Commit: 5c67ac2236581532c4ce13448db457d33dd4e863 Author: Clément Foucault Date: Fri Jun 16 23:50:40 2017 +0200 Branches: blender2.8 https://developer.blender.org/rB5c67ac2236581532c4ce13448db457d33dd4e863
Eevee: Add special shader for depth prespass. This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances. =================================================================== M source/blender/draw/CMakeLists.txt M source/blender/draw/engines/eevee/eevee_materials.c M source/blender/draw/engines/eevee/eevee_private.h A source/blender/draw/engines/eevee/shaders/prepass_frag.glsl A source/blender/draw/engines/eevee/shaders/prepass_vert.glsl =================================================================== diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index bfa04e79446..d142f416f58 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -133,6 +133,8 @@ data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_dof_geom.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC) +data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC) +data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/shadow_geom.glsl SRC) data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC) diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 2e83b775218..55e608570e2 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -65,6 +65,8 @@ enum { static struct { char *frag_shader_lib; + struct GPUShader *default_prepass_sh; + struct GPUShader *default_prepass_clip_sh; struct GPUShader *default_lit; struct GPUShader *default_lit_flat; struct GPUShader *default_lit_hair; @@ -76,6 +78,8 @@ static struct { struct GPUTexture *util_tex; } e_data = {NULL}; /* Engine data */ +extern char datatoc_prepass_frag_glsl[]; +extern char datatoc_prepass_vert_glsl[]; extern char datatoc_default_frag_glsl[]; extern char datatoc_default_world_frag_glsl[]; extern char datatoc_ltc_lib_glsl[]; @@ -217,6 +221,14 @@ void EEVEE_materials_init(void) "#define MESH_SHADER\n" "#define HAIR_SHADER\n"); + e_data.default_prepass_sh = DRW_shader_create( + datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl, + NULL); + + e_data.default_prepass_clip_sh = DRW_shader_create( + datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl, + "#define CLIP_PLANES\n"); + MEM_freeN(frag_str); /* Textures */ @@ -362,14 +374,21 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata) } { - struct GPUShader *depth_sh = DRW_shader_create_3D_depth_only(); DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE; psl->depth_pass = DRW_pass_create("Depth Pass", state); - stl->g_data->depth_shgrp = DRW_shgroup_create(depth_sh, psl->depth_pass); + stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK; psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state); - stl->g_data->depth_shgrp_cull = DRW_shgroup_create(depth_sh, psl->depth_pass_cull); + stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull); + + state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; + psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state); + stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip); + + state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK; + psl->depth_pass_clip_cull = DRW_pass_create("Depth Pass Cull Clip", state); + stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip_cull); } { @@ -417,7 +436,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl /* Depth Prepass */ DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp; + DRWShadingGroup *depth_clip_shgrp = do_cull ? stl->g_data->depth_shgrp_clip_cull : stl->g_data->depth_shgrp_clip; ADD_SHGROUP_CALL(depth_shgrp, ob, geom); + ADD_SHGROUP_CALL(depth_clip_shgrp, ob, geom); /* Get per-material split surface */ struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob); @@ -514,6 +535,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl float *rough_p = &ma->gloss_mir; DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat); + DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat); shgrp = BLI_ghash_lookup(material_hash, (const void *)ma); @@ -574,6 +596,8 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata) void EEVEE_materials_free(void) { MEM_SAFE_FREE(e_data.frag_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_lit); DRW_SHADER_FREE_SAFE(e_data.default_lit_flat); DRW_SHADER_FREE_SAFE(e_data.default_lit_hair); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 13b50887ff0..19500cd454e 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -71,6 +71,8 @@ typedef struct EEVEE_PassList { struct DRWPass *depth_pass; struct DRWPass *depth_pass_cull; + struct DRWPass *depth_pass_clip; + struct DRWPass *depth_pass_clip_cull; struct DRWPass *default_pass; struct DRWPass *default_flat_pass; struct DRWPass *default_hair_pass; @@ -341,6 +343,8 @@ typedef struct EEVEE_PrivateData { struct DRWShadingGroup *shadow_shgrp; struct DRWShadingGroup *depth_shgrp; struct DRWShadingGroup *depth_shgrp_cull; + struct DRWShadingGroup *depth_shgrp_clip; + struct DRWShadingGroup *depth_shgrp_clip_cull; struct DRWShadingGroup *cube_display_shgrp; struct GHash *material_hash; struct GHash *hair_material_hash; diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl new file mode 100644 index 00000000000..6317dcea0e9 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl @@ -0,0 +1,7 @@ + +void main() +{ + /* For now do nothing. + * In the future, output object motion blur. + * This pass could also be controlled but nodetree (pixel depth offset, stochastic transparency). */ +} diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl new file mode 100644 index 00000000000..6f26a815736 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl @@ -0,0 +1,18 @@ + +uniform mat4 ModelViewProjectionMatrix; +uniform mat4 ModelMatrix; +#ifdef CLIP_PLANES +uniform vec4 ClipPlanes[1]; +#endif + +in vec3 pos; + +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); +#ifdef CLIP_PLANES + vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0)); + gl_ClipDistance[0] = dot(worldPosition, ClipPlanes[0]); +#endif + /* TODO motion vectors */ +} _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs