[Bf-blender-cvs] [030db8d028c] new-object-types: Volume: support arbitray number of grids for Eevee shaders
Brecht Van Lommel
noreply at git.blender.org
Sun Feb 16 00:24:17 CET 2020
Commit: 030db8d028cfa6d2da68094d2c82e5eee4758212
Author: Brecht Van Lommel
Date: Sun Feb 9 17:25:11 2020 +0100
Branches: new-object-types
https://developer.blender.org/rB030db8d028cfa6d2da68094d2c82e5eee4758212
Volume: support arbitray number of grids for Eevee shaders
===================================================================
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/engines/eevee/eevee_volumes.c
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager_data.c
M source/blender/draw/intern/draw_manager_shader.c
M source/blender/gpu/GPU_material.h
M source/blender/gpu/intern/gpu_codegen.c
M source/blender/gpu/intern/gpu_material.c
M source/blender/gpu/intern/gpu_node_graph.c
M source/blender/gpu/intern/gpu_node_graph.h
M source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
M source/blender/nodes/shader/nodes/node_shader_attribute.c
M source/blender/nodes/shader/nodes/node_shader_volume_info.c
M source/blender/nodes/shader/nodes/node_shader_volume_principled.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index d7f5b134e6a..247e2f90074 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -651,6 +651,7 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, Wor
wo,
engine,
options,
+ false,
e_data.vert_background_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -671,6 +672,7 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
wo,
engine,
options,
+ false,
e_data.vert_background_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -694,6 +696,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
wo,
engine,
options,
+ true,
e_data.vert_volume_shader_str,
e_data.geom_volume_shader_str,
e_data.volume_shader_lib,
@@ -728,6 +731,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene,
ma,
engine,
options,
+ false,
e_data.vert_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -755,6 +759,7 @@ struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material
ma,
engine,
options,
+ true,
e_data.vert_volume_shader_str,
e_data.geom_volume_shader_str,
e_data.volume_shader_lib,
@@ -791,6 +796,7 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene,
ma,
engine,
options,
+ false,
(is_shadow) ? e_data.vert_shadow_shader_str :
e_data.vert_shader_str,
NULL,
@@ -820,6 +826,7 @@ struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma)
ma,
engine,
options,
+ false,
e_data.vert_shader_str,
NULL,
e_data.frag_shader_lib,
@@ -1633,7 +1640,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
* to know if the material has a "volume nodetree".
*/
bool use_volume_material = (gpumat_array[0] &&
- GPU_material_use_domain_volume(gpumat_array[0]));
+ GPU_material_has_volume_output(gpumat_array[0]));
if (ob->type == OB_HAIR) {
/* Hair object. */
@@ -1668,7 +1675,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
/* 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]))) {
+ (gpumat_array[i] && !GPU_material_has_surface_output(gpumat_array[i]))) {
continue;
}
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 56699f1c562..814d0b17b09 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -354,7 +354,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
!LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
- if (GPU_material_use_domain_volume(mat)) {
+ if (GPU_material_has_volume_output(mat)) {
grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps);
}
@@ -368,9 +368,12 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
/* Fix principle volumetric not working with world materials. */
- DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
- DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
- DRW_shgroup_uniform_vec2_copy(grp, "unftemperature", (float[2]){0.0f, 1.0f});
+ ListBase textures = GPU_material_textures(mat);
+ for (GPUMaterialTexture *tex = textures.first; tex; tex = tex->next) {
+ if (tex->volume_grid) {
+ DRW_shgroup_uniform_texture(grp, tex->shadername, e_data.dummy_density);
+ }
+ }
DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
@@ -392,8 +395,6 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
Scene *scene,
Object *ob)
{
- static const float white[3] = {1.0f, 1.0f, 1.0f};
-
struct ModifierData *md = NULL;
Material *ma = BKE_object_material_get(ob, 1);
@@ -438,40 +439,40 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
static const float zero_transform[4][4] = {{0.0f, 0.0f}};
+ ListBase textures = GPU_material_textures(mat);
+
/* Volume Object */
if (ob->type == OB_VOLUME) {
- // TODO: check what the BASE_FROM_DUPLI test is for, do we need it too?
