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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_material.h5
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c4
-rw-r--r--source/blender/gpu/intern/gpu_draw.c26
-rw-r--r--source/blender/gpu/intern/gpu_material.c14
-rw-r--r--source/blender/gpu/intern/gpu_shader.c4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl200
8 files changed, 242 insertions, 15 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index cbcd6383a72..7d08e72bb7b 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -97,6 +97,7 @@ typedef enum GPUBuiltin {
GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
GPU_LOC_TO_VIEW_MATRIX = (1 << 13),
GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
+ GPU_OBJECT_INFO = (1 << 15)
} GPUBuiltin;
typedef enum GPUOpenGLBuiltin {
@@ -212,6 +213,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_enable_alpha(GPUMaterial *material);
+GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
/* High level functions to create and use GPU materials */
@@ -228,7 +230,7 @@ void GPU_material_bind(
float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
- float autobumpscale, GPUParticleInfo *pi);
+ float autobumpscale, GPUParticleInfo *pi, float object_info[3]);
void GPU_material_unbind(GPUMaterial *material);
bool GPU_material_bound(GPUMaterial *material);
struct Scene *GPU_material_scene(GPUMaterial *material);
@@ -325,6 +327,7 @@ struct GPUParticleInfo
float location[3];
float velocity[3];
float angular_velocity[3];
+ int random_id;
};
#ifdef WITH_OPENSUBDIV
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index faf1b907570..de2b94482f4 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -410,6 +410,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "unfparticlevel";
else if (builtin == GPU_PARTICLE_ANG_VELOCITY)
return "unfparticleangvel";
+ else if (builtin == GPU_OBJECT_INFO)
+ return "unfobjectinfo";
else
return "";
}
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 79672b6d6e5..ef3ae4df9fe 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -826,7 +826,9 @@ bool GPU_fx_do_composite_pass(
ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp);
if (ssao_shader) {
const GPUSSAOSettings *fx_ssao = fx->settings.ssao;
- float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
+ /* adjust attenuation to be scale invariant */
+ float attenuation = fx_ssao->attenuation / (fx_ssao->distance_max * fx_ssao->distance_max);
+ float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, attenuation, 0.0f};
float sample_params[3];
sample_params[0] = fx->ssao_sample_count_cache;
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index ef23713c271..4115c115536 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -43,6 +43,7 @@
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
+#include "BLI_hash.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
@@ -1880,6 +1881,21 @@ static int gpu_get_particle_info(GPUParticleInfo *pi)
return 0;
}
+static void GPU_get_object_info(float oi[3], Material *mat)
+{
+ Object *ob = GMS.gob;
+ oi[0] = ob->index;
+ oi[1] = mat->index;
+ unsigned int random;
+ if (GMS.dob) {
+ random = GMS.dob->random_id;
+ }
+ else {
+ random = BLI_hash_int_2d(BLI_hash_string(GMS.gob->id.name + 2), 0);
+ }
+ oi[2] = random * (1.0f/(float)0xFFFFFFFF);
+}
+
int GPU_object_material_bind(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
@@ -1939,21 +1955,27 @@ int GPU_object_material_bind(int nr, void *attribs)
/* bind glsl material and get attributes */
Material *mat = GMS.gmatbuf[nr];
GPUParticleInfo partile_info;
+ float object_info[3] = {0};
float auto_bump_scale;
GPUMaterial *gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
GPU_material_vertex_attributes(gpumat, gattribs);
- if (GMS.dob)
+ if (GMS.dob) {
gpu_get_particle_info(&partile_info);
+ }
+
+ if ((GPU_get_material_builtins(gpumat) & GPU_OBJECT_INFO) != 0) {
+ GPU_get_object_info(object_info, mat);
+ }
GPU_material_bind(
gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
- GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info);
+ GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gob->col, auto_bump_scale, &partile_info, object_info);
GMS.gboundmat = mat;
/* for glsl use alpha blend mode, unless it's set to solid and
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index db5c3cf2f47..aa7a104ff86 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -124,6 +124,8 @@ struct GPUMaterial {
int partvel;
int partangvel;
+ int objectinfoloc;
+
ListBase lamps;
bool bound;
