[Bf-blender-cvs] [b09052002c3] blender2.8: Eevee: Add support for volumetrics in node tree.
Clément Foucault
noreply at git.blender.org
Mon Jul 3 22:10:28 CEST 2017
Commit: b09052002c3bc9ffcf60dd8e2efe0374ca6e550f
Author: Clément Foucault
Date: Mon Jul 3 22:08:07 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBb09052002c3bc9ffcf60dd8e2efe0374ca6e550f
Eevee: Add support for volumetrics in node tree.
Only volume scatter is implemented for now.
===================================================================
M source/blender/draw/engines/eevee/eevee_effects.c
M source/blender/draw/engines/eevee/eevee_lightprobes.c
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 96b168cdeee..7150cac6add 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -32,6 +32,7 @@
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
#include "BKE_camera.h"
#include "BKE_object.h"
@@ -402,14 +403,17 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
&tex, 1);
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
- /* MinMax Pyramid */
+ /* Integration result */
DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex_vol, 1);
- effects->enabled_effects |= EFFECT_VOLUMETRIC;
+ World *wo = scene->world;
+ if ((wo != NULL) && (wo->use_nodes != NULL) && (wo->nodetree != NULL)) {
+ effects->enabled_effects |= EFFECT_VOLUMETRIC;
+ }
}
}
@@ -441,27 +445,38 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
- {
- struct GPUShader *sh = EEVEE_material_world_volume_get(NULL, NULL);
- psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->volumetric_integrate_ps);
- DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
- DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
- DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
- 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, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
- DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
- DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
- DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
- DRW_shgroup_call_add(grp, quad, NULL);
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ struct World *wo = scene->world; /* Already checked non NULL */
- psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
- grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
- DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
- DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
- DRW_shgroup_call_add(grp, quad, NULL);
+ struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
+ psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps);
+
+ if (grp != NULL) {
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
+ DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
+ 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, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
+ DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
+ grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ else {
+ /* Compilation failled */
+ effects->enabled_effects &= ~EFFECT_VOLUMETRIC;
+ }
}
{
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index ee518cc268c..5ae60ff4ef6 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -73,7 +73,6 @@ static struct {
extern char datatoc_background_vert_glsl[];
extern char datatoc_default_world_frag_glsl[];
-extern char datatoc_fullscreen_vert_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index f7c28530aef..c35b94e8105 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -63,8 +63,8 @@
/* *********** STATIC *********** */
static struct {
char *frag_shader_lib;
+ char *volume_shader_lib;
- struct GPUShader *default_volume_sh;
struct GPUShader *default_prepass_sh;
struct GPUShader *default_prepass_clip_sh;
struct GPUShader *default_lit[VAR_MAT_MAX];
@@ -273,6 +273,12 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
+ 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);
@@ -290,16 +296,6 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
MEM_freeN(frag_str);
- ds_frag = BLI_dynstr_new();
- BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
- BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
- frag_str = BLI_dynstr_get_cstring(ds_frag);
- BLI_dynstr_free(ds_frag);
-
- e_data.default_volume_sh = DRW_shader_create_fullscreen(frag_str, SHADER_DEFINES "#define STEP_INTEGRATE\n");
-
- MEM_freeN(frag_str);
-
/* Textures */
const int layers = 3;
float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
@@ -403,9 +399,19 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
-struct GPUShader *EEVEE_material_world_volume_get(struct Scene *UNUSED(scene), World *UNUSED(wo))
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo)
{
- return e_data.default_volume_sh;
+ 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;
+ }
+ return GPU_material_from_nodetree(
+ scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.volume_shader_lib,
+ SHADER_DEFINES "#define VOLUMETRICS\n");
}
struct GPUMaterial *EEVEE_material_mesh_get(
@@ -785,7 +791,7 @@ void EEVEE_materials_free(void)
DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
}
MEM_SAFE_FREE(e_data.frag_shader_lib);
- DRW_SHADER_FREE_SAFE(e_data.default_volume_sh);
+ 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);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 727edfb9607..adfa598b91c 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -50,6 +50,7 @@ extern struct DrawEngineType draw_engine_eevee_type;
enum {
VAR_WORLD_BACKGROUND,
VAR_WORLD_PROBE,
+ VAR_WORLD_VOLUME,
};
/* Material shader variations */
@@ -424,7 +425,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
-struct GPUShader *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_mesh_lightprobe_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 6f255583340..2c72df16135 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -17,6 +17,44 @@ uniform vec4 viewvecs[2];
#define cameraPos ViewMatrixInverse[3].xyz
/* ------- Structures -------- */
+#ifdef VOLUMETRICS
+
+#define NODETREE_EXEC
+
+struct Closure {
+ vec3 absorption;
+ vec3 scatter;
+ vec3 emission;
+ float anisotropy;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0)
@@ Diff output truncated at 10240 characters. @@
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