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@ -49,8 +49,8 @@ static struct {
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char *volumetric_common_lights_lib;
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struct GPUShader *volumetric_clear_sh;
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struct GPUShader *volumetric_scatter_sh;
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struct GPUShader *volumetric_scatter_with_lights_sh;
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struct GPUShader *scatter_sh;
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struct GPUShader *scatter_with_lights_sh;
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struct GPUShader *volumetric_integration_sh;
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struct GPUShader *volumetric_resolve_sh;
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@ -60,6 +60,9 @@ static struct {
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GPUTexture *dummy_density;
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GPUTexture *dummy_flame;
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GPUTexture *dummy_scatter;
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GPUTexture *dummy_transmit;
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/* List of all smoke domains rendered within this frame. */
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ListBase smoke_domains;
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} e_data = {NULL}; /* Engine data */
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@ -100,22 +103,21 @@ static void eevee_create_shader_volumes(void)
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e_data.volumetric_common_lib,
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"#define VOLUMETRICS\n"
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"#define CLEAR\n");
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e_data.volumetric_scatter_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
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datatoc_volumetric_geom_glsl,
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datatoc_volumetric_scatter_frag_glsl,
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e_data.volumetric_common_lights_lib,
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SHADER_DEFINES
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"#define VOLUMETRICS\n"
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"#define VOLUME_SHADOW\n");
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e_data.volumetric_scatter_with_lights_sh = DRW_shader_create_with_lib(
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datatoc_volumetric_vert_glsl,
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datatoc_volumetric_geom_glsl,
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datatoc_volumetric_scatter_frag_glsl,
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e_data.volumetric_common_lights_lib,
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SHADER_DEFINES
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"#define VOLUMETRICS\n"
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"#define VOLUME_LIGHTING\n"
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"#define VOLUME_SHADOW\n");
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e_data.scatter_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
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datatoc_volumetric_geom_glsl,
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datatoc_volumetric_scatter_frag_glsl,
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e_data.volumetric_common_lights_lib,
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SHADER_DEFINES
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"#define VOLUMETRICS\n"
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"#define VOLUME_SHADOW\n");
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e_data.scatter_with_lights_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl,
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datatoc_volumetric_geom_glsl,
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datatoc_volumetric_scatter_frag_glsl,
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e_data.volumetric_common_lights_lib,
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SHADER_DEFINES
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"#define VOLUMETRICS\n"
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"#define VOLUME_LIGHTING\n"
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"#define VOLUME_SHADOW\n");
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e_data.volumetric_integration_sh = DRW_shader_create_with_lib(
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datatoc_volumetric_vert_glsl,
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datatoc_volumetric_geom_glsl,
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@ -150,7 +152,7 @@ void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample)
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common_data->vol_jitter[2] = (float)ht_point[2];
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}
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int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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@ -165,312 +167,207 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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BLI_listbase_clear(&e_data.smoke_domains);
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if (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_ENABLED) {
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const int tile_size = scene_eval->eevee.volumetric_tile_size;
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/* Shaders */
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if (!e_data.volumetric_scatter_sh) {
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eevee_create_shader_volumes();
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}
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/* Find Froxel Texture resolution. */
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int tex_size[3];
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const int tile_size = scene_eval->eevee.volumetric_tile_size;
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tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
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tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
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tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
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/* Find Froxel Texture resolution. */
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int tex_size[3];
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common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
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common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
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tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
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tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
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tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
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/* TODO compute snap to maxZBuffer for clustered rendering */
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if ((common_data->vol_tex_size[0] != tex_size[0]) ||
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(common_data->vol_tex_size[1] != tex_size[1]) ||
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(common_data->vol_tex_size[2] != tex_size[2])) {
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
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DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
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DRW_TEXTURE_FREE_SAFE(txl->volume_transmit);
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DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
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DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
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copy_v3_v3_int(common_data->vol_tex_size, tex_size);
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common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
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common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
