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.
This commit is contained in:
Clément Foucault 2017-06-16 23:50:40 +02:00
parent 539225db81
commit 5c67ac2236
5 changed files with 58 additions and 3 deletions

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@ -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)

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@ -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);

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@ -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;

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@ -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). */
}

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@ -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 */
}