instance_buffer_finish(void)
drw_resource_buffer_finish(DST.vmempool);
}
+/* WARNING: Changing frame might free the ViewLayerEngineData */
+void DRW_render_set_time(RenderEngine *engine, Depsgraph *depsgraph, int frame, float subframe)
+{
+ RE_engine_frame_set(engine, frame, subframe);
+ DST.draw_ctx.scene = DEG_get_evaluated_scene(depsgraph);
+ DST.draw_ctx.view_layer = DEG_get_evaluated_view_layer(depsgraph);
+}
+
/**
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
*/
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
- bool UNUSED(use_obedit_skip),
+ bool use_obedit_skip,
bool draw_surface,
bool UNUSED(use_nearest),
const rcti *rect,
@@ -2023,7 +1979,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
Object *obact = OBACT(view_layer);
- Object *obedit = OBEDIT_FROM_OBACT(obact);
+ Object *obedit = use_obedit_skip ? NULL : OBEDIT_FROM_OBACT(obact);
#ifndef USE_GPU_SELECT
UNUSED_VARS(scene, view_layer, v3d, region, rect);
#else
@@ -2469,12 +2425,6 @@ void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, cons
#endif
}
-/** See #DRW_shgroup_world_clip_planes_from_rv3d. */
-static void draw_world_clip_planes_from_rv3d(GPUBatch *batch, const float world_clip_planes[6][4])
-{
- GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]);
-}
-
/**
* Clears the Depth Buffer and draws only the specified object.
*/
@@ -2497,7 +2447,7 @@ void DRW_draw_depth_object(
const float(*world_clip_planes)[4] = NULL;
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
- ED_view3d_clipping_set(rv3d);
+ GPU_clip_distances(6);
ED_view3d_clipping_local(rv3d, object->obmat);
world_clip_planes = rv3d->clip_local;
}
@@ -2525,7 +2475,7 @@ void DRW_draw_depth_object(
GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
if (world_clip_planes != NULL) {
- draw_world_clip_planes_from_rv3d(batch, world_clip_planes);
+ GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]);
}
GPU_batch_draw(batch);
@@ -2536,7 +2486,7 @@ void DRW_draw_depth_object(
}
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
- ED_view3d_clipping_disable();
+ GPU_clip_distances(0);
}
GPU_matrix_set(rv3d->viewmat);
@@ -2769,6 +2719,54 @@ void DRW_engines_free(void)
DRW_opengl_context_disable();
}
+void DRW_render_context_enable(Render *render)
+{
+ if (G.background && DST.gl_context == NULL) {
+ WM_init_opengl();
+ }
+
+ if (GPU_use_main_context_workaround()) {
+ GPU_context_main_lock();
+ DRW_opengl_context_enable();
+ return;
+ }
+
+ void *re_gl_context = RE_gl_context_get(render);
+
+ /* Changing Context */
+ if (re_gl_context != NULL) {
+ DRW_opengl_render_context_enable(re_gl_context);
+ /* We need to query gpu context after a gl context has been bound. */
+ void *re_gpu_context = NULL;
+ re_gpu_context = RE_gpu_context_get(render);
+ DRW_gpu_render_context_enable(re_gpu_context);
+ }
+ else {
+ DRW_opengl_context_enable();
+ }
+}
+
+void DRW_render_context_disable(Render *render)
+{
+ if (GPU_use_main_context_workaround()) {
+ DRW_opengl_context_disable();
+ GPU_context_main_unlock();
+ return;
+ }
+
+ void *re_gl_context = RE_gl_context_get(render);
+
+ if (re_gl_context != NULL) {
+ void *re_gpu_context = NULL;
+ re_gpu_context = RE_gpu_context_get(render);
+ DRW_gpu_render_context_disable(re_gpu_context);
+ DRW_opengl_render_context_disable(re_gl_context);
+ }
+ else {
+ DRW_opengl_context_disable();
+ }
+}
+
/** \} */
/** \name Init/Exit (DRW_opengl_ctx)
@@ -2855,7 +2853,7 @@ void DRW_opengl_context_disable_ex(bool restore)
void DRW_opengl_context_enable(void)
{
if (G.background && DST.gl_context == NULL) {
- WM_init_opengl(G_MAIN);
+ WM_init_opengl();
}
DRW_opengl_context_enable_ex(true);
}
@@ -2909,8 +2907,8 @@ void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context))
* switch to it just to submit the final frame, which has notable performance impact.