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/* TODO compute snap to maxZBuffer for clustered rendering */
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if ((common_data->vol_tex_size[0] != tex_size[0]) ||
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(common_data->vol_tex_size[1] != tex_size[1]) ||
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(common_data->vol_tex_size[2] != tex_size[2])) {
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
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DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
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DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
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DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
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DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
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DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
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common_data->vol_tex_size[0] = tex_size[0];
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common_data->vol_tex_size[1] = tex_size[1];
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common_data->vol_tex_size[2] = tex_size[2];
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common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
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common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
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common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
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}
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/* Like frostbite's paper, 5% blend of the new frame. */
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common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
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if (txl->volume_prop_scattering == NULL) {
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/* Volume properties: We evaluate all volumetric objects
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* and store their final properties into each froxel */
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txl->volume_prop_scattering = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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txl->volume_prop_extinction = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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txl->volume_prop_emission = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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txl->volume_prop_phase = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL);
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/* Volume scattering: We compute for each froxel the
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* Scattered light towards the view. We also resolve temporal
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* super sampling during this stage. */
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txl->volume_scatter = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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txl->volume_transmittance = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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/* Final integration: We compute for each froxel the
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* amount of scattered light and extinction coef at this
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* given depth. We use theses textures as double buffer
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* for the volumetric history. */
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txl->volume_scatter_history = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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txl->volume_transmittance_history = DRW_texture_create_3d(
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tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
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}
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/* Temporal Super sampling jitter */
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uint ht_primes[3] = {3, 7, 2};
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uint current_sample = 0;
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/* If TAA is in use do not use the history buffer. */
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bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
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if (draw_ctx->evil_C != NULL) {
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struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
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do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
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}
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if (do_taa) {
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common_data->vol_history_alpha = 0.0f;
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current_sample = effects->taa_current_sample - 1;
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effects->volume_current_sample = -1;
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}
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else {
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const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
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current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) %
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max_sample;
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if (current_sample != max_sample - 1) {
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DRW_viewport_request_redraw();
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}
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}
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EEVEE_volumes_set_jitter(sldata, current_sample);
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/* Framebuffer setup */
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GPU_framebuffer_ensure_config(&fbl->volumetric_fb,
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{GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering),
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GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction),
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GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission),
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GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)});
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GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb,
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{GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(txl->volume_scatter),
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GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance)});
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GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb,
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{GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history),
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GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_history)});
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float integration_start = scene_eval->eevee.volumetric_start;
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float integration_end = scene_eval->eevee.volumetric_end;
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common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
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common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
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if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
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common_data->vol_shadow_steps = 0;
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}
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/* Update view_vecs */
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float invproj[4][4], winmat[4][4];
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DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
