Files
test2/source/blender/draw/engines/eevee/eevee_material.cc
Clément Foucault 8d8b20f31f Cleanup: EEVEE: Remove workaround for state functions
Now the states are set accordingly inside the init function.
2025-03-17 16:24:23 +01:00

477 lines
18 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eevee
*/
#include "DNA_material_types.h"
#include "BKE_lib_id.hh"
#include "BKE_material.hh"
#include "BKE_node.hh"
#include "BKE_node_legacy_types.hh"
#include "NOD_shader.h"
#include "eevee_instance.hh"
#include "eevee_material.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name Default Material
*
* \{ */
DefaultSurfaceNodeTree::DefaultSurfaceNodeTree()
{
bNodeTree *ntree = bke::node_tree_add_tree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_BSDF_PRINCIPLED);
bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
bNodeSocket *bsdf_out = bke::node_find_socket(*bsdf, SOCK_OUT, "BSDF");
bNodeSocket *output_in = bke::node_find_socket(*output, SOCK_IN, "Surface");
bke::node_add_link(*ntree, *bsdf, *bsdf_out, *output, *output_in);
bke::node_set_active(*ntree, *output);
color_socket_ =
(bNodeSocketValueRGBA *)bke::node_find_socket(*bsdf, SOCK_IN, "Base Color")->default_value;
metallic_socket_ =
(bNodeSocketValueFloat *)bke::node_find_socket(*bsdf, SOCK_IN, "Metallic")->default_value;
roughness_socket_ =
(bNodeSocketValueFloat *)bke::node_find_socket(*bsdf, SOCK_IN, "Roughness")->default_value;
specular_socket_ = (bNodeSocketValueFloat *)bke::node_find_socket(
*bsdf, SOCK_IN, "Specular IOR Level")
->default_value;
ntree_ = ntree;
}
DefaultSurfaceNodeTree::~DefaultSurfaceNodeTree()
{
bke::node_tree_free_embedded_tree(ntree_);
MEM_SAFE_FREE(ntree_);
}
bNodeTree *DefaultSurfaceNodeTree::nodetree_get(::Material *ma)
{
/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
copy_v3_fl3(color_socket_->value, ma->r, ma->g, ma->b);
metallic_socket_->value = ma->metallic;
roughness_socket_->value = ma->roughness;
specular_socket_->value = ma->spec;
return ntree_;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Material
*
* \{ */
MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
{
{
diffuse_mat = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default diffuse");
bNodeTree *ntree = bke::node_tree_add_tree_embedded(
nullptr, &diffuse_mat->id, "Shader Nodetree", ntreeType_Shader->idname);
diffuse_mat->use_nodes = true;
diffuse_mat->surface_render_method = MA_SURFACE_METHOD_FORWARD;
/* Use 0.18 as it is close to middle gray. Middle gray is typically defined as 18% reflectance
* of visible light and commonly used for VFX balls. */
bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_BSDF_DIFFUSE);
bNodeSocket *base_color = bke::node_find_socket(*bsdf, SOCK_IN, "Color");
copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 0.18f);
bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
bke::node_add_link(*ntree,
*bsdf,
*bke::node_find_socket(*bsdf, SOCK_OUT, "BSDF"),
*output,
*bke::node_find_socket(*output, SOCK_IN, "Surface"));
bke::node_set_active(*ntree, *output);
}
{
metallic_mat = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default metal");
bNodeTree *ntree = bke::node_tree_add_tree_embedded(
nullptr, &metallic_mat->id, "Shader Nodetree", ntreeType_Shader->idname);
metallic_mat->use_nodes = true;
metallic_mat->surface_render_method = MA_SURFACE_METHOD_FORWARD;
bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_BSDF_GLOSSY);
bNodeSocket *base_color = bke::node_find_socket(*bsdf, SOCK_IN, "Color");
copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 1.0f);
bNodeSocket *roughness = bke::node_find_socket(*bsdf, SOCK_IN, "Roughness");
((bNodeSocketValueFloat *)roughness->default_value)->value = 0.0f;
bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
bke::node_add_link(*ntree,
*bsdf,
*bke::node_find_socket(*bsdf, SOCK_OUT, "BSDF"),
*output,
*bke::node_find_socket(*output, SOCK_IN, "Surface"));
bke::node_set_active(*ntree, *output);
}
{
error_mat_ = (::Material *)BKE_id_new_nomain(ID_MA, "EEVEE default error");
bNodeTree *ntree = bke::node_tree_add_tree_embedded(
nullptr, &error_mat_->id, "Shader Nodetree", ntreeType_Shader->idname);
error_mat_->use_nodes = true;
/* Use emission and output material to be compatible with both World and Material. */
bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_EMISSION);
bNodeSocket *color = bke::node_find_socket(*bsdf, SOCK_IN, "Color");
copy_v3_fl3(((bNodeSocketValueRGBA *)color->default_value)->value, 1.0f, 0.0f, 1.0f);
bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
bke::node_add_link(*ntree,
*bsdf,
*bke::node_find_socket(*bsdf, SOCK_OUT, "Emission"),
*output,
*bke::node_find_socket(*output, SOCK_IN, "Surface"));
bke::node_set_active(*ntree, *output);
}
}
MaterialModule::~MaterialModule()
{
BKE_id_free(nullptr, metallic_mat);
BKE_id_free(nullptr, diffuse_mat);
BKE_id_free(nullptr, error_mat_);
}
void MaterialModule::begin_sync()
{
queued_shaders_count = 0;
queued_optimize_shaders_count = 0;
material_map_.clear();
shader_map_.clear();
}
MaterialPass MaterialModule::material_pass_get(Object *ob,
::Material *blender_mat,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type,
eMaterialProbe probe_capture)
{
bNodeTree *ntree = (blender_mat->use_nodes && blender_mat->nodetree != nullptr) ?
