Eevee: Add special shader for depth prespass.
This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances.
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539225db81
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@ -133,6 +133,8 @@ data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_dof_geom.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_geom.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
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@ -65,6 +65,8 @@ enum {
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static struct {
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char *frag_shader_lib;
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struct GPUShader *default_prepass_sh;
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struct GPUShader *default_prepass_clip_sh;
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struct GPUShader *default_lit;
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struct GPUShader *default_lit_flat;
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struct GPUShader *default_lit_hair;
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@ -76,6 +78,8 @@ static struct {
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struct GPUTexture *util_tex;
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_prepass_frag_glsl[];
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extern char datatoc_prepass_vert_glsl[];
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extern char datatoc_default_frag_glsl[];
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extern char datatoc_default_world_frag_glsl[];
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extern char datatoc_ltc_lib_glsl[];
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@ -217,6 +221,14 @@ void EEVEE_materials_init(void)
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"#define MESH_SHADER\n"
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"#define HAIR_SHADER\n");
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e_data.default_prepass_sh = DRW_shader_create(
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datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
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NULL);
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e_data.default_prepass_clip_sh = DRW_shader_create(
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datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
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"#define CLIP_PLANES\n");
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MEM_freeN(frag_str);
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/* Textures */
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@ -362,14 +374,21 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
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}
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{
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struct GPUShader *depth_sh = DRW_shader_create_3D_depth_only();
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DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
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psl->depth_pass = DRW_pass_create("Depth Pass", state);
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stl->g_data->depth_shgrp = DRW_shgroup_create(depth_sh, psl->depth_pass);
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stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass);
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state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK;
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psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state);
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stl->g_data->depth_shgrp_cull = DRW_shgroup_create(depth_sh, psl->depth_pass_cull);
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stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull);
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state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
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psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state);
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stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip);
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state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK;
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psl->depth_pass_clip_cull = DRW_pass_create("Depth Pass Cull Clip", state);
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stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip_cull);
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}
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{
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@ -417,7 +436,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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/* Depth Prepass */
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DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
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DRWShadingGroup *depth_clip_shgrp = do_cull ? stl->g_data->depth_shgrp_clip_cull : stl->g_data->depth_shgrp_clip;
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ADD_SHGROUP_CALL(depth_shgrp, ob, geom);
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ADD_SHGROUP_CALL(depth_clip_shgrp, ob, geom);
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/* Get per-material split surface */
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struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob);
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@ -514,6 +535,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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float *rough_p = &ma->gloss_mir;
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DRW_shgroup_call_add(stl->g_data->depth_shgrp, hair_geom, mat);
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DRW_shgroup_call_add(stl->g_data->depth_shgrp_clip, hair_geom, mat);
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shgrp = BLI_ghash_lookup(material_hash, (const void *)ma);
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@ -574,6 +596,8 @@ void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
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void EEVEE_materials_free(void)
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{
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MEM_SAFE_FREE(e_data.frag_shader_lib);
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DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
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DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
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DRW_SHADER_FREE_SAFE(e_data.default_lit);
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DRW_SHADER_FREE_SAFE(e_data.default_lit_flat);
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DRW_SHADER_FREE_SAFE(e_data.default_lit_hair);
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@ -71,6 +71,8 @@ typedef struct EEVEE_PassList {
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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struct DRWPass *depth_pass_clip;
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struct DRWPass *depth_pass_clip_cull;
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struct DRWPass *default_pass;
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struct DRWPass *default_flat_pass;
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struct DRWPass *default_hair_pass;
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@ -341,6 +343,8 @@ typedef struct EEVEE_PrivateData {
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struct DRWShadingGroup *shadow_shgrp;
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struct DRWShadingGroup *depth_shgrp;
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struct DRWShadingGroup *depth_shgrp_cull;
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struct DRWShadingGroup *depth_shgrp_clip;
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struct DRWShadingGroup *depth_shgrp_clip_cull;
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struct DRWShadingGroup *cube_display_shgrp;
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struct GHash *material_hash;
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struct GHash *hair_material_hash;
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@ -0,0 +1,7 @@
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void main()
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{
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/* For now do nothing.
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* In the future, output object motion blur.
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* This pass could also be controlled but nodetree (pixel depth offset, stochastic transparency). */
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}
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@ -0,0 +1,18 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelMatrix;
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#ifdef CLIP_PLANES
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uniform vec4 ClipPlanes[1];
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#endif
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in vec3 pos;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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#ifdef CLIP_PLANES
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vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0));
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gl_ClipDistance[0] = dot(worldPosition, ClipPlanes[0]);
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#endif
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/* TODO motion vectors */
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}
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