Eevee: Volumetrics: Add volumetric support to alpha blended meshes.

This commit is contained in:
Clément Foucault 2017-10-24 17:52:20 +02:00
parent 66d8f82b83
commit 310f1db7bf
6 changed files with 66 additions and 23 deletions

View File

@ -1079,9 +1079,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_int(grp, "light_count", (volumetrics->use_lights) ? &sldata->lamps->num_light : &zero, 1);
DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
DRW_shgroup_uniform_float(grp, "volume_light_clamp", &volumetrics->light_clamp, 1);

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@ -308,6 +308,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_ESM) != 0) {
BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n");
}
if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@ -334,7 +337,7 @@ static char *eevee_get_volume_defines(int UNUSED(options))
**/
static void add_standard_uniforms(
DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
int *ssr_id, float *refract_depth, bool use_ssrefraction)
int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
{
if (ssr_id == NULL || !vedata->stl->g_data->valid_double_buffer) {
static int no_ssr = -1.0f;
@ -364,15 +367,18 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
if (refract_depth != NULL) {
DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
}
if (use_ssrefraction) {
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
if (vedata->stl->effects->use_ao) {
DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &vedata->txl->gtao_horizons);
DRW_shgroup_uniform_ivec2(shgrp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
@ -381,6 +387,14 @@ static void add_standard_uniforms(
/* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &sldata->shadow_pool);
}
if (vedata->stl->effects->use_volumetrics && use_alpha_blend) {
/* Do not use history buffers as they already have been swapped */
DRW_shgroup_uniform_buffer(shgrp, "inScattering", &vedata->txl->volume_scatter);
DRW_shgroup_uniform_buffer(shgrp, "inTransmittance", &vedata->txl->volume_transmittance);
DRW_shgroup_uniform_vec2(shgrp, "volume_uv_ratio", (float *)sldata->volumetrics->volume_coord_scale, 1);
DRW_shgroup_uniform_vec3(shgrp, "volume_param", (float *)sldata->volumetrics->depth_param, 1);
}
}
static void create_default_shader(int options)
@ -474,6 +488,7 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl);
BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl);
e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
@ -611,7 +626,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
}
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma,
struct Scene *scene, Material *ma, EEVEE_Data *vedata,
bool use_blend, bool use_multiply, bool use_refract, int shadow_method)
{
const void *engine = &DRW_engine_viewport_eevee_type;
@ -620,6 +635,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(
if (use_blend) options |= VAR_MAT_BLEND;
if (use_multiply) options |= VAR_MAT_MULT;
if (use_refract) options |= VAR_MAT_REFRACT;
if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
options |= eevee_material_shadow_option(shadow_method);
@ -722,6 +738,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
if (is_hair) options |= VAR_MAT_HAIR;
if (is_flat_normal) options |= VAR_MAT_FLAT;
if (use_blend) options |= VAR_MAT_BLEND;
if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
options |= eevee_material_shadow_option(shadow_method);
@ -730,7 +747,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
}
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
return shgrp;
}
@ -760,7 +777,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
}
return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
@ -780,6 +797,8 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");
/* SSR switch */
stl->effects->use_ssr = BKE_collection_engine_property_value_get_bool(props, "ssr_enable");
/* Volumetrics */
stl->effects->use_volumetrics = BKE_collection_engine_property_value_get_bool(props, "volumetric_enable");
}
/* Create Material Ghash */
@ -929,7 +948,7 @@ static void material_opaque(
/* This will have been created already, just perform a lookup. */
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
scene, ma, false, false, use_refract, linfo->shadow_method) : NULL;
scene, ma, vedata, false, false, use_refract, linfo->shadow_method) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
@ -937,14 +956,14 @@ static void material_opaque(
if (use_gpumat) {
/* Shading */
*gpumat = EEVEE_material_mesh_get(scene, ma, false, false, use_refract, linfo->shadow_method);
*gpumat = EEVEE_material_mesh_get(scene, ma, vedata, false, false, use_refract, linfo->shadow_method);
*shgrp = DRW_shgroup_material_create(*gpumat, use_refract ? psl->refract_pass : psl->material_pass);
if (*shgrp) {
static int no_ssr = -1;
static int first_ssr = 0;
int *ssr_id = (stl->effects->use_ssr && !use_refract) ? &first_ssr : &no_ssr;
add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract);
add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
}
else {
/* Shader failed : pink color */
@ -971,7 +990,7 @@ static void material_opaque(
}
if (*shgrp_depth != NULL) {
add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false);
add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
if (ma->blend_method == MA_BM_CLIP) {
DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
@ -1028,12 +1047,13 @@ static void material_transparent(
if (ma->use_nodes && ma->nodetree) {
/* Shading */
*gpumat = EEVEE_material_mesh_get(scene, ma, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
*gpumat = EEVEE_material_mesh_get(scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
if (*shgrp) {
static int ssr_id = -1; /* TODO transparent SSR */
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract);
bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
}
else {
/* Shader failed : pink color */
@ -1266,7 +1286,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false);
add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
BLI_ghash_insert(material_hash, ma, shgrp);