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DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
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EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
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if (DRW_viewport_is_persp_get()) {
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float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
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sample_distribution = 4.0f * (1.00001f - sample_distribution);
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const float clip_start = common_data->view_vecs[0][2];
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/* Negate */
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float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
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float far = integration_end = min_ff(-integration_end, near - 1e-4f);
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common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) /
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(far - near);
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common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
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common_data->vol_depth_param[2] = sample_distribution;
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}
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else {
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const float clip_start = common_data->view_vecs[0][2];
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const float clip_end = clip_start + common_data->view_vecs[1][2];
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integration_start = min_ff(integration_end, clip_start);
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integration_end = max_ff(-integration_end, clip_end);
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common_data->vol_depth_param[0] = integration_start;
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common_data->vol_depth_param[1] = integration_end;
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common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
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|
|
}
|
|
|
|
|
|
|
|
|
|
/* Disable clamp if equal to 0. */
|
|
|
|
|
if (common_data->vol_light_clamp == 0.0) {
|
|
|
|
|
common_data->vol_light_clamp = FLT_MAX;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
|
|
|
|
|
|
|
|
|
|
return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER;
|
|
|
|
|
common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
|
|
|
|
|
common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
|
|
|
|
|
common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Cleanup to release memory */
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
|
|
|
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
|
|
|
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
|
|
|
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
|
|
|
|
|
/* Like frostbite's paper, 5% blend of the new frame. */
|
|
|
|
|
common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
/* Temporal Super sampling jitter */
|
|
|
|
|
uint ht_primes[3] = {3, 7, 2};
|
|
|
|
|
uint current_sample = 0;
|
|
|
|
|
|
|
|
|
|
/* If TAA is in use do not use the history buffer. */
|
|
|
|
|
bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
|
|
|
|
|
|
|
|
|
|
if (draw_ctx->evil_C != NULL) {
|
|
|
|
|
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
|
|
|
|
|
do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (do_taa) {
|
|
|
|
|
common_data->vol_history_alpha = 0.0f;
|
|
|
|
|
current_sample = effects->taa_current_sample - 1;
|
|
|
|
|
effects->volume_current_sample = -1;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
|
|
|
|
|
current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) %
|
|
|
|
|
max_sample;
|
|
|
|
|
if (current_sample != max_sample - 1) {
|
|
|
|
|
DRW_viewport_request_redraw();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
EEVEE_volumes_set_jitter(sldata, current_sample);
|
|
|
|
|
|
|
|
|
|
float integration_start = scene_eval->eevee.volumetric_start;
|
|
|
|
|
float integration_end = scene_eval->eevee.volumetric_end;
|
|
|
|
|
common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
|
|
|
|
|
common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
|
|
|
|
|
if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
|
|
|
|
|
common_data->vol_shadow_steps = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Update view_vecs */
|
|
|
|
|
float invproj[4][4], winmat[4][4];
|
|
|
|
|
DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
|
|
|
|
|
DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
|
|
|
|
|
EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
|
|
|
|
|
|
|
|
|
|
if (DRW_viewport_is_persp_get()) {
|
|
|
|
|
float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
|
|
|
|
|
sample_distribution = 4.0f * (1.00001f - sample_distribution);
|
|
|
|
|
|
|
|
|
|
const float clip_start = common_data->view_vecs[0][2];
|
|
|
|
|
/* Negate */
|
|
|
|
|
float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
|
|
|
|
|
float far = integration_end = min_ff(-integration_end, near - 1e-4f);
|
|
|
|
|
|
|
|
|
|
common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) /
|
|
|
|
|
(far - near);
|
|
|
|
|
common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
|
|
|
|
|
common_data->vol_depth_param[2] = sample_distribution;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
const float clip_start = common_data->view_vecs[0][2];
|
|
|
|
|
const float clip_end = clip_start + common_data->view_vecs[1][2];
|
|
|
|
|
integration_start = min_ff(integration_end, clip_start);
|
|
|
|
|
integration_end = max_ff(-integration_end, clip_end);
|
|
|
|
|
|
|
|
|
|
common_data->vol_depth_param[0] = integration_start;
|
|
|
|
|
common_data->vol_depth_param[1] = integration_end;
|
|
|
|
|
common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Disable clamp if equal to 0. */
|
|
|
|
|
if (common_data->vol_light_clamp == 0.0) {
|
|
|
|
|
common_data->vol_light_clamp = FLT_MAX;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
|
|
|
|
|
|
|
|
|
|
if (!e_data.dummy_scatter) {
|
|
|
|
|
float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
|
float transmit[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
|
e_data.dummy_scatter = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, scatter);
|
|
|
|
|
e_data.dummy_transmit = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, transmit);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
|
|
|
|
|
{
|
|
|
|
|
EEVEE_PassList *psl = vedata->psl;
|
|
|
|
|
EEVEE_StorageList *stl = vedata->stl;
|
|
|
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
|
|
|
EEVEE_EffectsInfo *effects = stl->effects;
|
|
|
|
|
LightCache *lcache = stl->g_data->light_cache;
|
|
|
|
|
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
|
|
|
|
|
|
|
|
|
|
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
|
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
|
DRWShadingGroup *grp = NULL;
|
|
|
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
|
DRWShadingGroup *grp = NULL;
|
|
|
|
|
|
|
|
|
|
/* Quick breakdown of the Volumetric rendering:
|
|
|
|
|
*
|
|
|
|
|
* The rendering is separated in 4 stages:
|
|
|
|
|
*
|
|
|
|
|
* - Material Parameters : we collect volume properties of
|
|
|
|
|
* all participating media in the scene and store them in
|
|
|
|
|
* a 3D texture aligned with the 3D frustum.
|
|
|
|
|
* This is done in 2 passes, one that clear the texture
|
|
|
|
|
* and/or evaluate the world volumes, and the 2nd one that
|
|
|
|
|
* additively render object volumes.
|
|
|
|
|
*
|
|
|
|
|
* - Light Scattering : the volume properties then are sampled
|
|
|
|
|
* and light scattering is evaluated for each cell of the
|
|
|
|
|
* volume texture. Temporal super-sampling (if enabled) occurs here.
|
|
|
|
|
*
|
|
|
|
|
* - Volume Integration : the scattered light and extinction is
|
|
|
|
|
* integrated (accumulated) along the view-rays. The result is stored
|
|
|
|
|
* for every cell in another texture.
|
|
|
|
|
*
|
|
|
|
|
* - Full-screen Resolve : From the previous stage, we get two
|
|
|
|
|
* 3D textures that contains integrated scattered light and extinction
|
|
|
|
|
* for "every" positions in the frustum. We only need to sample
|
|
|
|
|
* them and blend the scene color with those factors. This also
|
|
|
|
|
* work for alpha blended materials.
|
|
|
|
|
*/
|
|
|
|
|
/* Shaders */
|
|
|
|
|
if (!e_data.scatter_sh) {
|
|
|
|
|
eevee_create_shader_volumes();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* World pass is not additive as it also clear the buffer. */
|
|
|
|
|
psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
|
|
|
|
|
/* Quick breakdown of the Volumetric rendering:
|
|
|
|
|
*
|
|
|
|
|
* The rendering is separated in 4 stages:
|
|
|
|
|
*
|
|
|
|
|
* - Material Parameters : we collect volume properties of
|
|
|
|
|
* all participating media in the scene and store them in
|
|
|
|
|
* a 3D texture aligned with the 3D frustum.
|
|
|
|
|
* This is done in 2 passes, one that clear the texture
|
|
|
|
|
* and/or evaluate the world volumes, and the 2nd one that
|
|
|
|
|
* additively render object volumes.
|
|
|
|
|
*
|
|
|
|
|
* - Light Scattering : the volume properties then are sampled
|
|
|
|
|
* and light scattering is evaluated for each cell of the
|
|
|
|
|
* volume texture. Temporal super-sampling (if enabled) occurs here.
|
|
|
|
|
*
|
|
|
|
|
* - Volume Integration : the scattered light and extinction is
|
|
|
|
|
* integrated (accumulated) along the view-rays. The result is stored
|
|
|
|
|
* for every cell in another texture.
|
|
|
|
|
*
|
|
|
|
|
* - Full-screen Resolve : From the previous stage, we get two
|
|
|
|
|
* 3D textures that contains integrated scattered light and extinction
|
|
|
|
|
* for "every" positions in the frustum. We only need to sample
|
|
|
|
|
* them and blend the scene color with those factors. This also
|
|
|
|
|
* work for alpha blended materials.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/* World Volumetric */
|
|
|
|
|
struct World *wo = scene->world;
|
|
|
|
|
if (wo != NULL && wo->use_nodes && wo->nodetree &&
|
|
|
|
|
!LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
|
|
|
|
|
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
|
|
|
|
|
/* World pass is not additive as it also clear the buffer. */
|
|
|
|
|
DRW_PASS_CREATE(psl->volumetric_world_ps, DRW_STATE_WRITE_COLOR);
|
|
|
|
|
DRW_PASS_CREATE(psl->volumetric_objects_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
|
|
|
|
|
|
|
|
|
|
/* World Volumetric */
|
|
|
|
|
struct World *wo = scene->world;
|
|
|
|
|
if (wo != NULL && wo->use_nodes && wo->nodetree &&
|
|
|
|
|
!LOOK_DEV_STUDIO_LIGHT_ENABLED(draw_ctx->v3d)) {
|
|
|
|
|
struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
|
|
|
|
|
|
|
|
|
|
if (GPU_material_use_domain_volume(mat)) {
|
|
|
|
|
grp = DRW_shgroup_material_create(mat, psl->volumetric_world_ps);
|
|
|
|
|
|
|
|
|
|
if (grp) {
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
|
|
|
|
|
/* TODO (fclem): remove those (need to clean the GLSL files). */
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
|
|
|
|
|
|
|
|
|
|
/* Fix principle volumetric not working with world materials. */
|
|
|
|
|
DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
|
|
|
|
|
DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
|
|
|
|
|
DRW_shgroup_uniform_vec2(grp, "unftemperature", (float[2]){0.0f, 1.0f}, 1);
|
|
|
|
|
|
|
|
|
|
DRW_shgroup_call_procedural_triangles(grp, common_data->vol_tex_size[2], NULL);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (grp == NULL) {
|
|
|
|
|
/* If no world or volume material is present just clear the buffer with this drawcall */
|
|
|
|
|
grp = DRW_shgroup_create(e_data.volumetric_clear_sh, psl->volumetric_world_ps);
|
|
|
|
|
|
|
|
|
|
if (grp) {
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
|
|
|
|
|
/* TODO (fclem): remove those (need to clean the GLSL files). */
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
|
|
|
|
|
|
|
|
|
|
/* Fix principle volumetric not working with world materials. */
|
|
|
|
|
DRW_shgroup_uniform_texture(grp, "sampdensity", e_data.dummy_density);
|
|
|
|
|
DRW_shgroup_uniform_texture(grp, "sampflame", e_data.dummy_flame);
|
|
|
|
|
DRW_shgroup_uniform_vec2_copy(grp, "unftemperature", (float[2]){0.0f, 1.0f});
|
|
|
|
|
|
|
|
|
|
DRW_shgroup_call_procedural_triangles(grp, common_data->vol_tex_size[2], NULL);
|
|
|
|
|
|
|
|
|
|
effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Volumetric Objects */
|
|
|
|
|
psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties",
|
|
|
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
|
|
|
|
|
|
|
|
|
|
struct GPUShader *scatter_sh = (common_data->vol_use_lights) ?