Volume *volume = ob->data;
BKE_volume_load(volume, G.main);
- VolumeGrid *volume_density = BKE_volume_grid_find(volume, "density");
- if (volume_density == NULL) {
- return;
- }
- DRWVolumeGrid *density = DRW_volume_batch_cache_get_grid(volume, volume_density);
- if (density == NULL) {
- return;
- }
+ /* TODO: ensure we are culling volumes out of view. */
+ bool have_transform = false;
- // TODO: ensure we are culling volumes out of view
-
- // TODO: shaders assumes all textures to have the same bounding box.
- // to solve this each texture would need its own loc + size transform.
- // DRWVolumeGrid *temperature = DRW_volume_batch_cache_get_temperature(volume);
+ for (GPUMaterialTexture *tex = textures.first; tex; tex = tex->next) {
+ if (tex->volume_grid == NULL) {
+ continue;
+ }
- // TODO: why a texture reference? probably there is no way to dynamically update it.
- DRW_shgroup_uniform_texture_ref(grp, "sampdensity", &density->texture);
- DRW_shgroup_uniform_texture_ref(grp, "sampcolor", &e_data.dummy_color);
- DRW_shgroup_uniform_texture_ref(grp, "sampflame", &e_data.dummy_flame);
+ VolumeGrid *volume_grid = BKE_volume_grid_find(volume, tex->volume_grid);
+ DRWVolumeGrid *drw_grid = (volume_grid) ?
+ DRW_volume_batch_cache_get_grid(volume, volume_grid) :
+ NULL;
- DRW_shgroup_uniform_vec3(grp, "volumeColor", white, 1);
+ DRW_shgroup_uniform_texture(
+ grp, tex->shadername, (drw_grid) ? drw_grid->texture : e_data.dummy_density);
- /* Output is such that 0..1 maps to 0..1000K */
- const float flame_ignition = 1.5f; // TODO: user setting?
- DRW_shgroup_uniform_vec2(grp, "unftemperature", &flame_ignition, 1);
+ /* Volume dimensions for texture sampling. */
+ if (!have_transform && drw_grid) {
+ /* TODO: support different transform per grid. */
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectToLocal", drw_grid->object_to_texture);
+ have_transform = true;
+ }
+ }
- /* Compute transform. */
- DRW_shgroup_uniform_mat4(grp, "volumeObjectToLocal", density->object_to_texture);
+ if (!have_transform) {
+ return;
+ }
}
/* Smoke Simulation */
else if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
@@ -504,22 +505,39 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(mmd));
}
- DRW_shgroup_uniform_texture_ref(
- grp, "sampdensity", mds->tex_density ? &mds->tex_density : &e_data.dummy_density);
- DRW_shgroup_uniform_texture_ref(
- grp, "sampcolor", mds->tex_color ? &mds->tex_color : &e_data.dummy_color);
- DRW_shgroup_uniform_texture_ref(
- grp, "sampflame", mds->tex_flame ? &mds->tex_flame : &e_data.dummy_flame);
+ for (GPUMaterialTexture *tex = textures.first; tex; tex = tex->next) {
+ if (tex->volume_grid == NULL) {
+ continue;
+ }
- /* Constant Volume color. */
- bool use_constant_color = ((mds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
- (mds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
+ if (STREQ(tex->volume_grid, "density")) {
+ DRW_shgroup_uniform_texture_ref(
+ grp, tex->shadername, mds->tex_density ? &mds->tex_density : &e_data.dummy_density);
+ }
+ else if (STREQ(tex->volume_grid, "color")) {
+ DRW_shgroup_uni
@@ Diff output truncated at 10240 characters. @@
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