Files
test2/source/blender/draw/engines/eevee/eevee_material.cc
2025-07-09 15:16:46 +02:00

580 lines
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C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eevee
*/
#include "BLI_time.h"
#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 = BKE_id_new_nomain<::Material>("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 = BKE_id_new_nomain<::Material>("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);
}
{
default_surface = reinterpret_cast<::Material *>(BKE_id_copy_ex(
nullptr, &BKE_material_default_surface()->id, nullptr, LIB_ID_COPY_LOCALIZE));
default_volume = reinterpret_cast<::Material *>(BKE_id_copy_ex(
nullptr, &BKE_material_default_volume()->id, nullptr, LIB_ID_COPY_LOCALIZE));
}
{
error_mat_ = BKE_id_new_nomain<::Material>("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, default_surface);
BKE_id_free(nullptr, default_volume);
BKE_id_free(nullptr, error_mat_);
}
void MaterialModule::begin_sync()
{
queued_shaders_count = 0;
queued_textures_count = 0;
queued_optimize_shaders_count = 0;
material_override = DEG_get_evaluated(inst_.depsgraph, inst_.view_layer->mat_override);
uint64_t next_update = GPU_pass_global_compilation_count();
gpu_pass_last_update_ = gpu_pass_next_update_;
gpu_pass_next_update_ = next_update;
texture_loading_queue_.clear();
material_map_.clear();
shader_map_.clear();
}
void MaterialModule::queue_texture_loading(GPUMaterial *material)
{
ListBase textures = GPU_material_textures(material);
for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
if (tex->ima) {
const bool use_tile_mapping = tex->tiled_mapping_name[0];
ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
ImageGPUTextures gputex = BKE_image_get_gpu_material_texture_try(
tex->ima, iuser, use_tile_mapping);
if (*gputex.texture == nullptr) {
texture_loading_queue_.append(tex);
}
}
}
}
void MaterialModule::end_sync()
{
if (texture_loading_queue_.is_empty()) {
return;
}
if (inst_.is_viewport()) {
/* Avoid ghosting of textures. */
inst_.sampling.reset();
}
GPU_debug_group_begin("Texture Loading");
/* Load files from disk in a multithreaded manner. Allow better parallelism. */
threading::parallel_for(texture_loading_queue_.index_range(), 1, [&](const IndexRange range) {
for (auto i : range) {
GPUMaterialTexture *tex = texture_loading_queue_[i];
ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
BKE_image_get_tile(tex->ima, 0);
ImBuf *imbuf = BKE_image_acquire_ibuf(tex->ima, iuser, nullptr);
BKE_image_release_ibuf(tex->ima, imbuf, nullptr);
}
});
/* Tag time is not thread-safe. */
for (GPUMaterialTexture *tex : texture_loading_queue_) {
BKE_image_tag_time(tex->ima);
}
/* Upload to the GPU (create GPUTexture). This part still requires a valid GPU context and
* is not easily parallelized. */
for (GPUMaterialTexture *tex : texture_loading_queue_) {
BLI_assert(tex->ima);
GPU_debug_group_begin(tex->ima->id.name);
const bool use_tile_mapping = tex->tiled_mapping_name[0];
ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
ImageGPUTextures gputex = BKE_image_get_gpu_material_texture(
tex->ima, iuser, use_tile_mapping);
/* Acquire the textures since they were not existing inside `PassBase::material_set()`. */
inst_.manager->acquire_texture(*gputex.texture);
if (gputex.tile_mapping) {
inst_.manager->acquire_texture(*gputex.tile_mapping);
}
GPU_debug_group_end();
}
GPU_debug_group_end();
texture_loading_queue_.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);
/* We can't defer compilation in viewport image render, since we can't re-sync.(See #130235) */
bool use_deferred_compilation = !inst_.is_viewport_image_render;
const bool is_volume = ELEM(pipeline_type, MAT_PIPE_VOLUME_OCCUPANCY, MAT_PIPE_VOLUME_MATERIAL);
::Material *default_mat = is_volume ? default_volume : default_surface;
MaterialPass matpass = MaterialPass();
matpass.gpumat = inst_.shaders.material_shader_get(
blender_mat, ntree, pipeline_type, geometry_type, use_deferred_compilation, default_mat);
queue_texture_loading(matpass.gpumat);
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_shader_get(
default_mat, default_mat->nodetree, pipeline_type, geometry_type, false, nullptr);
break;
case GPU_MAT_FAILED:
default:
matpass.gpumat = inst_.shaders.material_shader_get(
error_mat_, error_mat_->nodetree, pipeline_type, geometry_type, false, nullptr);
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);
bool pass_updated = GPU_material_compilation_timestamp(matpass.gpumat) > gpu_pass_last_update_;
if (inst_.is_viewport() && use_deferred_compilation && pass_updated) {
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, true);
}
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_override) ? material_override : 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_override) ? material_override :
material_from_slot(ob, mat_nr);
Material &mat = material_sync(ob, blender_mat, geometry_type, has_motion);
return mat;
}
ShaderGroups MaterialModule::default_materials_load(bool block_until_ready)
{
bool shaders_are_ready = true;
auto request_shader = [&](::Material *mat, eMaterialPipeline pipeline, eMaterialGeometry geom) {
GPUMaterial *gpu_mat = inst_.shaders.material_shader_get(
mat, mat->nodetree, pipeline, geom, !block_until_ready, nullptr);
shaders_are_ready = shaders_are_ready && GPU_material_status(gpu_mat) == GPU_MAT_SUCCESS;
};
request_shader(default_surface, MAT_PIPE_PREPASS_DEFERRED, MAT_GEOM_MESH);
request_shader(default_surface, MAT_PIPE_PREPASS_DEFERRED_VELOCITY, MAT_GEOM_MESH);
request_shader(default_surface, MAT_PIPE_DEFERRED, MAT_GEOM_MESH);
request_shader(default_surface, MAT_PIPE_SHADOW, MAT_GEOM_MESH);
return shaders_are_ready ? DEFAULT_MATERIALS : NONE;
}
/** \} */
} // namespace blender::eevee