Welcome to mirror list, hosted at ThFree Co, Russian Federation.

eevee_material_info.hh « infos « shaders « eevee_next « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: b632564a9ca0f988e172ea9e8d676ad6e98dfaf9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
/* SPDX-License-Identifier: GPL-2.0-or-later */

#include "eevee_defines.hh"
#include "gpu_shader_create_info.hh"

/* -------------------------------------------------------------------- */
/** \name Common
 * \{ */

/* TODO(@fclem): This is a bit out of place at the moment. */
GPU_SHADER_CREATE_INFO(eevee_shared)
    .typedef_source("eevee_defines.hh")
    .typedef_source("eevee_shader_shared.hh");

GPU_SHADER_CREATE_INFO(eevee_sampling_data)
    .define("EEVEE_SAMPLING_DATA")
    .additional_info("eevee_shared")
    .storage_buf(6, Qualifier::READ, "SamplingData", "sampling_buf");

GPU_SHADER_CREATE_INFO(eevee_utility_texture)
    .sampler(RBUFS_UTILITY_TEX_SLOT, ImageType::FLOAT_2D_ARRAY, "utility_tx");

GPU_SHADER_CREATE_INFO(eevee_camera).uniform_buf(CAMERA_BUF_SLOT, "CameraData", "camera_buf");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Surface Mesh Type
 * \{ */

GPU_SHADER_CREATE_INFO(eevee_geom_mesh)
    .additional_info("eevee_shared")
    .define("MAT_GEOM_MESH")
    .vertex_in(0, Type::VEC3, "pos")
    .vertex_in(1, Type::VEC3, "nor")
    .vertex_source("eevee_geom_mesh_vert.glsl")
    .additional_info("draw_modelmat_new", "draw_resource_id_varying", "draw_view");

GPU_SHADER_CREATE_INFO(eevee_geom_gpencil)
    .additional_info("eevee_shared")
    .define("MAT_GEOM_GPENCIL")
    .vertex_source("eevee_geom_gpencil_vert.glsl")
    .additional_info("draw_gpencil", "draw_resource_id_varying", "draw_resource_handle");

GPU_SHADER_CREATE_INFO(eevee_geom_curves)
    .additional_info("eevee_shared")
    .define("MAT_GEOM_CURVES")
    .vertex_source("eevee_geom_curves_vert.glsl")
    .additional_info("draw_hair",
                     "draw_curves_infos",
                     "draw_resource_id_varying",
                     "draw_resource_handle");

GPU_SHADER_CREATE_INFO(eevee_geom_world)
    .additional_info("eevee_shared")
    .define("MAT_GEOM_WORLD")
    .builtins(BuiltinBits::VERTEX_ID)
    .vertex_source("eevee_geom_world_vert.glsl")
    .additional_info("draw_modelmat_new", "draw_resource_id_varying", "draw_view");

/** \} */

/* -------------------------------------------------------------------- */
/** \name Surface
 * \{ */

GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp")
    .smooth(Type::VEC3, "P")
    .smooth(Type::VEC3, "N")
    .smooth(Type::VEC2, "barycentric_coords")
    .smooth(Type::VEC3, "curves_tangent")
    .smooth(Type::VEC3, "curves_binormal")
    .smooth(Type::FLOAT, "curves_time")
    .smooth(Type::FLOAT, "curves_time_width")
    .smooth(Type::FLOAT, "curves_thickness")
    .flat(Type::INT, "curves_strand_id");

#define image_out(slot, qualifier, format, name) \
  image(slot, format, qualifier, ImageType::FLOAT_2D, name, Frequency::PASS)
#define image_array_out(slot, qualifier, format, name) \
  image(slot, format, qualifier, ImageType::FLOAT_2D_ARRAY, name, Frequency::PASS)

GPU_SHADER_CREATE_INFO(eevee_aov_out)
    .define("MAT_AOV_SUPPORT")
    .image_array_out(RBUFS_AOV_COLOR_SLOT, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img")
    .image_array_out(RBUFS_AOV_VALUE_SLOT, Qualifier::WRITE, GPU_R16F, "aov_value_img")
    .storage_buf(RBUFS_AOV_BUF_SLOT, Qualifier::READ, "AOVsInfoData", "aov_buf");

GPU_SHADER_CREATE_INFO(eevee_render_pass_out)
    .define("MAT_RENDER_PASS_SUPPORT")
    .image_out(RBUFS_NORMAL_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
    .image_array_out(RBUFS_LIGHT_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
    .image_out(RBUFS_DIFF_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
    .image_out(RBUFS_SPEC_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
    .image_out(RBUFS_EMISSION_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img");

GPU_SHADER_CREATE_INFO(eevee_cryptomatte_out)
    .storage_buf(7, Qualifier::READ, "vec2", "cryptomatte_object_buf[]", Frequency::PASS)
    .image_out(7, Qualifier::WRITE, GPU_RGBA32F, "rp_cryptomatte_img");

GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
    .vertex_out(eevee_surf_iface)
    /* NOTE: This removes the possibility of using gl_FragDepth. */
    // .early_fragment_test(true)
    /* Direct output. */
    .fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0)
    .fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1)
    /* Gbuffer. */
    // .image_out(0, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_transmit_color")
    // .image_out(1, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_transmit_data")
    // .image_out(2, Qualifier::WRITE, GPU_RGBA16F, "gbuff_transmit_normal")
    // .image_out(3, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_reflection_color")
    // .image_out(4, Qualifier::WRITE, GPU_RGBA16F, "gbuff_reflection_normal")
    // .image_out(5, Qualifier::WRITE, GPU_R11F_G11F_B10F, "gbuff_emission")
    /* Render-passes. */
    // .image_out(6, Qualifier::READ_WRITE, GPU_RGBA16F, "rpass_volume_light")
    /* TODO: AOVs maybe? */
    .fragment_source("eevee_surf_deferred_frag.glsl")
    // .additional_info("eevee_aov_out", "eevee_sampling_data", "eevee_camera",
    // "eevee_utility_texture")
    ;

GPU_SHADER_CREATE_INFO(eevee_surf_forward)
    .vertex_out(eevee_surf_iface)
    /* Early fragment test is needed for render passes support for forward surfaces. */
    /* NOTE: This removes the possibility of using gl_FragDepth. */
    .early_fragment_test(true)
    .fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0)
    .fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1)
    .fragment_source("eevee_surf_forward_frag.glsl")
    .additional_info("eevee_cryptomatte_out",
                     "eevee_light_data",
                     "eevee_camera",
                     "eevee_utility_texture",
                     "eevee_sampling_data"
                     // "eevee_lightprobe_data",
                     // "eevee_shadow_data"
                     /* Optionally added depending on the material. */
                     // "eevee_raytrace_data",
                     // "eevee_transmittance_data",
                     // "eevee_aov_out",
                     // "eevee_render_pass_out",
    );

GPU_SHADER_CREATE_INFO(eevee_surf_depth)
    .vertex_out(eevee_surf_iface)
    .fragment_source("eevee_surf_depth_frag.glsl")
    .additional_info("eevee_sampling_data", "eevee_camera", "eevee_utility_texture");

GPU_SHADER_CREATE_INFO(eevee_surf_world)
    .vertex_out(eevee_surf_iface)
    .push_constant(Type::FLOAT, "world_opacity_fade")
    .fragment_out(0, Type::VEC4, "out_background")
    .fragment_source("eevee_surf_world_frag.glsl")
    .additional_info("eevee_aov_out",
                     "eevee_cryptomatte_out",
                     "eevee_render_pass_out",
                     "eevee_camera",
                     "eevee_utility_texture");

#undef image_out
#undef image_array_out

/** \} */

/* -------------------------------------------------------------------- */
/** \name Volume
 * \{ */

#if 0 /* TODO */
GPU_SHADER_INTERFACE_INFO(eevee_volume_iface, "interp")
    .smooth(Type::VEC3, "P_start")
    .smooth(Type::VEC3, "P_end");

GPU_SHADER_CREATE_INFO(eevee_volume_deferred)
    .sampler(0, ImageType::DEPTH_2D, "depth_max_tx")
    .vertex_in(0, Type::VEC3, "pos")
    .vertex_out(eevee_volume_iface)
    .fragment_out(0, Type::UVEC4, "out_volume_data")
    .fragment_out(1, Type::VEC4, "out_transparency_data")
    .additional_info("eevee_shared")
    .vertex_source("eevee_volume_vert.glsl")
    .fragment_source("eevee_volume_deferred_frag.glsl")
    .additional_info("draw_fullscreen");
#endif

/** \} */

/* -------------------------------------------------------------------- */
/** \name Test shaders
 *
 * Variations that are only there to test shaders at compile time.
 * \{ */

#ifdef DEBUG

/* Stub functions defined by the material evaluation. */
GPU_SHADER_CREATE_INFO(eevee_material_stub).define("EEVEE_MATERIAL_STUBS");

#  define EEVEE_MAT_FINAL_VARIATION(name, ...) \
    GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);

#  define EEVEE_MAT_GEOM_VARIATIONS(prefix, ...) \
    EEVEE_MAT_FINAL_VARIATION(prefix##_world, "eevee_geom_world", __VA_ARGS__) \
    EEVEE_MAT_FINAL_VARIATION(prefix##_gpencil, "eevee_geom_gpencil", __VA_ARGS__) \
    EEVEE_MAT_FINAL_VARIATION(prefix##_curves, "eevee_geom_curves", __VA_ARGS__) \
    EEVEE_MAT_FINAL_VARIATION(prefix##_mesh, "eevee_geom_mesh", __VA_ARGS__)

#  define EEVEE_MAT_PIPE_VARIATIONS(name, ...) \
    EEVEE_MAT_GEOM_VARIATIONS(name##_world, "eevee_surf_world", __VA_ARGS__) \
    EEVEE_MAT_GEOM_VARIATIONS(name##_depth, "eevee_surf_depth", __VA_ARGS__) \
    EEVEE_MAT_GEOM_VARIATIONS(name##_deferred, "eevee_surf_deferred", __VA_ARGS__) \
    EEVEE_MAT_GEOM_VARIATIONS(name##_forward, "eevee_surf_forward", __VA_ARGS__)

EEVEE_MAT_PIPE_VARIATIONS(eevee_surface, "eevee_material_stub")

#endif

/** \} */