Implement hair in eevee

New implementation of hair for Eevee.

Note: A hard coded "transmission" property is being used. This should
eventually be exposed to the UI, possibly in the form of SSS
properties.
This commit is contained in:
Luca Rood 2017-06-14 12:39:57 +02:00
parent 0d9611718d
commit c59abb4c9a
6 changed files with 192 additions and 9 deletions

View File

@ -4,7 +4,7 @@ uniform mat3 NormalMatrix;
uniform mat4 ModelViewMatrix;
in vec3 pos;
in vec3 tang;
in vec3 nor;
in int ind;
out vec3 tangent;
out vec3 viewPosition;
@ -28,7 +28,7 @@ float rand(int s)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
tangent = normalize(NormalMatrix * tang);
tangent = normalize(NormalMatrix * nor);
viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
colRand = rand(ind);
}

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@ -151,6 +151,7 @@ static void EEVEE_draw_scene(void *vedata)
/* Shading pass */
DRW_draw_pass(psl->default_pass);
DRW_draw_pass(psl->default_flat_pass);
DRW_draw_pass(psl->default_hair_pass);
DRW_draw_pass(psl->material_pass);
/* Post Process */

View File

@ -30,6 +30,8 @@
#include "BLI_dynstr.h"
#include "BLI_ghash.h"
#include "BKE_particle.h"
#include "GPU_material.h"
#include "eevee_engine.h"
@ -55,6 +57,7 @@ enum {
enum {
VAR_MAT_MESH = (1 << 0),
VAR_MAT_PROBE = (1 << 1),
VAR_MAT_HAIR = (1 << 2),
};
/* *********** STATIC *********** */
@ -63,6 +66,7 @@ static struct {
struct GPUShader *default_lit;
struct GPUShader *default_lit_flat;
struct GPUShader *default_lit_hair;
struct GPUShader *default_background;
@ -183,12 +187,19 @@ void EEVEE_materials_init(void)
datatoc_lit_surface_vert_glsl, NULL, frag_str,
SHADER_DEFINES
"#define MESH_SHADER\n");
e_data.default_lit_flat = DRW_shader_create(
datatoc_lit_surface_vert_glsl, NULL, frag_str,
SHADER_DEFINES
"#define MESH_SHADER\n"
"#define USE_FLAT_NORMAL\n");
e_data.default_lit_hair = DRW_shader_create(
datatoc_lit_surface_vert_glsl, NULL, frag_str,
SHADER_DEFINES
"#define MESH_SHADER\n"
"#define HAIR_SHADER\n");
MEM_freeN(frag_str);
/* Textures */
@ -257,6 +268,15 @@ struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma)
SHADER_DEFINES "#define MESH_SHADER\n");
}
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma)
{
return GPU_material_from_nodetree(
scene, ma->nodetree, &ma->gpumaterial, &DRW_engine_viewport_eevee_type,
VAR_MAT_HAIR,
datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
SHADER_DEFINES "#define MESH_SHADER\n" "#define HAIR_SHADER\n");
}
static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata)
{
DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
@ -280,6 +300,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
/* Create Material Ghash */
{
stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash");
stl->g_data->hair_material_hash = BLI_ghash_ptr_new("Eevee_hair_material ghash");
}
{
@ -322,7 +343,7 @@ 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;
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);
@ -332,7 +353,7 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_WIRE;
psl->default_pass = DRW_pass_create("Default Lit Pass", state);
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit, psl->default_pass);
add_standard_uniforms(shgrp, sldata);
@ -340,10 +361,14 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
psl->default_flat_pass = DRW_pass_create("Default Flat Lit Pass", state);
shgrp = DRW_shgroup_create(e_data.default_lit_flat, psl->default_flat_pass);
add_standard_uniforms(shgrp, sldata);
psl->default_hair_pass = DRW_pass_create("Default Hair Lit Pass", state);
shgrp = DRW_shgroup_create(e_data.default_lit_hair, psl->default_hair_pass);
add_standard_uniforms(shgrp, sldata);
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_WIRE;
psl->material_pass = DRW_pass_create("Material Shader Pass", state);
}
}
@ -441,6 +466,81 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
}
}
}
if (ob->type == OB_MESH) {
if (ob != draw_ctx->scene->obedit) {
material_hash = stl->g_data->hair_material_hash;
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (psys_check_enabled(ob, psys, false)) {
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH && (psys->pathcache || psys->childcache)) {
struct Batch *hair_geom = DRW_cache_particles_get_hair(psys);
DRWShadingGroup *shgrp = NULL;
Material *ma = give_current_material(ob, part->omat);
static float mat[4][4];
unit_m4(mat);
if (ma == NULL) {
ma = &defmaterial;
}
float *color_p = &ma->r;
float *metal_p = &ma->ray_mirror;
float *spec_p = &ma->spec;
float *rough_p = &ma->gloss_mir;
DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat);
shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
if (shgrp) {
DRW_shgroup_call_add(shgrp, hair_geom, mat);
}
else {
if (ma->use_nodes && ma->nodetree) {
Scene *scene = draw_ctx->scene;
struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma);
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
add_standard_uniforms(shgrp, sldata);
BLI_ghash_insert(material_hash, ma, shgrp);
DRW_shgroup_call_add(shgrp, hair_geom, mat);
}
else {
/* Shader failed : pink color */
static float col[3] = {1.0f, 0.0f, 1.0f};
static float half = 0.5f;
color_p = col;
metal_p = spec_p = rough_p = &half;
}
}
/* Fallback to default shader */
if (shgrp == NULL) {
shgrp = DRW_shgroup_create(e_data.default_lit_hair, psl->default_hair_pass);
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);
DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
BLI_ghash_insert(material_hash, ma, shgrp);
DRW_shgroup_call_add(shgrp, hair_geom, mat);
}
}
}
}
}
}
}
}
void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
@ -448,6 +548,7 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
BLI_ghash_free(stl->g_data->material_hash, NULL, NULL);
BLI_ghash_free(stl->g_data->hair_material_hash, NULL, NULL);
}
void EEVEE_materials_free(void)
@ -455,6 +556,7 @@ void EEVEE_materials_free(void)
MEM_SAFE_FREE(e_data.frag_shader_lib);
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);
DRW_SHADER_FREE_SAFE(e_data.default_background);
DRW_TEXTURE_FREE_SAFE(e_data.util_tex);
}
}