*
* We could "inject" a context through DRW_opengl_render_context_enable(), but that would have to
- * work from the main thread, which is tricky to get working too. The preferable solution would be
- * using a separate thread for VR drawing where a single context can stay active. */
+ * work from the main thread, which is tricky to get working too. The preferable solution would
+ * be using a separate thread for VR drawing where a single context can stay active. */
void *DRW_xr_opengl_context_get(void)
{
return DST.gl_context;
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 31a2dd7f0fe..92a01cbbe04 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -22,8 +22,7 @@
/* Private functions / structs of the draw manager */
-#ifndef __DRAW_MANAGER_H__
-#define __DRAW_MANAGER_H__
+#pragma once
#include "DRW_engine.h"
#include "DRW_render.h"
@@ -380,6 +379,7 @@ typedef struct DRWViewUboStorage {
float wininv[4][4];
float clipplanes[6][4];
+ float viewvecs[2][4];
/* Should not be here. Not view dependent (only main view). */
float viewcamtexcofac[4];
} DRWViewUboStorage;
@@ -583,7 +583,7 @@ void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
-eDRWCommandType command_type_get(uint64_t *command_type_bits, int index);
+eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index);
void drw_batch_cache_validate(Object *ob);
void drw_batch_cache_generate_requested(struct Object *ob);
@@ -595,5 +595,3 @@ void drw_resource_buffer_finish(ViewportMemoryPool *vmempool);
GPUBatch *drw_cache_procedural_points_get(void);
GPUBatch *drw_cache_procedural_lines_get(void);
GPUBatch *drw_cache_procedural_triangles_get(void);
-
-#endif /* __DRAW_MANAGER_H__ */
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 3d83b918757..661a27c10b7 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -594,28 +594,26 @@ static DRWResourceHandle drw_resource_handle(DRWShadingGroup *shgroup,
DRWResourceHandle handle = 0;
return handle;
}
- else {
- return drw_resource_handle_new(obmat, NULL);
- }
+
+ return drw_resource_handle_new(obmat, NULL);
}
- else {
- if (DST.ob_handle == 0) {
- DST.ob_handle = drw_resource_handle_new(obmat, ob);
- DST.ob_state_obinfo_init = false;
- }
- if (shgroup->objectinfo) {
- if (!DST.ob_state_obinfo_init) {
- DST.ob_state_obinfo_init = true;
- DRWObjectInfos *ob_infos = DRW_memblock_elem_from_handle(DST.vmempool->obinfos,
- &DST.ob_handle);
+ if (DST.ob_handle == 0) {
+ DST.ob_handle = drw_resource_handle_new(obmat, ob);
+ DST.ob_state_obinfo_init = false;
+ }
- drw_call_obinfos_init(ob_infos, ob);
- }
- }
+ if (shgroup->objectinfo) {
+ if (!DST.ob_state_obinfo_init) {
+ DST.ob_state_obinfo_init = true;
+ DRWObjectInfos *ob_infos = DRW_memblock_elem_from_handle(DST.vmempool->obinfos,
+ &DST.ob_handle);
- return DST.ob_handle;
+ drw_call_obinfos_init(ob_infos, ob);
+ }
}
+
+ return DST.ob_handle;
}
static void command_type_set(uint64_t *command_type_bits, int index, eDRWCommandType type)
@@ -623,7 +621,7 @@ static void command_type_set(uint64_t *command_type_bits, int index, eDRWCommand
command_type_bits[index / 16] |= ((uint64_t)type) << ((index % 16) * 4);
}
-eDRWCommandType command_type_get(uint64_t *command_type_bits, int index)
+eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index)
{
return ((command_type_bits[index / 16] >> ((index % 16) * 4)) & 0xF);
}
@@ -793,10 +791,10 @@ void DRW_shgroup_call_range(
drw_command_draw_range(shgroup, geom, handle, v_sta, v_ct);
}
+/* A count of 0 instance will use the default number of instance in the batch. */
void DRW_shgroup_call_instance_range(
DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_ct)
{
- BLI_assert(i_ct > 0);
BLI_assert(geom != NULL);
if (G.f & G_FLAG_PICKSEL) {
drw_command_set_select_id(shgroup, NULL, DST.select_id);
@@ -1292,13 +1290,10 @@ static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass
}
static void drw_shgroup_material_texture(DRWShadingGroup *grp,
- GPUMaterialTexture *tex,
+ GPUTexture *gputex,
const char *name,
- eGPUSamplerState state,
- int textarget)
+ eGPUSamplerState state)
{
- GPUTexture *gputex = GPU_texture_from_blender(tex->ima, tex->iuser, NULL, textarget);
-
DRW_shgroup_uniform_texture_ex(grp, name, gputex, state);
GPUTexture **gputex_ref = BLI_memblock_alloc(DST.vmempool->images);
@@ -1314,15 +1309,16 @@ void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &textures) {
if (tex->ima) {
/* Image */
+ GPUTexture *gputex;
if (tex->tiled_mapping_name[0]) {
- drw_shgroup_material_texture(
- grp, tex, tex->sampler_name, tex->sampler_state, GL_TEXTURE_2D_ARRAY);
- drw_shgroup_material_texture(
- grp, tex, tex->tiled_mapping_name, tex->sampler_state, GL_TEXTURE_1D_ARRAY);
+ gputex = BKE_image_get_gpu_tiles(tex->ima, tex->iuser, NULL);
+ drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state);
+ gputex = BKE_image_get_gpu_tilemap(tex->ima, tex->iuser, NULL);
+ drw_shgroup_material_texture(grp, gputex, tex->tiled_mapping_name, tex->sampler_state);
}
else {
- drw_shgroup_material_texture(
- grp, tex, tex->sampler_name, tex->sampler_state, GL_TEXTURE_2D);
+ gputex = BKE_image_get_gpu_texture(tex->ima, tex->iuser, NULL);
+ drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state);
}
}
else if (tex->colorband) {
@@ -1656,6 +1652,52 @@ static void draw_view_matrix_state_update(DRWViewUboStorage *storage,
mul_m4_m4m4(storage->persmat, winmat, viewmat);
invert_m4_m4(storage->persinv, storage->persmat);
+
+ const bool is_persp = (winmat[3][3] == 0.0f);
+
+ /* Near clip distance. */
+ storage->viewvecs[0][3] = (is_persp) ? -winmat[3][2] / (winmat[2][2] - 1.0f) :
+ -(winmat[3][2] + 1.0f) / winmat[2][2];
+
+ /* Far clip distance. */
+ storage->viewvecs[1][3] = (is_persp) ? -winmat[3][2] / (winmat[2][2] + 1.0f) :
+ -(winmat[3][2] - 1.0f) / winmat[2][2];
+
+ /* view vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float view_vecs[4][3] = {
+ {-1.0f, -1.0f, -1.0f},
+ {1.0f, -1.0f, -1.0f},
+ {-1.0f, 1.0f, -1.0f},
+ {-1.0f, -1.0f, 1.0f},
+ };
+
+ /* convert the view vectors to view space */
+ for (int i = 0; i < 4; i++) {
+ mul_project_m4_v3(storage->wininv, view_vecs[i]);
+ /* normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ if (is_persp) {
+ /* Divide XY by Z. */
+ mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]);
+ }
+ }
+
+ /**
+ * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and
+ * view_vecs[1] is the vector going from the near-bottom-left corner to
+ * the far-top-right corner.
+ * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner
+ * when Z = 1, and top-left corner if Z = 1.
+ * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed)
+ * distance from the near plane to the far clip plane.
+ */
+ copy_v3_v3(storage->viewvecs[0], view_vecs[0]);
+
+ /* we need to store the differences */
+ storage->viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0];
+ storage->viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1];
+ storage->viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2];
}
/* Create a view with culling. */
@@ -1860,9 +1902,8 @@ float DRW_view_near_distance_get(const DRWView *view)
if (DRW_view_is_persp_get(view)) {
return -projmat[3][2] / (projmat[2][2] - 1.0f);
}
- else {
- return -(projmat[3][2] + 1.0f) / projmat[2][2];
- }
+
+ return -(projmat[3][2] + 1.0f) / projmat[2][2];
}
float DRW_view_far_distance_get(const DRWView *view)
@@ -1873,9 +1914,8 @@ float DRW_view_far_distance_get(const DRWView *view)
if (DRW_view_is_persp_get(view)) {
return -projmat[3][2] / (projmat[2][2] + 1.0f);
}
- else {
- return -(projmat[3][2] - 1.0f) / projmat[2][2];
- }
+
+ return -(projmat[3][2] - 1.0f) / projmat[2][2];
}
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse)
@@ -1982,18 +2022,16 @@ static int pass_shgroup_dist_sort(const void *a, const void *b)
if (shgrp_a->z_sorting.distance < shgrp_b->z_sorting.distance) {
return 1;
}
- else if (shgrp_a->z_sorting.distance > shgrp_b->z_sorting.distance) {
+ if (shgrp_a->z_sorting.distance > shgrp_b->z_sorting.distance) {
return -1;
}
- else {
- /* If distances are the same, keep original order. */
- if (shgrp_a->z_sorting.original_index > shgrp_b->z_sorting.original_index) {
- return -1;
- }
- else {
- return 0;
- }
+
+ /* If distances are the same, keep original order. */
+ if (shgrp_a->z_sorting.original_index > shgrp_b->z_sorting.original_index) {
+ return -1;
}
+
+ return 0;
}
/* ------------------ Shading group sorting --------------------- */
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 59b4e9af14e..4b63ea89e44 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -98,12 +98,7 @@ void drw_state_set(DRWState state)
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
- if (test == 1) {
- glDepthMask(GL_TRUE);
- }
- else {
- glDepthMask(GL_FALSE);
- }
+ GPU_depth_mask(test == 1);
}
}
@@ -142,10 +137,10 @@ void drw_state_set(DRWState state)
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
if (test == 1) {
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ GPU_color_mask(true, true, true, true);
}
else {
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ GPU_color_mask(false, false, false, false);
}
}
}
@@ -355,14 +350,10 @@ void drw_state_set(DRWState state)
int test;
if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
if (test == 1) {
- for (int i = 0; i < DST.view_active->clip_planes_len; i++) {
- glEnable(GL_CLIP_DISTANCE0 + i);
- }
+ GPU_clip_distances(DST.view_active->clip_planes_len);
}
else {
- for (int i = 0; i < MAX_CLIP_PLANES; i++) {
- glDisable(GL_CLIP_DISTANCE0 + i);
- }
+ GPU_clip_distances(0);
}
}
}
@@ -455,6 +446,7 @@ void DRW_state_reset(void)
DRW_state_reset_ex(DRW_STATE_DEFAULT);
GPU_texture_unbind_all();
+ GPU_uniformbuffer_unbind_all();
/* Should stay constant during the whole rendering. */
GPU_point_size(5);
@@ -526,7 +518,7 @@ static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundB
* Go to next plane. */
break;
}
- else if (v == 7) {
+ if (v == 7) {
/* 8 points behind this plane. */
return false;
}
@@ -678,8 +670,7 @@ BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom)
DST.batch = geom;
- GPU_batch_program_set_no_use(
- geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
+ GPU_batch_set_shader_no_bind(geom, shgroup->shader);
geom->program_in_use = true; /* XXX hacking #GPUBatch */
@@ -782,10 +773,11 @@ static bool ubo_bindings_validate(DRWShadingGroup *shgroup)
DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes,
&shgroup->pass_handle);
- printf("Pass : %s, Shader : %s, Block : %s\n",
+ printf("Pass : %s, Shader : %s, Block : %s, Binding %d\n",
parent_pass->name,
shgroup->shader->name,
- blockname);
+ blockname,
+ binding);
}
}
# endif
@@ -1003,9 +995,8 @@ static void draw_call_single_do(DRWShadingGroup *shgroup,
draw_select_buffer(shgroup, state, batch, &handle);
return;
}
- else {
- GPU_select_load_id(state->select_id);
- }
+
+ GPU_select_load_id(state->select_id);
}
draw_geometry_execute(shgroup,
@@ -1115,6 +1106,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
/* Unbinding can be costly. Skip in normal condition. */
if (G.debug & G_DEBUG_GPU) {
GPU_texture_unbind_all();
+ GPU_uniformbuffer_unbind_all();
}
}
GPU_shader_bind(shgroup->shader);
diff --git a/source/blender/draw/intern/draw_manager_profiling.h b/source/blender/draw/intern/draw_manager_profiling.h
index 3da6a4c8b1c..3842bdffaff 100644
--- a/source/blender/draw/intern/draw_manager_profiling.h
+++ b/source/blender/draw/intern/draw_manager_profiling.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_MANAGER_PROFILING_H__
-#define __DRAW_MANAGER_PROFILING_H__
+#pragma once
struct rcti;
@@ -36,5 +35,3 @@ void DRW_stats_query_start(const char *name);
void DRW_stats_query_end(void);
void DRW_stats_draw(const rcti *rect);
-
-#endif /* __DRAW_MANAGER_PROFILING_H__ */
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 6304b707cb9..1c260721efb 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -34,6 +34,7 @@
#include "DEG_depsgraph_query.h"
+#include "GPU_extensions.h"
#include "GPU_material.h"
#include "GPU_shader.h"
@@ -91,10 +92,13 @@ static void drw_deferred_shader_queue_free(ListBase *queue)
}
}
-static void drw_deferred_shader_compilation_exec(void *custom_data,
- short *stop,
- short *do_update,
- float *progress)
+static void drw_deferred_shader_compilation_exec(
+ void *custom_data,
+ /* Cannot be const, this function implements wm_jobs_start_callback.