blender_mat->nodetree :
default_surface_ntree_.nodetree_get(blender_mat);
bool use_deferred_compilation = inst_.is_viewport() || GPU_use_parallel_compilation();
if (inst_.is_viewport_image_render) {
/* We can't defer compilation in viewport image render, since we can't re-sync.(See #130235) */
use_deferred_compilation = false;
}
MaterialPass matpass = MaterialPass();
matpass.gpumat = inst_.shaders.material_shader_get(
blender_mat, ntree, pipeline_type, geometry_type, use_deferred_compilation);
const bool is_volume = ELEM(pipeline_type, MAT_PIPE_VOLUME_OCCUPANCY, MAT_PIPE_VOLUME_MATERIAL);
const bool is_forward = ELEM(pipeline_type,
MAT_PIPE_FORWARD,
MAT_PIPE_PREPASS_FORWARD,
MAT_PIPE_PREPASS_FORWARD_VELOCITY,
MAT_PIPE_PREPASS_OVERLAP);
switch (GPU_material_status(matpass.gpumat)) {
case GPU_MAT_SUCCESS: {
/* Determine optimization status for remaining compilations counter. */
int optimization_status = GPU_material_optimization_status(matpass.gpumat);
if (optimization_status == GPU_MAT_OPTIMIZATION_QUEUED) {
queued_optimize_shaders_count++;
}
break;
}
case GPU_MAT_QUEUED:
queued_shaders_count++;
matpass.gpumat = inst_.shaders.material_default_shader_get(pipeline_type, geometry_type);
break;
case GPU_MAT_FAILED:
default:
matpass.gpumat = inst_.shaders.material_shader_get(
error_mat_, error_mat_->nodetree, pipeline_type, geometry_type, false);
break;
}
/* Returned material should be ready to be drawn. */
BLI_assert(GPU_material_status(matpass.gpumat) == GPU_MAT_SUCCESS);
inst_.manager->register_layer_attributes(matpass.gpumat);
const bool is_transparent = GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT);
if (inst_.is_viewport() && use_deferred_compilation &&
GPU_material_recalc_flag_get(matpass.gpumat))
{
/* TODO(Miguel Pozo): This is broken, it consumes the flag,
* but GPUMats can be shared across viewports. */
inst_.sampling.reset();
const bool has_displacement = GPU_material_has_displacement_output(matpass.gpumat) &&
(blender_mat->displacement_method != MA_DISPLACEMENT_BUMP);
const bool has_volume = GPU_material_has_volume_output(matpass.gpumat);
if (((pipeline_type == MAT_PIPE_SHADOW) && (is_transparent || has_displacement)) || has_volume)
{
/* WORKAROUND: This is to avoid lingering shadows from default material.
