580 lines
22 KiB
C++
580 lines
22 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup eevee
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*/
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#include "BLI_time.h"
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#include "DNA_material_types.h"
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#include "BKE_lib_id.hh"
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#include "BKE_material.hh"
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#include "BKE_node.hh"
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#include "BKE_node_legacy_types.hh"
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#include "NOD_shader.h"
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#include "eevee_instance.hh"
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#include "eevee_material.hh"
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namespace blender::eevee {
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/* -------------------------------------------------------------------- */
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/** \name Default Material
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*
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* \{ */
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DefaultSurfaceNodeTree::DefaultSurfaceNodeTree()
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{
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bNodeTree *ntree = bke::node_tree_add_tree(nullptr, "Shader Nodetree", ntreeType_Shader->idname);
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bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_BSDF_PRINCIPLED);
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bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
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bNodeSocket *bsdf_out = bke::node_find_socket(*bsdf, SOCK_OUT, "BSDF");
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bNodeSocket *output_in = bke::node_find_socket(*output, SOCK_IN, "Surface");
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bke::node_add_link(*ntree, *bsdf, *bsdf_out, *output, *output_in);
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bke::node_set_active(*ntree, *output);
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color_socket_ =
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(bNodeSocketValueRGBA *)bke::node_find_socket(*bsdf, SOCK_IN, "Base Color")->default_value;
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metallic_socket_ =
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(bNodeSocketValueFloat *)bke::node_find_socket(*bsdf, SOCK_IN, "Metallic")->default_value;
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roughness_socket_ =
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(bNodeSocketValueFloat *)bke::node_find_socket(*bsdf, SOCK_IN, "Roughness")->default_value;
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specular_socket_ = (bNodeSocketValueFloat *)bke::node_find_socket(
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*bsdf, SOCK_IN, "Specular IOR Level")
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->default_value;
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ntree_ = ntree;
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}
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DefaultSurfaceNodeTree::~DefaultSurfaceNodeTree()
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{
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bke::node_tree_free_embedded_tree(ntree_);
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MEM_SAFE_FREE(ntree_);
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}
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bNodeTree *DefaultSurfaceNodeTree::nodetree_get(::Material *ma)
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{
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/* WARNING: This function is not threadsafe. Which is not a problem for the moment. */
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copy_v3_fl3(color_socket_->value, ma->r, ma->g, ma->b);
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metallic_socket_->value = ma->metallic;
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roughness_socket_->value = ma->roughness;
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specular_socket_->value = ma->spec;
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return ntree_;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Material
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*
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* \{ */
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MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
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{
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{
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diffuse_mat = BKE_id_new_nomain<::Material>("EEVEE default diffuse");
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bNodeTree *ntree = bke::node_tree_add_tree_embedded(
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nullptr, &diffuse_mat->id, "Shader Nodetree", ntreeType_Shader->idname);
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diffuse_mat->use_nodes = true;
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diffuse_mat->surface_render_method = MA_SURFACE_METHOD_FORWARD;
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/* Use 0.18 as it is close to middle gray. Middle gray is typically defined as 18% reflectance
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* of visible light and commonly used for VFX balls. */
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bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_BSDF_DIFFUSE);
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bNodeSocket *base_color = bke::node_find_socket(*bsdf, SOCK_IN, "Color");
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copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 0.18f);
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bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
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bke::node_add_link(*ntree,
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*bsdf,
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*bke::node_find_socket(*bsdf, SOCK_OUT, "BSDF"),
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*output,
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*bke::node_find_socket(*output, SOCK_IN, "Surface"));
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bke::node_set_active(*ntree, *output);
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}
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{
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metallic_mat = BKE_id_new_nomain<::Material>("EEVEE default metal");
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bNodeTree *ntree = bke::node_tree_add_tree_embedded(
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nullptr, &metallic_mat->id, "Shader Nodetree", ntreeType_Shader->idname);
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metallic_mat->use_nodes = true;
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metallic_mat->surface_render_method = MA_SURFACE_METHOD_FORWARD;
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bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_BSDF_GLOSSY);
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bNodeSocket *base_color = bke::node_find_socket(*bsdf, SOCK_IN, "Color");
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copy_v3_fl(((bNodeSocketValueRGBA *)base_color->default_value)->value, 1.0f);
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bNodeSocket *roughness = bke::node_find_socket(*bsdf, SOCK_IN, "Roughness");
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((bNodeSocketValueFloat *)roughness->default_value)->value = 0.0f;
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bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
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bke::node_add_link(*ntree,
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*bsdf,
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*bke::node_find_socket(*bsdf, SOCK_OUT, "BSDF"),
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*output,
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*bke::node_find_socket(*output, SOCK_IN, "Surface"));
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bke::node_set_active(*ntree, *output);
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}
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{
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default_surface = reinterpret_cast<::Material *>(BKE_id_copy_ex(
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nullptr, &BKE_material_default_surface()->id, nullptr, LIB_ID_COPY_LOCALIZE));
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default_volume = reinterpret_cast<::Material *>(BKE_id_copy_ex(
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nullptr, &BKE_material_default_volume()->id, nullptr, LIB_ID_COPY_LOCALIZE));
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}
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{
