diff options
Diffstat (limited to 'source/blender/draw/engines/clay/clay_engine.c')
-rw-r--r-- | source/blender/draw/engines/clay/clay_engine.c | 670 |
1 files changed, 670 insertions, 0 deletions
diff --git a/source/blender/draw/engines/clay/clay_engine.c b/source/blender/draw/engines/clay/clay_engine.c new file mode 100644 index 00000000000..d387adb9054 --- /dev/null +++ b/source/blender/draw/engines/clay/clay_engine.c @@ -0,0 +1,670 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +#include "DRW_render.h" + +#include "BKE_icons.h" +#include "BKE_idprop.h" +#include "BKE_main.h" + +#include "BLI_dynstr.h" +#include "BLI_rand.h" + +#include "IMB_imbuf.h" +#include "IMB_imbuf_types.h" + +#include "UI_resources.h" +#include "UI_interface_icons.h" + +#include "clay_engine.h" +#ifdef WITH_CLAY_ENGINE +/* Shaders */ + +#define CLAY_ENGINE "BLENDER_CLAY" + +extern char datatoc_clay_frag_glsl[]; +extern char datatoc_clay_vert_glsl[]; +extern char datatoc_ssao_alchemy_glsl[]; + +/* *********** LISTS *********** */ + +/* UBOs data needs to be 16 byte aligned (size of vec4) */ +/* Reminder : float, int, bool are 4 bytes */ +typedef struct CLAY_UBO_Material { + float ssao_params_var[4]; + /* - 16 -*/ + float matcap_hsv[3]; + float matcap_id; /* even float encoding have enough precision */ + /* - 16 -*/ + float matcap_rot[2]; + float pad[2]; /* ensure 16 bytes alignement */ +} CLAY_UBO_Material; /* 48 bytes */ + +#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */ + +typedef struct CLAY_UBO_Storage { + CLAY_UBO_Material materials[MAX_CLAY_MAT]; +} CLAY_UBO_Storage; + +/* GPUViewport.storage + * Is freed everytime the viewport engine changes */ +typedef struct CLAY_Storage { + /* Materials Parameter UBO */ + CLAY_UBO_Storage mat_storage; + int ubo_current_id; + DRWShadingGroup *shgrps[MAX_CLAY_MAT]; +} CLAY_Storage; + +typedef struct CLAY_StorageList { + struct CLAY_Storage *storage; + struct GPUUniformBuffer *mat_ubo; + struct g_data *g_data; +} CLAY_StorageList; + +typedef struct CLAY_FramebufferList { + /* default */ + struct GPUFrameBuffer *default_fb; + /* engine specific */ + struct GPUFrameBuffer *dupli_depth; +} CLAY_FramebufferList; + +typedef struct CLAY_TextureList { + /* default */ + struct GPUTexture *color; + struct GPUTexture *depth; + /* engine specific */ + struct GPUTexture *depth_dup; +} CLAY_TextureList; + +typedef struct CLAY_PassList { + struct DRWPass *depth_pass; + struct DRWPass *depth_pass_cull; + struct DRWPass *clay_pass; + struct g_data *g_data; +} CLAY_PassList; + +typedef struct CLAY_Data { + void *engine_type; + CLAY_FramebufferList *fbl; + CLAY_TextureList *txl; + CLAY_PassList *psl; + CLAY_StorageList *stl; +} CLAY_Data; + +/* *********** STATIC *********** */ + +static struct { + /* Depth Pre Pass */ + struct GPUShader *depth_sh; + /* Shading Pass */ + struct GPUShader *clay_sh; + + /* Matcap textures */ + struct GPUTexture *matcap_array; + float matcap_colors[24][3]; + + /* Ssao */ + float winmat[4][4]; + float viewvecs[3][4]; + float ssao_params[4]; + int cached_sample_num; + struct GPUTexture *jitter_tx; + struct GPUTexture *sampling_tx; + + /* Just a serie of int from 0 to MAX_CLAY_MAT-1 */ + int ubo_mat_idxs[MAX_CLAY_MAT]; +} e_data = {NULL}; /* Engine data */ + +typedef struct g_data { + DRWShadingGroup *depth_shgrp; + DRWShadingGroup *depth_shgrp_select; + DRWShadingGroup *depth_shgrp_active; + DRWShadingGroup *depth_shgrp_cull; + DRWShadingGroup *depth_shgrp_cull_select; + DRWShadingGroup *depth_shgrp_cull_active; +} g_data; /* Transient data */ + +/* Functions */ + +static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer) +{ + int image_size = prv->w[0] * prv->h[0]; + float *new_rect = &final_rect[image_size * 4 * layer]; + + IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB, + false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]); + + /* Find overall color */ + for (int y = 0; y < 4; ++y) { + for (int x = 0; x < 4; ++x) { + e_data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0]; + e_data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1]; + e_data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2]; + } + } + + e_data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */ + e_data.matcap_colors[layer][1] /= 16.0f * 2.0f; + e_data.matcap_colors[layer][2] /= 16.0f * 2.0f; +} + +static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr) +{ + struct GPUTexture *tex; + int w = prv[0]->w[0]; + int h = prv[0]->h[0]; + float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect"); + + for (int i = 0; i < nbr; ++i) { + add_icon_to_rect(prv[i], final_rect, i); + BKE_previewimg_free(&prv[i]); + } + + tex = DRW_texture_create_2D_array(w, h, nbr, DRW_TEX_RGBA_8, DRW_TEX_FILTER, final_rect); + MEM_freeN(final_rect); + + return tex; +} + +static int matcap_to_index(int matcap) +{ + if (matcap == ICON_MATCAP_02) return 1; + else if (matcap == ICON_MATCAP_03) return 2; + else if (matcap == ICON_MATCAP_04) return 3; + else if (matcap == ICON_MATCAP_05) return 4; + else if (matcap == ICON_MATCAP_06) return 5; + else if (matcap == ICON_MATCAP_07) return 6; + else if (matcap == ICON_MATCAP_08) return 7; + else if (matcap == ICON_MATCAP_09) return 8; + else if (matcap == ICON_MATCAP_10) return 9; + else if (matcap == ICON_MATCAP_11) return 10; + else if (matcap == ICON_MATCAP_12) return 11; + else if (matcap == ICON_MATCAP_13) return 12; + else if (matcap == ICON_MATCAP_14) return 13; + else if (matcap == ICON_MATCAP_15) return 14; + else if (matcap == ICON_MATCAP_16) return 15; + else if (matcap == ICON_MATCAP_17) return 16; + else if (matcap == ICON_MATCAP_18) return 17; + else if (matcap == ICON_MATCAP_19) return 18; + else if (matcap == ICON_MATCAP_20) return 19; + else if (matcap == ICON_MATCAP_21) return 20; + else if (matcap == ICON_MATCAP_22) return 21; + else if (matcap == ICON_MATCAP_23) return 22; + else if (matcap == ICON_MATCAP_24) return 23; + return 0; +} + +static struct GPUTexture *create_spiral_sample_texture(int numsaples) +{ + struct GPUTexture *tex; + float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex"); + const float numsaples_inv = 1.0f / numsaples; + int i; + /* arbitrary number to ensure we don't get conciding samples every circle */ + const float spirals = 7.357; + + for (i = 0; i < numsaples; i++) { + float r = (i + 0.5f) * numsaples_inv; + float phi = r * spirals * (float)(2.0 * M_PI); + texels[i][0] = r * cosf(phi); + texels[i][1] = r * sinf(phi); + } + + tex = DRW_texture_create_1D(numsaples, DRW_TEX_RG_16, 0, (float *)texels); + + MEM_freeN(texels); + return tex; +} + +static struct GPUTexture *create_jitter_texture(void) +{ + float jitter[64 * 64][2]; + int i; + + /* TODO replace by something more evenly distributed like blue noise */ + for (i = 0; i < 64 * 64; i++) { + jitter[i][0] = 2.0f * BLI_frand() - 1.0f; + jitter[i][1] = 2.0f * BLI_frand() - 1.0f; + normalize_v2(jitter[i]); + } + + return DRW_texture_create_2D(64, 64, DRW_TEX_RG_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); +} + +static