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@ -67,6 +67,7 @@ typedef struct EEVEE_PassList {
struct DRWPass *depth_pass_cull;
struct DRWPass *default_pass;
struct DRWPass *default_flat_pass;
struct DRWPass *default_hair_pass;
struct DRWPass *material_pass;
struct DRWPass *background_pass;
} EEVEE_PassList;
@ -318,6 +319,7 @@ typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *depth_shgrp;
struct DRWShadingGroup *depth_shgrp_cull;
struct GHash *material_hash;
struct GHash *hair_material_hash;
} EEVEE_PrivateData; /* Transient data */
/* eevee_data.c */
@ -336,6 +338,7 @@ 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_mesh_lightprobe_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_mesh_get(struct Scene *scene, Material *ma);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma);
void EEVEE_materials_free(void);
/* eevee_lights.c */

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@ -88,7 +88,70 @@ vec4 texture_octahedron(sampler2DArray tex, vec4 cubevec)
return texture(tex, vec3(uvs, cubevec.w));
}
#ifdef HAIR_SHADER
vec3 light_diffuse(LightData ld, ShadingData sd, vec3 albedo)
{
if (ld.l_type == SUN) {
return direct_diffuse_sun(ld, sd) * albedo;
}
else if (ld.l_type == AREA) {
return direct_diffuse_rectangle(ld, sd) * albedo;
}
else {
return direct_diffuse_sphere(ld, sd) * albedo;
}
}
vec3 light_specular(LightData ld, ShadingData sd, float roughness, vec3 f0)
{
if (ld.l_type == SUN) {
return direct_ggx_sun(ld, sd, roughness, f0);
}
else if (ld.l_type == AREA) {
return direct_ggx_rectangle(ld, sd, roughness, f0);
}
else {
return direct_ggx_sphere(ld, sd, roughness, f0);
}
}
void light_shade(
LightData ld, ShadingData sd, vec3 albedo, float roughness, vec3 f0,
out vec3 diffuse, out vec3 specular)
{
const float transmission = 0.3; /* Uniform internal scattering factor */
ShadingData sd_new = sd;
vec3 lamp_vec;
if (ld.l_type == SUN || ld.l_type == AREA) {
lamp_vec = ld.l_forward;
}
else {
lamp_vec = -sd.l_vector;
}
vec3 norm_view = cross(sd.V, sd.N);
norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */
vec3 norm_lamp = cross(lamp_vec, sd.N);
norm_lamp = normalize(cross(sd.N, norm_lamp)); /* Normal facing lamp */
/* Rotate view vector onto the cross(tangent, light) plane */
vec3 view_vec = normalize(norm_lamp * dot(norm_view, sd.V) + sd.N * dot(sd.N, sd.V));
float occlusion = (dot(norm_view, norm_lamp) * 0.5 + 0.5);
float occltrans = transmission + (occlusion * (1.0 - transmission)); /* Includes transmission component */
sd_new.N = -norm_lamp;
diffuse = light_diffuse(ld, sd_new, albedo) * occltrans;
sd_new.V = view_vec;
specular = light_specular(ld, sd_new, roughness, f0) * occlusion;
}
#else
void light_shade(
LightData ld, ShadingData sd, vec3 albedo, float roughness, vec3 f0,
out vec3 diffuse, out vec3 specular)
@ -118,6 +181,7 @@ void light_shade(
}
#endif
}
#endif
void light_visibility(LightData ld, ShadingData sd, out float vis)
{
@ -254,20 +318,33 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
sd.W = worldPosition;
vec3 radiance = vec3(0.0);
#ifdef HAIR_SHADER
/* View facing normal */
vec3 norm_view = cross(sd.V, sd.N);
norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */
#endif
/* Analitic Lights */
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
LightData ld = lights_data[i];
vec3 diff, spec;
float vis;
float vis = 1.0;
sd.l_vector = ld.l_position - worldPosition;
#ifndef HAIR_SHADER
light_visibility(ld, sd, vis);
#endif
light_shade(ld, sd, albedo, roughnessSquared, f0, diff, spec);
radiance += vis * (diff + spec) * ld.l_color;
}
#ifdef HAIR_SHADER
sd.N = -norm_view;
#endif
/* Envmaps */
vec3 R = reflect(-sd.V, sd.N);
@ -314,4 +391,4 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
diff_accum.rgb * albedo;
return radiance + indirect_radiance * ao;
}
}

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@ -183,7 +183,7 @@ static void particle_batch_cache_ensure_pos_and_seg(ParticleSystem *psys, Partic
if (format.attrib_ct == 0) {
/* initialize vertex format */
attr_id.pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
attr_id.tan = VertexFormat_add_attrib(&format, "tang", COMP_F32, 3, KEEP_FLOAT);
attr_id.tan = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
attr_id.ind = VertexFormat_add_attrib(&format, "ind", COMP_I32, 1, KEEP_INT);
}