+ * NOLINTNEXTLINE: readability-non-const-parameter. */
+ short *stop,
+ short *do_update,
+ float *progress)
{
DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
void *gl_context = comp->gl_context;
@@ -103,6 +107,12 @@ static void drw_deferred_shader_compilation_exec(void *custom_data,
BLI_assert(gl_context != NULL);
#endif
+ const bool use_main_context_workaround = GPU_use_main_context_workaround();
+ if (use_main_context_workaround) {
+ BLI_assert(gl_context == DST.gl_context);
+ GPU_context_main_lock();
+ }
+
WM_opengl_context_activate(gl_context);
while (true) {
@@ -151,6 +161,9 @@ static void drw_deferred_shader_compilation_exec(void *custom_data,
}
WM_opengl_context_release(gl_context);
+ if (use_main_context_workaround) {
+ GPU_context_main_unlock();
+ }
}
static void drw_deferred_shader_compilation_free(void *custom_data)
@@ -193,6 +206,8 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
GPU_material_compile(mat);
return;
}
+ const bool use_main_context = GPU_use_main_context_workaround();
+ const bool job_own_context = !use_main_context;
DRWDeferredShader *dsh = MEM_callocN(sizeof(DRWDeferredShader), "Deferred Shader");
@@ -224,7 +239,7 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
if (old_comp->gl_context) {
comp->gl_context = old_comp->gl_context;
old_comp->own_context = false;
- comp->own_context = true;
+ comp->own_context = job_own_context;
}
}
@@ -232,9 +247,14 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
/* Create only one context. */
if (comp->gl_context == NULL) {
- comp->gl_context = WM_opengl_context_create();
- WM_opengl_context_activate(DST.gl_context);
- comp->own_context = true;
+ if (use_main_context) {
+ comp->gl_context = DST.gl_context;
+ }
+ else {
+ comp->gl_context = WM_opengl_context_create();
+ WM_opengl_context_activate(DST.gl_context);
+ }
+ comp->own_context = job_own_context;
}
WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free);
@@ -325,6 +345,26 @@ GPUShader *DRW_shader_create_with_lib(
return sh;
}
+GPUShader *DRW_shader_create_with_shaderlib(const char *vert,
+ const char *geom,
+ const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines)
+{
+ GPUShader *sh;
+ char *vert_with_lib = DRW_shader_library_create_shader_string(lib, vert);
+ char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
+ char *geom_with_lib = (geom) ? DRW_shader_library_create_shader_string(lib, geom) : NULL;
+
+ sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines, __func__);
+
+ MEM_SAFE_FREE(vert_with_lib);
+ MEM_SAFE_FREE(frag_with_lib);
+ MEM_SAFE_FREE(geom_with_lib);
+
+ return sh;
+}
+
GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
@@ -349,6 +389,22 @@ GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
}
+GPUShader *DRW_shader_create_fullscreen_with_shaderlib(const char *frag,
+ const DRWShaderLibrary *lib,
+ const char *defines)
+{
+
+ GPUShader *sh;
+ char *vert = datatoc_common_fullscreen_vert_glsl;
+ char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
+
+ sh = GPU_shader_create(vert, frag_with_lib, NULL, NULL, defines, __func__);
+
+ MEM_SAFE_FREE(frag_with_lib);
+
+ return sh;
+}
+
GPUMaterial *DRW_shader_find_from_world(World *wo,
const void *engine_type,
const int options,
@@ -391,7 +447,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred)
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render() || !deferred) {
@@ -411,7 +468,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
geom,
frag_lib,
defines,
- wo->id.name);
+ wo->id.name,
+ callback);
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
@@ -431,7 +489,8 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
const char *geom,
const char *frag_lib,
const char *defines,
- bool deferred)
+ bool deferred,
+ GPUMaterialEvalCallbackFn callback)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render() || !deferred) {
@@ -451,7 +510,8 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
geom,
frag_lib,
defines,
- ma->id.name);
+ ma->id.name,
+ callback);
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
@@ -502,7 +562,7 @@ void DRW_shader_library_free(DRWShaderLibrary *lib)
MEM_SAFE_FREE(lib);
}
-static int drw_shader_library_search(DRWShaderLibrary *lib, const char *name)
+static int drw_shader_library_search(const DRWShaderLibrary *lib, const char *name)
{
for (int i = 0; i < MAX_LIB; i++) {
if (lib->libs[i]) {
@@ -518,18 +578,28 @@ static int drw_shader_library_search(DRWShaderLibrary *lib, const char *name)
}
/* Return bitmap of dependencies. */
-static uint32_t drw_shader_dependencies_get(DRWShaderLibrary *lib, char *lib_code)
+static uint32_t drw_shader_dependencies_get(const DRWShaderLibrary *lib, const char *lib_code)
{
/* Search dependencies. */
uint32_t deps = 0;
- char *haystack = lib_code;
+ const char *haystack = lib_code;
while ((haystack = strstr(haystack, "BLENDER_REQUIRE("))) {
haystack += 16;
int dep = drw_shader_library_search(lib, haystack);
