/* * Copyright 2016, Blender Foundation. * * 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. * * Contributor(s): Blender Institute * */ /** \file eevee_materials.c * \ingroup draw_engine */ #include "DRW_render.h" #include "DNA_world_types.h" #include "DNA_modifier_types.h" #include "DNA_view3d_types.h" #include "BLI_dynstr.h" #include "BLI_ghash.h" #include "BLI_alloca.h" #include "BKE_particle.h" #include "BKE_paint.h" #include "BKE_pbvh.h" #include "GPU_material.h" #include "eevee_engine.h" #include "eevee_lut.h" #include "eevee_private.h" /* *********** STATIC *********** */ static struct { char *frag_shader_lib; char *volume_shader_lib; struct GPUShader *default_prepass_sh; struct GPUShader *default_prepass_clip_sh; struct GPUShader *default_lit[VAR_MAT_MAX]; struct GPUShader *default_background; /* 64*64 array texture containing all LUTs and other utilitarian arrays. * Packing enables us to same precious textures slots. */ struct GPUTexture *util_tex; unsigned int sss_count; float viewvecs[2][4]; } e_data = {NULL}; /* Engine data */ extern char datatoc_lamps_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_lut_frag_glsl[]; extern char datatoc_btdf_lut_frag_glsl[]; extern char datatoc_bsdf_common_lib_glsl[]; extern char datatoc_bsdf_direct_lib_glsl[]; extern char datatoc_bsdf_sampling_lib_glsl[]; extern char datatoc_irradiance_lib_glsl[]; extern char datatoc_octahedron_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_shadow_geom_glsl[]; extern char datatoc_lightprobe_geom_glsl[]; extern char datatoc_lightprobe_vert_glsl[]; extern char datatoc_background_vert_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 Material defmaterial; extern GlobalsUboStorage ts; /* *********** FUNCTIONS *********** */ #if 0 /* Used only to generate the LUT values */ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) { struct GPUTexture *tex; struct GPUFrameBuffer *fb = NULL; static float samples_ct = 8192.0f; static float inv_samples_ct = 1.0f / 8192.0f; char *lib_str = NULL; DynStr *ds_vert = BLI_dynstr_new(); BLI_dynstr_append(ds_vert, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_vert, datatoc_bsdf_sampling_lib_glsl); lib_str = BLI_dynstr_get_cstring(ds_vert); BLI_dynstr_free(ds_vert); 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"); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); tex = DRW_texture_create_2D(w, h, DRW_TEX_RG_16, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, DRW_TEX_RG_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); DRW_framebuffer_bind(fb); 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); printf("{"); for (int i = 0; i < w*h * 3; i+=3) { printf("%ff, %ff, ", data[i], data[i+1]); i+=3; printf("%ff, %ff, ", data[i], data[i+1]); i+=3; printf("%ff, %ff, ", data[i], data[i+1]); i+=3; printf("%ff, %ff, \n", data[i], data[i+1]); } printf("}"); MEM_freeN(texels); MEM_freeN(data); return tex; } static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) { struct GPUTexture *tex; struct GPUTexture *hammersley = create_hammersley_sample_texture(8192); struct GPUFrameBuffer *fb = NULL; static float samples_ct = 8192.0f; static float a2 = 0.0f; static float inv_samples_ct = 1.0f / 8192.0f; char *frag_str = NULL; DynStr *ds_vert = BLI_dynstr_new(); BLI_dynstr_append(ds_vert, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_vert, datatoc_bsdf_sampling_lib_glsl); BLI_dynstr_append(ds_vert, datatoc_btdf_lut_frag_glsl); frag_str = BLI_dynstr_get_cstring(ds_vert); BLI_dynstr_free(ds_vert); 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"); MEM_freeN(frag_str); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_float(grp, "a2", &a2, 1); DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", hammersley); DRW_shgroup_uniform_texture(grp, "utilTex", e_data.util_tex); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); tex = DRW_texture_create_2D(w, h, DRW_TEX_R_16, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, DRW_TEX_R_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); DRW_framebuffer_bind(fb); float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut"); float inc = 1.0f / 31.0f; float roughness = 1e-8f - inc; FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w"); fprintf(f, "static float btdf_split_sum_ggx[32][64 * 64] = {\n"); do { roughness += inc; CLAMP(roughness, 1e-4f, 1.0f); a2 = powf(roughness, 4.0f); DRW_draw_pass(pass); DRW_framebuffer_read_data(0, 0, w, h, 3, 0, data); #if 1 fprintf(f, "\t{\n\t\t"); for (int i = 0; i < w*h * 3; i+=3) { fprintf(f, "%ff,", data[i]); if (((i/3)+1) % 12 == 0) fprintf(f, "\n\t\t"); else fprintf(f, " "); } fprintf(f, "\n\t},\n"); #else for (int i = 0; i < w*h * 3; i+=3) { if (data[i] < 0.01) printf(" "); else if (data[i] < 0.3) printf("."); else if (data[i] < 0.6) printf("+"); else if (data[i] < 