Eevee: Add support/Fix Object Info node
Caveat: Random output does not yet work with instance (dupli) objects.
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6d6e3869ce
commit
e234ce9b22
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@ -1080,23 +1080,23 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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}
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}
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#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
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#define ADD_SHGROUP_CALL(shgrp, ob, ma, geom, oedata) do { \
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if (is_sculpt_mode_draw) { \
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DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \
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} \
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else { \
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if (oedata) { \
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DRW_shgroup_call_object_add_with_callback(shgrp, geom, ob, EEVEE_lightprobes_obj_visibility_cb, oedata); \
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DRW_shgroup_call_object_add_with_callback(shgrp, geom, ob, ma, EEVEE_lightprobes_obj_visibility_cb, oedata); \
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} \
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else { \
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DRW_shgroup_call_object_add(shgrp, geom, ob); \
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DRW_shgroup_call_object_add_ex(shgrp, geom, ob, ma, false); \
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} \
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} \
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} while (0)
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#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, geom, oedata) do { \
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#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, ma, geom, oedata) do { \
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if (shgrp) { \
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ADD_SHGROUP_CALL(shgrp, ob, geom, oedata); \
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ADD_SHGROUP_CALL(shgrp, ob, ma, geom, oedata); \
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} \
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} while (0)
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@ -1536,11 +1536,11 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
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}
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/* Shading pass */
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ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i], oedata);
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ADD_SHGROUP_CALL(shgrp_array[i], ob, ma, mat_geom[i], oedata);
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/* Depth Prepass */
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ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, mat_geom[i], oedata);
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ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata);
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ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, ma, mat_geom[i], oedata);
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ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, ma, mat_geom[i], oedata);
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char *name = auto_layer_names;
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for (int j = 0; j < auto_layer_count; ++j) {
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@ -363,11 +363,12 @@ void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point
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void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4]);
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void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4]);
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void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *shgroup, uint tria_count, struct Object *ob);
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void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, bool bypass_culling);
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#define DRW_shgroup_call_object_add(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, false)
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#define DRW_shgroup_call_object_add_no_cull(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, true)
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void DRW_shgroup_call_object_add_ex(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, struct Material *ma, bool bypass_culling);
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#define DRW_shgroup_call_object_add(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, NULL, false)
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#define DRW_shgroup_call_object_add_no_cull(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, NULL, true)
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void DRW_shgroup_call_object_add_with_callback(
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DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob,
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DRWShadingGroup *shgroup, struct GPUBatch *geom, struct Object *ob, struct Material *ma,
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DRWCallVisibilityFn *callback, void *user_data);
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/* Used for drawing a batch with instancing without instance attribs. */
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void DRW_shgroup_call_instances_add(
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@ -101,6 +101,7 @@ enum {
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DRW_CALL_NORMALWORLD = (1 << 5),
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DRW_CALL_ORCOTEXFAC = (1 << 6),
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DRW_CALL_EYEVEC = (1 << 7),
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DRW_CALL_OBJECTINFO = (1 << 8),
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};
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typedef struct DRWCallState {
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@ -122,6 +123,7 @@ typedef struct DRWCallState {
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float normalview[3][3];
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float normalworld[3][3]; /* Not view dependent */
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float orcotexfac[2][3]; /* Not view dependent */
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float objectinfo[2];
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float eyevec[3];
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} DRWCallState;
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@ -140,6 +142,7 @@ typedef struct DRWCall {
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union {
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struct { /* type == DRW_CALL_SINGLE */
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GPUBatch *geometry;
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short ma_index;
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} single;
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struct { /* type == DRW_CALL_RANGE */
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GPUBatch *geometry;
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@ -257,6 +260,7 @@ struct DRWShadingGroup {
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int orcotexfac;
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int eye;
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int callid;
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int objectinfo;
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uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
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#ifndef NDEBUG
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@ -36,6 +36,7 @@
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#include "DNA_mesh_types.h"
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#include "DNA_meta_types.h"
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#include "BLI_hash.h"
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#include "BLI_link_utils.h"
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#include "BLI_mempool.h"
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@ -344,6 +345,22 @@ static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obm
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state->matflag &= ~DRW_CALL_ORCOTEXFAC;
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}
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if ((state->matflag & DRW_CALL_OBJECTINFO) != 0) {
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state->objectinfo[0] = ob ? ob->index : 0;
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unsigned int random;
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#if 0 /* TODO(fclem) handle dupli objects */
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if (GMS.dob) {
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random = GMS.dob->random_id;
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}
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else
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#endif
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{
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random = BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
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}
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state->objectinfo[2] = random * (1.0f / (float)0xFFFFFFFF);
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state->matflag &= ~DRW_CALL_OBJECTINFO;
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}
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return state;
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}
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@ -440,7 +457,7 @@ void DRW_shgroup_call_object_procedural_triangles_culled_add(DRWShadingGroup *sh
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}
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/* These calls can be culled and are optimized for redraw */
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void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, bool bypass_culling)
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void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, Material *ma, bool bypass_culling)
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{
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BLI_assert(geom != NULL);
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BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
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@ -449,6 +466,7 @@ void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Ob
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call->state = drw_call_state_object(shgroup, ob->obmat, ob);
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call->type = DRW_CALL_SINGLE;
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call->single.geometry = geom;
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call->single.ma_index = ma ? ma->index : 0;
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#ifdef USE_GPU_SELECT
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call->select_id = DST.select_id;
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#endif