|
|
|
|
|
e_data.volumetric_scatter_with_lights_sh :
|
|
|
|
|
e_data.volumetric_scatter_sh;
|
|
|
|
|
psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
|
|
|
|
|
grp = DRW_shgroup_create(scatter_sh, psl->volumetric_scatter_ps);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
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|
DRW_shgroup_uniform_texture_ref(
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|
grp, "historyTransmittance", &txl->volume_transmittance_history);
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|
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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|
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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|
if (grp == NULL) {
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|
/* If no world or volume material is present just clear the buffer with this drawcall */
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|
grp = DRW_shgroup_create(e_data.volumetric_clear_sh, psl->volumetric_world_ps);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_call_procedural_triangles(grp, common_data->vol_tex_size[2], NULL);
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psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration",
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DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(e_data.volumetric_integration_sh, psl->volumetric_integration_ps);
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DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
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DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmittance);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_call_procedural_triangles(grp, common_data->vol_tex_size[2], NULL);
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psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
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DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
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DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmittance);
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DRW_shgroup_uniform_texture_ref(grp, "inSceneColor", &e_data.color_src);
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DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
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|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
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|
}
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|
}
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@ -581,6 +478,135 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
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/* TODO Reduce to number of slices intersecting. */
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|
/* TODO Preemptive culling. */
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DRW_shgroup_call_procedural_triangles(grp, sldata->common_data.vol_tex_size[2], NULL);
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|
vedata->stl->effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER);
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|
}
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void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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|
{
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EEVEE_PassList *psl = vedata->psl;
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|
EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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|
LightCache *lcache = vedata->stl->g_data->light_cache;
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
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|
DRWShadingGroup *grp;
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|
|
struct GPUShader *sh;
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DRW_PASS_CREATE(psl->volumetric_scatter_ps, DRW_STATE_WRITE_COLOR);
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sh = (common_data->vol_use_lights) ? e_data.scatter_with_lights_sh : e_data.scatter_sh;
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|
grp = DRW_shgroup_create(sh, psl->volumetric_scatter_ps);
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|
|
DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &lcache->grid_tx.tex);
|
|
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|
DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
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|
|
DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
|
|
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|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmit_history);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
|
|
|
|
|
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|
|
|
|
DRW_shgroup_call_procedural_triangles(grp, common_data->vol_tex_size[2], NULL);
|
|
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|
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|
|
|
DRW_PASS_CREATE(psl->volumetric_integration_ps, DRW_STATE_WRITE_COLOR);
|
|
|
|
|
grp = DRW_shgroup_create(e_data.volumetric_integration_sh, psl->volumetric_integration_ps);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmit);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
|
|
|
|
|
|
|
|
|
|
DRW_shgroup_call_procedural_triangles(grp, common_data->vol_tex_size[2], NULL);
|
|
|
|
|
|
|
|
|
|
DRW_PASS_CREATE(psl->volumetric_resolve_ps, DRW_STATE_WRITE_COLOR);