0.9) printf("%%"); else printf("#"); if ((i/3+1) % 64 == 0) printf("\n"); } #endif } while (roughness < 1.0f); fprintf(f, "\n};\n"); fclose(f); MEM_freeN(texels); MEM_freeN(data); return tex; } #endif /* XXX TODO define all shared resources in a shared place without duplication */ struct GPUTexture *EEVEE_materials_get_util_tex(void) { return e_data.util_tex; } static int eevee_material_shadow_option(int shadow_method) { switch (shadow_method) { case SHADOW_ESM: return VAR_MAT_ESM; case SHADOW_VSM: return VAR_MAT_VSM; default: BLI_assert(!"Incorrect Shadow Method"); break; } return 0; } static char *eevee_get_defines(int options) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_appendf(ds, SHADER_DEFINES); if ((options & VAR_MAT_MESH) != 0) { BLI_dynstr_appendf(ds, "#define MESH_SHADER\n"); } if ((options & VAR_MAT_HAIR) != 0) { BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n"); } if ((options & VAR_MAT_PROBE) != 0) { BLI_dynstr_appendf(ds, "#define PROBE_CAPTURE\n"); } if ((options & VAR_MAT_FLAT) != 0) { BLI_dynstr_appendf(ds, "#define USE_FLAT_NORMAL\n"); } if ((options & VAR_MAT_CLIP) != 0) { BLI_dynstr_appendf(ds, "#define USE_ALPHA_CLIP\n"); } if ((options & VAR_MAT_SHADOW) != 0) { BLI_dynstr_appendf(ds, "#define SHADOW_SHADER\n"); } if ((options & VAR_MAT_HASH) != 0) { BLI_dynstr_appendf(ds, "#define USE_ALPHA_HASH\n"); } if ((options & VAR_MAT_BLEND) != 0) { BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND\n"); } if ((options & VAR_MAT_MULT) != 0) { BLI_dynstr_appendf(ds, "#define USE_MULTIPLY\n"); } if ((options & VAR_MAT_REFRACT) != 0) { BLI_dynstr_appendf(ds, "#define USE_REFRACTION\n"); } if ((options & VAR_MAT_SSS) != 0) { BLI_dynstr_appendf(ds, "#define USE_SSS\n"); } if ((options & VAR_MAT_VSM) != 0) { BLI_dynstr_appendf(ds, "#define SHADOW_VSM\n"); } if ((options & VAR_MAT_ESM) != 0) { BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n"); } if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) { BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n"); } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *eevee_get_volume_defines(int options) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_appendf(ds, SHADER_DEFINES); BLI_dynstr_appendf(ds, "#define VOLUMETRICS\n"); if ((options & VAR_MAT_VOLUME) != 0) { BLI_dynstr_appendf(ds, "#define MESH_SHADER\n"); } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } /** * ssr_id can be null to disable ssr contribution. **/ static void add_standard_uniforms( DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend) { if (ssr_id == NULL || !vedata->stl->g_data->valid_double_buffer) { static int no_ssr = -1.0f; ssr_id = &no_ssr; } DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(shgrp, "light_block", sldata->light_ubo); DRW_shgroup_uniform_block(shgrp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_uniform_int(shgrp, "light_count", &sldata->lamps->num_light, 1); DRW_shgroup_uniform_int(shgrp, "probe_count", &sldata->probes->num_render_cube, 1); DRW_shgroup_uniform_int(shgrp, "grid_count", &sldata->probes->num_render_grid, 1); DRW_shgroup_uniform_int(shgrp, "planar_count", &sldata->probes->num_planar, 1); DRW_shgroup_uniform_bool(shgrp, "specToggle", &sldata->probes->specular_toggle, 1); DRW_shgroup_uniform_bool(shgrp, "ssrToggle", &sldata->probes->ssr_toggle, 1); DRW_shgroup_uniform_float(shgrp, "lodCubeMax", &sldata->probes->lod_cube_max, 1); DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex); DRW_shgroup_uniform_buffer(shgrp, "probeCubes", &sldata->probe_pool); DRW_shgroup_uniform_buffer(shgrp, "probePlanars", &vedata->txl->planar_pool); DRW_shgroup_uniform_buffer(shgrp, "irradianceGrid", &sldata->irradiance_pool); DRW_shgroup_uniform_buffer(shgrp, "shadowTexture", &sldata->shadow_pool); DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1); DRW_shgroup_uniform_vec4(shgrp, "aoParameters[0]", &vedata->stl->effects->ao_dist, 2); DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2); DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer); DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10); DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1); if (refract_depth != NULL) { DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1); } if (use_ssrefraction) { DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color); DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1); DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1); DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1); } if (vedata->stl->effects->use_ao) { DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &vedata->txl->gtao_horizons); DRW_shgroup_uniform_ivec2(shgrp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1); } else { /* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */ DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &sldata->shadow_pool); } if (vedata->stl->effects->use_volumetrics && use_alpha_blend) { /* Do not use history buffers as they already have been swapped */ DRW_shgroup_uniform_buffer(shgrp, "inScattering", &vedata->txl->volume_scatter); DRW_shgroup_uniform_buffer(shgrp, "inTransmittance", &vedata->txl->volume_transmittance); DRW_shgroup_uniform_vec2(shgrp, "volume_uv_ratio", (float *)sldata->volumetrics->volume_coord_scale, 1); DRW_shgroup_uniform_vec3(shgrp, "volume_param", (float *)sldata->volumetrics->depth_param, 1); } } static void create_default_shader(int options) { DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, e_data.frag_shader_lib); BLI_dynstr_append(ds_frag, datatoc_default_frag_glsl); char *frag_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); char *defines = eevee_get_defines(options); e_data.default_lit[options] = DRW_shader_create(datatoc_lit_surface_vert_glsl, NULL, frag_str, defines); MEM_freeN(defines); MEM_freeN(frag_str); } void EEVEE_update_util_texture(float offset) { /* TODO: split this into 2 functions : one for init, * and the other one that updates the noise with the offset. */ const int layers = 3 + 16; float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels"); float (*texels_layer)[4] = texels; /* Copy ltc_mat_ggx into 1st layer */ memcpy(texels_layer, ltc_mat_ggx, sizeof(float[4]) * 64 * 64); texels_layer += 64 * 64; /* Copy bsdf_split_sum_ggx into 2nd layer red and green channels. Copy ltc_mag_ggx into 2nd layer blue channel. */ for (int i = 0; i < 64 * 64; i++) { texels_layer[i][0] = bsdf_split_sum_ggx[i * 2 + 0]; texels_layer[i][1] = bsdf_split_sum_ggx[i * 2 + 1]; texels_layer[i][2] = ltc_mag_ggx[i]; } texels_layer += 64 * 64; /* Copy blue noise in 3rd layer */ for (int i = 0; i < 64 * 64; i++) { float noise; noise = fmod(blue_noise[i][0] + offset, 1.0f); texels_layer[i][0] = noise; noise = fmod(blue_noise[i][1] + offset, 1.0f); texels_layer[i][1] = noise * 0.5f + 0.5f; texels_layer[i][2] = cosf(noise * 2.0f * M_PI); texels_layer[i][3] = sinf(noise * 2.0f * M_PI); } texels_layer += 64 * 64; /* Copy Refraction GGX LUT in layer 4 - 20 */ for (int j = 0; j < 16; ++j) { for (int i = 0; i < 64 * 64; i++) { texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i]; texels_layer[i][1] = btdf_split_sum_ggx[j * 2][i]; texels_layer[i][2] = btdf_split_sum_ggx[j * 2][i]; texels_layer[i][3] = btdf_split_sum_ggx[j * 2][i]; } texels_layer += 64 * 64; } if (e_data.util_tex == NULL) { e_data.util_tex = DRW_texture_create_2D_array(64, 64, layers, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels); } else { DRW_texture_update(e_data.util_tex, (float *)texels); } MEM_freeN(texels); } void EEVEE_materials_init(EEVEE_StorageList *stl) { if (!e_data.frag_shader_lib) { char *frag_str = NULL; /* Shaders */ DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_ssr_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_ltc_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl); BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl); e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_ltc_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl); e_data.volume_shader_lib = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, e_data.frag_shader_lib); BLI_dynstr_append(ds_frag, datatoc_default_frag_glsl); frag_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.default_background = DRW_shader_create( datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL); e_data.default_prepass_sh = DRW_shader_create( datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl, NULL); e_data.default_prepass_clip_sh = DRW_shader_create( datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl, "#define CLIP_PLANES\n"); MEM_freeN(frag_str); EEVEE_update_util_texture(0.0f); } { /* Update viewvecs */ const bool is_persp = DRW_viewport_is_persp_get(); float invproj[4][4], winmat[4][4]; /* view vectors for the corners of the view frustum. * Can be used to recreate the world space position easily */ float viewvecs[3][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} }; /* invert the view matrix */ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); invert_m4_m4(invproj, winmat); /* convert the view vectors to view space */ for (int i = 0; i < 3; i++) { mul_m4_v4(invproj, viewvecs[i]); /* normalized trick see: * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); if (is_persp) mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); viewvecs[i][3] = 1.0; } copy_v4_v4(stl->g_data->viewvecs[0], viewvecs[0]); copy_v4_v4(stl->g_data->viewvecs[1], viewvecs[1]); /* we need to store the differences */ stl->g_data->viewvecs[1][0] -= viewvecs[0][0]; stl->g_data->viewvecs[1][1] = viewvecs[2][1] - 