diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-11-14 02:49:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-11-14 02:49:54 +0300 |
commit | f8b14305668ff7b1f3ba6f886b9e1881c764b201 (patch) | |
tree | 5f773bf0b3a723e7a3b895e0f41bcaecd93f75ad /source/blender/draw/engines/eevee/eevee_subsurface.c | |
parent | 89e9f6ea79078f846d78b6effda2ae8a8a32de84 (diff) |
Eevee: Initial Separable Subsurface Scattering implementation.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.
This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_subsurface.c | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c new file mode 100644 index 00000000000..b2f3d1fee48 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -0,0 +1,235 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/* Screen space reflections and refractions techniques. + */ + +/** \file eevee_subsurface.c + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "BLI_dynstr.h" + +#include "eevee_private.h" +#include "GPU_texture.h" + +/* SSR shader variations */ +enum { + SSR_SAMPLES = (1 << 0) | (1 << 1), + SSR_RESOLVE = (1 << 2), + SSR_FULL_TRACE = (1 << 3), + SSR_MAX_SHADER = (1 << 4), +}; + +static struct { + /* Screen Space SubSurfaceScattering */ + struct GPUShader *sss_sh[2]; +} e_data = {NULL}; /* Engine data */ + +extern char datatoc_effect_subsurface_frag_glsl[]; + +static void eevee_create_shader_subsurface(void) +{ + e_data.sss_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_subsurface_frag_glsl, "#define FIRST_PASS\n"); + e_data.sss_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_subsurface_frag_glsl, "#define SECOND_PASS\n"); +} + +int EEVEE_subsurface_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + const float *viewport_size = DRW_viewport_size_get(); + + const DRWContextState *draw_ctx = DRW_context_state_get(); + SceneLayer *scene_layer = draw_ctx->scene_layer; + IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE); + + if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) { + + /* Shaders */ + if (!e_data.sss_sh[0]) { + eevee_create_shader_subsurface(); + } + + /* NOTE : we need another stencil because the stencil buffer is on the same texture + * as the depth buffer we are sampling from. This could be avoided if the stencil is + * a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8. + * OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */ + DRWFboTexture texs[2] = {{&txl->sss_stencil, DRW_TEX_DEPTH_24_STENCIL_8, 0}, + {&txl->sss_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}}; + + DRW_framebuffer_init(&fbl->sss_blur_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], + texs, 2); + + DRWFboTexture tex_data = {&txl->sss_data, DRW_TEX_RGBA_16, DRW_TEX_FILTER}; + DRW_framebuffer_init(&fbl->sss_clear_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], + &tex_data, 1); + + return EFFECT_SSS; + } + + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->sss_data); + DRW_TEXTURE_FREE_SAFE(txl->sss_blur); + DRW_TEXTURE_FREE_SAFE(txl->sss_stencil); + DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb); + DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb); + + return 0; +} + +void EEVEE_subsurface_cache_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_SSS) != 0) { + /** Screen Space SubSurface Scattering overview + * TODO + */ + psl->sss_blur_ps = DRW_pass_create("Blur Horiz", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL); + + psl->sss_resolve_ps = DRW_pass_create("Blur Vert", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE | DRW_STATE_STENCIL_EQUAL); + } +} + +void EEVEE_subsurface_add_pass(EEVEE_Data *vedata, unsigned int sss_id, struct GPUUniformBuffer *sss_profile) +{ + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + EEVEE_TextureList *txl = vedata->txl; + EEVEE_PassList *psl = vedata->psl; + struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get(); + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_data); + DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); + DRW_shgroup_stencil_mask(grp, sss_id); + DRW_shgroup_call_add(grp, quad, NULL); + + grp = DRW_shgroup_create(e_data.sss_sh[1], psl->sss_resolve_ps); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_blur); + DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); + DRW_shgroup_stencil_mask(grp, sss_id); + DRW_shgroup_call_add(grp, quad, NULL); +} + +void EEVEE_subsurface_data_render(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_SSS) != 0) { + float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + /* Clear sss_data texture only... can this be done in a more clever way? */ + DRW_framebuffer_bind(fbl->sss_clear_fb); + DRW_framebuffer_clear(true, false, false, clear, 0.0f); + + if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) { + DRW_framebuffer_texture_detach(txl->ssr_normal_input); + } + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + DRW_framebuffer_texture_detach(txl->ssr_specrough_input); + } + if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) { + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 2, 0); + } + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 3, 0); + } + DRW_framebuffer_texture_detach(txl->sss_data); + DRW_framebuffer_texture_attach(fbl->main, txl->sss_data, 1, 0); + DRW_framebuffer_bind(fbl->main); + + DRW_draw_pass(psl->sss_pass); + + if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) { + DRW_framebuffer_texture_detach(txl->ssr_normal_input); + } + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + DRW_framebuffer_texture_detach(txl->ssr_specrough_input); + } + DRW_framebuffer_texture_detach(txl->sss_data); + if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) { + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0); + } + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0); + } + DRW_framebuffer_texture_attach(fbl->sss_clear_fb, txl->sss_data, 0, 0); + } +} + +void EEVEE_subsurface_compute(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_SSS) != 0) { + float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + DRW_stats_group_start("SSS"); + + /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */ + DRW_framebuffer_blit(fbl->main, fbl->sss_blur_fb, false, true); + + DRW_framebuffer_texture_detach(dtxl->depth); + + /* First horizontal pass */ + DRW_framebuffer_bind(fbl->sss_blur_fb); + DRW_framebuffer_clear(true, false, false, clear, 0.0f); + DRW_draw_pass(psl->sss_blur_ps); + + /* First vertical pass + Resolve */ + DRW_framebuffer_texture_detach(txl->sss_stencil); + DRW_framebuffer_texture_attach(fbl->main, txl->sss_stencil, 0, 0); + DRW_framebuffer_bind(fbl->main); + DRW_draw_pass(psl->sss_resolve_ps); + + /* Restore */ + DRW_framebuffer_texture_detach(txl->sss_stencil); + DRW_framebuffer_texture_attach(fbl->sss_blur_fb, txl->sss_stencil, 0, 0); + DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); + + DRW_stats_group_end(); + } +} + +void EEVEE_subsurface_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]); +} |