diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:07:43 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:12:16 +0300 |
commit | c476c36e400883d929a7149def8dcb6ad6157a86 (patch) | |
tree | c19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/intern | |
parent | f01bc597a8e6bf5df19f1af0c422918c96b25e41 (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/intern')
-rw-r--r-- | source/blender/draw/intern/DRW_render.h | 26 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_common.h | 5 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_hair.c | 29 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 38 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 20 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_shader.c | 129 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_texture.c | 7 |
7 files changed, 215 insertions, 39 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index c3e94fda4fc..5122b1ea1ac 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -81,6 +81,7 @@ typedef struct DRWPass DRWPass; typedef struct DRWShadingGroup DRWShadingGroup; typedef struct DRWUniform DRWUniform; typedef struct DRWView DRWView; +typedef struct DRWShaderLibrary DRWShaderLibrary; /* TODO Put it somewhere else? */ typedef struct BoundSphere { @@ -148,6 +149,8 @@ struct GPUTexture *DRW_texture_pool_query_2d(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type); +struct GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format, + DrawEngineType *engine_type); struct GPUTexture *DRW_texture_create_1d(int w, eGPUTextureFormat format, @@ -246,6 +249,24 @@ void DRW_shader_free(struct GPUShader *shader); } \ } while (0) +DRWShaderLibrary *DRW_shader_library_create(void); + +/* Warning: Each library must be added after all its dependencies. */ +void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name); +#define DRW_SHADER_LIB_ADD(lib, lib_name) \ + DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl") + +char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code); + +void DRW_shader_library_free(DRWShaderLibrary *lib); +#define DRW_SHADER_LIB_FREE_SAFE(lib) \ + do { \ + if (lib != NULL) { \ + DRW_shader_library_free(lib); \ + lib = NULL; \ + } \ + } while (0) + /* Batches */ typedef enum { @@ -403,6 +424,9 @@ void DRW_buffer_add_entry_array(DRWCallBuffer *buffer, const void *attr[], uint DRW_buffer_add_entry_array(buffer, array, (sizeof(array) / sizeof(*array))); \ } while (0) +/* Can only be called during iter phase. */ +uint32_t DRW_object_resource_id_get(Object *UNUSED(ob)); + void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state); void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state); @@ -414,7 +438,7 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state); void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup, uint write_mask, uint reference, - uint comp_mask); + uint compare_mask); /* TODO remove this function. Obsolete version. mask is actually reference value. */ void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask); diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 24d3b7fa7b6..5818d84a7af 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -177,6 +177,11 @@ struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object, struct DRWPass *hair_pass, struct GPUShader *shader); +struct DRWShadingGroup *DRW_shgroup_hair_create_sub(struct Object *object, + struct ParticleSystem *psys, + struct ModifierData *md, + struct DRWShadingGroup *shgrp); + struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object, struct ParticleSystem *psys, struct ModifierData *md, diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index 08256b931ba..847f5e7a224 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -108,6 +108,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, ParticleSystem *psys, ModifierData *md, DRWPass *hair_pass, + DRWShadingGroup *shgrp_parent, struct GPUMaterial *gpu_mat, GPUShader *gpu_shader) { @@ -127,7 +128,10 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, object, psys, md, &hair_cache, subdiv, thickness_res); DRWShadingGroup *shgrp; - if (gpu_mat) { + if (shgrp_parent) { + shgrp = DRW_shgroup_create_sub(shgrp_parent); + } + else if (gpu_mat) { shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass); } else if (gpu_shader) { @@ -151,6 +155,17 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, } } + /* Fix issue with certain driver not drawing anything if there is no texture bound to + * "ac", "au", "u" or "c". */ + if (hair_cache->num_uv_layers == 0) { + DRW_shgroup_uniform_texture(shgrp, "u", hair_cache->final[subdiv].proc_tex); + DRW_shgroup_uniform_texture(shgrp, "au", hair_cache->final[subdiv].proc_tex); + } + if (hair_cache->num_col_layers == 