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]); stl->g_data->viewvecs[1][2] = vec_far[2] - viewvecs[0][2]; } } } struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, World *wo) { const void *engine = &DRW_engine_viewport_eevee_type; const int options = VAR_WORLD_PROBE; GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options); if (mat != NULL) { return mat; } return GPU_material_from_nodetree( scene, wo->nodetree, &wo->gpumaterial, engine, options, datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib, SHADER_DEFINES "#define PROBE_CAPTURE\n"); } struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, World *wo) { const void *engine = &DRW_engine_viewport_eevee_type; int options = VAR_WORLD_BACKGROUND; GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options); if (mat != NULL) { return mat; } return GPU_material_from_nodetree( scene, wo->nodetree, &wo->gpumaterial, engine, options, datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib, SHADER_DEFINES "#define WORLD_BACKGROUND\n"); } struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo) { const void *engine = &DRW_engine_viewport_eevee_type; int options = VAR_WORLD_VOLUME; GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options); if (mat != NULL) { return mat; } char *defines = eevee_get_volume_defines(options); mat = GPU_material_from_nodetree( scene, wo->nodetree, &wo->gpumaterial, engine, options, datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib, defines); MEM_freeN(defines); return mat; } struct GPUMaterial *EEVEE_material_mesh_get( struct Scene *scene, Material *ma, EEVEE_Data *vedata, bool use_blend, bool use_multiply, bool use_refract, bool use_sss, int shadow_method) { const void *engine = &DRW_engine_viewport_eevee_type; int options = VAR_MAT_MESH; if (use_blend) options |= VAR_MAT_BLEND; if (use_multiply) options |= VAR_MAT_MULT; if (use_refract) options |= VAR_MAT_REFRACT; if (use_sss) options |= VAR_MAT_SSS; if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME; options |= eevee_material_shadow_option(shadow_method); GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options); if (mat) { return mat; } char *defines = eevee_get_defines(options); mat = GPU_material_from_nodetree( scene, ma->nodetree, &ma->gpumaterial, engine, options, datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib, defines); MEM_freeN(defines); return mat; } struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material *ma) { const void *engine = &DRW_engine_viewport_eevee_type; int options = VAR_MAT_VOLUME; GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options); if (mat != NULL) { return mat; } char *defines = eevee_get_volume_defines(options); mat = GPU_material_from_nodetree( scene, ma->nodetree, &ma->gpumaterial, engine, options, datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib, defines); MEM_freeN(defines); return mat; } struct GPUMaterial *EEVEE_material_mesh_depth_get( struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow) { const void *engine = &DRW_engine_viewport_eevee_type; int options = VAR_MAT_MESH; if (use_hashed_alpha) { options |= VAR_MAT_HASH; } else { options |= VAR_MAT_CLIP; } if (is_shadow) options |= VAR_MAT_SHADOW; GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options); if (mat) { return mat; } char *defines = eevee_get_defines(options); DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, e_data.frag_shader_lib); BLI_dynstr_append(ds_frag, datatoc_prepass_frag_glsl); char *frag_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); mat = GPU_material_from_nodetree( scene, ma->nodetree, &ma->gpumaterial, engine, options, (is_shadow) ? datatoc_shadow_vert_glsl : datatoc_lit_surface_vert_glsl, (is_shadow) ? datatoc_shadow_geom_glsl : NULL, frag_str, defines); MEM_freeN(frag_str); MEM_freeN(defines); return mat; } struct GPUMaterial *EEVEE_material_hair_get( struct Scene *scene, Material *ma, int shadow_method) { const void *engine = &DRW_engine_viewport_eevee_type; int options = VAR_MAT_MESH | VAR_MAT_HAIR; options |= eevee_material_shadow_option(shadow_method); GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options); if (mat) { return mat; } char *defines = eevee_get_defines(options); mat = GPU_material_from_nodetree( scene, ma->nodetree, &ma->gpumaterial, engine, options, datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib, defines); MEM_freeN(defines); return mat; } /** * Create a default shading group inside the given pass. **/ static struct DRWShadingGroup *EEVEE_default_shading_group_create( EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass, bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method) { static int ssr_id; ssr_id = (use_ssr) ? 