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authorClément Foucault <foucault.clem@gmail.com>2018-12-03 16:51:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-03 19:19:11 +0300
commit0759480529c6d31271117ad2ae8083f6a0beb528 (patch)
treea9270980cbc4bbbe11ded8df3acb6bbaee53d975
parent223c1a107a92705d4516f181b3dbdec3937fbbf3 (diff)
Workbench: Encode Roughness and metallic into 8bits
This reduces the bandwidth + vram usage of workbench even further.
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl27
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl25
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl29
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c8
4 files changed, 56 insertions, 33 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 451d509eeee..b8c90162c51 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -49,6 +49,33 @@ vec2 workbench_normal_encode(vec3 n)
# define workbench_normal_decode(a) (a)
#endif /* WORKBENCH_ENCODE_NORMALS */
+/* Encoding into the alpha of a RGBA8 UNORM texture. */
+#define TARGET_BITCOUNT 8
+#define METALLIC_BITS 3 /* Metallic channel is less important. */
+#define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS)
+#define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS)
+
+/* Encode 2 float into 1 with the desired precision. */
+float workbench_float_pair_encode(float v1, float v2)
+{
+ const int total_mask = ~(0xFFFFFFFF << TOTAL_BITS);
+ const int v1_mask = ~(0xFFFFFFFF << ROUGHNESS_BITS);
+ const int v2_mask = ~(0xFFFFFFFF << METALLIC_BITS);
+ int iv1 = int(v1 * float(v1_mask));
+ int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;
+ return float(iv1 | iv2) * (1.0 / float(total_mask));
+}
+
+void workbench_float_pair_decode(float data, out float v1, out float v2)
+{
+ const int total_mask = ~(0xFFFFFFFF << TOTAL_BITS);
+ const int v1_mask = ~(0xFFFFFFFF << ROUGHNESS_BITS);
+ const int v2_mask = ~(0xFFFFFFFF << METALLIC_BITS);
+ int idata = int(data * float(total_mask));
+ v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));
+ v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));
+}
+
float calculate_transparent_weight(float z, float alpha)
{
#if 0
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 6d2af8557d0..5a895ab65ec 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -4,8 +4,7 @@ uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrixInverse;
uniform usampler2D objectId;
-uniform sampler2D colorBuffer;
-uniform sampler2D metallicBuffer;
+uniform sampler2D materialBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform sampler2D cavityBuffer;
@@ -27,7 +26,8 @@ void main()
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
- vec4 base_color = texelFetch(colorBuffer, texel, 0);
+ vec4 material_data = texelFetch(materialBuffer, texel, 0);
+ vec3 base_color = material_data.rgb;
/* Do we need normals */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
@@ -38,27 +38,28 @@ void main()
/* -------- SHADING --------- */
#ifdef V3D_LIGHTING_FLAT
- vec3 shaded_color = base_color.rgb;
+ vec3 shaded_color = base_color;
#elif defined(V3D_LIGHTING_MATCAP)
- /* When using matcaps, the basecolor alpha is the backface sign. */
- normal_viewport = (base_color.a > 0.0) ? normal_viewport : -normal_viewport;
+ /* When using matcaps, the material_data.a is the backface sign. */
+ float flipped_nor = material_data.a;
+ normal_viewport = (flipped_nor > 0.0) ? normal_viewport : -normal_viewport;
bool flipped = world_data.matcap_orientation != 0;
vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb;
- vec3 shaded_color = matcap * base_color.rgb;
+ vec3 shaded_color = matcap * base_color;
#elif defined(V3D_LIGHTING_STUDIO)
# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- float metallic = texelFetch(metallicBuffer, texel, 0).r;
- float roughness = base_color.a;
- vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
- vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
+ float roughness, metallic;
+ workbench_float_pair_decode(material_data.a, roughness, metallic);
+ vec3 specular_color = mix(vec3(0.05), base_color, metallic);
+ vec3 diffuse_color = mix(base_color, vec3(0.0), metallic);
# else
float roughness = 0.0;
vec3 specular_color = vec3(0.0);
- vec3 diffuse_color = base_color.rgb;
+ vec3 diffuse_color = base_color;
# endif
vec3 shaded_color = get_world_lighting(world_data,
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index ee968c4eb02..b9b21d576cb 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -23,10 +23,7 @@ flat in float hair_rand;
#endif
layout(location=0) out uint objectId;
-layout(location=1) out vec4 colorRoughness;
-#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-layout(location=2) out float metallic;
-#endif
+layout(location=1) out vec4 materialData;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
# ifdef WORKBENCH_ENCODE_NORMALS
layout(location=3) out vec2 normalViewport;
@@ -39,34 +36,38 @@ void main()
{
objectId = uint(object_id);
+ vec4 color_roughness;
#ifdef V3D_SHADING_TEXTURE_COLOR
- colorRoughness = texture(image, uv_interp);
- if (colorRoughness.a < ImageTransparencyCutoff) {
+ color_roughness = texture(image, uv_interp);
+ if (color_roughness.a < ImageTransparencyCutoff) {
discard;
}
- colorRoughness.a = materialRoughness;
+ color_roughness.a = materialRoughness;
#else
- colorRoughness = vec4(materialDiffuseColor, materialRoughness);
+ color_roughness = vec4(materialDiffuseColor, materialRoughness);
#endif /* V3D_SHADING_TEXTURE_COLOR */
-#ifdef V3D_LIGHTING_MATCAP
- /* Encode front facing in color alpha. */
- colorRoughness.a = float(gl_FrontFacing);
-#endif
-
#ifdef HAIR_SHADER
float hair_color_variation = hair_rand * 0.1;
- colorRoughness = clamp(colorRoughness - hair_color_variation, 0.0, 1.0);
+ color_roughness = clamp(color_roughness - hair_color_variation, 0.0, 1.0);
#endif
+ float metallic;
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
# ifdef HAIR_SHADER
metallic = clamp(materialMetallic - hair_color_variation, 0.0, 1.0);
# else
metallic = materialMetallic;
# endif
+#elif defined(V3D_LIGHTING_MATCAP)
+ /* Encode front facing in metallic channel. */
+ metallic = float(gl_FrontFacing);
+ color_roughness.a = 0.0;
#endif
+ materialData.rgb = color_roughness.rgb;
+ materialData.a = workbench_float_pair_encode(color_roughness.a, metallic);
+
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
n = normalize(n);
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index c3eb3d82810..acea650b86a 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -422,9 +422,6 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
if (CAVITY_ENABLED(wpd)) {
e_data.cavity_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16, &draw_engine_workbench_solid);
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
- e_data.metallic_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R8, &draw_engine_workbench_solid);
- }
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
@@ -574,7 +571,7 @@ void workbench_deferred_engine_free(void)
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
{
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
- DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx);
if (OBJECT_OUTLINE_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
}
@@ -584,9 +581,6 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
if (CAVITY_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx);
}
- if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
- DRW_shgroup_uniform_texture_ref(grp, "metallicBuffer", &e_data.metallic_buffer_tx);
- }
if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
}