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@ -460,7 +478,7 @@ void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, GPUBatch *geom, Ob
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}
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void DRW_shgroup_call_object_add_with_callback(
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DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob,
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DRWShadingGroup *shgroup, GPUBatch *geom, Object *ob, Material *ma,
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DRWCallVisibilityFn *callback, void *user_data)
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{
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BLI_assert(geom != NULL);
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@ -472,6 +490,7 @@ void DRW_shgroup_call_object_add_with_callback(
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call->state->user_data = user_data;
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call->type = DRW_CALL_SINGLE;
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call->single.geometry = geom;
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call->single.ma_index = ma ? ma->index : 0;
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#ifdef USE_GPU_SELECT
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call->select_id = DST.select_id;
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#endif
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@ -635,6 +654,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
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shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
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shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
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shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
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shgroup->eye = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_EYE);
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shgroup->callid = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CALLID);
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@ -653,6 +673,8 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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shgroup->matflag |= DRW_CALL_NORMALWORLD;
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if (shgroup->orcotexfac > -1)
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shgroup->matflag |= DRW_CALL_ORCOTEXFAC;
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if (shgroup->objectinfo > -1)
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shgroup->matflag |= DRW_CALL_OBJECTINFO;
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if (shgroup->eye > -1)
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shgroup->matflag |= DRW_CALL_EYEVEC;
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}
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@ -801,10 +801,16 @@ static void draw_matrices_model_prepare(DRWCallState *st)
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}
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}
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static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCallState *state)
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static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
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{
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/* step 1 : bind object dependent matrices */
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if (state != NULL) {
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if (call != NULL) {
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DRWCallState *state = call->state;
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float objectinfo[3];
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objectinfo[0] = state->objectinfo[0];
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objectinfo[1] = call->single.ma_index; /* WATCH this is only valid for single drawcalls. */
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objectinfo[2] = state->objectinfo[1];
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GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)state->model);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelview, 16, 1, (float *)state->modelview);
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@ -812,6 +818,7 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCallState *state)
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 3, 1, (float *)objectinfo);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->eye, 3, 1, (float *)state->eyevec);
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}
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@ -825,6 +832,7 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCallState *state)
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelview, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_VIEW]);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_VIEWINV]);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_PERS]);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 3, 1, (float *)unitmat);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)shgroup->instance_orcofac);
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}
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}
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@ -1205,7 +1213,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
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}
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GPU_SELECT_LOAD_IF_PICKSEL_CALL(call);
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draw_geometry_prepare(shgroup, call->state);
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draw_geometry_prepare(shgroup, call);
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switch (call->type) {
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case DRW_CALL_SINGLE:
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@ -58,6 +58,7 @@ typedef enum {
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GPU_UNIFORM_COLOR, /* vec4 color */
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GPU_UNIFORM_EYE, /* vec3 eye */
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GPU_UNIFORM_CALLID, /* int callId */
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GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
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GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
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@ -759,7 +759,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
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BLI_dynstr_append(ds, ";\n");
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}
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static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output)
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static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output, int *rbuiltins)
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{
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DynStr *ds = BLI_dynstr_new();
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char *code;
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@ -770,14 +770,13 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
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#endif
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codegen_set_unique_ids(nodes);
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builtins = codegen_process_uniforms_functions(material, ds, nodes);
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*rbuiltins = builtins = codegen_process_uniforms_functions(material, ds, nodes);
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if (builtins & GPU_BARYCENTRIC_TEXCO)
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BLI_dynstr_append(ds, "\tin vec2 barycentricTexCo;\n");
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BLI_dynstr_append(ds, "in vec2 barycentricTexCo;\n");
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if (builtins & GPU_BARYCENTRIC_DIST)
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BLI_dynstr_append(ds, "\tflat in vec3 barycentricDist;\n");
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BLI_dynstr_append(ds, "flat in vec3 barycentricDist;\n");
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BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
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@ -1790,6 +1789,7 @@ GPUPass *GPU_generate_pass(
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GPUNodeLink *frag_outlink,
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struct GPUVertexAttribs *attribs,
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ListBase *nodes,
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int *builtins,
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const char *vert_code,
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const char *geom_code,
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const char *frag_lib,
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GPU_nodes_get_vertex_attributes(nodes, attribs);
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/* generate code */
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char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output);
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char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, builtins);
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/* Cache lookup: Reuse shaders already compiled */
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uint32_t hash = gpu_pass_hash(fragmentgen, defines, attribs);
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@ -179,7 +179,7 @@ typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass(
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GPUMaterial *material,
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GPUNodeLink *frag_outlink, struct GPUVertexAttribs *attribs,
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ListBase *nodes,
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ListBase *nodes, int *builtins,
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const char *vert_code, const char *geom_code,
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const char *frag_lib, const char *defines);
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@ -688,6 +688,7 @@ GPUMaterial *GPU_material_from_nodetree(
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mat->outlink,
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&mat->attribs,
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&mat->nodes,
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&mat->builtins,
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vert_code,
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geom_code,
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frag_lib,
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@ -72,6 +72,7 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
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[GPU_UNIFORM_COLOR] = "color",
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[GPU_UNIFORM_EYE] = "eye",
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[GPU_UNIFORM_CALLID] = "callId",
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[GPU_UNIFORM_OBJECT_INFO] = "unfobjectinfo",
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[GPU_UNIFORM_CUSTOM] = NULL,
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[GPU_NUM_UNIFORMS] = NULL,
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