This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
343 lines
9.2 KiB
C++
343 lines
9.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup nodes
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*/
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#include "DNA_node_types.h"
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#include "node_shader_util.hh"
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#include "NOD_socket_search_link.hh"
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#include "node_exec.h"
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bool sh_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree, const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "ShaderNodeTree")) {
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*r_disabled_hint = TIP_("Not a shader node tree");
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return false;
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}
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return true;
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}
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static bool sh_fn_poll_default(bNodeType *UNUSED(ntype),
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bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree")) {
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*r_disabled_hint = TIP_("Not a shader or geometry node tree");
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return false;
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}
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return true;
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}
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void sh_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass)
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{
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node_type_base(ntype, type, name, nclass);
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ntype->poll = sh_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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void sh_fn_node_type_base(bNodeType *ntype, int type, const char *name, short nclass)
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{
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sh_node_type_base(ntype, type, name, nclass);
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ntype->poll = sh_fn_poll_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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/* ****** */
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static void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
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{
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const float *from = ns->vec;
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if (type_in == SOCK_FLOAT) {
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if (ns->sockettype == SOCK_FLOAT) {
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*in = *from;
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}
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else {
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*in = (from[0] + from[1] + from[2]) / 3.0f;
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}
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}
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else if (type_in == SOCK_VECTOR) {
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if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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}
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else {
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copy_v3_v3(in, from);
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}
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}
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else { /* type_in==SOCK_RGBA */
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if (ns->sockettype == SOCK_RGBA) {
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copy_v4_v4(in, from);
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}
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else if (ns->sockettype == SOCK_FLOAT) {
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in[0] = from[0];
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in[1] = from[0];
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in[2] = from[0];
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in[3] = 1.0f;
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}
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else {
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copy_v3_v3(in, from);
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in[3] = 1.0f;
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}
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}
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}
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void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
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{
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memset(gs, 0, sizeof(*gs));
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if (ns == nullptr) {
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/* node_get_stack() will generate nullptr bNodeStack pointers
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* for unknown/unsupported types of sockets. */
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zero_v4(gs->vec);
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gs->link = nullptr;
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gs->type = GPU_NONE;
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gs->hasinput = false;
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gs->hasoutput = false;
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gs->sockettype = type;
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}
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else {
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nodestack_get_vec(gs->vec, type, ns);
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gs->link = (GPUNodeLink *)ns->data;
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if (type == SOCK_FLOAT) {
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gs->type = GPU_FLOAT;
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}
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else if (type == SOCK_INT) {
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gs->type = GPU_FLOAT; /* HACK: Support as float. */
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}
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else if (type == SOCK_VECTOR) {
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gs->type = GPU_VEC3;
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}
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else if (type == SOCK_RGBA) {
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gs->type = GPU_VEC4;
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}
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else if (type == SOCK_SHADER) {
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gs->type = GPU_CLOSURE;
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}
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else {
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gs->type = GPU_NONE;
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}
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gs->hasinput = ns->hasinput && ns->data;
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/* XXX Commented out the ns->data check here, as it seems it's not always set,
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* even though there *is* a valid connection/output... But that might need
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* further investigation.
