diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_engine.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_engine.c | 455 |
1 files changed, 455 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c new file mode 100644 index 00000000000..f4958a1a080 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -0,0 +1,455 @@ +/* + * 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 + * + */ + +/** \file eevee_engine.c + * \ingroup draw_engine + */ + +#include "DRW_render.h" + +#include "BLI_dynstr.h" +#include "BLI_rand.h" + +#include "BKE_object.h" +#include "BKE_global.h" /* for G.debug_value */ +#include "BKE_screen.h" + +#include "DNA_world_types.h" + +#include "ED_screen.h" + +#include "GPU_material.h" +#include "GPU_glew.h" + +#include "eevee_engine.h" +#include "eevee_private.h" + +#define EEVEE_ENGINE "BLENDER_EEVEE" + +extern GlobalsUboStorage ts; + +/* *********** FUNCTIONS *********** */ + +static void eevee_engine_init(void *ved) +{ + EEVEE_Data *vedata = (EEVEE_Data *)ved; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + const DRWContextState *draw_ctx = DRW_context_state_get(); + View3D *v3d = draw_ctx->v3d; + RegionView3D *rv3d = draw_ctx->rv3d; + Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); + } + stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f; + stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL); + + /* Main Buffer */ + DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + + GPU_framebuffer_ensure_config(&fbl->main_fb, { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(txl->color), + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_LEAVE + }); + + GPU_framebuffer_ensure_config(&fbl->main_color_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->color) + }); + + if (sldata->common_ubo == NULL) { + sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data); + } + if (sldata->clip_ubo == NULL) { + sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data); + } + + /* EEVEE_effects_init needs to go first for TAA */ + EEVEE_effects_init(sldata, vedata, camera); + EEVEE_materials_init(sldata, stl, fbl); + EEVEE_lights_init(sldata); + EEVEE_lightprobes_init(sldata, vedata); + + if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) { + /* XXX otherwise it would break the other engines. */ + DRW_viewport_matrix_override_unset_all(); + } +} + +static void eevee_cache_init(void *vedata) +{ + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + + EEVEE_bloom_cache_init(sldata, vedata); + EEVEE_depth_of_field_cache_init(sldata, vedata); + EEVEE_effects_cache_init(sldata, vedata); + EEVEE_lightprobes_cache_init(sldata, vedata); + EEVEE_lights_cache_init(sldata, vedata); + EEVEE_materials_cache_init(sldata, vedata); + EEVEE_motion_blur_cache_init(sldata, vedata); + EEVEE_occlusion_cache_init(sldata, vedata); + EEVEE_screen_raytrace_cache_init(sldata, vedata); + EEVEE_subsurface_cache_init(sldata, vedata); + EEVEE_temporal_sampling_cache_init(sldata, vedata); + EEVEE_volumes_cache_init(sldata, vedata); +} + +static void eevee_cache_populate(void *vedata, Object *ob) +{ + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + + const DRWContextState *draw_ctx = DRW_context_state_get(); + bool cast_shadow = false; + + if (ob->base_flag & BASE_VISIBLED) { + EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow); + } + + if (DRW_check_object_visible_within_active_context(ob)) { + if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { + EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow); + } + else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) { + /* do not add any scene light sources to the cache */ + } + else if (ob->type == OB_LIGHTPROBE) { + if ((ob->base_flag & BASE_FROMDUPLI) != 0) { + /* TODO: Special case for dupli objects because we cannot save the object pointer. */ + } + else { + EEVEE_lightprobes_cache_add(sldata, ob); + } + } + else if (ob->type == OB_LAMP) { + EEVEE_lights_cache_add(sldata, ob); + } + } + + if (cast_shadow) { + EEVEE_lights_cache_shcaster_object_add(sldata, ob); + } +} + +static void eevee_cache_finish(void *vedata) +{ + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + + EEVEE_materials_cache_finish(vedata); + EEVEE_lights_cache_finish(sldata); + EEVEE_lightprobes_cache_finish(sldata, vedata); +} + +/* As renders in an HDR offscreen buffer, we need draw everything once + * during the background pass. This way the other drawing