diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/workbench/workbench_deferred.c | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 2066 |
1 files changed, 1059 insertions, 1007 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 482d7178cb7..91f4f351c7b 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -22,7 +22,6 @@ #include "workbench_private.h" - #include "BLI_alloca.h" #include "BLI_dynstr.h" #include "BLI_utildefines.h" @@ -38,7 +37,6 @@ #include "DNA_modifier_types.h" #include "DNA_node_types.h" - #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_extensions.h" @@ -54,41 +52,41 @@ #endif typedef struct WORKBENCH_DEFERRED_Shaders { - struct GPUShader *prepass_sh_cache[MAX_PREPASS_SHADERS]; + struct GPUShader *prepass_sh_cache[MAX_PREPASS_SHADERS]; } WORKBENCH_DEFERRED_Shaders; static struct { - WORKBENCH_DEFERRED_Shaders sh_data[GPU_SHADER_CFG_LEN]; - - struct GPUShader *composite_sh_cache[MAX_COMPOSITE_SHADERS]; - struct GPUShader *cavity_sh[MAX_CAVITY_SHADERS]; - struct GPUShader *background_sh[2]; - struct GPUShader *ghost_resolve_sh; - struct GPUShader *shadow_fail_sh; - struct GPUShader *shadow_fail_manifold_sh; - struct GPUShader *shadow_pass_sh; - struct GPUShader *shadow_pass_manifold_sh; - struct GPUShader *shadow_caps_sh; - struct GPUShader *shadow_caps_manifold_sh; - struct GPUShader *oit_resolve_sh; - - /* TODO(fclem) move everything below to wpd and custom viewlayer data. */ - struct GPUTexture *oit_accum_tx; /* ref only, not alloced */ - struct GPUTexture *oit_revealage_tx; /* ref only, not alloced */ - struct GPUTexture *ghost_depth_tx; /* ref only, not alloced */ - struct GPUTexture *object_id_tx; /* ref only, not alloced */ - struct GPUTexture *color_buffer_tx; /* ref only, not alloced */ - struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */ - struct GPUTexture *metallic_buffer_tx; /* ref only, not alloced */ - struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */ - struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ - - SceneDisplay display; /* world light direction for shadows */ - int next_object_id; - - struct GPUUniformBuffer *sampling_ubo; - struct GPUTexture *jitter_tx; - int cached_sample_num; + WORKBENCH_DEFERRED_Shaders sh_data[GPU_SHADER_CFG_LEN]; + + struct GPUShader *composite_sh_cache[MAX_COMPOSITE_SHADERS]; + struct GPUShader *cavity_sh[MAX_CAVITY_SHADERS]; + struct GPUShader *background_sh[2]; + struct GPUShader *ghost_resolve_sh; + struct GPUShader *shadow_fail_sh; + struct GPUShader *shadow_fail_manifold_sh; + struct GPUShader *shadow_pass_sh; + struct GPUShader *shadow_pass_manifold_sh; + struct GPUShader *shadow_caps_sh; + struct GPUShader *shadow_caps_manifold_sh; + struct GPUShader *oit_resolve_sh; + + /* TODO(fclem) move everything below to wpd and custom viewlayer data. */ + struct GPUTexture *oit_accum_tx; /* ref only, not alloced */ + struct GPUTexture *oit_revealage_tx; /* ref only, not alloced */ + struct GPUTexture *ghost_depth_tx; /* ref only, not alloced */ + struct GPUTexture *object_id_tx; /* ref only, not alloced */ + struct GPUTexture *color_buffer_tx; /* ref only, not alloced */ + struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */ + struct GPUTexture *metallic_buffer_tx; /* ref only, not alloced */ + struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */ + struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ + + SceneDisplay display; /* world light direction for shadows */ + int next_object_id; + + struct GPUUniformBuffer *sampling_ubo; + struct GPUTexture *jitter_tx; + int cached_sample_num; } e_data = {{{{NULL}}}}; /* Shaders */ @@ -119,947 +117,999 @@ extern char datatoc_gpu_shader_depth_only_frag_glsl[]; static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd) { - DynStr *ds = BLI_dynstr_new(); - - BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl); - - if (!FLAT_ENABLED(wpd)) { - BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); - } - if (OBJECT_OUTLINE_ENABLED(wpd)) { - BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl); - } - if (CURVATURE_ENABLED(wpd)) { - BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); - } - - BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl); - - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; + DynStr *ds = BLI_dynstr_new(); + + BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl); + + if (!FLAT_ENABLED(wpd)) { + BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); + } + if (OBJECT_OUTLINE_ENABLED(wpd)) { + BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl); + } + if (CURVATURE_ENABLED(wpd)) { + BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); + } + + BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl); + + char *str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + return str; } static char *workbench_build_prepass_frag(void) { - DynStr *ds = BLI_dynstr_new(); + DynStr *ds = BLI_dynstr_new(); - BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl); + BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl); - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; + char *str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + return str; } static char *workbench_build_prepass_vert(bool is_hair) { - DynStr *ds = BLI_dynstr_new(); - if (is_hair) { - BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); - } - BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl); - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; + DynStr *ds = BLI_dynstr_new(); + if (is_hair) { + BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); + } + BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl); + char *str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + return str; } static char *workbench_build_cavity_frag(bool cavity, bool curvature, bool high_dpi) { - DynStr *ds = BLI_dynstr_new(); - - if (cavity) { - BLI_dynstr_append(ds, "#define USE_CAVITY\n"); - } - if (curvature) { - BLI_dynstr_append(ds, "#define USE_CURVATURE\n"); - } - if (high_dpi) { - BLI_dynstr_append(ds, "#define CURVATURE_OFFSET 2\n"); - } - if (NORMAL_ENCODING_ENABLED()) { - BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); - } - BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_cavity_frag_glsl); - BLI_dynstr_append(ds, datatoc_workbench_cavity_lib_glsl); - - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; + DynStr *ds = BLI_dynstr_new(); + + if (cavity) { + BLI_dynstr_append(ds, "#define USE_CAVITY\n"); + } + if (curvature) { + BLI_dynstr_append(ds, "#define USE_CURVATURE\n"); + } + if (high_dpi) { + BLI_dynstr_append(ds, "#define CURVATURE_OFFSET 2\n"); + } + if (NORMAL_ENCODING_ENABLED()) { + BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); + } + BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_cavity_frag_glsl); + BLI_dynstr_append(ds, datatoc_workbench_cavity_lib_glsl); + + char *str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + return str; } static GPUShader *workbench_cavity_shader_get(bool cavity, bool curvature) { - const bool high_dpi = (U.pixelsize > 1.5f); - int index = 0; - SET_FLAG_FROM_TEST(index, cavity, 1 << 0); - SET_FLAG_FROM_TEST(index, curvature, 1 << 1); - SET_FLAG_FROM_TEST(index, high_dpi, 1 << 2); - - GPUShader **sh = &e_data.cavity_sh[index]; - if (*sh == NULL) { - char *cavity_frag = workbench_build_cavity_frag(cavity, curvature, high_dpi); - *sh = DRW_shader_create_fullscreen(cavity_frag, NULL); - MEM_freeN(cavity_frag); - } - return *sh; + const bool high_dpi = (U.pixelsize > 1.5f); + int index = 0; + SET_FLAG_FROM_TEST(index, cavity, 1 << 0); + SET_FLAG_FROM_TEST(index, curvature, 1 << 1); + SET_FLAG_FROM_TEST(index, high_dpi, 1 << 2); + + GPUShader **sh = &e_data.cavity_sh[index]; + if (*sh == NULL) { + char *cavity_frag = workbench_build_cavity_frag(cavity, curvature, high_dpi); + *sh = DRW_shader_create_fullscreen(cavity_frag, NULL); + MEM_freeN(cavity_frag); + } + return *sh; } -static GPUShader *ensure_deferred_prepass_shader( - WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair, eGPUShaderConfig sh_cfg) +static GPUShader *ensure_deferred_prepass_shader(WORKBENCH_PrivateData *wpd, + bool use_textures, + bool is_hair, + eGPUShaderConfig sh_cfg) { - WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_cfg]; - int index = workbench_material_get_prepass_shader_index(wpd, use_textures, is_hair); - if (sh_data->prepass_sh_cache[index] == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); - char *prepass_vert = workbench_build_prepass_vert(is_hair); - char *prepass_frag = workbench_build_prepass_frag(); - sh_data->prepass_sh_cache[index] = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, prepass_vert, NULL}, - .frag = (const char *[]){prepass_frag, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines, NULL}, - }); - MEM_freeN(prepass_vert); - MEM_freeN(prepass_frag); - MEM_freeN(defines); - } - return sh_data->prepass_sh_cache[index]; + WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_cfg]; + int index = workbench_material_get_prepass_shader_index(wpd, use_textures, is_hair); + if (sh_data->prepass_sh_cache[index] == NULL) { + const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; + char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); + char *prepass_vert = workbench_build_prepass_vert(is_hair); + char *prepass_frag = workbench_build_prepass_frag(); + sh_data->prepass_sh_cache[index] = GPU_shader_create_from_arrays({ + .vert = (const char *[]){sh_cfg_data->lib, prepass_vert, NULL}, + .frag = (const char *[]){prepass_frag, NULL}, + .defs = (const char *[]){sh_cfg_data->def, defines, NULL}, + }); + MEM_freeN(prepass_vert); + MEM_freeN(prepass_frag); + MEM_freeN(defines); + } + return