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*/
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gs->hasoutput = ns->hasoutput /*&& ns->data*/;
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gs->sockettype = ns->sockettype;
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}
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}
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void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
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{
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copy_v4_v4(ns->vec, gs->vec);
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ns->data = gs->link;
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ns->sockettype = gs->sockettype;
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}
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static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
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{
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int i;
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
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node_gpu_stack_from_data(&gs[i], socket->type, ns[i]);
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}
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gs[i].end = true;
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}
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static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
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{
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int i;
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
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node_data_from_gpu_stack(ns[i], &gs[i]);
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}
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}
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bool nodeSupportsActiveFlag(const bNode *node, int sub_activity)
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{
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BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
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switch (sub_activity) {
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case NODE_ACTIVE_TEXTURE:
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return node->typeinfo->nclass == NODE_CLASS_TEXTURE;
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case NODE_ACTIVE_PAINT_CANVAS:
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return ELEM(node->type, SH_NODE_TEX_IMAGE, SH_NODE_ATTRIBUTE);
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}
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return false;
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}
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static bNode *node_get_active(bNodeTree *ntree, int sub_activity)
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{
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BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
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/* this is the node we texture paint and draw in textured draw */
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bNode *inactivenode = nullptr, *activetexnode = nullptr, *activegroup = nullptr;
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bool hasgroup = false;
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if (!ntree) {
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return nullptr;
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}
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->flag & sub_activity) {
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activetexnode = node;
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/* if active we can return immediately */
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if (node->flag & NODE_ACTIVE) {
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return node;
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}
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}
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else if (!inactivenode && nodeSupportsActiveFlag(node, sub_activity)) {
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inactivenode = node;
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}
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else if (node->type == NODE_GROUP) {
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if (node->flag & NODE_ACTIVE) {
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activegroup = node;
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}
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else {
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hasgroup = true;
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}
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}
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}
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/* first, check active group for textures */
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if (activegroup) {
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bNode *tnode = node_get_active((bNodeTree *)activegroup->id, sub_activity);
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/* active node takes priority, so ignore any other possible nodes here */
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if (tnode) {
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return tnode;
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}
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}
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if (activetexnode) {
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return activetexnode;
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}
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if (hasgroup) {
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/* node active texture node in this tree, look inside groups */
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->type == NODE_GROUP) {
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bNode *tnode = node_get_active((bNodeTree *)node->id, sub_activity);
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if (tnode && ((tnode->flag & sub_activity) || !inactivenode)) {
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return tnode;
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}
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}
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}
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}
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return inactivenode;
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}
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bNode *nodeGetActiveTexture(bNodeTree *ntree)
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{
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return node_get_active(ntree, NODE_ACTIVE_TEXTURE);
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}
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bNode *nodeGetActivePaintCanvas(bNodeTree *ntree)
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{
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return node_get_active(ntree, NODE_ACTIVE_PAINT_CANVAS);
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}
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void ntreeExecGPUNodes(bNodeTreeExec *exec, GPUMaterial *mat, bNode *output_node)
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{
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bNodeExec *nodeexec;
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bNode *node;
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int n;
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bNodeStack *stack;
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bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
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bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
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GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
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bool do_it;
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stack = exec->stack;
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for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
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node = nodeexec->node;
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do_it = false;
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/* for groups, only execute outputs for edited group */
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if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
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if ((output_node != nullptr) && (node == output_node)) {
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do_it = true;
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}
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}
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else {
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do_it = true;
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}
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if (do_it) {
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if (node->typeinfo->gpu_fn) {
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node_get_stack(node, stack, nsin, nsout);
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gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
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gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
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if (node->typeinfo->gpu_fn(mat, node, &nodeexec->data, gpuin, gpuout)) {
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data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
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}
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}
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}
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}
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}
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void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeLink **link)
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{
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GPU_link(mat, "differentiate_texco", *link, link);
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}
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void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
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{
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if (!*link) {
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*link = GPU_attribute(mat, CD_ORCO, "");
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node_shader_gpu_bump_tex_coord(mat, node, link);
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}
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}
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void node_shader_gpu_tex_mapping(GPUMaterial *mat,
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bNode *node,
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GPUNodeStack *in,
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GPUNodeStack *UNUSED(out))
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{
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NodeTexBase *base = (NodeTexBase *)node->storage;
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TexMapping *texmap = &base->tex_mapping;
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float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
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float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
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if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
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static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
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static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
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tmin = GPU_uniform((domin) ? texmap->min : min);
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tmax = GPU_uniform((domax) ? texmap->max : max);
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tmat0 = GPU_uniform((float *)texmap->mat[0]);
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tmat1 = GPU_uniform((float *)texmap->mat[1]);
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tmat2 = GPU_uniform((float *)texmap->mat[2]);
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tmat3 = GPU_uniform((float *)texmap->mat[3]);
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GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
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if (texmap->type == TEXMAP_TYPE_NORMAL) {
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GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
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}
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}
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}
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void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data)
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{
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const float *xyz_to_rgb = IMB_colormanagement_get_xyz_to_rgb();
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data->r[0] = xyz_to_rgb[0];
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data->r[1] = xyz_to_rgb[3];
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data->r[2] = xyz_to_rgb[6];
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data->g[0] = xyz_to_rgb[1];
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data->g[1] = xyz_to_rgb[4];
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data->g[2] = xyz_to_rgb[7];
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data->b[0] = xyz_to_rgb[2];
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data->b[1] = xyz_to_rgb[5];
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data->b[2] = xyz_to_rgb[8];
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}
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