/* * 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 2016, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "BKE_lib_id.h" #include "BKE_node.h" #include "BLI_dynstr.h" #include "BLI_string_utils.h" #include "DNA_world_types.h" #include "MEM_guardedalloc.h" #include "GPU_material.h" #include "GPU_shader.h" #include "NOD_shader.h" #include "eevee_engine.h" #include "eevee_private.h" 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_HL2) "#define IRRADIANCE_HL2\n"; #endif static struct { /* Lookdev */ struct GPUShader *studiolight_probe_sh; struct GPUShader *studiolight_background_sh; /* Probes */ struct GPUShader *probe_grid_display_sh; struct GPUShader *probe_cube_display_sh; struct GPUShader *probe_planar_display_sh; struct GPUShader *probe_filter_glossy_sh; struct GPUShader *probe_filter_diffuse_sh; struct GPUShader *probe_filter_visibility_sh; struct GPUShader *probe_grid_fill_sh; struct GPUShader *probe_planar_downsample_sh; /* Velocity Resolve */ struct GPUShader *velocity_resolve_sh; /* Temporal Anti Aliasing */ struct GPUShader *taa_resolve_sh; struct GPUShader *taa_resolve_reproject_sh; /* General purpose Shaders. */ struct GPUShader *lookdev_background; struct GPUShader *update_noise_sh; /* Shader strings */ char *closure_lit_lib; char *surface_lit_frag; char *surface_prepass_frag; char *surface_geom_barycentric; DRWShaderLibrary *lib; /* LookDev Materials */ Material *glossy_mat; Material *diffuse_mat; Material *error_mat; World *default_world; /* Default Material */ struct { bNodeTree *ntree; bNodeSocketValueRGBA *color_socket; bNodeSocketValueFloat *metallic_socket; bNodeSocketValueFloat *roughness_socket; bNodeSocketValueFloat *specular_socket; } surface; struct { bNodeTree *ntree; bNodeSocketValueRGBA *color_socket; } world; } e_data = {NULL}; /* Engine data */ 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_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_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[]; extern char datatoc_lightprobe_filter_diffuse_frag_glsl[]; extern char datatoc_lightprobe_filter_glossy_frag_glsl[]; extern char datatoc_lightprobe_filter_visibility_frag_glsl[]; extern char datatoc_lightprobe_geom_glsl[]; extern char datatoc_lightprobe_grid_display_frag_glsl[]; extern char datatoc_lightprobe_grid_display_vert_glsl[]; extern char datatoc_lightprobe_grid_fill_frag_glsl[]; extern char datatoc_lightprobe_lib_glsl[]; extern char datatoc_lightprobe_planar_display_frag_glsl[]; extern char datatoc_lightprobe_planar_display_vert_glsl[]; extern char datatoc_lightprobe_planar_downsample_frag_glsl[]; 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_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[]; /* *********** 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); eevee_shader_library_ensure(); 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_with_shaderlib( datatoc_lightprobe_filter_diffuse_frag_glsl, e_data.lib, filter_defines); e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen_with_shaderlib( datatoc_lightprobe_filter_visibility_frag_glsl, e_data.lib, 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, datatoc_lightprobe_planar_downsample_geom_glsl, datatoc_lightprobe_planar_downsample_frag_glsl, NULL); } void EEVEE_shaders_material_shaders_init(void) { eevee_shader_library_ensure(); } DRWShaderLibrary *EEVEE_shader_lib_get(void) { eevee_shader_library_ensure(); return e_data.lib; } GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void) { return e_data.probe_filter_glossy_sh; } GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void) { return e_data.probe_filter_diffuse_sh; } GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void) { return e_data.probe_filter_visibility_sh; } GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void) { return e_data.probe_grid_fill_sh; } GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void) { return e_data.probe_planar_downsample_sh; } GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void) { 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_studiolight_background_sh_get(void) { if (e_data.studiolight_background_sh == NULL) { e_data.studiolight_background_sh = DRW_shader_create_with_shaderlib( datatoc_background_vert_glsl, NULL, datatoc_lookdev_world_frag_glsl, e_data.lib, "#define LOOKDEV_BG\n" SHADER_DEFINES); } return e_data.studiolight_background_sh; } GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void) { if (e_data.probe_cube_display_sh == NULL) { 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; } GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void) { if (e_data.probe_grid_display_sh == NULL) { 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; } GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void) { if (e_data.probe_planar_display_sh == NULL) { 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; } GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void) { if (e_data.velocity_resolve_sh == NULL) { 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_update_noise_sh_get(void) { if (e_data.update_noise_sh == 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; } GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects) { GPUShader **sh; const char *define = NULL; if (enabled_effects & EFFECT_TAA_REPROJECT) { sh = &e_data.taa_resolve_reproject_sh; define = "#define USE_REPROJECTION\n"; } else { sh = &e_data.taa_resolve_sh; } if (*sh == NULL) { *sh = DRW_shader_create_fullscreen_with_shaderlib( datatoc_effect_temporal_aa_glsl, e_data.lib, define); } return *sh; } Material *EEVEE_material_default_diffuse_get(void) { if (!e_data.diffuse_mat) { Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default diffuse"); bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname); ma->nodetree = ntree; ma->use_nodes = true; bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_DIFFUSE); bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color"); copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 0.8f); bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL); nodeAddLink(ntree, bsdf, nodeFindSocket(bsdf, SOCK_OUT, "BSDF"), output, nodeFindSocket(output, SOCK_IN, "Surface")); nodeSetActive(ntree, output); e_data.diffuse_mat = ma; } return e_data.diffuse_mat; } Material *EEVEE_material_default_glossy_get(void) { if (!e_data.glossy_mat) { Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default metal"); bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname); ma->nodetree = ntree; ma->use_nodes = true; bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_GLOSSY); bNodeSocket *base_color = nodeFindSocket(bsdf, SOCK_IN, "Color"); copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 1.0f); bNodeSocket *roughness = nodeFindSocket(bsdf, SOCK_IN, "Roughness"); ((bNodeSocketValueFloat *)roughness->default_value)->value = 0.0f; bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL); nodeAddLink(ntree, bsdf, nodeFindSocket(bsdf, SOCK_OUT, "BSDF"), output, nodeFindSocket(output, SOCK_IN, "Surface")); nodeSetActive(ntree, output); e_data.glossy_mat = ma; } return e_data.glossy_mat; } Material *EEVEE_material_default_error_get(void) { if (!e_data.error_mat) { Material *ma = BKE_id_new_nomain(ID_MA, "EEVEEE default metal"); bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname); ma->nodetree = ntree; ma->use_nodes = true; /* Use emission and output material to be compatible with both World and Material. */ bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION); bNodeSocket *color = nodeFindSocket(bsdf, SOCK_IN, "Color"); copy_v3_fl3(((bNodeSocketValueRGBA *)color->default_value)->value, 1.0f, 0.0f, 1.0f); bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL); nodeAddLink(ntree, bsdf, nodeFindSocket(bsdf, SOCK_OUT, "Emission"), output, nodeFindSocket(output, SOCK_IN, "Surface")); nodeSetActive(ntree, output); e_data.error_mat = ma; } return e_data.error_mat; } /* Configure a default nodetree with the given material. */ struct bNodeTree *EEVEE_shader_default_surface_nodetree(Material *ma) { /* WARNING: This function is not threadsafe. Which is not a problem for the moment. */ if (!e_data.surface.ntree) { bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname); bNode *bsdf = nodeAddStaticNode(NULL, ntree, SH_NODE_BSDF_PRINCIPLED); bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_MATERIAL); bNodeSocket *bsdf_out = nodeFindSocket(bsdf, SOCK_OUT, "BSDF"); bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface"); nodeAddLink(ntree, bsdf, bsdf_out, output, output_in); nodeSetActive(ntree, output); e_data.surface.color_socket = nodeFindSocket(bsdf, SOCK_IN, "Base Color")->default_value; e_data.surface.metallic_socket = nodeFindSocket(bsdf, SOCK_IN, "Metallic")->default_value; e_data.surface.roughness_socket = nodeFindSocket(bsdf, SOCK_IN, "Roughness")->default_value; e_data.surface.specular_socket = nodeFindSocket(bsdf, SOCK_IN, "Specular")->default_value; e_data.surface.ntree = ntree; } /* Update */ copy_v3_fl3(e_data.surface.color_socket->value, ma->r, ma->g, ma->b); e_data.surface.metallic_socket->value = ma->metallic; e_data.surface.roughness_socket->value = ma->roughness; e_data.surface.specular_socket->value = ma->spec; return e_data.surface.ntree; } /* Configure a default nodetree with the given world. */ struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo) { /* WARNING: This function is not threadsafe. Which is not a problem for the moment. */ if (!e_data.world.ntree) { bNodeTree *ntree = ntreeAddTree(NULL, "Shader Nodetree", ntreeType_Shader->idname); bNode *bg = nodeAddStaticNode(NULL, ntree, SH_NODE_BACKGROUND); bNode *output = nodeAddStaticNode(NULL, ntree, SH_NODE_OUTPUT_WORLD); bNodeSocket *bg_out = nodeFindSocket(bg, SOCK_OUT, "Background"); bNodeSocket *output_in = nodeFindSocket(output, SOCK_IN, "Surface"); nodeAddLink(ntree, bg, bg_out, output, output_in); nodeSetActive(ntree, output); e_data.world.color_socket = nodeFindSocket(bg, SOCK_IN, "Color")->default_value; e_data.world.ntree = ntree; } copy_v3_fl3(e_data.world.color_socket->value, wo->horr, wo->horg, wo->horb); 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; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, SHADER_DEFINES); if ((options & VAR_WORLD_BACKGROUND) != 0) { BLI_dynstr_append(ds, "#define WORLD_BACKGROUND\n"); } if ((options & VAR_MAT_VOLUME) != 0) { BLI_dynstr_append(ds, "#define VOLUMETRICS\n"); } if ((options & VAR_MAT_MESH) != 0) { BLI_dynstr_append(ds, "#define MESH_SHADER\n"); } if ((options & VAR_MAT_DEPTH) != 0) { BLI_dynstr_append(ds, "#define DEPTH_SHADER\n"); } if ((options & VAR_MAT_HAIR) != 0) { BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); } if ((options & VAR_WORLD_PROBE) != 0) { BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n"); } if ((options & VAR_MAT_HASH) != 0) { BLI_dynstr_append(ds, "#define USE_ALPHA_HASH\n"); } if ((options & VAR_MAT_BLEND) != 0) { BLI_dynstr_append(ds, "#define USE_ALPHA_BLEND\n"); } if ((options & VAR_MAT_REFRACT) != 0) { BLI_dynstr_append(ds, "#define USE_REFRACTION\n"); } if ((options & VAR_MAT_LOOKDEV) != 0) { BLI_dynstr_append(ds, "#define LOOKDEV\n"); } if ((options & VAR_MAT_HOLDOUT) != 0) { BLI_dynstr_append(ds, "#define HOLDOUT\n"); } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *eevee_get_vert(int options) { char *str = NULL; if ((options & VAR_MAT_VOLUME) != 0) { 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 = DRW_shader_library_create_shader_string(e_data.lib, datatoc_background_vert_glsl); } else { str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_surface_vert_glsl); } return str; } static char *eevee_get_geom(int options) { char *str = NULL; if ((options & VAR_MAT_VOLUME) != 0) { str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_geom_glsl); } return str; } static char *eevee_get_frag(int options) { char *str = NULL; if ((options & VAR_MAT_VOLUME) != 0) { str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_frag_glsl); } else if ((options & VAR_MAT_DEPTH) != 0) { str = BLI_strdup(e_data.surface_prepass_frag); } else { 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) { BLI_assert(ma || wo); const bool is_volume = (options & VAR_MAT_VOLUME) != 0; const bool is_default = (options & VAR_DEFAULT) != 0; const void *engine = &DRW_engine_viewport_eevee_type; GPUMaterial *mat = NULL; if (ma) { mat = DRW_shader_find_from_material(ma, engine, options, deferred); } else { mat = DRW_shader_find_from_world(wo, engine, options, deferred); } if (mat) { return mat; } char *defines = eevee_get_defines(options); char *vert = eevee_get_vert(options); char *geom = eevee_get_geom(options); 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, 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, NULL); } MEM_SAFE_FREE(defines); MEM_SAFE_FREE(vert); MEM_SAFE_FREE(geom); MEM_SAFE_FREE(frag); return mat; } /* Note: Compilation is not deferred. */ struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options) { Material *def_ma = (ma && (options & VAR_MAT_VOLUME)) ? BKE_material_default_volume() : BKE_material_default_surface(); BLI_assert(def_ma->use_nodes && def_ma->nodetree); return eevee_material_get_ex(scene, def_ma, NULL, options, false); } struct GPUMaterial *EEVEE_material_get( EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options) { if ((ma && (!ma->use_nodes || !ma->nodetree)) || (wo && (!wo->use_nodes || !wo->nodetree))) { options |= VAR_DEFAULT; } /* Meh, implicit option. World probe cannot be deferred because they need * to be rendered immediately. */ const bool deferred = (options & VAR_WORLD_PROBE) == 0; GPUMaterial *mat = eevee_material_get_ex(scene, ma, wo, options, deferred); int status = GPU_material_status(mat); switch (status) { case GPU_MAT_SUCCESS: break; case GPU_MAT_QUEUED: vedata->stl->g_data->queued_shaders_count++; mat = EEVEE_material_default_get(scene, ma, options); break; case GPU_MAT_FAILED: default: ma = EEVEE_material_default_error_get(); mat = eevee_material_get_ex(scene, ma, NULL, options, false); break; } /* Returned material should be ready to be drawn. */ BLI_assert(GPU_material_status(mat) == GPU_MAT_SUCCESS); return mat; } void EEVEE_shaders_free(void) { 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_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.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; } if (e_data.diffuse_mat) { BKE_id_free(NULL, e_data.diffuse_mat); e_data.diffuse_mat = NULL; } if (e_data.error_mat) { BKE_id_free(NULL, e_data.error_mat); e_data.error_mat = NULL; } if (e_data.surface.ntree) { ntreeFreeEmbeddedTree(e_data.surface.ntree); MEM_freeN(e_data.surface.ntree); e_data.surface.ntree = NULL; } if (e_data.world.ntree) { ntreeFreeEmbeddedTree(e_data.world.ntree); MEM_freeN(e_data.world.ntree); e_data.world.ntree = NULL; } }