sh_data->prepass_sh_cache[index]; } static GPUShader *ensure_deferred_composite_shader(WORKBENCH_PrivateData *wpd) { - int index = workbench_material_get_composite_shader_index(wpd); - if (e_data.composite_sh_cache[index] == NULL) { - char *defines = workbench_material_build_defines(wpd, false, false); - char *composite_frag = workbench_build_composite_frag(wpd); - e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); - MEM_freeN(composite_frag); - MEM_freeN(defines); - } - return e_data.composite_sh_cache[index]; + int index = workbench_material_get_composite_shader_index(wpd); + if (e_data.composite_sh_cache[index] == NULL) { + char *defines = workbench_material_build_defines(wpd, false, false); + char *composite_frag = workbench_build_composite_frag(wpd); + e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); + MEM_freeN(composite_frag); + MEM_freeN(defines); + } + return e_data.composite_sh_cache[index]; } static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd) { - const int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0; - if (e_data.background_sh[index] == NULL) { - const char *defines = (index) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL; - char *frag = BLI_string_joinN( - datatoc_workbench_data_lib_glsl, - datatoc_workbench_common_lib_glsl, - datatoc_workbench_background_lib_glsl, - datatoc_workbench_object_outline_lib_glsl, - datatoc_workbench_deferred_background_frag_glsl); - e_data.background_sh[index] = DRW_shader_create_fullscreen(frag, defines); - MEM_freeN(frag); - } - return e_data.background_sh[index]; + const int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0; + if (e_data.background_sh[index] == NULL) { + const char *defines = (index) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL; + char *frag = BLI_string_joinN(datatoc_workbench_data_lib_glsl, + datatoc_workbench_common_lib_glsl, + datatoc_workbench_background_lib_glsl, + datatoc_workbench_object_outline_lib_glsl, + datatoc_workbench_deferred_background_frag_glsl); + e_data.background_sh[index] = DRW_shader_create_fullscreen(frag, defines); + MEM_freeN(frag); + } + return e_data.background_sh[index]; } static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg) { - wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg); - wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg); - wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg); - wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg); - wpd->composite_sh = ensure_deferred_composite_shader(wpd); - wpd->background_sh = ensure_background_shader(wpd); + wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg); + wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg); + wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg); + wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg); + wpd->composite_sh = ensure_deferred_composite_shader(wpd); + wpd->background_sh = ensure_background_shader(wpd); } /* Using Hammersley distribution */ static float *create_disk_samples(int num_samples, int num_iterations) { - /* vec4 to ensure memory alignment. */ - const int total_samples = num_samples * num_iterations; - float(*texels)[4] = MEM_mallocN(sizeof(float[4]) * total_samples, __func__); - const float num_samples_inv = 1.0f / num_samples; - - for (int i = 0; i < total_samples; i++) { - float it_add = (i / num_samples) * 0.499f; - float r = fmodf((i + 0.5f + it_add) * num_samples_inv, 1.0f); - double dphi; - BLI_hammersley_1d(i, &dphi); - - float phi = (float)dphi * 2.0f * M_PI + it_add; - texels[i][0] = cosf(phi); - texels[i][1] = sinf(phi); - /* This deliberately distribute more samples - * at the center of the disk (and thus the shadow). */ - texels[i][2] = r; - } - - return (float *)texels; + /* vec4 to ensure memory alignment. */ + const int total_samples = num_samples * num_iterations; + float(*texels)[4] = MEM_mallocN(sizeof(float[4]) * total_samples, __func__); + const float num_samples_inv = 1.0f / num_samples; + + for (int i = 0; i < total_samples; i++) { + float it_add = (i / num_samples) * 0.499f; + float r = fmodf((i + 0.5f + it_add) * num_samples_inv, 1.0f); + double dphi; + BLI_hammersley_1d(i, &dphi); + + float phi = (float)dphi * 2.0f * M_PI + it_add; + texels[i][0] = cosf(phi); + texels[i][1] = sinf(phi); + /* This deliberately distribute more samples + * at the center of the disk (and thus the shadow). */ + texels[i][2] = r; + } + + return (float *)texels; } static struct GPUTexture *create_jitter_texture(int num_samples) { - float jitter[64 * 64][4]; - const float num_samples_inv = 1.0f / num_samples; - - for (int i = 0; i < 64 * 64; i++) { - float phi = blue_noise[i][0] * 2.0f * M_PI; - /* This rotate the sample per pixels */ - jitter[i][0] = cosf(phi); - jitter[i][1] = sinf(phi); - /* This offset the sample along it's direction axis (reduce banding) */ - float bn = blue_noise[i][1] - 0.5f; - CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */ - jitter[i][2] = bn * num_samples_inv; - jitter[i][3] = blue_noise[i][1]; - } - - UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral); - - return DRW_texture_create_2d(64, 64, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); + float jitter[64 * 64][4]; + const float num_samples_inv = 1.0f / num_samples; + + for (int i = 0; i < 64 * 64; i++) { + float phi = blue_noise[i][0] * 2.0f * M_PI; + /* This rotate the sample per pixels */ + jitter[i][0] = cosf(phi); + jitter[i][1] = sinf(phi); + /* This offset the sample along it's direction axis (reduce banding) */ + float bn = blue_noise[i][1] - 0.5f; + CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */ + jitter[i][2] = bn * num_samples_inv; + jitter[i][3] = blue_noise[i][1]; + } + + UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral); + + return DRW_texture_create_2d(64, 64, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); } /* Functions */ - static void workbench_init_object_data(DrawData *dd) { - WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd; - data->object_id = ((e_data.next_object_id++) & 0xff) + 1; - data->shadow_bbox_dirty = true; + WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd; + data->object_id = ((e_data.next_object_id++) & 0xff) + 1; + data->shadow_bbox_dirty = true; } -static void workbench_init_oit_framebuffer(WORKBENCH_FramebufferList *fbl, DefaultTextureList *dtxl) +static void workbench_init_oit_framebuffer(WORKBENCH_FramebufferList *fbl, + DefaultTextureList *dtxl) { - const float *size = DRW_viewport_size_get(); - e_data.oit_accum_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); - e_data.oit_revealage_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16F, &draw_engine_workbench_solid); - - GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, { - GPU_ATTACHMENT_TEXTURE(dtxl->depth), - GPU_ATTACHMENT_TEXTURE(e_data.oit_accum_tx), - GPU_ATTACHMENT_TEXTURE(e_data.oit_revealage_tx), - }); + const float *size = DRW_viewport_size_get(); + e_data.oit_accum_tx = DRW_texture_pool_query_2d( + size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); + e_data.oit_revealage_tx = DRW_texture_pool_query_2d( + size[0], size[1], GPU_R16F, &draw_engine_workbench_solid); + + GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, + { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(e_data.oit_accum_tx), + GPU_ATTACHMENT_TEXTURE(e_data.oit_revealage_tx), + }); } void workbench_deferred_engine_init(WORKBENCH_Data *vedata) { - WORKBENCH_FramebufferList *fbl = vedata->fbl; - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - const DRWContextState *draw_ctx = DRW_context_state_get(); - RegionView3D *rv3d = draw_ctx->rv3d; - View3D *v3d = draw_ctx->v3d; - Scene *scene = draw_ctx->scene; - Object *camera; - - if (v3d && rv3d) { - camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL; - } - else { - camera = scene->camera; - } - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); - } - if (!stl->effects) { - stl->effects = MEM_callocN(sizeof(*stl->effects), __func__); - workbench_effect_info_init(stl->effects); - } - - if (!e_data.next_object_id) { - WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache)); - memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache)); - e_data.next_object_id = 1; + WORKBENCH_FramebufferList *fbl = vedata->fbl; + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_PassList *psl = vedata->psl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + const DRWContextState *draw_ctx = DRW_context_state_get(); + RegionView3D *rv3d = draw_ctx->rv3d; + View3D *v3d = draw_ctx->v3d; + Scene *scene = draw_ctx->scene; + Object *camera; + + if (v3d && rv3d) { + camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL; + } + else { + camera = scene->camera; + } + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); + } + if (!stl->effects) { + stl->effects = MEM_callocN(sizeof(*stl->effects), __func__); + workbench_effect_info_init(stl->effects); + } + + if (!e_data.next_object_id) { + WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; + memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache)); + memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache)); + e_data.next_object_id = 1; #ifdef DEBUG_SHADOW_VOLUME - const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl; + const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl; #else - const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl; + const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl; #endif - /* TODO only compile on demand */ - e_data.shadow_pass_sh = DRW_shader_create( - datatoc_workbench_shadow_vert_glsl, - datatoc_workbench_shadow_geom_glsl, - shadow_frag, - "#define SHADOW_PASS\n" - "#define DOUBLE_MANIFOLD\n"); - e_data.shadow_pass_manifold_sh = DRW_shader_create( - datatoc_workbench_shadow_vert_glsl, - datatoc_workbench_shadow_geom_glsl, - shadow_frag, - "#define SHADOW_PASS\n"); - e_data.shadow_fail_sh = DRW_shader_create( - datatoc_workbench_shadow_vert_glsl, - datatoc_workbench_shadow_geom_glsl, - shadow_frag, - "#define SHADOW_FAIL\n" - "#define DOUBLE_MANIFOLD\n"); - e_data.shadow_fail_manifold_sh = DRW_shader_create( - datatoc_workbench_shadow_vert_glsl, - datatoc_workbench_shadow_geom_glsl, - shadow_frag, - "#define SHADOW_FAIL\n"); - e_data.shadow_caps_sh = DRW_shader_create( - datatoc_workbench_shadow_vert_glsl, - datatoc_workbench_shadow_caps_geom_glsl, - shadow_frag, - "#define SHADOW_FAIL\n" - "#define DOUBLE_MANIFOLD\n"); - e_data.shadow_caps_manifold_sh = DRW_shader_create( - datatoc_workbench_shadow_vert_glsl, - datatoc_workbench_shadow_caps_geom_glsl, - shadow_frag, - "#define SHADOW_FAIL\n"); - - e_data.ghost_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_ghost_resolve_frag_glsl, NULL); - } - workbench_volume_engine_init(); - workbench_fxaa_engine_init(); - workbench_taa_engine_init(vedata); - - WORKBENCH_PrivateData *wpd = stl->g_data; - workbench_private_data_init(wpd); - - workbench_dof_engine_init(vedata, camera); - - if (OIT_ENABLED(wpd)) { - if (e_data.oit_resolve_sh == NULL) { - e_data.oit_resolve_sh = DRW_shader_create_fullscreen( - datatoc_workbench_forward_composite_frag_glsl, - "#define ALPHA_COMPOSITE\n"); - } - - workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg); - workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg); - } - - { - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F; - const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F; - const eGPUTextureFormat col_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8; - const eGPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8; - - e_data.object_id_tx = NULL; - e_data.color_buffer_tx = NULL; - e_data.composite_buffer_tx = NULL; - e_data.normal_buffer_tx = NULL; - e_data.cavity_buffer_tx = NULL; - - e_data.composite_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], comp_tex_format, &draw_engine_workbench_solid); - - if (MATDATA_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { - e_data.color_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], col_tex_format, &draw_engine_workbench_solid); - } - if (OBJECT_ID_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { - e_data.object_id_tx = DRW_texture_pool_query_2d(size[0], size[1], id_tex_format, &draw_engine_workbench_solid); - } - if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { - e_data.normal_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], nor_tex_format, &draw_engine_workbench_solid); - } - if (CAVITY_ENABLED(wpd)) { - e_data.cavity_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16, &draw_engine_workbench_solid); - } - - GPU_framebuffer_ensure_config(&fbl->prepass_fb, { - GPU_ATTACHMENT_TEXTURE(dtxl->depth), - GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), - GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), - GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), - }); - GPU_framebuffer_ensure_config(&fbl->cavity_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(e_data.cavity_buffer_tx), - }); - GPU_framebuffer_ensure_config(&fbl->composite_fb, { - GPU_ATTACHMENT_TEXTURE(dtxl->depth), - GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), - }); - GPU_framebuffer_ensure_config(&fbl->color_only_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), - }); - - if (!MATDATA_PASS_ENABLED(wpd) && !GPU_unused_fb_slot_workaround()) { - e_data.color_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], col_tex_format, &draw_engine_workbench_solid); - } - - GPU_framebuffer_ensure_config(&fbl->effect_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), - }); - - if (OBJECT_ID_PASS_ENABLED(wpd)) { - GPU_framebuffer_ensure_config(&fbl->id_clear_fb, { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), - }); - } - } - - { - /* AO Samples Tex */ - int num_iterations = workbench_taa_calculate_num_iterations(vedata); - - const int ssao_samples_single_iteration = scene->display.matcap_ssao_samples; - const int ssao_samples = MIN2(num_iterations * ssao_samples_single_iteration, 500); - - if (e_data.sampling_ubo && (e_data.cached_sample_num != ssao_samples)) { - DRW_UBO_FREE_SAFE(e_data.sampling_ubo); - DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); - } - - if (e_data.sampling_ubo == NULL) { - float *samples = create_disk_samples(ssao_samples_single_iteration, num_iterations); - e_data.jitter_tx = create_jitter_texture(ssao_samples); - e_data.sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples); - e_data.cached_sample_num = ssao_samples; - MEM_freeN(samples); - } - } - - /* Prepass */ - { - DRWShadingGroup *grp; - const bool do_cull = CULL_BACKFACE_ENABLED(wpd); - - int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; - psl->prepass_pass = DRW_pass_create("Prepass", (do_cull) ? state | DRW_STATE_CULL_BACK : state); - psl->prepass_hair_pass = DRW_pass_create("Prepass", state); - - psl->ghost_prepass_pass = DRW_pass_create("Prepass Ghost", (do_cull) ? state | DRW_STATE_CULL_BACK : state); - psl->ghost_prepass_hair_pass = DRW_pass_create("Prepass Ghost", state); - - psl->ghost_resolve_pass = DRW_pass_create("Resolve Ghost Depth", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); - grp = DRW_shgroup_create(e_data.ghost_resolve_sh, psl->ghost_resolve_pass); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.ghost_depth_tx); - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); - } - - { - workbench_aa_create_pass(vedata, &e_data.color_buffer_tx); - } - - { - workbench_dof_create_pass(vedata, &e_data.composite_buffer_tx, e_data.jitter_tx); - } - - if (CAVITY_ENABLED(wpd)) { - int state = DRW_STATE_WRITE_COLOR; - GPUShader *shader = workbench_cavity_shader_get(SSAO_ENABLED(wpd), CURVATURE_ENABLED(wpd)); - psl->cavity_pass = DRW_pass_create("Cavity", state); - DRWShadingGroup *grp = DRW_shgroup_create(shader, psl->cavity_pass); - DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); - DRW_shgroup_uniform_block(grp, "samples_block", e_data.sampling_ubo); - - if (SSAO_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); - DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); - DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); - DRW_shgroup_uniform_vec4(grp, "ssao_params", wpd->ssao_params, 1); - DRW_shgroup_uniform_vec4(grp, "ssao_settings", wpd->ssao_settings, 1); - DRW_shgroup_uniform_mat4(grp, "WinMatrix", wpd->winmat); - DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx); - } - - if (CURVATURE_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); - DRW_shgroup_uniform_vec2(grp, "curvature_settings", &wpd->world_data.curvature_ridge, 1); - } - - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); - } + /* TODO only compile on demand */ + e_data.shadow_pass_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, + datatoc_workbench_shadow_geom_glsl, + shadow_frag, + "#define SHADOW_PASS\n" + "#define DOUBLE_MANIFOLD\n"); + e_data.shadow_pass_manifold_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, + datatoc_workbench_shadow_geom_glsl, + shadow_frag, + "#define SHADOW_PASS\n"); + e_data.shadow_fail_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, + datatoc_workbench_shadow_geom_glsl, + shadow_frag, + "#define SHADOW_FAIL\n" + "#define DOUBLE_MANIFOLD\n"); + e_data.shadow_fail_manifold_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, + datatoc_workbench_shadow_geom_glsl, + shadow_frag, + "#define SHADOW_FAIL\n"); + e_data.shadow_caps_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, + datatoc_workbench_shadow_caps_geom_glsl, + shadow_frag, + "#define SHADOW_FAIL\n" + "#define DOUBLE_MANIFOLD\n"); + e_data.shadow_caps_manifold_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, + datatoc_workbench_shadow_caps_geom_glsl, + shadow_frag, + "#define SHADOW_FAIL\n"); + + e_data.ghost_resolve_sh = DRW_shader_create_fullscreen( + datatoc_workbench_ghost_resolve_frag_glsl, NULL); + } + workbench_volume_engine_init(); + workbench_fxaa_engine_init(); + workbench_taa_engine_init(vedata); + + WORKBENCH_PrivateData *wpd = stl->g_data; + workbench_private_data_init(wpd); + + workbench_dof_engine_init(vedata, camera); + + if (OIT_ENABLED(wpd)) { + if (e_data.oit_resolve_sh == NULL) { + e_data.oit_resolve_sh = DRW_shader_create_fullscreen( + datatoc_workbench_forward_composite_frag_glsl, "#define ALPHA_COMPOSITE\n"); + } + + workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg); + workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg); + } + + { + const float *viewport_size = DRW_viewport_size_get(); + const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F; + const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : + GPU_R11F_G11F_B10F; + const eGPUTextureFormat col_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8; + const eGPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8; + + e_data.object_id_tx = NULL; + e_data.color_buffer_tx = NULL; + e_data.composite_buffer_tx = NULL; + e_data.normal_buffer_tx = NULL; + e_data.cavity_buffer_tx = NULL; + + e_data.composite_buffer_tx = DRW_texture_pool_query_2d( + size[0], size[1], comp_tex_format, &draw_engine_workbench_solid); + + if (MATDATA_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { + e_data.color_buffer_tx = DRW_texture_pool_query_2d( + size[0], size[1], col_tex_format, &draw_engine_workbench_solid); + } + if (OBJECT_ID_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { + e_data.object_id_tx = DRW_texture_pool_query_2d( + size[0], size[1], id_tex_format, &draw_engine_workbench_solid); + } + if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { + e_data.normal_buffer_tx = DRW_texture_pool_query_2d( + size[0], size[1], nor_tex_format, &draw_engine_workbench_solid); + } + if (CAVITY_ENABLED(wpd)) { + e_data.cavity_buffer_tx = DRW_texture_pool_query_2d( + size[0], size[1], GPU_R16, &draw_engine_workbench_solid); + } + + GPU_framebuffer_ensure_config(&fbl->prepass_fb, + { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), + GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), + GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), + }); + GPU_framebuffer_ensure_config(&fbl->cavity_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(e_data.cavity_buffer_tx), + }); + GPU_framebuffer_ensure_config(&fbl->composite_fb, + { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), + }); + GPU_framebuffer_ensure_config(&fbl->color_only_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), + }); + + if (!MATDATA_PASS_ENABLED(wpd) && !GPU_unused_fb_slot_workaround()) { + e_data.color_buffer_tx = DRW_texture_pool_query_2d( + size[0], size[1], col_tex_format, &draw_engine_workbench_solid); + } + + GPU_framebuffer_ensure_config(&fbl->effect_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), + }); + + if (OBJECT_ID_PASS_ENABLED(wpd)) { + GPU_framebuffer_ensure_config(&fbl->id_clear_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), + }); + } + } + + { + /* AO Samples Tex */ + int num_iterations = workbench_taa_calculate_num_iterations(vedata); + + const int ssao_samples_single_iteration = scene->display.matcap_ssao_samples; + const int ssao_samples = MIN2(num_iterations * ssao_samples_single_iteration, 500); + + if (e_data.sampling_ubo && (e_data.cached_sample_num != ssao_samples)) { + DRW_UBO_FREE_SAFE(e_data.sampling_ubo); + DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); + } + + if (e_data.sampling_ubo == NULL) { + float *samples = create_disk_samples(ssao_samples_single_iteration, num_iterations); + e_data.jitter_tx = create_jitter_texture(ssao_samples); + e_data.sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples); + e_data.cached_sample_num = ssao_samples; + MEM_freeN(samples); + } + } + + /* Prepass */ + { + DRWShadingGroup *grp; + const bool do_cull = CULL_BACKFACE_ENABLED(wpd); + + int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + psl->prepass_pass = DRW_pass_create("Prepass", + (do_cull) ? state | DRW_STATE_CULL_BACK : state); + psl->prepass_hair_pass = DRW_pass_create("Prepass", state); + + psl->ghost_prepass_pass = DRW_pass_create("Prepass Ghost", + (do_cull) ? state | DRW_STATE_CULL_BACK : state); + psl->ghost_prepass_hair_pass = DRW_pass_create("Prepass Ghost", state); + + psl->ghost_resolve_pass = DRW_pass_create("Resolve Ghost Depth", + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.ghost_resolve_sh, psl->ghost_resolve_pass); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.ghost_depth_tx); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + + { + workbench_aa_create_pass(vedata, &e_data.color_buffer_tx); + } + + { + workbench_dof_create_pass(vedata, &e_data.composite_buffer_tx, e_data.jitter_tx); + } + + if (CAVITY_ENABLED(wpd)) { + int state = DRW_STATE_WRITE_COLOR; + GPUShader *shader = workbench_cavity_shader_get(SSAO_ENABLED(wpd), CURVATURE_ENABLED(wpd)); + psl->cavity_pass = DRW_pass_create("Cavity", state); + DRWShadingGroup *grp = DRW_shgroup_create(shader, psl->cavity_pass); + DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); + DRW_shgroup_uniform_block(grp, "samples_block", e_data.sampling_ubo); + + if (SSAO_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); + DRW_shgroup_uniform_vec4(grp, "ssao_params", wpd->ssao_params, 1); + DRW_shgroup_uniform_vec4(grp, "ssao_settings", wpd->ssao_settings, 1); + DRW_shgroup_uniform_mat4(grp, "WinMatrix", wpd->winmat); + DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx); + } + + if (CURVATURE_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); + DRW_shgroup_uniform_vec2(grp, "curvature_settings", &wpd->world_data.curvature_ridge, 1); + } + + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } } static void workbench_setup_ghost_framebuffer(WORKBENCH_FramebufferList *fbl) { - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - - e_data.ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid); - - GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb, { - GPU_ATTACHMENT_TEXTURE(e_data.ghost_depth_tx), - GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), - GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), - GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), - }); + const float *viewport_size = DRW_viewport_size_get(); + const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + + e_data.ghost_depth_tx = DRW_texture_pool_query_2d( + size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid); + + GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb, + { + GPU_ATTACHMENT_TEXTURE(e_data.ghost_depth_tx), + GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), + GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), + GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), + }); } void workbench_deferred_engine_free(void) { - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - for (int index = 0; index < MAX_PREPASS_SHADERS; index++) { - DRW_SHADER_FREE_SAFE(sh_data->prepass_sh_cache[index]); - } - } - for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) { - DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); - } - for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) { - DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]); - } - DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh); - DRW_UBO_FREE_SAFE(e_data.sampling_ubo); - DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); - DRW_SHADER_FREE_SAFE(e_data.background_sh[0]); - DRW_SHADER_FREE_SAFE(e_data.background_sh[1]); - - DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh); - - DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh); - DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh); - DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh); - DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh); - DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh); - DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh); - - workbench_volume_engine_free(); - workbench_fxaa_engine_free(); - workbench_taa_engine_free(); - workbench_dof_engine_free(); + for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { + WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_data_index]; + for (int index = 0; index < MAX_PREPASS_SHADERS; index++) { + DRW_SHADER_FREE_SAFE(sh_data->prepass_sh_cache[index]); + } + } + for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) { + DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); + } + for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) { + DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]); + } + DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh); + DRW_UBO_FREE_SAFE(e_data.sampling_ubo); + DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); + DRW_SHADER_FREE_SAFE(e_data.background_sh[0]); + DRW_SHADER_FREE_SAFE(e_data.background_sh[1]); + + DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh); + + DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh); + DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh); + DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh); + DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh); + DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh); + DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh); + + workbench_volume_engine_free(); + workbench_fxaa_engine_free(); + workbench_taa_engine_free(); + workbench_dof_engine_free(); } static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp) { - DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); - if (MATDATA_PASS_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx); - } - else { - DRW_shgroup_uniform_vec3(grp, "materialSingleColor", wpd->shading.single_color, 1); - } - if (OBJECT_OUTLINE_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); - } - if (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); - } - if (CAVITY_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx); - } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); - } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); - } - if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); - DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture); - } + DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); + if (MATDATA_PASS_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx); + } + else { + DRW_shgroup_uniform_vec3(grp, "materialSingleColor", wpd->shading.single_color, 1); + } + if (OBJECT_OUTLINE_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); + } + if (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); + } + if (CAVITY_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx); + } + if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); + } + if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { + DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); + } + if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { + BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + DRW_shgroup_uniform_texture( + grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture); + } } void workbench_deferred_cache_init(WORKBENCH_Data *vedata) { - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_PrivateData *wpd = stl->g_data; - DRWShadingGroup *grp; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - Scene *scene = draw_ctx->scene; - - workbench_volume_cache_init(vedata); - - select_deferred_shaders(wpd, draw_ctx->sh_cfg); - - /* Background Pass */ - { - psl->background_pass = DRW_pass_create( - "Background", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); - grp = DRW_shgroup_create(wpd->background_sh, psl->background_pass); - DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); - DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); - if (OBJECT_OUTLINE_ENABLED(wpd)) { - DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); - } - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); - - if (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb) { - GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND); - grp = DRW_shgroup_create(shader, psl->background_pass); - wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d); - DRW_shgroup_call_add(grp, wpd->world_clip_planes_batch, NULL); - DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1); - } - } - - /* Deferred Mix Pass */ - { - workbench_private_data_get_light_direction(wpd, e_data.display.light_direction); - studiolight_update_light(wpd, e_data.display.light_direction); - - if (SHADOW_ENABLED(wpd)) { - psl->composite_pass = DRW_pass_create( - "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL | DRW_STATE_DEPTH_GREATER); - grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); - workbench_composite_uniforms(wpd, grp); - DRW_shgroup_stencil_mask(grp, 0x00); - DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f); - DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); - DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); - DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); - - /* Stencil Shadow passes. */ + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_PassList *psl = vedata->psl; + WORKBENCH_PrivateData *wpd = stl->g_data; + DRWShadingGroup *grp; + const DRWContextState *draw_ctx = DRW_context_state_get(); + + Scene *scene = draw_ctx->scene; + + workbench_volume_cache_init(vedata); + + select_deferred_shaders(wpd, draw_ctx->sh_cfg); + + /* Background Pass */ + { + psl->background_pass = DRW_pass_create("Background", + DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); + grp = DRW_shgroup_create(wpd->background_sh, psl->background_pass); + DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); + DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); + if (OBJECT_OUTLINE_ENABLED(wpd)) { + DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); + } + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + + if (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb) { + GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND); + grp = DRW_shgroup_create(shader, psl->background_pass); + wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d); + DRW_shgroup_call_add(grp, wpd->world_clip_planes_batch, NULL); + DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1); + } + } + + /* Deferred Mix Pass */ + { + workbench_private_data_get_light_direction(wpd, e_data.display.light_direction); + studiolight_update_light(wpd, e_data.display.light_direction); + + if (SHADOW_ENABLED(wpd)) { + psl->composite_pass = DRW_pass_create( + "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL | DRW_STATE_DEPTH_GREATER); + grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); + workbench_composite_uniforms(wpd, grp); + DRW_shgroup_stencil_mask(grp, 0x00); + DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f); + DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); + DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + + /* Stencil Shadow passes. */ #ifdef DEBUG_SHADOW_VOLUME - DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE; - DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE; + DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | + DRW_STATE_ADDITIVE; + DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | + DRW_STATE_ADDITIVE; #else - DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS; - DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL; + DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS; + DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL; #endif - psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state); - psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state); - psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state); - psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state); - psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state); - psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani", depth_fail_state); + psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state); + psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state); + psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state); + psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state); + psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state); + psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani", + depth_fail_state); #ifndef DEBUG_SHADOW_VOLUME - grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass); - DRW_shgroup_stencil_mask(grp, 0xFF); - grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass); - DRW_shgroup_stencil_mask(grp, 0xFF); - grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass); - DRW_shgroup_stencil_mask(grp, 0xFF); - grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass); - DRW_shgroup_stencil_mask(grp, 0xFF); - grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass); - DRW_shgroup_stencil_mask(grp, 0xFF); - grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass); - DRW_shgroup_stencil_mask(grp, 0xFF); - - psl->composite_shadow_pass = DRW_pass_create( - "Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL | DRW_STATE_DEPTH_GREATER); - grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass); - DRW_shgroup_stencil_mask(grp, 0x00); - workbench_composite_uniforms(wpd, grp); - DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1); - DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); - DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); - DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass); + DRW_shgroup_stencil_mask(grp, 0xFF); + grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass); + DRW_shgroup_stencil_mask(grp, 0xFF); + grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass); + DRW_shgroup_stencil_mask(grp, 0xFF); + grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass); + DRW_shgroup_stencil_mask(grp, 0xFF); + grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass); + DRW_shgroup_stencil_mask(grp, 0xFF); + grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, + psl->shadow_depth_fail_caps_mani_pass); + DRW_shgroup_stencil_mask(grp, 0xFF); + + psl->composite_shadow_pass = DRW_pass_create( + "Composite Shadow", + DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL | DRW_STATE_DEPTH_GREATER); + grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass); + DRW_shgroup_stencil_mask(grp, 0x00); + workbench_composite_uniforms(wpd, grp); + DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1); + DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); + DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif - } - else { - psl->composite_pass = DRW_pass_create( - "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER); - grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); - workbench_composite_uniforms(wpd, grp); - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); - } - } - - /** - * Order Independant Transparency. - * Similar to workbench forward. Duplicated code to avoid - * spaghetti with workbench forward. It would be great if we unify - * this in a clean way. - */ - if (OIT_ENABLED(wpd)) { - const bool do_cull = CULL_BACKFACE_ENABLED(wpd); - const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0; - /* Transparency Accum */ - { - /* Same as forward but here we use depth test to - * not bleed through other solid objects. */ - int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | DRW_STATE_DEPTH_LESS | cull_state; - psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state); - } - /* Depth */ - { - int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state; - psl->object_outline_pass = DRW_pass_create("Transparent Depth", state); - } - /* OIT Composite */ - { - int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND; - psl->oit_composite_pass = DRW_pass_create("OIT Composite", state); - - grp = DRW_shgroup_create(e_data.oit_resolve_sh, psl->oit_composite_pass); - DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.oit_accum_tx); - DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.oit_revealage_tx); - DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); - } - } + } + else { + psl->composite_pass = DRW_pass_create("Composite", + DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER); + grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); + workbench_composite_uniforms(wpd, grp); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + } + + /** + * Order Independant Transparency. + * Similar to workbench forward. Duplicated code to avoid + * spaghetti with workbench forward. It would be great if we unify + * this in a clean way. + */ + if (OIT_ENABLED(wpd)) { + const bool do_cull = CULL_BACKFACE_ENABLED(wpd); + const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0; + /* Transparency Accum */ + { + /* Same as forward but here we use depth test to + * not bleed through other solid objects. */ + int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | DRW_STATE_DEPTH_LESS | cull_state; + psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state); + } + /* Depth */ + { + int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state; + psl->object_outline_pass = DRW_pass_create("Transparent Depth", state); + } + /* OIT Composite */ + { + int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND; + psl->oit_composite_pass = DRW_pass_create("OIT Composite", state); + + grp = DRW_shgroup_create(e_data.oit_resolve_sh, psl->oit_composite_pass); + DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.oit_accum_tx); + DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.oit_revealage_tx); + DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); + DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + } + } } -static WORKBENCH_MaterialData *get_or_create_material_data( - WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp) +static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, + Object *ob, + Material *mat, + Image *ima, + ImageUser *iuser, + int color_type, + int interp) { - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_PrivateData *wpd = stl->g_data; - WORKBENCH_MaterialData *material; - WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( - &ob->id, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL); - WORKBENCH_MaterialData material_template; - const bool is_ghost = (ob->dtx & OB_DRAWXRAY); - - /* Solid */ - workbench_material_update_data(wpd, ob, mat, &material_template); - material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1; - material_template.color_type = color_type; - material_template.ima = ima; - material_template.iuser = iuser; - material_template.interp = interp; - uint hash = workbench_material_get_hash(&material_template, is_ghost); - - material = BLI_ghash_lookup(wpd->material_hash, POINTER_FROM_UINT(hash)); - if (material == NULL) { - material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); - material->shgrp = DRW_shgroup_create( - (color_type == V3D_SHADING_TEXTURE_COLOR) ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, - (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass); - workbench_material_copy(material, &material_template); - DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); - DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1); - workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp); - BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material); - } - return material; + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_PassList *psl = vedata->psl; + WORKBENCH_PrivateData *wpd = stl->g_data; + WORKBENCH_MaterialData *material; + WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( + &ob->id, + &draw_engine_workbench_solid, + sizeof(WORKBENCH_ObjectData), + &workbench_init_object_data, + NULL); + WORKBENCH_MaterialData material_template; + const bool is_ghost = (ob->dtx & OB_DRAWXRAY); + + /* Solid */ + workbench_material_update_data(wpd, ob, mat, &material_template); + material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1; + material_template.color_type = color_type; + material_template.ima = ima; + material_template.iuser = iuser; + material_template.interp = interp; + uint hash = workbench_material_get_hash(&material_template, is_ghost); + + material = BLI_ghash_lookup(wpd->material_hash, POINTER_FROM_UINT(hash)); + if (material == NULL) { + material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); + material->shgrp = DRW_shgroup_create( + (color_type == V3D_SHADING_TEXTURE_COLOR) ? wpd->prepass_texture_sh : + wpd->prepass_solid_sh, + (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass); + workbench_material_copy(material, &material_template); + DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); + DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1); + workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp); + BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material); + } + return material; } static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob) { - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_PrivateData *wpd = stl->g_data; - - for (ModifierData *md = ob->modifiers.first; md; md = md->next) { - if (md->type != eModifierType_ParticleSystem) { - continue; - } - ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; - if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { - continue; - } - ParticleSettings *part = psys->part; - const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; - - if (draw_as == PART_DRAW_PATH) { - Material *mat; - Image *image; - ImageUser *iuser; - int interp; - workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat); - int color_type = workbench_material_determine_color_type(wpd, image, ob); - WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp); - - struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ? - wpd->prepass_solid_hair_sh : - wpd->prepass_texture_hair_sh; - DRWShadingGroup *shgrp = DRW_shgroup_hair_create( - ob, psys, md, - (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass, - shader); - DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); - DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); - workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true, interp); - } - } + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_PassList *psl = vedata->psl; + WORKBENCH_PrivateData *wpd = stl->g_data; + + for (ModifierData *md = ob->modifiers.first; md; md = md->next) { + if (md->type != eModifierType_ParticleSystem) { + continue; + } + ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; + if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { + continue; + } + ParticleSettings *part = psys->part; + const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; + + if (draw_as == PART_DRAW_PATH) { + Material *mat; + Image *image; + ImageUser *iuser; + int interp; + workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat); + int color_type = workbench_material_determine_color_type(wpd, image, ob); + WORKBENCH_MaterialData *material = get_or_create_material_data( + vedata, ob, mat, image, iuser, color_type, interp); + + struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ? + wpd->prepass_solid_hair_sh : + wpd->prepass_texture_hair_sh; + DRWShadingGroup *shgrp = DRW_shgroup_hair_create( + ob, + psys, + md, + (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass, + shader); + DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); + DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); + workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true, interp); + } + } } void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) { - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_PrivateData *wpd = stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - Scene *scene = draw_ctx->scene; - - if (!DRW_object_is_renderable(ob)) { - return; - } - - if (ob->type == OB_MESH) { - workbench_cache_populate_particles(vedata, ob); - } - - ModifierData *md; - if (((ob->base_flag & BASE_FROM_DUPLI) == 0) && - (md = modifiers_findByType(ob, eModifierType_Smoke)) && - (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && - (((SmokeModifierData *)md)->domain != NULL)) - { - workbench_volume_cache_populate(vedata, scene, ob, md); - return; /* Do not draw solid in this case. */ - } - - if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) { - return; - } - if ((ob->dt < OB_SOLID) && !DRW_state_is_image_render()) { - return; - } - - WORKBENCH_MaterialData *material; - if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { - const bool is_active = (ob == draw_ctx->obact); - const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0; - const bool use_hide = is_active && DRW_object_use_hide_faces(ob); - const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); - const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL; - bool has_transp_mat = false; - - if (!is_sculpt_mode && me && me->mloopuv && TEXTURE_DRAWING_ENABLED(wpd)) { - /* Draw textured */ - struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); - for (int i = 0; i < materials_len; i++) { - if (geom_array != NULL && geom_array[i] != NULL) { - Material *mat; - Image *image; - ImageUser *iuser; - int interp; - workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); - int color_type = workbench_material_determine_color_type(wpd, image, ob); - if (color_type == V3D_SHADING_MATERIAL_COLOR && mat && mat->a < 1.0) { - material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, 0); - has_transp_mat = true; - } - else { - material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp); - } - DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob); - } - } - } - else if (ELEM(wpd->shading.color_type, - V3D_SHADING_SINGLE_COLOR, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) - { - if ((ob->color[3] < 1.0f) && - (wpd->shading.color_type == V3D_SHADING_OBJECT_COLOR)) - { - /* Hack */ - wpd->shading.xray_alpha = ob->color[3]; - material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0); - has_transp_mat = true; - } - else { - /* Draw solid color */ - material = get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0); - } - if (is_sculpt_mode) { - DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); - } - else { - struct GPUBatch *geom = DRW_cache_object_surface_get(ob); - if (geom) { - DRW_shgroup_call_object_add(material->shgrp, geom, ob); - } - } - } - else { - /* Draw material color */ - if (is_sculpt_mode) { - /* Multiple materials are not supported in sculpt mode yet. */ - Material *mat = give_current_material(ob, 1); - material = get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); - DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); - } - else { - struct GPUBatch **geoms; - struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); - memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); - - geoms = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL); - for (int i = 0; i < materials_len; ++i) { - if (geoms != NULL && geoms[i] != NULL) { - Material *mat = give_current_material(ob, i + 1); - if (mat != NULL && mat->a < 1.0f) { - /* Hack */ - wpd->shading.xray_alpha = mat->a; - material = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); - has_transp_mat = true; - } - else { - material = get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); - } - DRW_shgroup_call_object_add(material->shgrp, geoms[i], ob); - } - } - } - } - - if (SHADOW_ENABLED(wpd) && !