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 */
+}

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