* Ideally, we should tag the caster object to update only the needed areas but that's a bit
* more involved. */
inst_.shadows.reset();
}
}
if (is_volume || (is_forward && is_transparent)) {
/* Sub pass is generated later. */
matpass.sub_pass = nullptr;
}
else {
ShaderKey shader_key(matpass.gpumat, blender_mat, probe_capture);
PassMain::Sub *shader_sub = shader_map_.lookup_or_add_cb(shader_key, [&]() {
/* First time encountering this shader. Create a sub that will contain materials using it. */
return inst_.pipelines.material_add(
ob, blender_mat, matpass.gpumat, pipeline_type, probe_capture);
});
if (shader_sub != nullptr) {
/* Create a sub for this material as `shader_sub` is for sharing shader between materials. */
matpass.sub_pass = &shader_sub->sub(GPU_material_get_name(matpass.gpumat));
matpass.sub_pass->material_set(*inst_.manager, matpass.gpumat);
}
else {
matpass.sub_pass = nullptr;
}
}
return matpass;
}
Material &MaterialModule::material_sync(Object *ob,
::Material *blender_mat,
eMaterialGeometry geometry_type,
bool has_motion)
{
bool hide_on_camera = ob->visibility_flag & OB_HIDE_CAMERA;
if (geometry_type == MAT_GEOM_VOLUME) {
MaterialKey material_key(
blender_mat, geometry_type, MAT_PIPE_VOLUME_MATERIAL, ob->visibility_flag);
Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {
Material mat = {};
mat.volume_occupancy = material_pass_get(
ob, blender_mat, MAT_PIPE_VOLUME_OCCUPANCY, MAT_GEOM_VOLUME);
mat.volume_material = material_pass_get(
ob, blender_mat, MAT_PIPE_VOLUME_MATERIAL, MAT_GEOM_VOLUME);
return mat;
});
/* Volume needs to use one sub pass per object to support layering. */
VolumeLayer *layer = hide_on_camera ? nullptr :
inst_.pipelines.volume.register_and_get_layer(ob);
if (layer) {
mat.volume_occupancy.sub_pass = layer->occupancy_add(
ob, blender_mat, mat.volume_occupancy.gpumat);
mat.volume_material.sub_pass = layer->material_add(
ob, blender_mat, mat.volume_material.gpumat);
}
else {
/* Culled volumes. */
mat.volume_occupancy.sub_pass = nullptr;
mat.volume_material.sub_pass = nullptr;
}
return mat;
}
const bool use_forward_pipeline = (blender_mat->surface_render_method ==
MA_SURFACE_METHOD_FORWARD);
eMaterialPipeline surface_pipe, prepass_pipe;
if (use_forward_pipeline) {
surface_pipe = MAT_PIPE_FORWARD;
prepass_pipe = has_motion ? MAT_PIPE_PREPASS_FORWARD_VELOCITY : MAT_PIPE_PREPASS_FORWARD;
}
else {
surface_pipe = MAT_PIPE_DEFERRED;
prepass_pipe = has_motion ? MAT_PIPE_PREPASS_DEFERRED_VELOCITY : MAT_PIPE_PREPASS_DEFERRED;
}
MaterialKey material_key(blender_mat, geometry_type, surface_pipe, ob->visibility_flag);
Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {
Material mat;
if (inst_.is_baking()) {
if (ob->visibility_flag & OB_HIDE_PROBE_VOLUME) {
mat.capture = MaterialPass();
}
else {
mat.capture = material_pass_get(ob, blender_mat, MAT_PIPE_CAPTURE, geometry_type);
}
mat.prepass = MaterialPass();
/* TODO(fclem): Still need the shading pass for correct attribute extraction. Would be better
* to avoid this shader compilation in another context. */
mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
mat.overlap_masking = MaterialPass();
mat.lightprobe_sphere_prepass = MaterialPass();
mat.lightprobe_sphere_shading = MaterialPass();
mat.planar_probe_prepass = MaterialPass();
mat.planar_probe_shading = MaterialPass();
mat.volume_occupancy = MaterialPass();
mat.volume_material = MaterialPass();
mat.has_volume = false; /* TODO */
mat.has_surface = GPU_material_has_surface_output(mat.shading.gpumat);
}
else {
/* Order is important for transparent. */
if (!hide_on_camera) {
mat.prepass = material_pass_get(ob, blender_mat, prepass_pipe, geometry_type);
}
else {
mat.prepass = MaterialPass();
}
mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
if (hide_on_camera) {
/* Only null the sub_pass.