(ob->dtx & OB_DRAW_NO_SHADOW_CAST)) { - bool is_manifold; - struct GPUBatch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold); - if (geom_shadow) { - if (is_sculpt_mode || use_hide) { - /* Currently unsupported in sculpt mode. We could revert to the slow - * method in this case but I'm not sure if it's a good idea given that - * sculpted meshes are heavy to begin with. */ - // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat); - } - else { - WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( - &ob->id, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL); - - if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) { - - invert_m4_m4(ob->imat, ob->obmat); - mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction); - - DRWShadingGroup *grp; - bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow(wpd, ob, engine_object_data); - - if (use_shadow_pass_technique && !has_transp_mat) { - if (is_manifold) { - grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass); - } - else { - grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass); - } - DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); - DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f); - DRW_shgroup_call_add(grp, geom_shadow, ob->obmat); + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_PassList *psl = vedata->psl; + WORKBENCH_PrivateData *wpd = stl->g_data; + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + + if (!DRW_object_is_renderable(ob)) { + return; + } + + if (ob->type == OB_MESH) { + workbench_cache_populate_particles(vedata, ob); + } + + ModifierData *md; + if (((ob->base_flag & BASE_FROM_DUPLI) == 0) && + (md = modifiers_findByType(ob, eModifierType_Smoke)) && + (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && + (((SmokeModifierData *)md)->domain != NULL)) { + workbench_volume_cache_populate(vedata, scene, ob, md); + return; /* Do not draw solid in this case. */ + } + + if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) { + return; + } + if ((ob->dt < OB_SOLID) && !DRW_state_is_image_render()) { + return; + } + + WORKBENCH_MaterialData *material; + if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { + const bool is_active = (ob == draw_ctx->obact); + const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0; + const bool use_hide = is_active && DRW_object_use_hide_faces(ob); + const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); + const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL; + bool has_transp_mat = false; + + if (!is_sculpt_mode && me && me->mloopuv && TEXTURE_DRAWING_ENABLED(wpd)) { + /* Draw textured */ + struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); + for (int i = 0; i < materials_len; i++) { + if (geom_array != NULL && geom_array[i] != NULL) { + Material *mat; + Image *image; + ImageUser *iuser; + int interp; + workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); + int color_type = workbench_material_determine_color_type(wpd, image, ob); + if (color_type == V3D_SHADING_MATERIAL_COLOR && mat && mat->a < 1.0) { + material = workbench_forward_get_or_create_material_data( + vedata, ob, mat, image, iuser, color_type, 0); + has_transp_mat = true; + } + else { + material = get_or_create_material_data( + vedata, ob, mat, image, iuser, color_type, interp); + } + DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob); + } + } + } + else if (ELEM(wpd->shading.color_type, + V3D_SHADING_SINGLE_COLOR, + V3D_SHADING_OBJECT_COLOR, + V3D_SHADING_RANDOM_COLOR)) { + if ((ob->color[3] < 1.0f) && (wpd->shading.color_type == V3D_SHADING_OBJECT_COLOR)) { + /* Hack */ + wpd->shading.xray_alpha = ob->color[3]; + material = workbench_forward_get_or_create_material_data( + vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0); + has_transp_mat = true; + } + else { + /* Draw solid color */ + material = get_or_create_material_data( + vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0); + } + if (is_sculpt_mode) { + DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); + } + else { + struct GPUBatch *geom = DRW_cache_object_surface_get(ob); + if (geom) { + DRW_shgroup_call_object_add(material->shgrp, geom, ob); + } + } + } + else { + /* Draw material color */ + if (is_sculpt_mode) { + /* Multiple materials are not supported in sculpt mode yet. */ + Material *mat = give_current_material(ob, 1); + material = get_or_create_material_data( + vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); + DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); + } + else { + struct GPUBatch **geoms; + struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); + memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); + + geoms = DRW_cache_object_surface_material_get( + ob, gpumat_array, materials_len, NULL, NULL, NULL); + for (int i = 0; i < materials_len; ++i) { + if (geoms != NULL && geoms[i] != NULL) { + Material *mat = give_current_material(ob, i + 1); + if (mat != NULL && mat->a < 1.0f) { + /* Hack */ + wpd->shading.xray_alpha = mat->a; + material = workbench_forward_get_or_create_material_data( + vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); + has_transp_mat = true; + } + else { + material = get_or_create_material_data( + vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); + } + DRW_shgroup_call_object_add(material->shgrp, geoms[i], ob); + } + } + } + } + + if (SHADOW_ENABLED(wpd) && !(ob->dtx & OB_DRAW_NO_SHADOW_CAST)) { + bool is_manifold; + struct GPUBatch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold); + if (geom_shadow) { + if (is_sculpt_mode || use_hide) { + /* Currently unsupported in sculpt mode. We could revert to the slow + * method in this case but I'm not sure if it's a good idea given that + * sculpted meshes are heavy to begin with. */ + // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat); + } + else { + WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( + &ob->id, + &draw_engine_workbench_solid, + sizeof(WORKBENCH_ObjectData), + &workbench_init_object_data, + NULL); + + if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) { + + invert_m4_m4(ob->imat, ob->obmat); + mul_v3_mat3_m4v3( + engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction); + + DRWShadingGroup *grp; + bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow( + wpd, ob, engine_object_data); + + if (use_shadow_pass_technique && !has_transp_mat) { + if (is_manifold) { + grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, + psl->shadow_depth_pass_mani_pass); + } + else { + grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass); + } + DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); + DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f); + DRW_shgroup_call_add(grp, geom_shadow, ob->obmat); #ifdef DEBUG_SHADOW_VOLUME - DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f}); + DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f}); #endif - } - else { - float extrude_distance = studiolight_object_shadow_distance(wpd, ob, engine_object_data); - - /* TODO(fclem): only use caps if they are in the view frustum. */ - const bool need_caps = true; - if (need_caps) { - if (is_manifold) { - grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass); - } - else { - grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass); - } - DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); - DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); - DRW_shgroup_call_add(grp, DRW_cache_object_surface_get(ob), ob->obmat); - } - - if (is_manifold) { - grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass); - } - else { - grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass); - } - DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); - DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); - DRW_shgroup_call_add(grp, geom_shadow, ob->obmat); + } + else { + float extrude_distance = studiolight_object_shadow_distance( + wpd, ob, engine_object_data); + + /* TODO(fclem): only use caps if they are in the view frustum. */ + const bool need_caps = true; + if (need_caps) { + if (is_manifold) { + grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, + psl->shadow_depth_fail_caps_mani_pass); + } + else { + grp = DRW_shgroup_create(e_data.shadow_caps_sh, + psl->shadow_depth_fail_caps_pass); + } + DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); + DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); + DRW_shgroup_call_add(grp, DRW_cache_object_surface_get(ob), ob->obmat); + } + + if (is_manifold) { + grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, + psl->shadow_depth_fail_mani_pass); + } + else { + grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass); + } + DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); + DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); + DRW_shgroup_call_add(grp, geom_shadow, ob->obmat); #ifdef DEBUG_SHADOW_VOLUME - DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f}); + DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f}); #endif - } - } - } - } - } - } + } + } + } + } + } + } } void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata)) @@ -1068,144 +1118,146 @@ void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata)) void workbench_deferred_draw_background(WORKBENCH_Data *vedata) { - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_FramebufferList *fbl = vedata->fbl; - WORKBENCH_PrivateData *wpd = stl->g_data; - const float clear_depth = 1.0f; - const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - uint clear_stencil = 0x00; - - DRW_stats_group_start("Clear Background"); - - if (OBJECT_ID_PASS_ENABLED(wpd)) { - /* From all the color buffers, only object id needs to be cleared. */ - GPU_framebuffer_bind(fbl->id_clear_fb); - GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_color); - } - - GPU_framebuffer_bind(fbl->prepass_fb); - int clear_bits = GPU_DEPTH_BIT; - SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT); - GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil); - DRW_stats_group_end(); + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_FramebufferList *fbl = vedata->fbl; + WORKBENCH_PrivateData *wpd = stl->g_data; + const float clear_depth = 1.0f; + const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + uint clear_stencil = 0x00; + + DRW_stats_group_start("Clear Background"); + + if (OBJECT_ID_PASS_ENABLED(wpd)) { + /* From all the color buffers, only object id needs to be cleared. */ + GPU_framebuffer_bind(fbl->id_clear_fb); + GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_color); + } + + GPU_framebuffer_bind(fbl->prepass_fb); + int clear_bits = GPU_DEPTH_BIT; + SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT); + GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil); + DRW_stats_group_end(); } void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) { - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_FramebufferList *fbl = vedata->fbl; - WORKBENCH_PrivateData *wpd = stl->g_data; - DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - - if (TAA_ENABLED(wpd)) { - workbench_taa_draw_scene_start(vedata); - } - - /* clear in background */ - GPU_framebuffer_bind(fbl->prepass_fb); - DRW_draw_pass(psl->prepass_pass); - DRW_draw_pass(psl->prepass_hair_pass); - - if (GHOST_ENABLED(psl)) { - /* meh, late init to not request a depth buffer we won't use. */ - workbench_setup_ghost_framebuffer(fbl); - - GPU_framebuffer_bind(fbl->ghost_prepass_fb); - GPU_framebuffer_clear_depth(fbl->ghost_prepass_fb, 1.0f); - DRW_draw_pass(psl->ghost_prepass_pass); - DRW_draw_pass(psl->ghost_prepass_hair_pass); - - GPU_framebuffer_bind(dfbl->depth_only_fb); - DRW_draw_pass(psl->ghost_resolve_pass); - } - - if (CAVITY_ENABLED(wpd)) { - GPU_framebuffer_bind(fbl->cavity_fb); - DRW_draw_pass(psl->cavity_pass); - } - - if (SHADOW_ENABLED(wpd)) { + WORKBENCH_PassList *psl = vedata->psl; + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_FramebufferList *fbl = vedata->fbl; + WORKBENCH_PrivateData *wpd = stl->g_data; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + if (TAA_ENABLED(wpd)) { + workbench_taa_draw_scene_start(vedata); + } + + /* clear in background */ + GPU_framebuffer_bind(fbl->prepass_fb); + DRW_draw_pass(psl->prepass_pass); + DRW_draw_pass(psl->prepass_hair_pass); + + if (GHOST_ENABLED(psl)) { + /* meh, late init to not request a depth buffer we won't use. */ + workbench_setup_ghost_framebuffer(fbl); + + GPU_framebuffer_bind(fbl->ghost_prepass_fb); + GPU_framebuffer_clear_depth(fbl->ghost_prepass_fb, 1.0f); + DRW_draw_pass(psl->ghost_prepass_pass); + DRW_draw_pass(psl->ghost_prepass_hair_pass); + + GPU_framebuffer_bind(dfbl->depth_only_fb); + DRW_draw_pass(psl->ghost_resolve_pass); + } + + if (CAVITY_ENABLED(wpd)) { + GPU_framebuffer_bind(fbl->cavity_fb); + DRW_draw_pass(psl->cavity_pass); + } + + if (SHADOW_ENABLED(wpd)) { #ifdef DEBUG_SHADOW_VOLUME - GPU_framebuffer_bind(fbl->composite_fb); - DRW_draw_pass(psl->composite_pass); + GPU_framebuffer_bind(fbl->composite_fb); + DRW_draw_pass(psl->composite_pass); #else - GPU_framebuffer_bind(dfbl->depth_only_fb); + GPU_framebuffer_bind(dfbl->depth_only_fb); #endif - DRW_draw_pass(psl->shadow_depth_pass_pass); - DRW_draw_pass(psl->shadow_depth_pass_mani_pass); - DRW_draw_pass(psl->shadow_depth_fail_pass); - DRW_draw_pass(psl->shadow_depth_fail_mani_pass); - DRW_draw_pass(psl->shadow_depth_fail_caps_pass); - DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass); - - if (GHOST_ENABLED(psl)) { - /* We need to set the stencil buffer to 0 where Ghost objects - * else they will get shadow and even badly shadowed. */ - DRW_pass_state_set(psl->ghost_prepass_pass, DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); - DRW_pass_state_set(psl->ghost_prepass_hair_pass, DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); - - DRW_draw_pass(psl->ghost_prepass_pass); - DRW_draw_pass(psl->ghost_prepass_hair_pass); - } + DRW_draw_pass(psl->shadow_depth_pass_pass); + DRW_draw_pass(psl->shadow_depth_pass_mani_pass); + DRW_draw_pass(psl->shadow_depth_fail_pass); + DRW_draw_pass(psl->shadow_depth_fail_mani_pass); + DRW_draw_pass(psl->shadow_depth_fail_caps_pass); + DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass); + + if (GHOST_ENABLED(psl)) { + /* We need to set the stencil buffer to 0 where Ghost objects + * else they will get shadow and even badly shadowed. */ + DRW_pass_state_set(psl->ghost_prepass_pass, DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); + DRW_pass_state_set(psl->ghost_prepass_hair_pass, + DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); + + DRW_draw_pass(psl->ghost_prepass_pass); + DRW_draw_pass(psl->ghost_prepass_hair_pass); + } #ifndef DEBUG_SHADOW_VOLUME - GPU_framebuffer_bind(fbl->composite_fb); - DRW_draw_pass(psl->composite_pass); - DRW_draw_pass(psl->composite_shadow_pass); + GPU_framebuffer_bind(fbl->composite_fb); + DRW_draw_pass(psl->composite_pass); + DRW_draw_pass(psl->composite_shadow_pass); #endif - } - else { - GPU_framebuffer_bind(fbl->composite_fb); - DRW_draw_pass(psl->composite_pass); - } - - /* TODO(fclem): only enable when needed (when there is overlays). */ - if (GHOST_ENABLED(psl)) { - /* In order to not draw on top of ghost objects, we clear the stencil - * to 0xFF and the ghost object to 0x00 and only draw overlays on top if - * stencil is not 0. */ - GPU_framebuffer_bind(dfbl->depth_only_fb); - GPU_framebuffer_clear_stencil(dfbl->depth_only_fb, 0xFF); - - DRW_pass_state_set(psl->ghost_prepass_pass, DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); - DRW_pass_state_set(psl->ghost_prepass_hair_pass, DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); - - DRW_draw_pass(psl->ghost_prepass_pass); - DRW_draw_pass(psl->ghost_prepass_hair_pass); - } - - GPU_framebuffer_bind(fbl->composite_fb); - DRW_draw_pass(psl->background_pass); - - if (OIT_ENABLED(wpd) && !DRW_pass_is_empty(psl->transparent_accum_pass)) { - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - /* meh, late init to not request buffers we won't use. */ - workbench_init_oit_framebuffer(fbl, dtxl); - - const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - GPU_framebuffer_bind(fbl->transparent_accum_fb); - GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); - DRW_draw_pass(psl->transparent_accum_pass); - - GPU_framebuffer_bind(fbl->composite_fb); - DRW_draw_pass(psl->oit_composite_pass); - } - - if (wpd->volumes_do) { - GPU_framebuffer_bind(fbl->color_only_fb); - DRW_draw_pass(psl->volume_pass); - } - - workbench_dof_draw_pass(vedata); - workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx); + } + else { + GPU_framebuffer_bind(fbl->composite_fb); + DRW_draw_pass(psl->composite_pass); + } + + /* TODO(fclem): only enable when needed (when there is overlays). */ + if (GHOST_ENABLED(psl)) { + /* In order to not draw on top of ghost objects, we clear the stencil + * to 0xFF and the ghost object to 0x00 and only draw overlays on top if + * stencil is not 0. */ + GPU_framebuffer_bind(dfbl->depth_only_fb); + GPU_framebuffer_clear_stencil(dfbl->depth_only_fb, 0xFF); + + DRW_pass_state_set(psl->ghost_prepass_pass, DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); + DRW_pass_state_set(psl->ghost_prepass_hair_pass, + DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL); + + DRW_draw_pass(psl->ghost_prepass_pass); + DRW_draw_pass(psl->ghost_prepass_hair_pass); + } + + GPU_framebuffer_bind(fbl->composite_fb); + DRW_draw_pass(psl->background_pass); + + if (OIT_ENABLED(wpd) && !DRW_pass_is_empty(psl->transparent_accum_pass)) { + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + /* meh, late init to not request buffers we won't use. */ + workbench_init_oit_framebuffer(fbl, dtxl); + + const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + GPU_framebuffer_bind(fbl->transparent_accum_fb); + GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); + DRW_draw_pass(psl->transparent_accum_pass); + + GPU_framebuffer_bind(fbl->composite_fb); + DRW_draw_pass(psl->oit_composite_pass); + } + + if (wpd->volumes_do) { + GPU_framebuffer_bind(fbl->color_only_fb); + DRW_draw_pass(psl->volume_pass); + } + + workbench_dof_draw_pass(vedata); + workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx); } void workbench_deferred_draw_finish(WORKBENCH_Data *vedata) { - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PrivateData *wpd = stl->g_data; + WORKBENCH_StorageList *stl = vedata->stl; + WORKBENCH_PrivateData *wpd = stl->g_data; - /* XXX TODO(fclem) do not discard UBOS after drawing! Store them per viewport. */ - workbench_private_data_free(wpd); - workbench_volume_smoke_textures_free(wpd); + /* XXX TODO(fclem) do not discard UBOS after drawing! Store them per viewport. */ + workbench_private_data_free(wpd); + workbench_volume_smoke_textures_free(wpd); } |