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error_mat_ = BKE_id_new_nomain<::Material>("EEVEE default error");
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bNodeTree *ntree = bke::node_tree_add_tree_embedded(
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nullptr, &error_mat_->id, "Shader Nodetree", ntreeType_Shader->idname);
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error_mat_->use_nodes = true;
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/* Use emission and output material to be compatible with both World and Material. */
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bNode *bsdf = bke::node_add_static_node(nullptr, *ntree, SH_NODE_EMISSION);
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bNodeSocket *color = bke::node_find_socket(*bsdf, SOCK_IN, "Color");
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copy_v3_fl3(((bNodeSocketValueRGBA *)color->default_value)->value, 1.0f, 0.0f, 1.0f);
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bNode *output = bke::node_add_static_node(nullptr, *ntree, SH_NODE_OUTPUT_MATERIAL);
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bke::node_add_link(*ntree,
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*bsdf,
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*bke::node_find_socket(*bsdf, SOCK_OUT, "Emission"),
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*output,
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*bke::node_find_socket(*output, SOCK_IN, "Surface"));
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bke::node_set_active(*ntree, *output);
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}
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}
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MaterialModule::~MaterialModule()
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{
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BKE_id_free(nullptr, metallic_mat);
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BKE_id_free(nullptr, diffuse_mat);
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BKE_id_free(nullptr, default_surface);
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BKE_id_free(nullptr, default_volume);
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BKE_id_free(nullptr, error_mat_);
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}
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void MaterialModule::begin_sync()
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{
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queued_shaders_count = 0;
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queued_textures_count = 0;
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queued_optimize_shaders_count = 0;
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material_override = DEG_get_evaluated(inst_.depsgraph, inst_.view_layer->mat_override);
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uint64_t next_update = GPU_pass_global_compilation_count();
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gpu_pass_last_update_ = gpu_pass_next_update_;
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gpu_pass_next_update_ = next_update;
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texture_loading_queue_.clear();
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material_map_.clear();
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shader_map_.clear();
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}
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void MaterialModule::queue_texture_loading(GPUMaterial *material)
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{
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ListBase textures = GPU_material_textures(material);
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for (GPUMaterialTexture *tex : ListBaseWrapper<GPUMaterialTexture>(textures)) {
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if (tex->ima) {
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const bool use_tile_mapping = tex->tiled_mapping_name[0];
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ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
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ImageGPUTextures gputex = BKE_image_get_gpu_material_texture_try(
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tex->ima, iuser, use_tile_mapping);
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if (*gputex.texture == nullptr) {
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texture_loading_queue_.append(tex);
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}
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}
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}
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}
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void MaterialModule::end_sync()
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{
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if (texture_loading_queue_.is_empty()) {
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return;
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}
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if (inst_.is_viewport()) {
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/* Avoid ghosting of textures. */
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inst_.sampling.reset();
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}
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GPU_debug_group_begin("Texture Loading");
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/* Load files from disk in a multithreaded manner. Allow better parallelism. */
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threading::parallel_for(texture_loading_queue_.index_range(), 1, [&](const IndexRange range) {
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for (auto i : range) {
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GPUMaterialTexture *tex = texture_loading_queue_[i];
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ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
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BKE_image_get_tile(tex->ima, 0);
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ImBuf *imbuf = BKE_image_acquire_ibuf(tex->ima, iuser, nullptr);
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BKE_image_release_ibuf(tex->ima, imbuf, nullptr);
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}
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});
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/* Tag time is not thread-safe. */
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for (GPUMaterialTexture *tex : texture_loading_queue_) {
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BKE_image_tag_time(tex->ima);
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}
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/* Upload to the GPU (create GPUTexture). This part still requires a valid GPU context and
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* is not easily parallelized. */
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for (GPUMaterialTexture *tex : texture_loading_queue_) {
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BLI_assert(tex->ima);
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GPU_debug_group_begin(tex->ima->id.name);
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const bool use_tile_mapping = tex->tiled_mapping_name[0];
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ImageUser *iuser = tex->iuser_available ? &tex->iuser : nullptr;
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ImageGPUTextures gputex = BKE_image_get_gpu_material_texture(
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tex->ima, iuser, use_tile_mapping);
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/* Acquire the textures since they were not existing inside `PassBase::material_set()`. */
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inst_.manager->acquire_texture(*gputex.texture);
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if (gputex.tile_mapping) {
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inst_.manager->acquire_texture(*gputex.tile_mapping);
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}
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GPU_debug_group_end();
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}
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GPU_debug_group_end();
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texture_loading_queue_.clear();
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}
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MaterialPass MaterialModule::material_pass_get(Object *ob,
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::Material *blender_mat,
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eMaterialPipeline pipeline_type,
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eMaterialGeometry geometry_type,
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eMaterialProbe probe_capture)
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{
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bNodeTree *ntree = (blender_mat->use_nodes && blender_mat->nodetree != nullptr) ?