if (dep == -1) {
+ char dbg_name[32];
+ int i = 0;
+ while ((haystack[0] != ')') && (i < 31)) {
+ dbg_name[i] = haystack[0];
+ haystack++;
+ i++;
+ }
+ dbg_name[i + 1] = '\0';
+
printf(
- "Error: Dependency not found.\n"
- "This might be due to bad lib ordering.\n");
+ "Error: Dependency not found: %s\n"
+ "This might be due to bad lib ordering.\n",
+ dbg_name);
BLI_assert(0);
}
else {
@@ -562,7 +632,7 @@ void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const ch
/* Return an allocN'ed string containing the shader code with its dependencies prepended.
* Caller must free the string with MEM_freeN after use. */
-char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code)
+char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib, const char *shader_code)
{
uint32_t deps = drw_shader_dependencies_get(lib, shader_code);
diff --git a/source/blender/draw/intern/draw_manager_text.c b/source/blender/draw/intern/draw_manager_text.c
index f4601fe4f48..b3c4c97715e 100644
--- a/source/blender/draw/intern/draw_manager_text.c
+++ b/source/blender/draw/intern/draw_manager_text.c
@@ -38,6 +38,7 @@
#include "DNA_view3d_types.h"
#include "GPU_matrix.h"
+#include "GPU_state.h"
#include "ED_screen.h"
#include "ED_view3d.h"
@@ -149,8 +150,9 @@ void DRW_text_cache_draw(DRWTextStore *dt, ARegion *region, struct View3D *v3d)
if (tot) {
int col_pack_prev = 0;
+ /* Disable clipping for text */
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
- ED_view3d_clipping_disable();
+ GPU_clip_distances(0);
}
float original_proj[4][4];
@@ -188,7 +190,7 @@ void DRW_text_cache_draw(DRWTextStore *dt, ARegion *region, struct View3D *v3d)
GPU_matrix_projection_set(original_proj);
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
- ED_view3d_clipping_enable();
+ GPU_clip_distances(6);
}
}
}
diff --git a/source/blender/draw/intern/draw_manager_text.h b/source/blender/draw/intern/draw_manager_text.h
index 66ef2379e38..f6dff335f1f 100644
--- a/source/blender/draw/intern/draw_manager_text.h
+++ b/source/blender/draw/intern/draw_manager_text.h
@@ -20,8 +20,7 @@
* \ingroup draw
*/
-#ifndef __DRAW_MANAGER_TEXT_H__
-#define __DRAW_MANAGER_TEXT_H__
+#pragma once
struct ARegion;
struct DRWTextStore;
@@ -58,5 +57,3 @@ enum {
/* draw_manager.c */
struct DRWTextStore *DRW_text_cache_ensure(void);
-
-#endif /* __DRAW_MANAGER_TEXT_H__ */
diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c
index 77b0462303d..b94a6db3bad 100644
--- a/source/blender/draw/intern/draw_manager_texture.c
+++ b/source/blender/draw/intern/draw_manager_texture.c
@@ -61,6 +61,10 @@ static bool drw_texture_format_supports_framebuffer(eGPUTextureFormat format)
void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
{
+ if (tex == NULL) {
+ return;
+ }
+
if (flags & DRW_TEX_MIPMAP) {
GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER);
GPU_texture_bind(tex, 0);
@@ -119,7 +123,6 @@ GPUTexture *DRW_texture_create_cube(int w,
{
GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
-
return tex;
}
@@ -128,7 +131,6 @@ GPUTexture *DRW_texture_create_cube_array(
{
GPUTexture *tex = GPU_texture_create_cube_array(w, d, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
-
return tex;
}
diff --git a/source/blender/draw/intern/draw_select_buffer.c b/source/blender/draw/intern/draw_select_buffer.c
index 558d5441136..ee5561e1e38 100644
--- a/source/blender/draw/intern/draw_select_buffer.c
+++ b/source/blender/draw/intern/draw_select_buffer.c
@@ -84,14 +84,15 @@ uint *DRW_select_buffer_read(struct Depsgraph *depsgraph,
GPUFrameBuffer *select_id_fb = DRW_engine_select_framebuffer_get();
GPU_framebuffer_bind(select_id_fb);
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- glReadPixels(rect_clamp.xmin,
- rect_clamp.ymin,
- BLI_rcti_size_x(&rect_clamp),
- BLI_rcti_size_y(&rect_clamp),
- GL_RED_INTEGER,
- GL_UNSIGNED_INT,
- r_buf);
+ GPU_framebuffer_read_color(select_id_fb,
+ rect_clamp.xmin,
+ rect_clamp.ymin,
+ BLI_rcti_size_x(&rect_clamp),
+ BLI_rcti_size_y(&rect_clamp),
+ 1,
+ 0,
+ GPU_DATA_UNSIGNED_INT,
+ r_buf);
if (!BLI_rcti_compare(rect, &rect_clamp)) {
/* The rect has been clamped so you need to realign the buffer and fill in the blanks */
@@ -394,7 +395,7 @@ uint DRW_select_buffer_find_nearest_to_point(struct Depsgraph *depsgraph,
int center_x = width / 2;
int center_y = height / 2;
- /* Manhatten distance in keeping with other screen-based selection. */
+ /* Manhattan distance in keeping with other screen-based selection. */
*dist = (uint)(abs(hit_x - center_x) + abs(hit_y - center_y));
/* Indices start at 1 here. */
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 06026d51faf..1458ff5341c 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -88,7 +88,7 @@ static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, Vie
/* no exception met? then don't draw cursor! */
return false;
}
- else if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