void CLAY_engine_init(void *vedata) +{ + CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; + CLAY_TextureList *txl = ((CLAY_Data *)vedata)->txl; + CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl; + + /* Create Texture Array */ + if (!e_data.matcap_array) { + PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */ + + /* TODO only load used matcaps */ + prv[0] = UI_icon_to_preview(ICON_MATCAP_01); + prv[1] = UI_icon_to_preview(ICON_MATCAP_02); + prv[2] = UI_icon_to_preview(ICON_MATCAP_03); + prv[3] = UI_icon_to_preview(ICON_MATCAP_04); + prv[4] = UI_icon_to_preview(ICON_MATCAP_05); + prv[5] = UI_icon_to_preview(ICON_MATCAP_06); + prv[6] = UI_icon_to_preview(ICON_MATCAP_07); + prv[7] = UI_icon_to_preview(ICON_MATCAP_08); + prv[8] = UI_icon_to_preview(ICON_MATCAP_09); + prv[9] = UI_icon_to_preview(ICON_MATCAP_10); + prv[10] = UI_icon_to_preview(ICON_MATCAP_11); + prv[11] = UI_icon_to_preview(ICON_MATCAP_12); + prv[12] = UI_icon_to_preview(ICON_MATCAP_13); + prv[13] = UI_icon_to_preview(ICON_MATCAP_14); + prv[14] = UI_icon_to_preview(ICON_MATCAP_15); + prv[15] = UI_icon_to_preview(ICON_MATCAP_16); + prv[16] = UI_icon_to_preview(ICON_MATCAP_17); + prv[17] = UI_icon_to_preview(ICON_MATCAP_18); + prv[18] = UI_icon_to_preview(ICON_MATCAP_19); + prv[19] = UI_icon_to_preview(ICON_MATCAP_20); + prv[20] = UI_icon_to_preview(ICON_MATCAP_21); + prv[21] = UI_icon_to_preview(ICON_MATCAP_22); + prv[22] = UI_icon_to_preview(ICON_MATCAP_23); + prv[23] = UI_icon_to_preview(ICON_MATCAP_24); + + e_data.matcap_array = load_matcaps(prv, 24); + } + + /* AO Jitter */ + if (!e_data.jitter_tx) { + e_data.jitter_tx = create_jitter_texture(); + } + + + /* Depth prepass */ + if (!e_data.depth_sh) { + e_data.depth_sh = DRW_shader_create_3D_depth_only(); + } + + /* Shading pass */ + if (!e_data.clay_sh) { + DynStr *ds = BLI_dynstr_new(); + const char *max_mat = + "#define MAX_MATERIAL 512\n" + "#define USE_ROTATION\n" + "#define USE_AO\n" + "#define USE_HSV\n"; + char *matcap_with_ao; + + BLI_dynstr_append(ds, datatoc_clay_frag_glsl); + BLI_dynstr_append(ds, datatoc_ssao_alchemy_glsl); + + matcap_with_ao = BLI_dynstr_get_cstring(ds); + + e_data.clay_sh = DRW_shader_create(datatoc_clay_vert_glsl, NULL, matcap_with_ao, max_mat); + + BLI_dynstr_free(ds); + MEM_freeN(matcap_with_ao); + } + + if (!stl->storage) { + stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage"); + } + + if (!stl->mat_ubo) { + stl->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL); + } + + if (e_data.ubo_mat_idxs[1] == 0) { + /* Just int to have pointers to them */ + for (int i = 0; i < MAX_CLAY_MAT; ++i) { + e_data.ubo_mat_idxs[i] = i; + } + } + + if (DRW_state_is_fbo()) { + const float *viewport_size = DRW_viewport_size_get(); + DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24, 0}; + DRW_framebuffer_init(&fbl->dupli_depth, + (int)viewport_size[0], (int)viewport_size[1], + &tex, 1); + } + + /* SSAO setup */ + { + int ssao_samples = 32; /* XXX get from render settings */ + float invproj[4][4]; + float dfdyfacs[2]; + const bool is_persp = DRW_viewport_is_persp_get(); + /* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */ + float viewvecs[3][4] = { + {-1.0f, -1.0f, -1.0f, 1.0f}, + {1.0f, -1.0f, -1.0f, 1.0f}, + {-1.0f, 1.0f, -1.0f, 1.0f} + }; + int i; + const float *size = DRW_viewport_size_get(); + + DRW_state_dfdy_factors_get(dfdyfacs); + + e_data.ssao_params[0] = ssao_samples; + e_data.ssao_params[1] = size[0] / 64.0; + e_data.ssao_params[2] = size[1] / 64.0; + e_data.ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */ + + /* invert the view matrix */ + DRW_viewport_matrix_get(e_data.winmat, DRW_MAT_WIN); + invert_m4_m4(invproj, e_data.winmat); + + /* convert the view vectors to view space */ + for (i = 0; i < 3; i++) { + mul_m4_v4(invproj, viewvecs[i]); + /* normalized trick see: + * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ + mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); + if (is_persp) + mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); + viewvecs[i][3] = 1.0; + + copy_v4_v4(e_data.viewvecs[i], viewvecs[i]); + } + + /* we need to store the differences */ + e_data.viewvecs[1][0] -= e_data.viewvecs[0][0]; + e_data.viewvecs[1][1] = e_data.viewvecs[2][1] - e_data.viewvecs[0][1]; + + /* calculate a depth offset as well */ + if (!is_persp) { + float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f}; + mul_m4_v4(invproj, vec_far); + mul_v3_fl(vec_far, 1.0f / vec_far[3]); + e_data.viewvecs[1][2] = vec_far[2] - e_data.viewvecs[0][2]; + } + + /* AO Samples Tex */ + if (e_data.sampling_tx && (e_data.cached_sample_num != ssao_samples)) { + DRW_texture_free(e_data.sampling_tx); + e_data.sampling_tx = NULL; + } + + if (!e_data.sampling_tx) { + e_data.sampling_tx = create_spiral_sample_texture(ssao_samples); + e_data.cached_sample_num = ssao_samples; + } + } +} + +static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *vedata, DRWPass *pass, int *material_id) +{ + CLAY_TextureList *txl = ((CLAY_Data *)vedata)->txl; + const int depthloc = 0, matcaploc = 1, jitterloc = 2, sampleloc = 3; + + DRWShadingGroup *grp = DRW_shgroup_create(e_data.clay_sh, pass); + + DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1); + DRW_shgroup_uniform_buffer(grp, "depthtex", &txl->depth_dup, depthloc); + DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array, matcaploc); + DRW_shgroup_uniform_mat4(grp, "WinMatrix", (float *)e_data.winmat); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)e_data.viewvecs, 3); + DRW_shgroup_uniform_vec4(grp, "ssao_params", e_data.ssao_params, 1); + DRW_shgroup_uniform_vec3(grp, "matcaps_color[0]", (float *)e_data.matcap_colors, 24); + + DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1); + + DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx, jitterloc); + DRW_shgroup_uniform_texture(grp, "ssao_samples", e_data.sampling_tx, sampleloc); + + return grp; +} + +static int search_mat_to_ubo( + CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, + float matcap_val, float ssao_distance, float ssao_factor_cavity, + float ssao_factor_edge, float ssao_attenuation, int matcap_icon) +{ + /* For now just use a linear search and test all parameters */ + /* TODO make a hash table */ + for (int i = 0; i < storage->ubo_current_id; ++i) { + CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i]; + + if ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) && + (ubo->matcap_hsv[0] == matcap_hue + 0.5f) && + (ubo->matcap_hsv[1] == matcap_sat * 2.0f) && + (ubo->matcap_hsv[2] == matcap_val * 2.0f) && + (ubo->ssao_params_var[0] == ssao_distance) && + (ubo->ssao_params_var[1] == ssao_factor_cavity) && + (ubo->ssao_params_var[2] == ssao_factor_edge) && + (ubo->ssao_params_var[3] == ssao_attenuation) && + (ubo->matcap_id == matcap_to_index(matcap_icon))) + { + return i; + } + } + + return -1; +} + +static int push_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, + float matcap_val, float ssao_distance, float ssao_factor_cavity, + float ssao_factor_edge, float ssao_attenuation, int matcap_icon) +{ + int id = storage->ubo_current_id; + CLAY_UBO_Material *ubo = &storage->mat_storage.materials[id]; + + ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f); + ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f); + + ubo->matcap_hsv[0] = matcap_hue + 0.5f; + ubo->matcap_hsv[1] = matcap_sat * 2.0f; + ubo->matcap_hsv[2] = matcap_val * 2.0f; + + /* small optimisation : make samples not spread if we don't need ssao */ + ubo->ssao_params_var[0] = (ssao_factor_cavity + ssao_factor_edge > 0.0f) ? ssao_distance : 0.0f; + ubo->ssao_params_var[1] = ssao_factor_cavity; + ubo->ssao_params_var[2] = ssao_factor_edge; + ubo->ssao_params_var[3] = ssao_attenuation; + + ubo->matcap_id = matcap_to_index(matcap_icon); + + storage->ubo_current_id++; + + return id; +} + +static int mat_in_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, + float matcap_val, float ssao_distance, float ssao_factor_cavity, + float ssao_factor_edge, float ssao_attenuation, int matcap_icon) +{ + /* Search material in UBO */ + int id = search_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val, + ssao_distance, ssao_factor_cavity, ssao_factor_edge, + ssao_attenuation, matcap_icon); + + /* if not found create it */ + if (id == -1) { + id = push_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val, + ssao_distance, ssao_factor_cavity, ssao_factor_edge, + ssao_attenuation, matcap_icon); + } + + return id; +} + +static DRWShadingGroup *CLAY_object_shgrp_get(CLAY_Data *vedata, Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl) +{ + DRWShadingGroup **shgrps = stl->storage->shgrps; + IDProperty *props = BKE_object_collection_engine_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY); + + /* Default Settings */ + float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation"); + float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue"); + float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation"); + float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value"); + float ssao_distance = BKE_collection_engine_property_value_get_float(props, "ssao_distance"); + float ssao_factor_cavity = BKE_collection_engine_property_value_get_float(props, "ssao_factor_cavity"); + float ssao_factor_edge = BKE_collection_engine_property_value_get_float(props, "ssao_factor_edge"); + float ssao_attenuation = BKE_collection_engine_property_value_get_float(props, "ssao_attenuation"); + int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon"); + + int id = mat_in_ubo(stl->storage, matcap_rot, matcap_hue, matcap_sat, matcap_val, + ssao_distance, ssao_factor_cavity, ssao_factor_edge, + ssao_attenuation, matcap_icon); + + if (shgrps[id] == NULL) { + shgrps[id] = CLAY_shgroup_create(vedata, psl->clay_pass, &e_data.ubo_mat_idxs[id]); + /* if it's the first shgrp, pass bind the material UBO */ + if (stl->storage->ubo_current_id == 1) { + DRW_shgroup_uniform_block(shgrps[0], "material_block", stl->mat_ubo, 0); + } + } + + return shgrps[id]; +} + +static void CLAY_cache_init(void *vedata) +{ + CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl; + CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(g_data), "g_data"); + } + + /* Depth Pass */ + { + psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); + stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); + + psl->depth_pass_cull = DRW_pass_create( + "Depth Pass Cull", + DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); + stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); + } + + /* Clay