@@ -226,6 +228,8 @@ static int gpu_material_construct_end(GPUMaterial *material, const char *passnam
material->partvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_VELOCITY));
if (material->builtins & GPU_PARTICLE_ANG_VELOCITY)
material->partangvel = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_PARTICLE_ANG_VELOCITY));
+ if (material->builtins & GPU_OBJECT_INFO)
+ material->objectinfoloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBJECT_INFO));
return 1;
}
else {
@@ -346,9 +350,14 @@ void GPU_material_bind(
}
}
+GPUBuiltin GPU_get_material_builtins(GPUMaterial *material)
+{
+ return material->builtins;
+}
+
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
- float autobumpscale, GPUParticleInfo *pi)
+ float autobumpscale, GPUParticleInfo *pi, float object_info[3])
{
if (material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@@ -397,6 +406,9 @@ void GPU_material_bind_uniforms(
if (material->builtins & GPU_PARTICLE_ANG_VELOCITY) {
GPU_shader_uniform_vector(shader, material->partangvel, 3, 1, pi->angular_velocity);
}
+ if (material->builtins & GPU_OBJECT_INFO) {
+ GPU_shader_uniform_vector(shader, material->objectinfoloc, 3, 1, object_info);
+ }
}
}
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 737d186c950..26bfd70c025 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -35,10 +35,10 @@
#include "GPU_compositing.h"
#include "GPU_extensions.h"
+#include "GPU_matrix.h"
#include "GPU_shader.h"
-#include "GPU_uniformbuffer.h"
#include "GPU_texture.h"
-#include "GPU_matrix.h"
+#include "GPU_uniformbuffer.h"
#include "gpu_shader_private.h"
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
index 529132f85a9..6477390dca9 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
@@ -85,7 +85,7 @@ float calculate_ssao_factor(float depth)
float f = dot(dir, normal);
/* use minor bias here to avoid self shadowing */
- if (f > 0.05 * len + 0.0001)
+ if (f > 0.05 * len)
factor += f * 1.0 / (len * (1.0 + len * len * ssao_params.z));
}
}
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index ef30f8ae6c5..857db4f7f7c 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2393,11 +2393,19 @@ void shade_alpha_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
/*********** NEW SHADER UTILITIES **************/
-float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
+float fresnel_dielectric_0(float eta)
+{
+ /* compute fresnel reflactance at normal incidence => cosi = 1.0 */
+ float A = (eta - 1.0) / (eta + 1.0);
+
+ return A * A;
+}
+
+float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
- float c = abs(dot(Incoming, Normal));
+ float c = abs(cosi);
float g = eta * eta - 1.0 + c * c;
float result;
@@ -2414,6 +2422,13 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
return result;
}
+float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
+{
+ /* compute fresnel reflectance without explicitly computing
+ * the refracted direction */
+ return fresnel_dielectric_cos(dot(Incoming, Normal), eta);
+}
+
float hypot(float x, float y)
{
return sqrt(x * x + y * y);
@@ -2507,6 +2522,57 @@ float floorfrac(float x, out int i)
return x - i;
}
+
+/* Principled BSDF operations */
+
+float sqr(float a)
+{
+ return a*a;
+}
+
+float schlick_fresnel(float u)
+{
+ float m = clamp(1.0 - u, 0.0, 1.0);
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a)
+{
+ if (a >= 1.0) return M_1_PI;
+ float a2 = a*a;
+ float t = 1.0 + (a2 - 1.0) * NdotH*NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+float GTR2(float NdotH, float a)
+{
+ float a2 = a*a;
+ float t = 1.0 + (a2 - 1.0) * NdotH*NdotH;
+ return a2 / (M_PI * t*t);
+}
+
+float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay)
+{
+ return 1.0 / (M_PI * ax*ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH*NdotH));
+}
+
+float smithG_GGX(float NdotV, float alphaG)
+{
+ float a = alphaG*alphaG;
+ float b = NdotV*NdotV;
+ return 1.0 / (NdotV + sqrt(a + b - a * b));
+}
+
+vec3 rotate_vector(vec3 p, vec3 n, float theta) {
+ return (
+ p * cos(theta) + cross(n, p) *
+ sin(theta) + n * dot(p, n) *
+ (1.0 - cos(theta))
+ );
+}
+
+
/*********** NEW SHADER NODES ***************/
#define NUM_LIGHTS 3
@@ -2568,6 +2634,126 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu
node_bsdf_diffuse(color, 0.0, N, result);
}
+void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
+ float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
+ float clearcoat_gloss, float ior, float transparency, float refraction_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
+{
+ /* ambient light */
