Eevee: Transparency: Add support for Clip and Stochastic shadows.

This commit is contained in:
Clément Foucault 2017-07-11 01:10:57 +02:00
parent a57bc75576
commit 91d324b3dc
10 changed files with 136 additions and 14 deletions

View File

@ -196,6 +196,30 @@ void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassLis
DRW_shgroup_call_dynamic_add_empty(grp);
}
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct GPUMaterial *gpumat, struct Gwn_Batch *geom, float (*obmat)[4], float *alpha_threshold)
{
DRWShadingGroup *grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cube_pass, geom);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
if (alpha_threshold != NULL)
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
for (int i = 0; i < 6; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
grp = DRW_shgroup_material_instance_create(gpumat, psl->shadow_cascade_pass, geom);
DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
DRW_shgroup_uniform_mat4(grp, "ShadowModelMatrix", (float *)obmat);
if (alpha_threshold != NULL)
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
for (int i = 0; i < MAX_CASCADE_NUM; ++i)
DRW_shgroup_call_dynamic_add_empty(grp);
}
void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata)
{
EEVEE_LampsInfo *linfo = sldata->lamps;
@ -727,6 +751,12 @@ void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
srd->exponent = la->bleedexp;
copy_v3_v3(srd->position, ob->obmat[3]);
for (int j = 0; j < 6; ++j) {
float tmp[4][4];
unit_m4(tmp);
negate_v3_v3(tmp[3], ob->obmat[3]);
mul_m4_m4m4(srd->viewmat[j], cubefacemat[i], tmp);
copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
}
DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);

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@ -94,9 +94,8 @@ extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_lit_surface_frag_glsl[];
extern char datatoc_lit_surface_vert_glsl[];
extern char datatoc_shadow_frag_glsl[];
extern char datatoc_shadow_geom_glsl[];
extern char datatoc_shadow_vert_glsl[];
extern char datatoc_shadow_geom_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_background_vert_glsl[];
@ -203,6 +202,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_CLIP) != 0) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_CLIP\n");
}
if ((options & VAR_MAT_SHADOW) != 0) {
BLI_dynstr_appendf(ds, "#define SHADOW_SHADER\n");
}
if ((options & VAR_MAT_HASH) != 0) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_HASH\n");
}
@ -503,7 +505,9 @@ struct GPUMaterial *EEVEE_material_mesh_get(
return mat;
}
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha)
struct GPUMaterial *EEVEE_material_mesh_depth_get(
struct Scene *scene, Material *ma,
bool use_hashed_alpha, bool is_shadow)
{
const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH;
@ -515,6 +519,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material
options |= VAR_MAT_CLIP;
}
if (is_shadow)
options |= VAR_MAT_SHADOW;
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options);
if (mat) {
return mat;
@ -530,7 +537,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material
mat = GPU_material_from_nodetree(
scene, ma->nodetree, &ma->gpumaterial, engine, options,
datatoc_lit_surface_vert_glsl, NULL, frag_str,
(is_shadow) ? datatoc_shadow_vert_glsl : datatoc_lit_surface_vert_glsl,
(is_shadow) ? datatoc_shadow_geom_glsl : NULL,
frag_str,
defines);
MEM_freeN(frag_str);
@ -758,7 +767,7 @@ static void material_opaque(
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
scene, ma, stl->effects->use_ao, stl->effects->use_bent_normals, false, false) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED)) : NULL;
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
}
@ -784,7 +793,7 @@ static void material_opaque(
* fail the depth test for shading. */
if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) {
*gpumat_depth = EEVEE_material_mesh_depth_get(scene, ma,
(ma->blend_method == MA_BM_HASHED));
(ma->blend_method == MA_BM_HASHED), false);
*shgrp_depth = DRW_shgroup_material_create(*gpumat_depth, do_cull ? psl->depth_pass_cull : psl->depth_pass);
*shgrp_depth_clip = DRW_shgroup_material_create(*gpumat_depth, do_cull ? psl->depth_pass_clip_cull : psl->depth_pass_clip);
@ -911,6 +920,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
GHash *material_hash = stl->g_data->material_hash;
IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, "");
@ -974,6 +984,11 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
Material *ma = give_current_material(ob, i + 1);
if (ma == NULL)
ma = &defmaterial;
/* Shading pass */
ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i]);
@ -982,7 +997,16 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i]);
/* Shadow Pass */
EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat);
if (ma->blend_method == MA_BM_SOLID)
EEVEE_lights_cache_shcaster_add(sldata, psl, mat_geom[i], ob->obmat);
else if (ma->blend_method == MA_BM_HASHED) {
struct GPUMaterial *gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true);
EEVEE_lights_cache_shcaster_material_add(sldata, psl, gpumat, mat_geom[i], ob->obmat, NULL);
}
else if (ma->blend_method == MA_BM_CLIP) {
struct GPUMaterial *gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
EEVEE_lights_cache_shcaster_material_add(sldata, psl, gpumat, mat_geom[i], ob->obmat, &ma->alpha_threshold);
}
}
}
}
@ -1026,7 +1050,6 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
}
else {
if (ma->use_nodes && ma->nodetree) {
Scene *scene = draw_ctx->scene;
struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma,
stl->effects->use_ao, stl->effects->use_bent_normals);

