/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Blender Foundation. */ /** \file * \ingroup draw_engine * * Volumetric effects rendering using frostbite approach. */ #include "DRW_render.h" #include "BLI_listbase.h" #include "BLI_rand.h" #include "BLI_string_utils.h" #include "DNA_fluid_types.h" #include "DNA_object_force_types.h" #include "DNA_volume_types.h" #include "DNA_world_types.h" #include "BKE_fluid.h" #include "BKE_global.h" #include "BKE_mesh.h" #include "BKE_modifier.h" #include "BKE_volume.h" #include "BKE_volume_render.h" #include "ED_screen.h" #include "DEG_depsgraph_query.h" #include "GPU_capabilities.h" #include "GPU_context.h" #include "GPU_material.h" #include "GPU_texture.h" #include "eevee_private.h" static struct { GPUTexture *depth_src; GPUTexture *dummy_zero; GPUTexture *dummy_one; GPUTexture *dummy_flame; GPUTexture *dummy_scatter; GPUTexture *dummy_transmit; } e_data = {NULL}; /* Engine data */ void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample) { EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; double ht_point[3]; double ht_offset[3] = {0.0, 0.0}; const uint ht_primes[3] = {3, 7, 2}; BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point); common_data->vol_jitter[0] = (float)ht_point[0]; common_data->vol_jitter[1] = (float)ht_point[1]; common_data->vol_jitter[2] = (float)ht_point[2]; } void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = stl->effects; EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); const float *viewport_size = DRW_viewport_size_get(); const int tile_size = scene_eval->eevee.volumetric_tile_size; /* Find Froxel Texture resolution. */ int tex_size[3]; tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size)); tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size)); tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1); /* Clamp 3D texture size based on device maximum. */ int maxSize = GPU_max_texture_3d_size(); BLI_assert(tex_size[0] <= maxSize); tex_size[0] = tex_size[0] > maxSize ? maxSize : tex_size[0]; tex_size[1] = tex_size[1] > maxSize ? maxSize : tex_size[1]; tex_size[2] = tex_size[2] > maxSize ? maxSize : tex_size[2]; common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]); common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]); common_data->vol_coord_scale[2] = 1.0f / viewport_size[0]; common_data->vol_coord_scale[3] = 1.0f / viewport_size[1]; /* TODO: compute snap to maxZBuffer for clustered rendering. */ if ((common_data->vol_tex_size[0] != tex_size[0]) || (common_data->vol_tex_size[1] != tex_size[1]) || (common_data->vol_tex_size[2] != tex_size[2])) { DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering); DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction); DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission); DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase); DRW_TEXTURE_FREE_SAFE(txl->volume_scatter); DRW_TEXTURE_FREE_SAFE(txl->volume_transmit); DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history); DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history); GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb); copy_v3_v3_int(common_data->vol_tex_size, tex_size); common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]); common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]); common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]); } /* Like frostbite's paper, 5% blend of the new frame. */ common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f; /* Temporal Super sampling jitter */ uint ht_primes[3] = {3, 7, 2}; uint current_sample = 0; /* If TAA is in use do not use the history buffer. */ bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0); if (draw_ctx->evil_C != NULL) { struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL); } if (do_taa) { common_data->vol_history_alpha = 0.0f; current_sample = effects->taa_current_sample - 1; effects->volume_current_sample = -1; } else if (DRW_state_is_image_render()) { const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]); current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) % max_sample; if (current_sample != max_sample - 1) { DRW_viewport_request_redraw(); } } EEVEE_volumes_set_jitter(sldata, current_sample); float integration_start = scene_eval->eevee.volumetric_start; float integration_end = scene_eval->eevee.volumetric_end; effects->volume_light_clamp = scene_eval->eevee.volumetric_light_clamp; common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples; if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) { common_data->vol_shadow_steps = 0; } 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 = 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); common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) / (far - near); common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near; common_data->vol_depth_param[2] = sample_distribution; } else { 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); common_data->vol_depth_param[0] = integration_start; common_data->vol_depth_param[1] = integration_end; common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start); } /* Disable clamp if equal to 0. */ if (effects->volume_light_clamp == 0.0) { effects->volume_light_clamp = FLT_MAX; } common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0; common_data->vol_use_soft_shadows = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_SOFT) != 0; if (!e_data.dummy_scatter) { const float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f}; const float transmit[4] = {1.0f, 1.0f, 1.0f, 1.0f}; e_data.dummy_scatter = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, scatter); e_data.dummy_transmit = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, transmit); } } void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; DRWShadingGroup *grp = NULL; /* Quick breakdown of the Volumetric rendering: * * The rendering is separated in 4 stages: * * - Material Parameters : we collect volume properties of * all