+ if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) {
/* grease pencil hide always in some modes */
return false;
}
@@ -103,9 +103,9 @@ void DRW_draw_cursor(void)
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
+ GPU_color_mask(true, true, true, true);
+ GPU_depth_mask(false);
+ GPU_depth_test(false);
if (is_cursor_visible(draw_ctx, scene, view_layer)) {
int co[2];
@@ -184,8 +184,7 @@ void DRW_draw_cursor(void)
GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
- GPU_batch_program_set(
- cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
+ GPU_batch_set_shader(cursor_batch, shader);
GPU_batch_draw(cursor_batch);
@@ -217,5 +216,5 @@ void DRW_draw_gizmo_2d(void)
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
- glDepthMask(GL_TRUE);
+ GPU_depth_mask(true);
}
diff --git a/source/blender/draw/intern/draw_view.h b/source/blender/draw/intern/draw_view.h
index 04f7d2bbabb..a01a2d0dcce 100644
--- a/source/blender/draw/intern/draw_view.h
+++ b/source/blender/draw/intern/draw_view.h
@@ -20,13 +20,10 @@
* \ingroup draw
*/
-#ifndef __DRAW_VIEW_H__
-#define __DRAW_VIEW_H__
+#pragma once
void DRW_draw_region_info(void);
void DRW_clear_background(void);
void DRW_draw_cursor(void);
void DRW_draw_gizmo_3d(void);
void DRW_draw_gizmo_2d(void);
-
-#endif /* __DRAW_VIEW_H__ */
diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl
index ffff631e34b..8684d82f228 100644
--- a/source/blender/draw/intern/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl
@@ -95,7 +95,7 @@ void hair_get_interp_attrs(
* For final drawing, the vertex index and the number of vertex per segment
*/
-#ifndef HAIR_PHASE_SUBDIV
+#if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
int hair_get_strand_id(void)
{
return gl_VertexID / (hairStrandsRes * hairThicknessRes);
@@ -206,4 +206,24 @@ vec3 hair_get_strand_pos(void)
return texelFetch(hairPointBuffer, id).point_position;
}
+vec2 hair_get_barycentric(void)
+{
+ /* To match cycles without breaking into individual segment we encode if we need to invert
+ * the first component into the second component. We invert if the barycentricTexCo.y
+ * is NOT 0.0 or 1.0. */
+ int id = hair_get_base_id();
+ return vec2(float((id % 2) == 1), float(((id % 4) % 3) > 0));
+}
+
#endif
+
+/* To be fed the result of hair_get_barycentric from vertex shader. */
+vec2 hair_resolve_barycentric(vec2 vert_barycentric)
+{
+ if (fract(vert_barycentric.y) != 0.0) {
+ return vec2(vert_barycentric.x, 0.0);
+ }
+ else {
+ return vec2(1.0 - vert_barycentric.x, 0.0);
+ }
+}
diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
new file mode 100644
index 00000000000..643d7e7d942
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
@@ -0,0 +1,119 @@
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Math intersection & projection functions.
+ * \{ */
+
+float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
+{
+ return dot(planenormal, planeorigin - lineorigin);
+}
+
+float line_plane_intersect_dist(vec3 lineorigin,
+ vec3 linedirection,
+ vec3 planeorigin,
+ vec3 planenormal)
+{
+ return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
+}
+
+float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
+{
+ vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
+ vec3 h = lineorigin - plane_co;
+ return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+{
+ float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
+ return lineorigin + linedirection * dist;
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
+{
+ float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
+ return lineorigin + linedirection * dist;
+}
+
+float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+ /* aligned plane normal */
+ vec3 L = planeorigin - lineorigin;
+ float diskdist = length(L);
+ vec3 planenormal = -normalize(L);
+ return -diskdist / dot(planenormal, linedirection);
+}
+
+vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+ float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
+ if (dist < 0) {
+ /* if intersection is behind we fake the intersection to be
+ * really far and (hopefully) not inside the radius of interest */
+ dist = 1e16;
+ }
+ return lineorigin + linedirection * dist;
+}
+
+float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+ float a = dot(linedirection, linedirection);
+ float b = dot(linedirection, lineorigin);
+ float c = dot(lineorigin, lineorigin) - 1;
+
+ float dist = 1e15;
+ float determinant = b * b - a * c;
+ if (determinant >= 0) {
+ dist = (sqrt(determinant) - b) / a;
+ }
+
+ return dist;
+}
+
+float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+ /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
+ */
+ vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
+ vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
+ vec3 furthestplane = max(firstplane, secondplane);
+
+ return min_v3(furthestplane);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Other useful functions.