* `mat.shading.gpumat` is always needed for using the GPU_material API. */
mat.shading.sub_pass = nullptr;
}
mat.overlap_masking = MaterialPass();
mat.capture = MaterialPass();
if (inst_.needs_lightprobe_sphere_passes() && !(ob->visibility_flag & OB_HIDE_PROBE_CUBEMAP))
{
mat.lightprobe_sphere_prepass = material_pass_get(
ob, blender_mat, MAT_PIPE_PREPASS_DEFERRED, geometry_type, MAT_PROBE_REFLECTION);
mat.lightprobe_sphere_shading = material_pass_get(
ob, blender_mat, MAT_PIPE_DEFERRED, geometry_type, MAT_PROBE_REFLECTION);
}
else {
mat.lightprobe_sphere_prepass = MaterialPass();
mat.lightprobe_sphere_shading = MaterialPass();
}
if (inst_.needs_planar_probe_passes() && !(ob->visibility_flag & OB_HIDE_PROBE_PLANAR)) {
mat.planar_probe_prepass = material_pass_get(
ob, blender_mat, MAT_PIPE_PREPASS_PLANAR, geometry_type, MAT_PROBE_PLANAR);
mat.planar_probe_shading = material_pass_get(
ob, blender_mat, MAT_PIPE_DEFERRED, geometry_type, MAT_PROBE_PLANAR);
}
else {
mat.planar_probe_prepass = MaterialPass();
mat.planar_probe_shading = MaterialPass();
}
mat.has_surface = GPU_material_has_surface_output(mat.shading.gpumat);
mat.has_volume = GPU_material_has_volume_output(mat.shading.gpumat);
if (mat.has_volume && !hide_on_camera) {
mat.volume_occupancy = material_pass_get(
ob, blender_mat, MAT_PIPE_VOLUME_OCCUPANCY, geometry_type);
mat.volume_material = material_pass_get(
ob, blender_mat, MAT_PIPE_VOLUME_MATERIAL, geometry_type);
}
else {
mat.volume_occupancy = MaterialPass();
mat.volume_material = MaterialPass();
}
}
if (!(ob->visibility_flag & OB_HIDE_SHADOW)) {
mat.shadow = material_pass_get(ob, blender_mat, MAT_PIPE_SHADOW, geometry_type);
}
else {
mat.shadow = MaterialPass();
}
mat.is_alpha_blend_transparent = use_forward_pipeline &&
GPU_material_flag_get(mat.shading.gpumat,
GPU_MATFLAG_TRANSPARENT);
mat.has_transparent_shadows = blender_mat->blend_flag & MA_BL_TRANSPARENT_SHADOW &&
GPU_material_flag_get(mat.shading.gpumat,
GPU_MATFLAG_TRANSPARENT);
return mat;
});
if (mat.is_alpha_blend_transparent && !hide_on_camera) {
/* Transparent needs to use one sub pass per object to support reordering.
* NOTE: Pre-pass needs to be created first in order to be sorted first. */
mat.overlap_masking.sub_pass = inst_.pipelines.forward.prepass_transparent_add(
ob, blender_mat, mat.shading.gpumat);
mat.shading.sub_pass = inst_.pipelines.forward.material_transparent_add(
ob, blender_mat, mat.shading.gpumat);
}
if (mat.has_volume) {
/* Volume needs to use one sub pass per object to support layering. */
VolumeLayer *layer = hide_on_camera ? nullptr :
inst_.pipelines.volume.register_and_get_layer(ob);
if (layer) {
mat.volume_occupancy.sub_pass = layer->occupancy_add(
ob, blender_mat, mat.volume_occupancy.gpumat);
mat.volume_material.sub_pass = layer->material_add(
ob, blender_mat, mat.volume_material.gpumat);
}
else {
/* Culled volumes. */
mat.volume_occupancy.sub_pass = nullptr;
mat.volume_material.sub_pass = nullptr;
}
}
return mat;
}
::Material *MaterialModule::material_from_slot(Object *ob, int slot)
{
::Material *ma = BKE_object_material_get_eval(ob, slot + 1);
if (ma == nullptr) {
if (ob->type == OB_VOLUME) {
return BKE_material_default_volume();
}
return BKE_material_default_surface();
}
return ma;
}
MaterialArray &MaterialModule::material_array_get(Object *ob, bool has_motion)
{
material_array_.materials.clear();
material_array_.gpu_materials.clear();
const int materials_len = BKE_object_material_used_with_fallback_eval(*ob);
for (auto i : IndexRange(materials_len)) {
::Material *blender_mat = material_from_slot(ob, i);
Material &mat = material_sync(ob, blender_mat, to_material_geometry(ob), has_motion);
/* \note Perform a whole copy since next material_sync() can move the Material memory location
* (i.e: because of its container growing) */
material_array_.materials.append(mat);
material_array_.gpu_materials.append(mat.shading.gpumat);
}
return material_array_;
}
Material &MaterialModule::material_get(Object *ob,
bool has_motion,
int mat_nr,
eMaterialGeometry geometry_type)
{
::Material *blender_mat = material_from_slot(ob, mat_nr);
Material &mat = material_sync(ob, blender_mat, geometry_type, has_motion);
return mat;
}
/** \} */
} // namespace blender::eevee