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@ -93,6 +93,7 @@ enum {
VAR_MAT_MULT = (1 << 10),
VAR_MAT_SHADOW = (1 << 11),
VAR_MAT_REFRACT = (1 << 12),
VAR_MAT_VOLUME = (1 << 13),
};
/* Shadow Technique */
@ -395,6 +396,9 @@ enum {
typedef struct EEVEE_EffectsInfo {
int enabled_effects;
/* Volumetrics */
bool use_volumetrics;
/* SSR */
bool use_ssr;
bool reflection_trace_full;
@ -593,7 +597,8 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, str
struct GPUMaterial *EEVEE_material_world_background_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_get(
struct Scene *scene, Material *ma, bool use_blend, bool use_multiply, bool use_refract, int shadow_method);
struct Scene *scene, Material *ma, EEVEE_Data *vedata,
bool use_blend, bool use_multiply, bool use_refract, int shadow_method);
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
void EEVEE_materials_free(void);

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@ -631,11 +631,24 @@ layout(location = 2) out vec4 ssrData;
Closure nodetree_exec(void); /* Prototype */
#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
/* Prototype because this file is included before volumetric_lib.glsl */
vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth);
#endif
#define NODETREE_EXEC
void main()
{
Closure cl = nodetree_exec();
#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
/* XXX fragile, better use real viewport resolution */
vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
#else
fragColor = vec4(cl.radiance, cl.opacity);
#endif
ssrNormals = cl.ssr_normal.xyyy;
ssrData = cl.ssr_data;
}

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@ -132,3 +132,16 @@ vec3 irradiance_volumetric(vec3 wpos)
return irradiance;
}
#endif
uniform sampler3D inScattering;
uniform sampler3D inTransmittance;
vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth)
{
vec3 volume_cos = ndc_to_volume(vec3(frag_uvs, frag_depth));
vec3 scattering = texture(inScattering, volume_cos).rgb;
vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
return vec4(scene_color.rgb * transmittance + scattering, scene_color.a);
}

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@ -6,9 +6,6 @@
* Note that we do the blending ourself instead of relying
* on hardware blending which would require 2 pass. */
uniform sampler3D inScattering;
uniform sampler3D inTransmittance;
uniform sampler2D inSceneColor;
uniform sampler2D inSceneDepth;
@ -17,11 +14,8 @@ out vec4 FragColor;
void main()
{
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(inSceneDepth, 0));
vec3 volume_cos = ndc_to_volume(vec3(uvs, texture(inSceneDepth, uvs).r));
vec4 scene_color = texture(inSceneColor, uvs);
float scene_depth = texture(inSceneDepth, uvs).r;
vec3 scene_color = texture(inSceneColor, uvs).rgb;
vec3 scattering = texture(inScattering, volume_cos).rgb;
vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
FragColor = vec4(scene_color * transmittance + scattering, 1.0);
FragColor = volumetric_resolve(scene_color, uvs, scene_depth);
}