Pass */ + { + psl->clay_pass = DRW_pass_create("Clay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); + stl->storage->ubo_current_id = 0; + memset(stl->storage->shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT); + } +} + +static void CLAY_cache_populate(void *vedata, Object *ob) +{ + CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl; + CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; + + DRWShadingGroup *clay_shgrp; + + if (!DRW_is_object_renderable(ob)) + return; + + struct Batch *geom = DRW_cache_object_surface_get(ob); + if (geom) { + IDProperty *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, ""); + bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling"); + + /* Depth Prepass */ + DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat); + + /* Shading */ + clay_shgrp = CLAY_object_shgrp_get(vedata, ob, stl, psl); + DRW_shgroup_call_add(clay_shgrp, geom, ob->obmat); + } +} + +static void CLAY_cache_finish(void *vedata) +{ + CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; + + DRW_uniformbuffer_update(stl->mat_ubo, &stl->storage->mat_storage); +} + +static void CLAY_draw_scene(void *vedata) +{ + + CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl; + CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + /* Pass 1 : Depth pre-pass */ + DRW_draw_pass(psl->depth_pass); + DRW_draw_pass(psl->depth_pass_cull); + + /* Pass 2 : Duplicate depth */ + /* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */ + if (DRW_state_is_fbo()) { + DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true); + } + + /* Pass 3 : Shading */ + DRW_draw_pass(psl->clay_pass); +} + +static void CLAY_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props) +{ + BLI_assert(props && + props->type == IDP_GROUP && + props->subtype == IDP_GROUP_SUB_ENGINE_RENDER); + + BKE_collection_engine_property_add_int(props, "matcap_icon", ICON_MATCAP_01); + BKE_collection_engine_property_add_int(props, "type", CLAY_MATCAP_NONE); + BKE_collection_engine_property_add_float(props, "matcap_rotation", 0.0f); + BKE_collection_engine_property_add_float(props, "matcap_hue", 0.5f); + BKE_collection_engine_property_add_float(props, "matcap_saturation", 0.5f); + BKE_collection_engine_property_add_float(props, "matcap_value", 0.5f); + BKE_collection_engine_property_add_float(props, "ssao_distance", 0.2f); + BKE_collection_engine_property_add_float(props, "ssao_attenuation", 1.0f); + BKE_collection_engine_property_add_float(props, "ssao_factor_cavity", 1.0f); + BKE_collection_engine_property_add_float(props, "ssao_factor_edge", 1.0f); +} + +static void CLAY_engine_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.clay_sh); + DRW_TEXTURE_FREE_SAFE(e_data.matcap_array); + DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); + DRW_TEXTURE_FREE_SAFE(e_data.sampling_tx); +} + +static const DrawEngineDataSize CLAY_data_size = DRW_VIEWPORT_DATA_SIZE(CLAY_Data); + +DrawEngineType draw_engine_clay_type = { + NULL, NULL, + N_("Clay"), + &CLAY_data_size, + &CLAY_engine_init, + &CLAY_engine_free, + &CLAY_cache_init, + &CLAY_cache_populate, + &CLAY_cache_finish, + NULL, + &CLAY_draw_scene +}; + +RenderEngineType DRW_engine_viewport_clay_type = { + NULL, NULL, + CLAY_ENGINE, N_("Clay"), RE_INTERNAL | RE_USE_OGL_PIPELINE, + NULL, NULL, NULL, NULL, NULL, NULL, &CLAY_collection_settings_create, + &draw_engine_clay_type, + {NULL, NULL, NULL} +}; + + +#undef CLAY_ENGINE + +#endif |