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blender_mat->nodetree :
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default_surface_ntree_.nodetree_get(blender_mat);
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/* We can't defer compilation in viewport image render, since we can't re-sync.(See #130235) */
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bool use_deferred_compilation = !inst_.is_viewport_image_render;
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const bool is_volume = ELEM(pipeline_type, MAT_PIPE_VOLUME_OCCUPANCY, MAT_PIPE_VOLUME_MATERIAL);
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::Material *default_mat = is_volume ? default_volume : default_surface;
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MaterialPass matpass = MaterialPass();
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matpass.gpumat = inst_.shaders.material_shader_get(
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blender_mat, ntree, pipeline_type, geometry_type, use_deferred_compilation, default_mat);
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queue_texture_loading(matpass.gpumat);
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const bool is_forward = ELEM(pipeline_type,
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MAT_PIPE_FORWARD,
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MAT_PIPE_PREPASS_FORWARD,
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MAT_PIPE_PREPASS_FORWARD_VELOCITY,
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MAT_PIPE_PREPASS_OVERLAP);
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switch (GPU_material_status(matpass.gpumat)) {
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case GPU_MAT_SUCCESS: {
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/* Determine optimization status for remaining compilations counter. */
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int optimization_status = GPU_material_optimization_status(matpass.gpumat);
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if (optimization_status == GPU_MAT_OPTIMIZATION_QUEUED) {
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queued_optimize_shaders_count++;
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}
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break;
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}
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case GPU_MAT_QUEUED:
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queued_shaders_count++;
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matpass.gpumat = inst_.shaders.material_shader_get(
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default_mat, default_mat->nodetree, pipeline_type, geometry_type, false, nullptr);
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break;
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case GPU_MAT_FAILED:
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default:
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matpass.gpumat = inst_.shaders.material_shader_get(
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error_mat_, error_mat_->nodetree, pipeline_type, geometry_type, false, nullptr);
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break;
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}
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/* Returned material should be ready to be drawn. */
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BLI_assert(GPU_material_status(matpass.gpumat) == GPU_MAT_SUCCESS);
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inst_.manager->register_layer_attributes(matpass.gpumat);
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const bool is_transparent = GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT);
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bool pass_updated = GPU_material_compilation_timestamp(matpass.gpumat) > gpu_pass_last_update_;
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if (inst_.is_viewport() && use_deferred_compilation && pass_updated) {
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inst_.sampling.reset();
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const bool has_displacement = GPU_material_has_displacement_output(matpass.gpumat) &&
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(blender_mat->displacement_method != MA_DISPLACEMENT_BUMP);
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const bool has_volume = GPU_material_has_volume_output(matpass.gpumat);
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if (((pipeline_type == MAT_PIPE_SHADOW) && (is_transparent || has_displacement)) || has_volume)
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{
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/* WORKAROUND: This is to avoid lingering shadows from default material.