|
|
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|
|
grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "inSceneColor", &e_data.color_src);
|
|
|
|
|
DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
|
|
|
|
|
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
|
|
|
|
|
|
|
|
|
|
DRW_shgroup_call_procedural_triangles(grp, 1, NULL);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
|
|
|
|
|
{
|
|
|
|
|
EEVEE_FramebufferList *fbl = vedata->fbl;
|
|
|
|
|
EEVEE_TextureList *txl = vedata->txl;
|
|
|
|
|
EEVEE_EffectsInfo *effects = vedata->stl->effects;
|
|
|
|
|
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
|
|
|
|
|
|
|
|
|
|
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
|
|
|
|
|
int *tex_size = common_data->vol_tex_size;
|
|
|
|
|
|
|
|
|
|
if (txl->volume_prop_scattering == NULL) {
|
|
|
|
|
/* Volume properties: We evaluate all volumetric objects
|
|
|
|
|
* and store their final properties into each froxel */
|
|
|
|
|
txl->volume_prop_scattering = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
txl->volume_prop_extinction = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
txl->volume_prop_emission = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
txl->volume_prop_phase = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
|
|
|
|
|
/* Volume scattering: We compute for each froxel the
|
|
|
|
|
* Scattered light towards the view. We also resolve temporal
|
|
|
|
|
* super sampling during this stage. */
|
|
|
|
|
txl->volume_scatter = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
txl->volume_transmit = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
|
|
|
|
|
/* Final integration: We compute for each froxel the
|
|
|
|
|
* amount of scattered light and extinction coef at this
|
|
|
|
|
* given depth. We use theses textures as double buffer
|
|
|
|
|
* for the volumetric history. */
|
|
|
|
|
txl->volume_scatter_history = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
txl->volume_transmit_history = DRW_texture_create_3d(
|
|
|
|
|
tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->volumetric_fb,
|
|
|
|
|
{GPU_ATTACHMENT_NONE,
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering),
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction),
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission),
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)});
|
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb,
|
|
|
|
|
{GPU_ATTACHMENT_NONE,
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter),
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_transmit)});
|
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb,
|
|
|
|
|
{GPU_ATTACHMENT_NONE,
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history),
|
|
|
|
|
GPU_ATTACHMENT_TEXTURE(txl->volume_transmit_history)});
|
|
|
|
|
|
|
|
|
|
/* Usage happens after buffer have been swapped. */
|
|
|
|
|
effects->volume_scatter = txl->volume_scatter_history;
|
|
|
|
|
effects->volume_transmit = txl->volume_transmit_history;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_transmit);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(txl->volume_transmit_history);
|
|
|
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
|
|
|
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
|
|
|
|
|
GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
|
|
|
|
|
|
|
|
|
|
effects->volume_scatter = e_data.dummy_scatter;
|
|
|
|
|
effects->volume_transmit = e_data.dummy_transmit;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EEVEE_volumes_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
|
|
|
|
@ -593,23 +619,19 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda
|
|
|
|
|
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
|
|
|
|
|
DRW_stats_group_start("Volumetrics");
|
|
|
|
|
|
|
|
|
|
/* Step 1: Participating Media Properties */
|
|
|
|
|
GPU_framebuffer_bind(fbl->volumetric_fb);
|
|
|
|
|
DRW_draw_pass(psl->volumetric_world_ps);
|
|
|
|
|
DRW_draw_pass(psl->volumetric_objects_ps);
|
|
|
|
|
|
|
|
|
|
/* Step 2: Scatter Light */
|
|
|
|
|
GPU_framebuffer_bind(fbl->volumetric_scat_fb);
|
|
|
|
|
DRW_draw_pass(psl->volumetric_scatter_ps);
|
|
|
|
|
|
|
|
|
|
/* Step 3: Integration */
|
|
|
|
|
GPU_framebuffer_bind(fbl->volumetric_integ_fb);
|
|
|
|
|
DRW_draw_pass(psl->volumetric_integration_ps);
|
|
|
|
|
|
|
|
|
|
/* Swap volume history buffers */
|
|
|
|
|
SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
|
|
|
|
|
SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
|
|
|
|
|
SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history);
|
|
|
|
|
SWAP(GPUTexture *, txl->volume_transmit, txl->volume_transmit_history);
|
|
|
|
|
|
|
|
|
|
/* Restore */
|
|
|
|
|
GPU_framebuffer_bind(fbl->main_fb);
|
|
|
|
@ -663,12 +685,15 @@ void EEVEE_volumes_free(void)
|
|
|
|
|
MEM_SAFE_FREE(e_data.volumetric_common_lib);
|
|
|
|
|
MEM_SAFE_FREE(e_data.volumetric_common_lights_lib);
|
|
|
|
|
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(e_data.dummy_scatter);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(e_data.dummy_transmit);
|
|
|
|
|
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(e_data.dummy_density);
|
|
|
|
|
DRW_TEXTURE_FREE_SAFE(e_data.dummy_flame);
|
|
|
|
|
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lights_sh);
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.scatter_sh);
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.scatter_with_lights_sh);
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
|
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
|
|
|
|
|
}
|
|
|
|
|