participating media in the scene and store them in * a 3D texture aligned with the 3D frustum. * This is done in 2 passes, one that clear the texture * and/or evaluate the world volumes, and the 2nd one that * additively render object volumes. * * - Light Scattering : the volume properties then are sampled * and light scattering is evaluated for each cell of the * volume texture. Temporal super-sampling (if enabled) occurs here. * * - Volume Integration : the scattered light and extinction is * integrated (accumulated) along the view-rays. The result is stored * for every cell in another texture. * * - Full-screen Resolve : From the previous stage, we get two * 3D textures that contains integrated scattered light and extinction * for "every" positions in the frustum. We only need to sample * them and blend the scene color with those factors. This also * work for alpha blended materials. */ /* World pass is not additive as it also clear the buffer. */ DRW_PASS_CREATE(psl->volumetric_world_ps, DRW_STATE_WRITE_COLOR); DRW_PASS_CREATE(psl->volumetric_objects_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD); /* World Volumetric */ struct World *wo = scene->world; if (wo != NULL && wo->use_nodes && wo->nodetree && !LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) { struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_MAT_VOLUME); if (mat && GPU_material_has_volume_output(mat)) { grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps); } if (grp) { DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); /* TODO(fclem): remove those (need to clean the GLSL files). */ 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); /* Fix principle volumetric not working with world materials. */ grp = DRW_shgroup_volume_create_sub(NULL, NULL, grp, mat); DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]); effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER); } } if (grp == NULL) { /* If no world or volume material is present just clear the buffer with this drawcall */ grp = DRW_shgroup_create(EEVEE_shaders_volumes_clear_sh_get(), psl->volumetric_world_ps); 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_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]); } } void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Scene *scene, Object *ob) { Material *ma = BKE_object_material_get_eval(ob, 1); if (ma == NULL) { if (ob->type == OB_VOLUME) { ma = BKE_material_default_volume(); } else { return; } } float size[3]; mat4_to_size(size, ob->object_to_world); /* Check if any of the axes have 0 length. (see T69070) */ const float epsilon = 1e-8f; if ((size[0] < epsilon) || (size[1] < epsilon) || (size[2] < epsilon)) { return; } int mat_options = VAR_MAT_VOLUME | VAR_MAT_MESH; struct GPUMaterial *mat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options); /* If shader failed to compile or is currently compiling. */ if (mat == NULL) { return; } GPUShader *sh = GPU_material_get_shader(mat); if (sh == NULL) { return; } /* TODO(fclem): Reuse main shading group to avoid shading binding cost just like for surface * shaders. */ DRWShadingGroup *grp = DRW_shgroup_create(sh, vedata->psl->volumetric_objects_ps); grp = DRW_shgroup_volume_create_sub(scene, ob, grp, mat); if (grp == NULL) { return; } DRW_shgroup_add_material_resources(grp, mat); /* TODO(fclem): remove those "unnecessary" UBOs */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); /* TODO: Reduce to number of slices intersecting. */ /* TODO: Preemptive culling. */ DRW_shgroup_call_procedural_triangles(grp, ob, sldata->common_data.vol_tex_size[2]); vedata->stl->effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER); } void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = vedata->stl->effects; LightCache *lcache = vedata->stl->g_data->light_cache; EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { DRWShadingGroup *grp; struct GPUShader *sh; DRW_PASS_CREATE(psl->volumetric_scatter_ps, DRW_STATE_WRITE_COLOR); sh = (common_data->vol_use_lights) ? EEVEE_shaders_volumes_scatter_with_lights_sh_get() : EEVEE_shaders_volumes_scatter_sh_get(); grp = DRW_shgroup_create(sh, psl->volumetric_scatter_ps); DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex); DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool); DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool); DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering); DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction); DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission); DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase); DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history); DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmit_history); 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, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]); DRW_PASS_CREATE(psl->volumetric_integration_ps, DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(EEVEE_shaders_volumes_integration_sh_get(), psl->volumetric_integration_ps); DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter); DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmit); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); if (USE_VOLUME_OPTI) { DRW_shgroup_uniform_image_ref(grp, "finalScattering_img", &txl->volume_scatter_history); DRW_shgroup_uniform_image_ref(grp, "finalTransmittance_img", &txl->volume_transmit_history); } DRW_shgroup_call_procedural_triangles( grp, NULL, USE_VOLUME_OPTI ? 