Eevee: Add support for volumetrics in node tree.

Only volume scatter is implemented for now.
This commit is contained in:
Clément Foucault 2017-07-03 22:08:07 +02:00
parent 2eef097831
commit b09052002c
Notes: blender-bot 2023-02-14 06:55:44 +01:00
Referenced by issue #51644, Crash upon Startup
8 changed files with 160 additions and 75 deletions

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@ -32,6 +32,7 @@
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_camera.h"
#include "BKE_object.h"
@ -402,14 +403,17 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
&tex, 1);
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
/* MinMax Pyramid */
/* Integration result */
DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex_vol, 1);
effects->enabled_effects |= EFFECT_VOLUMETRIC;
World *wo = scene->world;
if ((wo != NULL) && (wo->use_nodes != NULL) && (wo->nodetree != NULL)) {
effects->enabled_effects |= EFFECT_VOLUMETRIC;
}
}
}
@ -441,27 +445,38 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
{
struct GPUShader *sh = EEVEE_material_world_volume_get(NULL, NULL);
psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->volumetric_integrate_ps);
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_call_add(grp, quad, NULL);
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
struct World *wo = scene->world; /* Already checked non NULL */
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
DRW_shgroup_call_add(grp, quad, NULL);
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps);
if (grp != NULL) {
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_call_add(grp, quad, NULL);
psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
DRW_shgroup_call_add(grp, quad, NULL);
}
else {
/* Compilation failled */
effects->enabled_effects &= ~EFFECT_VOLUMETRIC;
}
}
{

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@ -73,7 +73,6 @@ static struct {
extern char datatoc_background_vert_glsl[];
extern char datatoc_default_world_frag_glsl[];
extern char datatoc_fullscreen_vert_glsl[];
extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
extern char datatoc_lightprobe_geom_glsl[];

View File

@ -63,8 +63,8 @@
/* *********** STATIC *********** */
static struct {
char *frag_shader_lib;
char *volume_shader_lib;
struct GPUShader *default_volume_sh;
struct GPUShader *default_prepass_sh;
struct GPUShader *default_prepass_clip_sh;
struct GPUShader *default_lit[VAR_MAT_MAX];
@ -271,6 +271,12 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
e_data.volume_shader_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
BLI_dynstr_append(ds_frag, datatoc_default_frag_glsl);
@ -290,16 +296,6 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
MEM_freeN(frag_str);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
frag_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
e_data.default_volume_sh = DRW_shader_create_fullscreen(frag_str, SHADER_DEFINES "#define STEP_INTEGRATE\n");
MEM_freeN(frag_str);
/* Textures */
const int layers = 3;
float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
@ -403,9 +399,19 @@ struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, Wor
SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
struct GPUShader *EEVEE_material_world_volume_get(struct Scene *UNUSED(scene), World *UNUSED(wo))
struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo)
{
return e_data.default_volume_sh;
const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_WORLD_VOLUME;
GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options);
if (mat != NULL) {
return mat;
}
return GPU_material_from_nodetree(
scene, wo->nodetree, &wo->gpumaterial, engine, options,
datatoc_background_vert_glsl, NULL, e_data.volume_shader_lib,
SHADER_DEFINES "#define VOLUMETRICS\n");
}
struct GPUMaterial *EEVEE_material_mesh_get(
@ -785,7 +791,7 @@ void EEVEE_materials_free(void)
DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
}
MEM_SAFE_FREE(e_data.frag_shader_lib);
DRW_SHADER_FREE_SAFE(e_data.default_volume_sh);
MEM_SAFE_FREE(e_data.volume_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_background);

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@ -50,6 +50,7 @@ extern struct DrawEngineType draw_engine_eevee_type;
enum {
VAR_WORLD_BACKGROUND,
VAR_WORLD_PROBE,
VAR_WORLD_VOLUME,
};
/* Material shader variations */
@ -424,7 +425,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
struct GPUShader *EEVEE_material_world_volume_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_lightprobe_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, bool use_ao, bool use_bent_normals);

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@ -17,6 +17,44 @@ uniform vec4 viewvecs[2];
#define cameraPos ViewMatrixInverse[3].xyz
/* ------- Structures -------- */
#ifdef VOLUMETRICS
#define NODETREE_EXEC
struct Closure {
vec3 absorption;
vec3 scatter;
vec3 emission;
float anisotropy;
};
#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0);
Closure closure_mix(Closure cl1, Closure cl2, float fac)
{
Closure cl;
cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
cl.emission = mix(cl1.emission, cl2.emission, fac);
cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
return cl;
}
Closure closure_add(Closure cl1, Closure cl2)
{
Closure cl;
cl.absorption = cl1.absorption + cl2.absorption;
cl.scatter = cl1.scatter + cl2.scatter;
cl.emission = cl1.emission + cl2.emission;
cl.anisotropy = cl1.anisotropy + cl2.anisotropy;
return cl;
}
Closure nodetree_exec(void); /* Prototype */
#endif /* VOLUMETRICS */
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */

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@ -1,10 +1,42 @@
out vec4 FragColor;
#ifdef STEP_INTEGRATE
#ifdef VOLUMETRICS
uniform sampler2D depthFull;
void participating_media_properties(vec3 wpos, out vec3 absorption, out vec3 scattering, out float anisotropy)
{
Closure cl = nodetree_exec();
absorption = cl.absorption;
scattering = cl.scatter;
anisotropy = cl.anisotropy;
}
float phase_function_isotropic()
{
return 1.0 / (4.0 * M_PI);
}
float phase_function(vec3 v, vec3 l, float g)
{
#if 1
/* Henyey-Greenstein */
float cos_theta = dot(v, l);
float sqr_g = g * g;
return (1- sqr_g) / (4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0));
#else
return phase_function_isotropic();
#endif
}
vec3 light_volume(LightData ld, vec4 l_vector, vec3 l_col)
{
float dist = max(1e-4, abs(l_vector.w - ld.l_radius));
return l_col * (4.0 * ld.l_radius * ld.l_radius * M_PI * M_PI) / (dist * dist);
}
float find_next_step(float near, float far, float noise, int iter, int iter_count)
{
const float lambda = 0.8f; /* TODO : Parameter */
@ -22,38 +54,6 @@ float find_next_step(float near, float far, float noise, int iter, int iter_coun
}
}
void participating_media_properties(vec3 wpos, out vec3 absorption, out vec3 scattering, out float anisotropy)
{
/* TODO Call nodetree from here. */
absorption = vec3(0.00);
scattering = vec3(1.0) * step(-1.0, -wpos.z);
anisotropy = -0.8;
}
float phase_function_isotropic()
{
return 1.0 / (4.0 * M_PI);
}
float phase_function(vec3 v, vec3 l, float g)
{
#if 0
/* Henyey-Greenstein */
float cos_theta = dot(v, l);
float sqr_g = g * g;
return (1- sqr_g) / (4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0));
#else
return phase_function_isotropic();
#endif
}
vec3 light_volume(LightData ld, vec4 l_vector, vec3 l_col)
{
float dist = max(1e-4, abs(l_vector.w - ld.l_radius));
return l_col * (4.0 * ld.l_radius * ld.l_radius * M_PI * M_PI) / (dist * dist);
}
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
void main()

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@ -2653,8 +2653,8 @@ layout(std140) uniform lightSource {
glLight glLightSource[NUM_LIGHTS];
};
#ifndef VOLUMETRICS
/* bsdfs */
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
/* ambient light */
@ -2905,13 +2905,18 @@ void node_ambient_occlusion(vec4 color, out Closure result)
{
result = Closure(color.rgb, color.a);
}
#endif /* VOLUMETRICS */
/* emission */
void node_emission(vec4 color, float strength, vec3 N, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
result = Closure(color.rgb, color.a);
#else
result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0);
#endif
}
/* background */
@ -2931,8 +2936,23 @@ void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
void node_background(vec4 color, float strength, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
result = Closure(color.rgb, color.a);
#else
result = CLOSURE_DEFAULT;
#endif
}
/* volumes */
void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result)
{
#ifdef VOLUMETRICS
result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy);
#else
result = CLOSURE_DEFAULT;
#endif
}
/* closures */
@ -3947,9 +3967,14 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
result = Closure(surface.radiance, backgroundAlpha);
#else
result = volume;
#endif /* VOLUMETRICS */
}
#ifndef VOLUMETRICS
/* TODO : clean this ifdef mess */
/* EEVEE output */
#ifdef EEVEE_ENGINE
@ -3982,7 +4007,8 @@ void node_output_eevee_material(Closure surface, out Closure result)
result = Closure(surface.radiance, length(viewPosition));
}
#endif
#endif /* EEVEE_ENGINE */
#endif /* VOLUMETRICS */
/* ********************** matcap style render ******************** */

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@ -41,9 +41,9 @@ static bNodeSocketTemplate sh_node_volume_scatter_out[] = {
{ -1, 0, "" }
};
static int node_shader_gpu_volume_scatter(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
static int node_shader_gpu_volume_scatter(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
return false;
return GPU_stack_link(mat, "node_volume_scatter", in, out);
}
/* node type definition */