Fix T69468 EEVEE: Collections Holdout Button in Outliner Is Ignored

Not the cleanest implementation but the simplest.

This doubles the number of default shader variations.
This commit is contained in:
Clément Foucault 2019-10-29 19:40:28 +01:00
parent 1907081f0e
commit 8e6882a70d
Notes: blender-bot 2023-02-14 08:28:46 +01:00
Referenced by issue #69468, Collections Holdout Button in Outliner Is Ignored by Eevee
3 changed files with 39 additions and 7 deletions

View File

@ -309,6 +309,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_LOOKDEV) != 0) {
BLI_dynstr_append(ds, "#define LOOKDEV\n");
}
if ((options & VAR_MAT_HOLDOUT) != 0) {
BLI_dynstr_append(ds, "#define HOLDOUT\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
@ -863,6 +866,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa
ParticleSystem *psys,
ModifierData *md,
bool is_hair,
bool holdout,
bool use_ssr)
{
static int ssr_id;
@ -874,6 +878,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(EEVEE_ViewLayerDa
BLI_assert(!is_hair || (ob && psys && md));
SET_FLAG_FROM_TEST(options, is_hair, VAR_MAT_HAIR);
SET_FLAG_FROM_TEST(options, holdout, VAR_MAT_HOLDOUT);
if (e_data.default_lit[options] == NULL) {
create_default_shader(options);
@ -1114,7 +1119,8 @@ static void material_opaque(Material *ma,
struct GPUMaterial **gpumat_depth,
struct DRWShadingGroup **shgrp,
struct DRWShadingGroup **shgrp_depth,
struct DRWShadingGroup **shgrp_depth_clip)
struct DRWShadingGroup **shgrp_depth_clip,
bool holdout)
{
EEVEE_EffectsInfo *effects = vedata->stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
@ -1129,7 +1135,7 @@ static void material_opaque(Material *ma,
float *rough_p = &ma->roughness;
const bool do_cull = (ma->blend_flag & MA_BL_CULL_BACKFACE) != 0;
const bool use_gpumat = (ma->use_nodes && ma->nodetree);
const bool use_gpumat = (ma->use_nodes && ma->nodetree && !holdout);
const bool use_ssrefract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
((effects->enabled_effects & EFFECT_REFRACT) != 0);
const bool use_translucency = ((ma->blend_flag & MA_BL_TRANSLUCENCY) != 0);
@ -1291,7 +1297,8 @@ static void material_opaque(Material *ma,
/* Fallback to default shader */
if (*shgrp == NULL) {
bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0);
*shgrp = EEVEE_default_shading_group_get(sldata, vedata, NULL, NULL, NULL, false, use_ssr);
*shgrp = EEVEE_default_shading_group_get(
sldata, vedata, NULL, NULL, NULL, false, holdout, use_ssr);
DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
@ -1443,6 +1450,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
GHash *material_hash = stl->g_data->material_hash;
const bool holdout = (ob->base_flag & BASE_HOLDOUT) != 0;
bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
@ -1469,6 +1477,20 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
shgrp_depth_array[i] = NULL;
shgrp_depth_clip_array[i] = NULL;
if (holdout) {
material_opaque(ma_array[i],
material_hash,
sldata,
vedata,
&gpumat_array[i],
&gpumat_depth_array[i],
&shgrp_array[i],
&shgrp_depth_array[i],
&shgrp_depth_clip_array[i],
true);
continue;
}
switch (ma_array[i]->blend_method) {
case MA_BM_SOLID:
case MA_BM_CLIP:
@ -1481,7 +1503,8 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
&gpumat_depth_array[i],
&shgrp_array[i],
&shgrp_depth_array[i],
&shgrp_depth_clip_array[i]);
&shgrp_depth_clip_array[i],
false);
break;
case MA_BM_BLEND:
material_transparent(ma_array[i],
@ -1622,6 +1645,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
Scene *scene = draw_ctx->scene;
bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0);
const bool holdout = (ob->base_flag & BASE_HOLDOUT) != 0;
if (ob->type == OB_MESH) {
if (ob != draw_ctx->object_edit) {
@ -1654,7 +1678,8 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
ob, psys, md, psl->depth_pass_clip, e_data.default_hair_prepass_clip_sh);
shgrp = NULL;
if (ma->use_nodes && ma->nodetree) {
if (ma->use_nodes && ma->nodetree && !holdout) {
static int ssr_id;
ssr_id = (use_ssr) ? 1 : -1;
static float half = 0.5f;
@ -1705,7 +1730,8 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
/* Fallback to default shader */
if (shgrp == NULL) {
shgrp = EEVEE_default_shading_group_get(sldata, vedata, ob, psys, md, true, use_ssr);
shgrp = EEVEE_default_shading_group_get(
sldata, vedata, ob, psys, md, true, holdout, use_ssr);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);

View File

@ -157,10 +157,11 @@ enum {
VAR_MAT_BLEND = (1 << 3),
VAR_MAT_VOLUME = (1 << 4),
VAR_MAT_LOOKDEV = (1 << 5),
VAR_MAT_HOLDOUT = (1 << 6),
/* Max number of variation */
/* IMPORTANT : Leave it last and set
* it's value accordingly. */
VAR_MAT_MAX = (1 << 6),
VAR_MAT_MAX = (1 << 7),
/* These are options that are not counted in VAR_MAT_MAX
* because they are not cumulative with the others above. */
VAR_MAT_CLIP = (1 << 9),

View File

@ -41,5 +41,10 @@ Closure nodetree_exec(void)
gl_FragDepth = 0.0;
#endif
#ifdef HOLDOUT
cl = CLOSURE_DEFAULT;
cl.holdout = 1.0;
#endif
return cl;
}