+ * \{ */
+
+void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
+{
+ vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ T = normalize(cross(UpVector, N));
+ B = cross(N, T);
+}
+
+/* ---- Encode / Decode Normal buffer data ---- */
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n, vec3 view)
+{
+ float p = sqrt(n.z * 8.0 + 8.0);
+ return n.xy / p + 0.5;
+}
+
+vec3 normal_decode(vec2 enc, vec3 view)
+{
+ vec2 fenc = enc * 4.0 - 2.0;
+ float f = dot(fenc, fenc);
+ float g = sqrt(1.0 - f / 4.0);
+ vec3 n;
+ n.xy = fenc * g;
+ n.z = 1 - f / 2;
+ return n;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl
new file mode 100644
index 00000000000..a82e0b5a5e9
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_math_lib.glsl
@@ -0,0 +1,130 @@
+
+/* ---------------------------------------------------------------------- */
+/** \name Common Math Utilities
+ * \{ */
+
+#define M_PI 3.14159265358979323846 /* pi */
+#define M_2PI 6.28318530717958647692 /* 2*pi */
+#define M_PI_2 1.57079632679489661923 /* pi/2 */
+#define M_1_PI 0.318309886183790671538 /* 1/pi */
+#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
+#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
+#define FLT_MAX 3.402823e+38
+
+vec3 mul(mat3 m, vec3 v)
+{
+ return m * v;
+}
+mat3 mul(mat3 m1, mat3 m2)
+{
+ return m1 * m2;
+}
+vec3 transform_direction(mat4 m, vec3 v)
+{
+ return mat3(m) * v;
+}
+vec3 transform_point(mat4 m, vec3 v)
+{
+ return (m * vec4(v, 1.0)).xyz;
+}
+vec3 project_point(mat4 m, vec3 v)
+{
+ vec4 tmp = m * vec4(v, 1.0);
+ return tmp.xyz / tmp.w;
+}
+
+#define min3(a, b, c) min(a, min(b, c))
+#define min4(a, b, c, d) min(a, min3(b, c, d))
+#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
+#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
+#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
+#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
+#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
+
+#define max3(a, b, c) max(a, max(b, c))
+#define max4(a, b, c, d) max(a, max3(b, c, d))
+#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
+#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
+#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
+#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
+#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
+
+#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
+#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
+#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
+#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
+#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
+#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
+#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
+
+/* clang-format off */
+float min_v2(vec2 v) { return min(v.x, v.y); }
+float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
+float min_v4(vec4 v) { return min(min(v.x, v.y), min(v.z, v.w)); }
+float max_v2(vec2 v) { return max(v.x, v.y); }
+float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
+float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
+
+float sum(vec2 v) { return dot(vec2(1.0), v); }
+float sum(vec3 v) { return dot(vec3(1.0), v); }
+float sum(vec4 v) { return dot(vec4(1.0), v); }
+
+float avg(vec2 v) { return dot(vec2(1.0 / 2.0), v); }
+float avg(vec3 v) { return dot(vec3(1.0 / 3.0), v); }
+float avg(vec4 v) { return dot(vec4(1.0 / 4.0), v); }
+/* clang-format on */
+
+#define saturate(a) clamp(a, 0.0, 1.0)
+
+float distance_squared(vec2 a, vec2 b)
+{
+ a -= b;
+ return dot(a, a);
+}
+
+float distance_squared(vec3 a, vec3 b)
+{
+ a -= b;
+ return dot(a, a);
+}
+
+float len_squared(vec3 a)
+{
+ return dot(a, a);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Fast Math
+ * \{ */
+
+/* [Drobot2014a] Low Level Optimizations for GCN */
+float fast_sqrt(float v)
+{
+ return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
+}
+
+vec2 fast_sqrt(vec2 v)
+{
+ return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
+}
+
+/* [Eberly2014] GPGPU Programming for Games and Science */
+float fast_acos(float v)
+{
+ float res = -0.156583 * abs(v) + M_PI_2;
+ res *= fast_sqrt(1.0 - abs(v));
+ return (v >= 0) ? res : M_PI - res;
+}
+
+vec2 fast_acos(vec2 v)
+{
+ vec2 res = -0.156583 * abs(v) + M_PI_2;
+ res *= fast_sqrt(1.0 - abs(v));
+ v.x = (v.x >= 0) ? res.x : M_PI - res.x;
+ v.y = (v.y >= 0) ? res.y : M_PI - res.y;
+ return v;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
new file mode 100644
index 00000000000..625e8bb1ff8
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
@@ -0,0 +1,39 @@
+
+/* NOTE: To be used with UNIFORM_RESOURCE_ID and INSTANCED_ATTR as define. */
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+in vec4 pos; /* Position and radius. */
+
+/* ---- Instanced attribs ---- */
+
+in vec3 pos_inst;
+in vec3 nor;
+
+mat3 pointcloud_get_facing_matrix(vec3 p)
+{
+ mat3 facing_mat;
+ facing_mat[2] = normalize(ViewMatrixInverse[3].xyz - p);
+ facing_mat[1] = normalize(cross(ViewMatrixInverse[0].xyz, facing_mat[2]));
+ facing_mat[0] = cross(facing_mat[1], facing_mat[2]);
+ return facing_mat;
+}
+
+/* Return world position and normal. */
+void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor)
+{
+ vec3 p = point_object_to_world(pos.xyz);
+ mat3 facing_mat = pointcloud_get_facing_matrix(p);
+
+ float radius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0));
+ /* TODO(fclem) remove multiplication here. Here only for keeping the size correct for now. */
+ radius *= 0.01;
+ outpos = p + (facing_mat * pos_inst) * radius;
+ outnor = facing_mat * nor;
+}
+
+vec3 pointcloud_get_pos(void)
+{
+ vec3 outpos, outnor;
+ pointcloud_get_pos_and_nor(outpos, outnor);
+ return outpos;
+}
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 1054f4d11c9..a55d2cd8c1a 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -14,10 +14,24 @@ layout(std140) uniform viewBlock
vec4 clipPlanes[6];
+ /* View frustum corners [NDC(-1.0, -1.0, -1.0) & NDC(1.0, 1.0, 1.0)].