0) { + DRW_shgroup_uniform_texture(shgrp, "c", hair_cache->final[subdiv].proc_tex); + DRW_shgroup_uniform_texture(shgrp, "ac", hair_cache->final[subdiv].proc_tex); + } + if ((dupli_parent != NULL) && (dupli_object != NULL)) { if (dupli_object->type & OB_DUPLICOLLECTION) { copy_m4_m4(dupli_mat, dupli_parent->obmat); @@ -220,7 +235,15 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, DRWShadingGroup *DRW_shgroup_hair_create( Object *object, ParticleSystem *psys, ModifierData *md, DRWPass *hair_pass, GPUShader *shader) { - return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, shader); + return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, NULL, shader); +} + +DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object, + ParticleSystem *psys, + ModifierData *md, + DRWShadingGroup *shgrp) +{ + return drw_shgroup_create_hair_procedural_ex(object, psys, md, NULL, shgrp, NULL, NULL); } DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object, @@ -229,7 +252,7 @@ DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object, DRWPass *hair_pass, struct GPUMaterial *material) { - return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, material, NULL); + return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, material, NULL); } void DRW_hair_update(void) diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 85b071f5c89..9553117c179 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1118,45 +1118,23 @@ static void use_drw_engine(DrawEngineType *engine) BLI_addtail(&DST.enabled_engines, ld); } -/** - * Use for external render engines. - */ -static void drw_engines_enable_external(void) -{ - use_drw_engine(DRW_engine_viewport_external_type.draw_engine); -} - -/* TODO revisit this when proper layering is implemented */ /* Gather all draw engines needed and store them in DST.enabled_engines * That also define the rendering order of engines */ -static void drw_engines_enable_from_engine(RenderEngineType *engine_type, - eDrawType drawtype, - bool use_xray) +static void drw_engines_enable_from_engine(RenderEngineType *engine_type, eDrawType drawtype) { switch (drawtype) { case OB_WIRE: - use_drw_engine(&draw_engine_workbench_transparent); - break; - case OB_SOLID: - if (use_xray) { - use_drw_engine(&draw_engine_workbench_transparent); - } - else { - use_drw_engine(&draw_engine_workbench_solid); - } + use_drw_engine(DRW_engine_viewport_workbench_type.draw_engine); break; - case OB_MATERIAL: case OB_RENDER: default: - /* TODO layers */ if (engine_type->draw_engine != NULL) { use_drw_engine(engine_type->draw_engine); } - - if ((engine_type->flag & RE_INTERNAL) == 0) { - drw_engines_enable_external(); + else if ((engine_type->flag & RE_INTERNAL) == 0) { + use_drw_engine(DRW_engine_viewport_external_type.draw_engine); } break; } @@ -1182,7 +1160,7 @@ static void drw_engines_enable(ViewLayer *UNUSED(view_layer), const eDrawType drawtype = v3d->shading.type; const bool use_xray = XRAY_ENABLED(v3d); - drw_engines_enable_from_engine(engine_type, drawtype, use_xray); + drw_engines_enable_from_engine(engine_type, drawtype); if (gpencil_engine_needed && ((drawtype >= OB_SOLID) || !use_xray)) { use_drw_engine(&draw_engine_gpencil_type); } @@ -1608,6 +1586,9 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph, GPU_blend(true); } + GPU_matrix_identity_set(); + GPU_matrix_identity_projection_set(); + GPU_viewport_unbind_from_offscreen(render_viewport, ofs, do_color_management); if (draw_background) { @@ -2646,9 +2627,6 @@ void DRW_engines_register(void) RE_engines_register(&DRW_engine_viewport_eevee_type); RE_engines_register(&DRW_engine_viewport_workbench_type); - DRW_engine_register(&draw_engine_workbench_solid); - DRW_engine_register(&draw_engine_workbench_transparent); - DRW_engine_register(&draw_engine_gpencil_type); DRW_engine_register(&draw_engine_overlay_type); diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 83142da051a..be0dd7751ed 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -562,6 +562,16 @@ static DRWResourceHandle drw_resource_handle_new(float (*obmat)[4], Object *ob) return handle; } +uint32_t DRW_object_resource_id_get(Object *UNUSED(ob)) +{ + DRWResourceHandle handle = DST.ob_handle; + if (handle == 0) { + /* Handle not yet allocated. Return next handle. */ + handle = DST.resource_handle; + } + return handle; +} + static DRWResourceHandle drw_resource_handle(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob) @@ -693,14 +703,14 @@ static void drw_command_set_select_id(DRWShadingGroup *shgroup, GPUVertBuf *buf, static void drw_command_set_stencil_mask(DRWShadingGroup *shgroup, uint write_mask, uint reference, - uint comp_mask) + uint compare_mask) { BLI_assert(write_mask <= 0xFF); BLI_assert(reference <= 0xFF); - BLI_assert(comp_mask <= 0xFF); + BLI_assert(compare_mask <= 0xFF); DRWCommandSetStencil *cmd = drw_command_create(shgroup, DRW_CMD_STENCIL); cmd->write_mask = write_mask; - cmd->comp_mask = comp_mask; + cmd->comp_mask = compare_mask; cmd->ref = reference; } @@ -1341,9 +1351,9 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state) void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup, uint write_mask, uint reference, - uint comp_mask) + uint compare_mask) { - drw_command_set_stencil_mask(shgroup, write_mask, reference, comp_mask); + drw_command_set_stencil_mask(shgroup, write_mask, reference, compare_mask); } /* TODO remove this function. */ diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index ed05fb85dc9..7b08f44921f 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -24,6 +24,7 @@ #include "DNA_world_types.h" #include "DNA_material_types.h" +#include "BLI_dynstr.h" #include "BLI_listbase.h" #include "BLI_string_utils.h" #include "BLI_threads.h" @@ -282,6 +283,8 @@ void DRW_deferred_shader_remove(GPUMaterial *mat) /* -------------------------------------------------------------------- */ +/** \{ */ + GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, @@ -468,3 +471,129 @@ void DRW_shader_free(GPUShader *shader) { GPU_shader_free(shader); } + +/** \} */ + +/* -------------------------------------------------------------------- */ + +/** \name Shader Library + * + * Simple include system for glsl files. + * + * Usage: Create a DRWShaderLibrary and add the library in the right order. + * You can have nested dependencies but each new library needs to have all its dependencies already + * added to the DRWShaderLibrary. + * Finally you can use DRW_shader_library_create_shader_string to get a shader string that also + * contains the needed libraries for this shader. + * \{ */ + +/* 32 because we use a 32bit bitmap. */ +#define MAX_LIB 32 +#define MAX_LIB_NAME 64 +#define MAX_LIB_DEPS 8 + +struct DRWShaderLibrary { + char *libs[MAX_LIB]; + char libs_name[MAX_LIB][MAX_LIB_NAME]; + uint32_t libs_deps[MAX_LIB]; +}; + +DRWShaderLibrary *DRW_shader_library_create(void) +{ + return MEM_callocN(sizeof(DRWShaderLibrary), "DRWShaderLibrary"); +} + +void DRW_shader_library_free(DRWShaderLibrary *lib) +{ + MEM_SAFE_FREE(lib); +} + +static int drw_shader_library_search(DRWShaderLibrary *lib, const char *name) +{ + for (int i = 0; i < MAX_LIB; i++) { + if (lib->libs[i]) { + if (!strncmp(lib->libs_name[i], name, strlen(lib->libs_name[i]))) { + return i; + } + } + else { + break; + } + } + return -1; +} + +/* Return bitmap of dependencies. */ +static uint32_t drw_shader_dependencies_get(DRWShaderLibrary *lib, char *lib_code) +{ + /* Search dependencies. */ + uint32_t deps = 0; + char *haystack = lib_code; + while ((haystack = strstr(haystack, "BLENDER_REQUIRE("))) { + haystack += 16; + int dep = drw_shader_library_search(lib, haystack); + if (dep == -1) { + printf( + "Error: Dependency not found.\n" + "This might be due to bad lib ordering.\n"); + BLI_assert(0); + } + else { + deps |= 1u << (uint32_t)dep; + } + } + return deps; +} + +void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name) +{ + int index = -1; + for (int i = 0; i < MAX_LIB; i++) { + if (lib->libs[i] == NULL) { + index = i; + break; + } + } + + if (index > -1) { + lib->libs[index] = lib_code; + BLI_strncpy(lib->libs_name[index], lib_name, MAX_LIB_NAME); + } + else { + printf("Error: Too many libraries. Cannot add %s.\n", lib_name); + BLI_assert(0); + } + + lib->libs_deps[index] = drw_shader_dependencies_get(lib, lib_code); +} + +/* Return an allocN'ed string containing the shader code with its dependencies prepended. + * Caller must free the string with MEM_freeN after use. */ +char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code) +{ + uint32_t deps = drw_shader_dependencies_get(lib, shader_code); + + DynStr *ds = BLI_dynstr_new(); + /* Add all dependencies recursively. */ + for (int i = MAX_LIB - 1; i > -1; i--) { + if (lib->libs[i] && (deps & (1u << (uint32_t)i))) { + deps |= lib->libs_deps[i]; + } + } + /* Concatenate all needed libs into one string. */ + for (int i = 0; i < MAX_LIB; i++) { + if (deps & 1u) { + BLI_dynstr_append(ds, lib->libs[i]); + } + deps = deps >> 1; + } + + BLI_dynstr_append(ds, shader_code); + + char *str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + + return str; +} + +/** \} */ diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c index 373810b2f7f..c75299158a3 100644 --- a/source/blender/draw/intern/draw_manager_texture.c +++ b/source/blender/draw/intern/draw_manager_texture.c @@ -134,6 +134,13 @@ GPUTexture *DRW_texture_pool_query_2d(int w, return tex; } +GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format, + DrawEngineType *engine_type) +{ + const float *size = DRW_viewport_size_get(); + return DRW_texture_pool_query_2d((int)size[0], (int)size[1], format, engine_type); +} + void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags) |