1 : common_data->vol_tex_size[2]); DRW_PASS_CREATE(psl->volumetric_resolve_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(false), psl->volumetric_resolve_ps); DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter); DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit); DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src); DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } } void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = vedata->stl->effects; EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { int *tex_size = common_data->vol_tex_size; if (txl->volume_prop_scattering == NULL) { /* Volume properties: We evaluate all volumetric objects * and store their final properties into each froxel */ txl->volume_prop_scattering = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_prop_extinction = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_prop_emission = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_prop_phase = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL); /* Volume scattering: We compute for each froxel the * Scattered light towards the view. We also resolve temporal * super sampling during this stage. */ txl->volume_scatter = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_transmit = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); /* Final integration: We compute for each froxel the * amount of scattered light and extinction coef at this * given depth. We use these textures as double buffer * for the volumetric history. */ txl->volume_scatter_history = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_transmit_history = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); } GPU_framebuffer_ensure_config(&fbl->volumetric_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering), GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction), GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission), GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)}); GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->volume_scatter), GPU_ATTACHMENT_TEXTURE(txl->volume_transmit)}); GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history), GPU_ATTACHMENT_TEXTURE(txl->volume_transmit_history)}); } else { DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering); DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction); DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission); DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase); DRW_TEXTURE_FREE_SAFE(txl->volume_scatter); DRW_TEXTURE_FREE_SAFE(txl->volume_transmit); DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history); DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history); GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb); } effects->volume_scatter = e_data.dummy_scatter; effects->volume_transmit = e_data.dummy_transmit; } void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_TextureList *txl = vedata->txl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { DRW_stats_group_start("Volumetrics"); /* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode. * TODO(fclem): avoid this by using sampler objects. */ GPU_texture_compare_mode(sldata->shadow_cube_pool, true); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); GPU_framebuffer_bind(fbl->volumetric_fb); DRW_draw_pass(psl->volumetric_world_ps); DRW_draw_pass(psl->volumetric_objects_ps); GPU_framebuffer_bind(fbl->volumetric_scat_fb); DRW_draw_pass(psl->volumetric_scatter_ps); if (USE_VOLUME_OPTI) { /* Avoid feedback loop assert. */ GPU_framebuffer_bind(fbl->volumetric_fb); } else { GPU_framebuffer_bind(fbl->volumetric_integ_fb); } DRW_draw_pass(psl->volumetric_integration_ps); SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb); SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history); SWAP(GPUTexture *, txl->volume_transmit, txl->volume_transmit_history); effects->volume_scatter = txl->volume_scatter; effects->volume_transmit = txl->volume_transmit; /* Restore */ GPU_framebuffer_bind(fbl->main_fb); DRW_stats_group_end(); } } void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); e_data.depth_src = dtxl->depth; if (USE_VOLUME_OPTI) { GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH); } /* Apply for opaque geometry. */ GPU_framebuffer_bind(fbl->main_color_fb); DRW_draw_pass(psl->volumetric_resolve_ps); /* Restore. */ GPU_framebuffer_bind(fbl->main_fb); } } void EEVEE_volumes_free(void) { DRW_TEXTURE_FREE_SAFE(e_data.dummy_scatter); DRW_TEXTURE_FREE_SAFE(e_data.dummy_transmit); DRW_TEXTURE_FREE_SAFE(e_data.dummy_zero); DRW_TEXTURE_FREE_SAFE(e_data.dummy_one); DRW_TEXTURE_FREE_SAFE(e_data.dummy_flame); } /* -------------------------------------------------------------------- */ /** \name Render Passes * \{ */ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_PassList *psl = vedata->psl; EEVEE_EffectsInfo *effects = stl->effects; /* Create FrameBuffer. */ /* Should be enough precision for many samples. */ const eGPUTextureFormat texture_format_accum = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F; DRW_texture_ensure_fullscreen_2d(&txl->volume_scatter_accum, texture_format_accum, 0); DRW_texture_ensure_fullscreen_2d(&txl->volume_transmittance_accum, texture_format_accum, 0); GPU_framebuffer_ensure_config(&fbl->volumetric_accum_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_accum), GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_accum)}); /* Create Pass and shgroup. */ DRW_PASS_CREATE(psl->volumetric_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); DRWShadingGroup *grp = NULL; if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) { grp = DRW_shgroup_create(EEVEE_shaders_volumes_resolve_sh_get(true), psl->volumetric_accum_ps); DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter); DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit); DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); } else { /* There is no volumetrics in the scene. Use a shader to fill the accum textures with a default * value. */ grp = DRW_shgroup_create(EEVEE_shaders_volumes_accum_sh_get(), psl->volumetric_accum_ps); } DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_PassList *psl = vedata->psl; EEVEE_EffectsInfo *effects = vedata->stl->effects; if (fbl->volumetric_accum_fb != NULL) { /* Accum pass */ GPU_framebuffer_bind(fbl->volumetric_accum_fb); /* Clear texture. */ if (effects->taa_current_sample == 1) { const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear); } DRW_draw_pass(psl->volumetric_accum_ps); /* Restore */ GPU_framebuffer_bind(fbl->main_fb); } } /** \} */