+ // TODO: set ambient light to an appropriate value
+ vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
+
+ float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
+
+ /* set the viewing vector */
+ vec3 V = -normalize(I);
+
+ /* get the tangent */
+ vec3 Tangent = T;
+ if (T == vec3(0.0)) {
+ // if no tangent is set, use a default tangent
+ Tangent = vec3(1.0, 0.0, 0.0);
+ if (N.x != 0.0 || N.y != 0.0) {
+ vec3 N_xz = normalize(vec3(N.x, 0.0, N.z));
+
+ vec3 axis = normalize(cross(vec3(0.0, 0.0, 1.0), N_xz));
+ float angle = acos(dot(vec3(0.0, 0.0, 1.0), N_xz));
+
+ Tangent = normalize(rotate_vector(vec3(1.0, 0.0, 0.0), axis, angle));
+ }
+ }
+
+ /* rotate tangent */
+ if (anisotropic_rotation != 0.0) {
+ Tangent = rotate_vector(Tangent, N, anisotropic_rotation * 2.0 * M_PI);
+ }
+
+ /* calculate the tangent and bitangent */
+ vec3 Y = normalize(cross(N, Tangent));
+ vec3 X = cross(Y, N);
+
+ /* fresnel normalization parameters */
+ float F0 = fresnel_dielectric_0(eta);
+ float F0_norm = 1.0 / (1.0 - F0);
+
+ /* directional lights */
+ for (int i = 0; i < NUM_LIGHTS; i++) {
+ vec3 light_position_world = gl_LightSource[i].position.xyz;
+ vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
+
+ vec3 H = normalize(light_position + V);
+
+ vec3 light_specular = gl_LightSource[i].specular.rgb;
+
+ float NdotL = dot(N, light_position);
+ float NdotV = dot(N, V);
+ float LdotH = dot(light_position, H);
+
+ vec3 diffuse_and_specular_bsdf = vec3(0.0);
+ if (NdotL >= 0.0 && NdotV >= 0.0) {
+ float NdotH = dot(N, H);
+
+ float Cdlum = 0.3 * base_color.r + 0.6 * base_color.g + 0.1 * base_color.b; // luminance approx.
+
+ vec3 Ctint = Cdlum > 0 ? base_color.rgb / Cdlum : vec3(1.0); // normalize lum. to isolate hue+sat
+ vec3 Cspec0 = mix(specular * 0.08 * mix(vec3(1.0), Ctint, specular_tint), base_color.rgb, metallic);
+ vec3 Csheen = mix(vec3(1.0), Ctint, sheen_tint);
+
+ // Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
+ // and mix in diffuse retro-reflection based on roughness
+
+ float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
+ float Fd90 = 0.5 + 2.0 * LdotH*LdotH * roughness;
+ float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
+
+ // Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
+ // 1.25 scale is used to (roughly) preserve albedo
+ // Fss90 used to "flatten" retroreflection based on roughness
+ float Fss90 = LdotH*LdotH * roughness;
+ float Fss = mix(1.0, Fss90, FL) * mix(1.0, Fss90, FV);
+ float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
+
+ // specular
+ float aspect = sqrt(1.0 - anisotropic * 0.9);
+ float a = sqr(roughness);
+ float ax = max(0.001, a / aspect);
+ float ay = max(0.001, a * aspect);
+ float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); //GTR2(NdotH, a);
+ float FH = (fresnel_dielectric_cos(LdotH, eta) - F0) * F0_norm;
+ vec3 Fs = mix(Cspec0, vec3(1.0), FH);
+ float roughg = sqr(roughness * 0.5 + 0.5);
+ float Gs = smithG_GGX(NdotL, roughg) * smithG_GGX(NdotV, roughg);
+
+ // sheen
+ vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen;
+
+ diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen)
+ * (1.0 - metallic) + Gs * Fs * Ds;
+ }
+ diffuse_and_specular_bsdf *= max(NdotL, 0.0);
+
+ float CNdotL = dot(CN, light_position);
+ float CNdotV = dot(CN, V);
+
+ vec3 clearcoat_bsdf = vec3(0.0);
+ if (CNdotL >= 0.0 && CNdotV >= 0.0 && clearcoat > 0.0) {
+ float CNdotH = dot(CN, H);
+ //float FH = schlick_fresnel(LdotH);
+
+ // clearcoat (ior = 1.5 -> F0 = 0.04)
+ float Dr = GTR1(CNdotH, mix(0.1, 0.001, clearcoat_gloss));
+ float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH);
+ float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25);
+
+ clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25);
+ }
+ clearcoat_bsdf *= max(CNdotL, 0.0);
+
+ L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf);
+ }
+
+ result = vec4(L, 1.0);
+}
+
void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
@@ -3578,12 +3764,12 @@ void node_light_falloff(float strength, float tsmooth, out float quadratic, out
constant = strength;
}
-void node_object_info(out vec3 location, out float object_index, out float material_index, out float random)
+void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object_index, out float material_index, out float random)
{
- location = vec3(0.0);
- object_index = 0.0;
- material_index = 0.0;
- random = 0.0;
+ location = obmat[3].xyz;
+ object_index = info.x;
+ material_index = info.y;
+ random = info.z;
}
void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)