1 : -1; int options = VAR_MAT_MESH; if (is_hair) options |= VAR_MAT_HAIR; if (is_flat_normal) options |= VAR_MAT_FLAT; if (use_blend) options |= VAR_MAT_BLEND; if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME; options |= eevee_material_shadow_option(shadow_method); if (e_data.default_lit[options] == NULL) { create_default_shader(options); } DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass); add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend); return shgrp; } /** * Create a default shading group inside the default pass without standard uniforms. **/ static struct DRWShadingGroup *EEVEE_default_shading_group_get( EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, bool is_hair, bool is_flat_normal, bool use_ssr, int shadow_method) { static int ssr_id; ssr_id = (use_ssr) ? 1 : -1; int options = VAR_MAT_MESH; if (is_hair) options |= VAR_MAT_HAIR; if (is_flat_normal) options |= VAR_MAT_FLAT; options |= eevee_material_shadow_option(shadow_method); if (e_data.default_lit[options] == NULL) { create_default_shader(options); } if (vedata->psl->default_pass[options] == NULL) { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state); DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]); add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false); } return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]); } void EEVEE_materials_cache_init(EEVEE_Data *vedata) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; { const DRWContextState *draw_ctx = DRW_context_state_get(); SceneLayer *scene_layer = draw_ctx->scene_layer; IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); /* Global AO Switch*/ stl->effects->use_ao = BKE_collection_engine_property_value_get_bool(props, "gtao_enable"); stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals"); /* SSR switch */ stl->effects->use_ssr = BKE_collection_engine_property_value_get_bool(props, "ssr_enable"); /* Volumetrics */ stl->effects->use_volumetrics = BKE_collection_engine_property_value_get_bool(props, "volumetric_enable"); } /* Create Material Ghash */ { stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash"); stl->g_data->hair_material_hash = BLI_ghash_ptr_new("Eevee_hair_material ghash"); } { psl->background_pass = DRW_pass_create("Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; World *wo = scene->world; float *col = ts.colorBackground; if (wo) { col = &wo->horr; if (wo->use_nodes && wo->nodetree) { struct GPUMaterial *gpumat = EEVEE_material_world_background_get(scene, wo); grp = DRW_shgroup_material_create(gpumat, psl->background_pass); if (grp) { DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); DRW_shgroup_call_add(grp, geom, NULL); } else { /* Shader failed : pink background */ static float pink[3] = {1.0f, 0.0f, 1.0f}; col = pink; } } } /* Fallback if shader fails or if not using nodetree. */ if (grp == NULL) { grp = DRW_shgroup_create(e_data.default_background, psl->background_pass); DRW_shgroup_uniform_vec3(grp, "color", col, 1); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); DRW_shgroup_call_add(grp, geom, NULL); } } { DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE; psl->depth_pass = DRW_pass_create("Depth Pass", state); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK; psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state); stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK; psl->depth_pass_clip_cull = DRW_pass_create("Depth Pass Cull Clip", state); stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip_cull); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; psl->material_pass = DRW_pass_create("Material Shader Pass", state); } { DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE; psl->refract_depth_pass = DRW_pass_create("Refract Depth Pass", state); stl->g_data->refract_depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->refract_depth_pass); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK; psl->refract_depth_pass_cull = DRW_pass_create("Refract Depth Pass Cull", state); stl->g_data->refract_depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->refract_depth_pass_cull); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; psl->refract_depth_pass_clip = DRW_pass_create("Refract Depth Pass Clip", state); stl->g_data->refract_depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK; psl->refract_depth_pass_clip_cull = DRW_pass_create("Refract Depth Pass Cull Clip", state); stl->g_data->refract_depth_shgrp_clip_cull = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip_cull); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; psl->refract_pass = DRW_pass_create("Opaque Refraction Pass", state); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE | DRW_STATE_WRITE_STENCIL; psl->sss_pass = DRW_pass_create("Subsurface Pass", state); e_data.sss_count = 0; } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; psl->transparent_pass = DRW_pass_create("Material Transparent Pass", state); } } #define