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@ -76,6 +76,7 @@ enum {
VAR_MAT_CLIP = (1 << 8),
VAR_MAT_HASH = (1 << 9),
VAR_MAT_MULT = (1 << 10),
VAR_MAT_SHADOW = (1 << 11),
};
typedef struct EEVEE_PassList {
@ -187,6 +188,7 @@ typedef struct EEVEE_ShadowCascade {
typedef struct EEVEE_ShadowRender {
float shadowmat[6][4][4]; /* World->Lamp->NDC : used to render the shadow map. 6 frustrum for cubemap shadow */
float viewmat[6][4][4]; /* World->Lamp : used to render the shadow map. 6 viewmat for cubemap shadow */
float position[3];
float pad;
int layer;
@ -453,7 +455,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(
struct Scene *scene, struct World *wo, bool use_lights, bool use_volume_shadows, bool is_homogeneous, bool use_color_transmit);
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals, bool use_blend, bool use_multiply);
struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha);
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, bool use_ao, bool use_bent_normals);
void EEVEE_materials_free(void);
void EEVEE_draw_default_passes(EEVEE_PassList *psl);
@ -463,6 +465,9 @@ void EEVEE_lights_init(EEVEE_SceneLayerData *sldata);
void EEVEE_lights_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_lights_cache_add(EEVEE_SceneLayerData *sldata, struct Object *ob);
void EEVEE_lights_cache_shcaster_add(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl, struct Gwn_Batch *geom, float (*obmat)[4]);
void EEVEE_lights_cache_shcaster_material_add(
EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl,
struct GPUMaterial *gpumat, struct Gwn_Batch *geom, float (*obmat)[4], float *alpha_threshold);
void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata);
void EEVEE_lights_update(EEVEE_SceneLayerData *sldata);
void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl);

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@ -10,12 +10,26 @@
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrixInverse;
uniform mat4 ViewMatrix;
uniform vec4 viewvecs[2];
#ifndef SHADOW_SHADER
uniform mat4 ViewMatrix;
#else
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;
};
flat in int shFace; /* Shadow layer we are rendering to. */
#define ViewMatrix FaceViewMatrix[shFace]
#endif
#define cameraForward normalize(ViewMatrixInverse[2].xyz)
#define cameraPos ViewMatrixInverse[3].xyz
/* ------- Structures -------- */
#ifdef VOLUMETRICS

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@ -62,6 +62,10 @@ float hashed_alpha_threshold(vec3 co)
uniform float alphaThreshold;
#endif
#ifdef SHADOW_SHADER
out vec4 FragColor;
#endif
void main()
{
/* For now do nothing.
@ -82,4 +86,9 @@ void main()
discard;
#endif
#endif
#ifdef SHADOW_SHADER
float dist = distance(lampPosition.xyz, worldPosition.xyz);
FragColor = vec4(dist, 0.0, 0.0, 1.0);
#endif
}

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@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;

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@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;
@ -12,15 +13,36 @@ layout(triangle_strip, max_vertices=3) out;
in vec4 vPos[];
flat in int face[];
#ifdef MESH_SHADER
in vec3 vNor[];
in vec3 vNor[];
#endif
out vec3 worldPosition;
#ifdef MESH_SHADER
out vec3 viewPosition; /* Required. otherwise generate linking error. */
out vec3 worldNormal; /* Required. otherwise generate linking error. */
out vec3 viewNormal; /* Required. otherwise generate linking error. */
flat out int shFace;
#else
int shFace;
#endif
void main() {
int f = face[0];
gl_Layer = f;
shFace = face[0];
gl_Layer = shFace;
for (int v = 0; v < 3; ++v) {
gl_Position = ShadowMatrix[f] * vPos[v];
gl_Position = ShadowMatrix[shFace] * vPos[v];
worldPosition = vPos[v].xyz;
#ifdef MESH_SHADER
worldNormal = vNor[v];
viewPosition = (FaceViewMatrix[shFace] * vec4(worldPosition, 1.0)).xyz;
viewNormal = (FaceViewMatrix[shFace] * vec4(worldNormal, 0.0)).xyz;
#ifdef ATTRIB
pass_attrib(v);
#endif
#endif
EmitVertex();
}

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@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;

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@ -1,6 +1,7 @@
layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
int layer;
float exponent;

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@ -1,13 +1,29 @@
uniform mat4 ShadowModelMatrix;
#ifdef MESH_SHADER
uniform mat3 WorldNormalMatrix;
#endif
in vec3 pos;
#ifdef MESH_SHADER
in vec3 nor;
#endif
out vec4 vPos;
#ifdef MESH_SHADER
out vec3 vNor;
#endif
flat out int face;
void main() {
vPos = ShadowModelMatrix * vec4(pos, 1.0);
face = gl_InstanceID;
}
#ifdef MESH_SHADER
vNor = WorldNormalMatrix * nor;
#ifdef ATTRIB
pass_attrib(pos);
#endif
#endif
}