+ * Fourth components are near and far values. */
+ vec4 ViewVecs[2];
+
/* TODO move it elsewhere. */
vec4 CameraTexCoFactors;
};
+#define ViewNear (ViewVecs[0].w)
+#define ViewFar (ViewVecs[1].w)
+
+#define cameraForward ViewMatrixInverse[2].xyz
+#define cameraPos ViewMatrixInverse[3].xyz
+#define cameraVec \
+ ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+#define viewCameraVec \
+ ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0))
+
#ifdef world_clip_planes_calc_clip_distance
# undef world_clip_planes_calc_clip_distance
# define world_clip_planes_calc_clip_distance(p) \
@@ -100,10 +114,13 @@ uniform int resourceId;
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */
-# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
-# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom;
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
-# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id;
+# ifdef USE_GEOMETRY_SHADER
+# define RESOURCE_ID_VARYING flat out int resourceIDGeom;
+# define PASS_RESOURCE_ID resourceIDGeom = resource_id;
+# else
+# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
+# endif
#endif
/* If used in a fragment / geometry shader, we pass
@@ -114,7 +131,7 @@ uniform int resourceId;
flat in int resourceIDGeom[];
# define resource_id resourceIDGeom
-# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i];
+# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0];
#endif
#ifdef GPU_FRAGMENT_SHADER
@@ -167,10 +184,14 @@ uniform mat4 ModelMatrixInverse;
* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
**/
-#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n))
-#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
-#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
+#define NormalMatrix transpose(mat3(ModelMatrixInverse))
+#define NormalMatrixInverse transpose(mat3(ModelMatrix))
+
+#define normal_object_to_view(n) (mat3(ViewMatrix) * (NormalMatrix * n))
+#define normal_object_to_world(n) (NormalMatrix * n)
+#define normal_world_to_object(n) (NormalMatrixInverse * n)
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
+#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
@@ -194,3 +215,78 @@ uniform mat4 ModelMatrixInverse;
#define DRW_BASE_FROM_DUPLI (1 << 2)
#define DRW_BASE_FROM_SET (1 << 3)
#define DRW_BASE_ACTIVE (1 << 4)
+
+/* ---- Opengl Depth conversion ---- */
+
+float linear_depth(bool is_persp, float z, float zf, float zn)
+{
+ if (is_persp) {
+ return (zn * zf) / (z * (zn - zf) + zf);
+ }
+ else {
+ return (z * 2.0 - 1.0) * zf;
+ }
+}
+
+float buffer_depth(bool is_persp, float z, float zf, float zn)
+{
+ if (is_persp) {
+ return (zf * (zn - z)) / (z * (zn - zf));
+ }
+ else {
+ return (z / (zf * 2.0)) + 0.5;
+ }
+}
+
+float get_view_z_from_depth(float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float d = 2.0 * depth - 1.0;
+ return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+ }
+ else {
+ return ViewVecs[0].z + depth * ViewVecs[1].z;
+ }
+}
+
+float get_depth_from_view_z(float z)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
+ return d * 0.5 + 0.5;
+ }
+ else {
+ return (z - ViewVecs[0].z) / ViewVecs[1].z;
+ }
+}
+
+vec2 get_uvs_from_view(vec3 view)
+{
+ vec4 ndc = ProjectionMatrix * vec4(view, 1.0);
+ return (ndc.xy / ndc.w) * 0.5 + 0.5;
+}
+
+vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ return vec3(ViewVecs[0].xy + uvcoords * ViewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
+ }
+ else {
+ return ViewVecs[0].xyz + vec3(uvcoords, depth) * ViewVecs[1].xyz;
+ }
+}
+
+vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
+{
+ return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
+}
+
+vec3 get_view_vector_from_screen_uv(vec2 uv)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ return normalize(vec3(ViewVecs[0].xy + uv * ViewVecs[1].xy, 1.0));
+ }
+ else {
+ return vec3(0.0, 0.0, 1.0);
+ }
+}
diff --git a/source/blender/draw/intern/smaa_textures.h b/source/blender/draw/intern/smaa_textures.h
index 43b29340cac..7556f3a1952 100644
--- a/source/blender/draw/intern/smaa_textures.h
+++ b/source/blender/draw/intern/smaa_textures.h
@@ -26,8 +26,7 @@
* SOFTWARE.
*/
-#ifndef __SMAA_TEXTURES_H__
-#define __SMAA_TEXTURES_H__
+#pragma once
#define AREATEX_WIDTH 160
#define AREATEX_HEIGHT 560
@@ -15083,4 +15082,3 @@ static const unsigned char searchTexBytes[] = {
/* clang-format off */
-#endif /* __SMAA_TEXTURES_H__ */