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* Ideally, we should tag the caster object to update only the needed areas but that's a bit
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* more involved. */
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inst_.shadows.reset();
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}
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}
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if (is_volume || (is_forward && is_transparent)) {
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/* Sub pass is generated later. */
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matpass.sub_pass = nullptr;
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}
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else {
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ShaderKey shader_key(matpass.gpumat, blender_mat, probe_capture);
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PassMain::Sub *shader_sub = shader_map_.lookup_or_add_cb(shader_key, [&]() {
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/* First time encountering this shader. Create a sub that will contain materials using it. */
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return inst_.pipelines.material_add(
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ob, blender_mat, matpass.gpumat, pipeline_type, probe_capture);
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});
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if (shader_sub != nullptr) {
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/* Create a sub for this material as `shader_sub` is for sharing shader between materials. */
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matpass.sub_pass = &shader_sub->sub(GPU_material_get_name(matpass.gpumat));
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matpass.sub_pass->material_set(*inst_.manager, matpass.gpumat, true);
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}
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else {
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matpass.sub_pass = nullptr;
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}
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}
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return matpass;
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}
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Material &MaterialModule::material_sync(Object *ob,
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::Material *blender_mat,
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eMaterialGeometry geometry_type,
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bool has_motion)
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{
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bool hide_on_camera = ob->visibility_flag & OB_HIDE_CAMERA;
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if (geometry_type == MAT_GEOM_VOLUME) {
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MaterialKey material_key(
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blender_mat, geometry_type, MAT_PIPE_VOLUME_MATERIAL, ob->visibility_flag);
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Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {
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Material mat = {};
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mat.volume_occupancy = material_pass_get(
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ob, blender_mat, MAT_PIPE_VOLUME_OCCUPANCY, MAT_GEOM_VOLUME);
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mat.volume_material = material_pass_get(
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ob, blender_mat, MAT_PIPE_VOLUME_MATERIAL, MAT_GEOM_VOLUME);
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return mat;
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});
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/* Volume needs to use one sub pass per object to support layering. */
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VolumeLayer *layer = hide_on_camera ? nullptr :
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inst_.pipelines.volume.register_and_get_layer(ob);
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if (layer) {
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mat.volume_occupancy.sub_pass = layer->occupancy_add(
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ob, blender_mat, mat.volume_occupancy.gpumat);
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mat.volume_material.sub_pass = layer->material_add(
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ob, blender_mat, mat.volume_material.gpumat);
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}
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else {
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/* Culled volumes. */
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mat.volume_occupancy.sub_pass = nullptr;
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mat.volume_material.sub_pass = nullptr;
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}
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return mat;
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}
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const bool use_forward_pipeline = (blender_mat->surface_render_method ==
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MA_SURFACE_METHOD_FORWARD);
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eMaterialPipeline surface_pipe, prepass_pipe;
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if (use_forward_pipeline) {
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surface_pipe = MAT_PIPE_FORWARD;
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prepass_pipe = has_motion ? MAT_PIPE_PREPASS_FORWARD_VELOCITY : MAT_PIPE_PREPASS_FORWARD;
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}
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else {
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surface_pipe = MAT_PIPE_DEFERRED;
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prepass_pipe = has_motion ? MAT_PIPE_PREPASS_DEFERRED_VELOCITY : MAT_PIPE_PREPASS_DEFERRED;
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}
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MaterialKey material_key(blender_mat, geometry_type, surface_pipe, ob->visibility_flag);
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Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {
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Material mat;
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if (inst_.is_baking()) {
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if (ob->visibility_flag & OB_HIDE_PROBE_VOLUME) {
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mat.capture = MaterialPass();
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}
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else {
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mat.capture = material_pass_get(ob, blender_mat, MAT_PIPE_CAPTURE, geometry_type);
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}
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mat.prepass = MaterialPass();
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/* TODO(fclem): Still need the shading pass for correct attribute extraction. Would be better
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* to avoid this shader compilation in another context. */
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mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
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mat.overlap_masking = MaterialPass();
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mat.lightprobe_sphere_prepass = MaterialPass();
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mat.lightprobe_sphere_shading = MaterialPass();
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mat.planar_probe_prepass = MaterialPass();
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mat.planar_probe_shading = MaterialPass();
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mat.volume_occupancy = MaterialPass();
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mat.volume_material = MaterialPass();
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mat.has_volume = false; /* TODO */
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mat.has_surface = GPU_material_has_surface_output(mat.shading.gpumat);
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}
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else {
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/* Order is important for transparent. */
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if (!hide_on_camera) {
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mat.prepass = material_pass_get(ob, blender_mat, prepass_pipe, geometry_type);
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}
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else {
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mat.prepass = MaterialPass();
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}
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mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
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if (hide_on_camera) {
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/* Only null the sub_pass.
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* `mat.shading.gpumat` is always needed for using the GPU_material API. */
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mat.shading.sub_pass = nullptr;
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}
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mat.overlap_masking = MaterialPass();
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mat.capture = MaterialPass();
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if (inst_.needs_lightprobe_sphere_passes() && !(ob->visibility_flag & OB_HIDE_PROBE_CUBEMAP))
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|
{
|
|
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
|