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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/workbench_render.c
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_render.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_render.c95
1 files changed, 25 insertions, 70 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_render.c b/source/blender/draw/engines/workbench/workbench_render.c
index 6e005e7ccaf..5a315e80a47 100644
--- a/source/blender/draw/engines/workbench/workbench_render.c
+++ b/source/blender/draw/engines/workbench/workbench_render.c
@@ -41,20 +41,12 @@
#include "workbench_private.h"
-static void workbench_render_deferred_cache(void *vedata,
- struct Object *ob,
- struct RenderEngine *UNUSED(engine),
- struct Depsgraph *UNUSED(depsgraph))
+static void workbench_render_cache(void *vedata,
+ struct Object *ob,
+ struct RenderEngine *UNUSED(engine),
+ struct Depsgraph *UNUSED(depsgraph))
{
- workbench_deferred_solid_cache_populate(vedata, ob);
-}
-
-static void workbench_render_forward_cache(void *vedata,
- struct Object *ob,
- struct RenderEngine *UNUSED(engine),
- struct Depsgraph *UNUSED(depsgraph))
-{
- workbench_forward_cache_populate(vedata, ob);
+ workbench_cache_populate(vedata, ob);
}
static void workbench_render_matrices_init(RenderEngine *engine, Depsgraph *depsgraph)
@@ -171,18 +163,11 @@ static void workbench_render_result_z(struct RenderLayer *rl,
}
}
-static void workbench_render_framebuffers_finish(void)
-{
-}
-
-void workbench_render(WORKBENCH_Data *data,
- RenderEngine *engine,
- RenderLayer *render_layer,
- const rcti *rect)
+void workbench_render(void *ved, RenderEngine *engine, RenderLayer *render_layer, const rcti *rect)
{
+ WORKBENCH_Data *data = ved;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
- const Scene *scene = draw_ctx->scene;
Depsgraph *depsgraph = draw_ctx->depsgraph;
workbench_render_matrices_init(engine, depsgraph);
@@ -191,60 +176,32 @@ void workbench_render(WORKBENCH_Data *data,
return;
}
- const bool deferred = !XRAY_FLAG_ENABLED(&scene->display);
+ workbench_engine_init(data);
- if (deferred) {
- /* Init engine. */
- workbench_deferred_engine_init(data);
+ workbench_cache_init(data);
+ DRW_render_object_iter(data, engine, depsgraph, workbench_render_cache);
+ workbench_cache_finish(data);
- /* Init objects. */
- workbench_deferred_cache_init(data);
- DRW_render_object_iter(data, engine, depsgraph, workbench_render_deferred_cache);
- workbench_deferred_cache_finish(data);
- DRW_render_instance_buffer_finish();
+ DRW_render_instance_buffer_finish();
- /* Also we weed to have a correct fbo bound for DRW_hair_update */
- GPU_framebuffer_bind(dfbl->color_only_fb);
- DRW_hair_update();
-
- /* Draw. */
- int num_samples = workbench_taa_calculate_num_iterations(data);
- for (int sample = 0; sample < num_samples; sample++) {
- if (RE_engine_test_break(engine)) {
- break;
- }
- workbench_deferred_draw_scene(data);
- }
+ /* Also we weed to have a correct fbo bound for DRW_hair_update */
+ GPU_framebuffer_bind(dfbl->default_fb);
+ DRW_hair_update();
- workbench_deferred_draw_finish(data);
- }
- else {
- /* Init engine. */
- workbench_forward_engine_init(data);
-
- /* Init objects. */
- workbench_forward_cache_init(data);
- DRW_render_object_iter(data, engine, depsgraph, workbench_render_forward_cache);
- workbench_forward_cache_finish(data);
- DRW_render_instance_buffer_finish();
-
- /* Also we weed to have a correct fbo bound for DRW_hair_update */
- GPU_framebuffer_bind(dfbl->color_only_fb);
- DRW_hair_update();
-
- /* Draw. */
- int num_samples = workbench_taa_calculate_num_iterations(data);
- for (int sample = 0; sample < num_samples; sample++) {
- if (RE_engine_test_break(engine)) {
- break;
- }
+ GPU_framebuffer_bind(dfbl->default_fb);
+ GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
- workbench_forward_draw_scene(data);
+ WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ while (wpd->taa_sample < max_ii(1, wpd->taa_sample_len)) {
+ if (RE_engine_test_break(engine)) {
+ break;
}
-
- workbench_forward_draw_finish(data);
+ workbench_update_world_ubo(wpd);
+ workbench_draw_sample(data);
}
+ workbench_draw_finish(data);
+
/* Write render output. */
const char *viewname = RE_GetActiveRenderView(engine->re);
RenderPass *rp = RE_pass_find_by_name(render_layer, RE_PASSNAME_COMBINED, viewname);
@@ -260,8 +217,6 @@ void workbench_render(WORKBENCH_Data *data,
rp->rect);
workbench_render_result_z(render_layer, viewname, rect);
-
- workbench_render_framebuffers_finish();
}
void workbench_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)