ADD_SHGROUP_CALL(shgrp, ob, geom) do { \ if (is_sculpt_mode_draw) { \ DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \ } \ else { \ DRW_shgroup_call_object_add(shgrp, geom, ob); \ } \ } while (0) #define ADD_SHGROUP_CALL_SAFE(shgrp, ob, geom) do { \ if (shgrp) { \ ADD_SHGROUP_CALL(shgrp, ob, geom); \ } \ } while (0) typedef struct EeveeMaterialShadingGroups { struct DRWShadingGroup *shading_grp; struct DRWShadingGroup *depth_grp; struct DRWShadingGroup *depth_clip_grp; } EeveeMaterialShadingGroups; static void material_opaque( Material *ma, GHash *material_hash, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct GPUMaterial **gpumat_depth, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth, struct DRWShadingGroup **shgrp_depth_clip) { const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_LampsInfo *linfo = sldata->lamps; float *color_p = &ma->r; float *metal_p = &ma->ray_mirror; float *spec_p = &ma->spec; float *rough_p = &ma->gloss_mir; const bool use_gpumat = (ma->use_nodes && ma->nodetree); const bool use_refract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) && ((stl->effects->enabled_effects & EFFECT_REFRACT) != 0); const bool use_sss = ((ma->blend_flag & MA_BL_SS_SUBSURFACE) != 0) && ((stl->effects->enabled_effects & EFFECT_SSS) != 0); EeveeMaterialShadingGroups *emsg = BLI_ghash_lookup(material_hash, (const void *)ma); if (emsg) { *shgrp = emsg->shading_grp; *shgrp_depth = emsg->depth_grp; *shgrp_depth_clip = emsg->depth_clip_grp; /* This will have been created already, just perform a lookup. */ *gpumat = (use_gpumat) ? EEVEE_material_mesh_get( scene, ma, vedata, false, false, use_refract, use_sss, linfo->shadow_method) : NULL; *gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get( scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL; return; } if (use_gpumat) { /* Shading */ *gpumat = EEVEE_material_mesh_get(scene, ma, vedata, false, false, use_refract, use_sss, linfo->shadow_method); *shgrp = DRW_shgroup_material_create(*gpumat, (use_refract) ? psl->refract_pass : (use_sss) ? psl->sss_pass : psl->material_pass); if (*shgrp) { static int no_ssr = -1; static int first_ssr = 0; int *ssr_id = (stl->effects->use_ssr && !use_refract) ? &first_ssr : &no_ssr; add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false); if (use_sss) { struct GPUUniformBuffer *sss_profile = GPU_material_sss_profile_get(*gpumat, stl->effects->sss_sample_count); if (sss_profile) { DRW_shgroup_stencil_mask(*shgrp, e_data.sss_count + 1); EEVEE_subsurface_add_pass(vedata, e_data.sss_count + 1, sss_profile); e_data.sss_count++; } } } else { /* Shader failed : pink color */ static float col[3] = {1.0f, 0.0f, 1.0f}; static float half = 0.5f; color_p = col; metal_p = spec_p = rough_p = ½ } /* Alpha CLipped : Discard pixel from depth pass, then * fail the depth test for shading. */ if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) { *gpumat_depth = EEVEE_material_mesh_depth_get(scene, ma, (ma->blend_method == MA_BM_HASHED), false); if (use_refract) { *shgrp_depth = DRW_shgroup_material_create(*gpumat_depth, (do_cull) ? psl->refract_depth_pass_cull : psl->refract_depth_pass); *shgrp_depth_clip = DRW_shgroup_material_create(*gpumat_depth, (do_cull) ? psl->refract_depth_pass_clip_cull : psl->refract_depth_pass_clip); } else { *shgrp_depth = DRW_shgroup_material_create(*gpumat_depth, (do_cull) ? psl->depth_pass_cull : psl->depth_pass); *shgrp_depth_clip = DRW_shgroup_material_create(*gpumat_depth, (do_cull) ? psl->depth_pass_clip_cull : psl->depth_pass_clip); } if (*shgrp_depth != NULL) { add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false); if (ma->blend_method == MA_BM_CLIP) { DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1); DRW_shgroup_uniform_float(*shgrp_depth_clip, "alphaThreshold", &ma->alpha_threshold, 1); } } } } /* Fallback to default shader */ if (*shgrp == NULL) { *shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, use_flat_nor, stl->effects->use_ssr, linfo->shadow_method); DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1); DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1); DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1); DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1); } /* Fallback default depth prepass */ if (*shgrp_depth == NULL) { if (use_refract) { *shgrp_depth = (do_cull) ? stl->g_data->refract_depth_shgrp_cull : stl->g_data->refract_depth_shgrp; *shgrp_depth_clip = (do_cull) ? stl->g_data->refract_depth_shgrp_clip_cull : stl->g_data->refract_depth_shgrp_clip; } else { *shgrp_depth = (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp; *shgrp_depth_clip = (do_cull) ? stl->g_data->depth_shgrp_clip_cull : stl->g_data->depth_shgrp_clip; } } emsg = MEM_mallocN(sizeof("EeveeMaterialShadingGroups"), "EeveeMaterialShadingGroups"); emsg->shading_grp = *shgrp; emsg->depth_grp = *shgrp_depth; emsg->depth_clip_grp = *shgrp_depth_clip; BLI_ghash_insert(material_hash, ma, emsg); } static void material_transparent( Material *ma, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth) { const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_LampsInfo *linfo = sldata->lamps; const bool use_refract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) && ((stl->effects->enabled_effects & EFFECT_REFRACT) != 0); float *color_p = &ma->r; float *metal_p = &ma->ray_mirror; float *spec_p = &ma->spec; float *rough_p = &ma->gloss_mir; if (ma->use_nodes && ma->nodetree) { /* Shading */ *gpumat = EEVEE_material_mesh_get(scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, false, linfo->shadow_method); *shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass); if (*shgrp) { static int ssr_id = -1; /* TODO transparent SSR */ bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0; add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend); } else { /* Shader failed : pink color */ static float col[3] = {1.0f, 0.0f, 1.0f}; static float half = 0.5f; color_p = col; metal_p = spec_p = rough_p = ½ } } /* Fallback to default shader */ if (*shgrp == NULL) { *shgrp = EEVEE_default_shading_group_create( sldata, vedata, psl->transparent_pass, false, use_flat_nor, true, false, linfo->shadow_method); DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1); DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1); DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1); DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1); } const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKSIDE) != 0); DRWState all_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY; DRWState cur_state = DRW_STATE_WRITE_COLOR; cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS; cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0; switch (ma->blend_method) { case MA_BM_ADD: cur_state |= DRW_STATE_ADDITIVE; break; case MA_BM_MULTIPLY: cur_state |= DRW_STATE_MULTIPLY; break; case MA_BM_BLEND: cur_state |= DRW_STATE_BLEND; break; default: BLI_assert(0); break; } /* Disable other blend modes and use the one we want. */ DRW_shgroup_state_disable(*shgrp, all_state); DRW_shgroup_state_enable(*shgrp, cur_state); /* Depth prepass */ if (use_prepass) { *shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass); cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0; DRW_shgroup_state_disable(*shgrp_depth, all_state); DRW_shgroup_state_enable(*shgrp_depth, cur_state); } } void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sldata, Object *ob) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; GHash *material_hash = stl->g_data->material_hash; IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, ""); const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling"); const bool is_active = (ob == draw_ctx->obact); const bool is_sculpt_mode = is_active && (ob->mode & OB_MODE_SCULPT) != 0; #if 0 const bool is_sculpt_mode_draw = is_sculpt_mode && (draw_ctx->v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0; #else /* For now just force fully shaded with eevee when supported. */ const bool is_sculpt_mode_draw = is_sculpt_mode && ((ob->sculpt && ob->sculpt->pbvh) && (BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES)); #endif const bool is_default_mode_shader = is_sculpt_mode; /* First get materials for this mesh. */ if (ELEM(ob->type, OB_MESH)) { const int materials_len = MAX2(1, (is_sculpt_mode_draw ? 1 : ob->totcol)); struct DRWShadingGroup **shgrp_array = BLI_array_alloca(shgrp_array, materials_len); struct DRWShadingGroup **shgrp_depth_array = BLI_array_alloca(shgrp_depth_array, materials_len); struct DRWShadingGroup **shgrp_depth_clip_array = BLI_array_alloca(shgrp_depth_clip_array, materials_len); struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len); bool use_flat_nor = false; if (is_default_mode_shader) { if (is_sculpt_mode_draw) { use_flat_nor = DRW_object_is_flat_normal(ob); } } for (int i = 0; i < materials_len; ++i) { Material *ma; if (is_sculpt_mode_draw) { ma = NULL; } else { ma = give_current_material(ob, i + 1); } gpumat_array[i] = NULL; gpumat_depth_array[i] = NULL; shgrp_array[i] = NULL; shgrp_depth_array[i] = NULL; shgrp_depth_clip_array[i] = NULL; if (ma == NULL) ma = &defmaterial; switch (ma->blend_method) { case MA_BM_SOLID: case MA_BM_CLIP: case MA_BM_HASHED: material_opaque(ma, material_hash, sldata, vedata, do_cull, use_flat_nor, &gpumat_array[i], &gpumat_depth_array[i], &shgrp_array[i], &shgrp_depth_array[i], &shgrp_depth_clip_array[i]); break; case MA_BM_ADD: case MA_BM_MULTIPLY: case MA_BM_BLEND: material_transparent(ma, sldata, vedata, do_cull, use_flat_nor, &gpumat_array[i], &shgrp_array[i], &shgrp_depth_array[i]); break; default: BLI_assert(0); break; } } if (is_sculpt_mode && is_sculpt_mode_draw == false) { DRW_cache_mesh_sculpt_coords_ensure(ob); } /* Only support single volume material for now. */ /* XXX We rely on the previously compiled surface shader * to know if the material has a "volume nodetree". */ bool use_volume_material = (gpumat_array[0] && GPU_material_use_domain_volume(gpumat_array[0])); /* Get per-material split surface */ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len); if (mat_geom) { for (int i = 0; i < materials_len; ++i) { Material *ma = give_current_material(ob, i + 1); if (ma == NULL) ma = &defmaterial; /* Do not render surface if we are rendering a volume object * and do not have a surface closure. */ if (use_volume_material && (gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i]))) { continue; } /* Shading pass */ ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i]); /* Depth Prepass */ ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, mat_geom[i]); ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i]); /* Shadow Pass */ if (ma->use_nodes && ma->nodetree && (ma->blend_method != MA_BM_SOLID)) { struct GPUMaterial *gpumat; switch (ma->blend_shadow) { case MA_BS_SOLID: EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat); break; case MA_BS_CLIP: gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true); EEVEE_lights_cache_shcaster_material_add(sldata, psl, gpumat, mat_geom[i], ob, ob->obmat, &ma->alpha_threshold); break; case MA_BS_HASHED: gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true); EEVEE_lights_cache_shcaster_material_add(sldata, psl, gpumat, mat_geom[i], ob, ob->obmat, NULL); break; case MA_BS_NONE: default: break; } } else { EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat); } } } /* Volumetrics */ if (vedata->stl->effects->use_volumetrics && use_volume_material) { EEVEE_volumes_cache_object_add(sldata, vedata, scene, ob); } } if (ob->type == OB_MESH) { if (ob != draw_ctx->scene->obedit) { material_hash = stl->g_data->hair_material_hash; for (ModifierData *md = ob->modifiers.first; md; md = md->next) { if (md->type == eModifierType_ParticleSystem) { ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (psys_check_enabled(ob, psys, false)) { ParticleSettings *part = psys->part; int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH && (psys->pathcache || psys->childcache)) { struct Gwn_Batch *hair_geom = DRW_cache_particles_get_hair(psys, md); DRWShadingGroup *shgrp = NULL; Material *ma = give_current_material(ob, part->omat); static float mat[4][4]; unit_m4(mat); if (ma == NULL) { ma = &defmaterial; } float *color_p = &ma->r; float *metal_p = &ma->ray_mirror; float *spec_p = &ma->spec; float *rough_p = &ma->gloss_mir; DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat); DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat); shgrp = BLI_ghash_lookup(material_hash, (const void *)ma); if (shgrp) { DRW_shgroup_call_add(shgrp, hair_geom, mat); } else { if (ma->use_nodes && ma->nodetree) { struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lamps->shadow_method); shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass); if (shgrp) { add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false); BLI_ghash_insert(material_hash, ma, shgrp); DRW_shgroup_call_add(shgrp, hair_geom, mat); } else { /* Shader failed : pink color */ static float col[3] = {1.0f, 0.0f, 1.0f}; static float half = 0.5f; color_p = col; metal_p = spec_p = rough_p = ½ } } /* Fallback to default shader */ if (shgrp == NULL) { shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false, stl->effects->use_ssr, sldata->lamps->shadow_method); DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1); DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1); DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1); DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1); BLI_ghash_insert(material_hash, ma, shgrp); DRW_shgroup_call_add(shgrp, hair_geom, mat); } } } } } } } } } void EEVEE_materials_cache_finish(EEVEE_Data *vedata) { EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; BLI_ghash_free(stl->g_data->material_hash, NULL, MEM_freeN); BLI_ghash_free(stl->g_data->hair_material_hash, NULL, NULL); } void EEVEE_materials_free(void) { for (int i = 0; i < VAR_MAT_MAX; ++i) { DRW_SHADER_FREE_SAFE(e_data.default_lit[i]); } MEM_SAFE_FREE(e_data.frag_shader_lib); MEM_SAFE_FREE(e_data.volume_shader_lib); DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh); DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh); DRW_SHADER_FREE_SAFE(e_data.default_background); DRW_TEXTURE_FREE_SAFE(e_data.util_tex); } void EEVEE_draw_default_passes(EEVEE_PassList *psl) { for (int i = 0; i < VAR_MAT_MAX; ++i) { if (psl->default_pass[i]) { DRW_draw_pass(psl->default_pass[i]); } } }