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Diffstat (limited to 'source/blender/draw/engines/clay/clay_engine.c')
-rw-r--r--source/blender/draw/engines/clay/clay_engine.c670
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