callback between + * the background and the scene pass are visible. + * Note: we could break it up in two passes using some depth test + * to reduce the fillrate */ +static void eevee_draw_background(void *vedata) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl; + EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; + EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl; + EEVEE_EffectsInfo *effects = stl->effects; + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + + /* Default framebuffer and texture */ + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + /* Sort transparents before the loop. */ + DRW_pass_sort_shgroup_z(psl->transparent_pass); + + /* Number of iteration: needed for all temporal effect (SSR, volumetrics) + * when using opengl render. */ + int loop_ct = (DRW_state_is_image_render() && + (stl->effects->enabled_effects & (EFFECT_VOLUMETRIC | EFFECT_SSR)) != 0) ? 4 : 1; + + while (loop_ct--) { + float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + float clear_depth = 1.0f; + uint clear_stencil = 0xFF; + uint primes[3] = {2, 3, 7}; + double offset[3] = {0.0, 0.0, 0.0}; + double r[3]; + + bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0; + + if (DRW_state_is_image_render() || + taa_use_reprojection || + ((stl->effects->enabled_effects & EFFECT_TAA) != 0)) + { + int samp = taa_use_reprojection + ? stl->effects->taa_reproject_sample + 1 + : stl->effects->taa_current_sample; + BLI_halton_3D(primes, offset, samp, r); + EEVEE_update_noise(psl, fbl, r); + EEVEE_volumes_set_jitter(sldata, samp - 1); + EEVEE_materials_init(sldata, stl, fbl); + } + /* Copy previous persmat to UBO data */ + copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat); + + if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && + (stl->effects->taa_current_sample > 1) && + !DRW_state_is_image_render() && + !taa_use_reprojection) + { + DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS); + DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV); + DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN); + DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV); + } + + /* Refresh Probes */ + DRW_stats_group_start("Probes Refresh"); + EEVEE_lightprobes_refresh(sldata, vedata); + /* Probes refresh can have reset the current sample. */ + if (stl->effects->taa_current_sample == 1) { + DRW_viewport_matrix_override_unset_all(); + } + EEVEE_lightprobes_refresh_planar(sldata, vedata); + DRW_stats_group_end(); + + /* Update common buffer after probe rendering. */ + DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); + + /* Refresh shadows */ + DRW_stats_group_start("Shadows"); + EEVEE_draw_shadows(sldata, psl); + DRW_stats_group_end(); + + GPU_framebuffer_bind(fbl->main_fb); + GPUFrameBufferBits clear_bits = GPU_DEPTH_BIT; + clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT; + clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 0) ? GPU_STENCIL_BIT : 0; + GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil); + + /* Depth prepass */ + DRW_stats_group_start("Prepass"); + DRW_draw_pass(psl->depth_pass); + DRW_draw_pass(psl->depth_pass_cull); + DRW_stats_group_end(); + + /* Create minmax texture */ + DRW_stats_group_start("Main MinMax buffer"); + EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1); + DRW_stats_group_end(); + + EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1); + EEVEE_volumes_compute(sldata, vedata); + + /* Shading pass */ + DRW_stats_group_start("Shading"); + if (DRW_state_draw_background()) { + DRW_draw_pass(psl->background_pass); + } + EEVEE_draw_default_passes(psl); + DRW_draw_pass(psl->material_pass); + EEVEE_subsurface_data_render(sldata, vedata); + DRW_stats_group_end(); + + /* Effects pre-transparency */ + EEVEE_subsurface_compute(sldata, vedata); + EEVEE_reflection_compute(sldata, vedata); + EEVEE_occlusion_draw_debug(sldata, vedata); + DRW_draw_pass(psl->probe_display); + EEVEE_refraction_compute(sldata, vedata); + + /* Opaque refraction */ + DRW_stats_group_start("Opaque Refraction"); + DRW_draw_pass(psl->refract_depth_pass); + DRW_draw_pass(psl->refract_depth_pass_cull); + DRW_draw_pass(psl->refract_pass); + DRW_stats_group_end(); + + /* Volumetrics Resolve Opaque */ + EEVEE_volumes_resolve(sldata, vedata); + + /* Transparent */ + DRW_draw_pass(psl->transparent_pass); + + /* Post Process */ + DRW_stats_group_start("Post FX"); + EEVEE_draw_effects(sldata, vedata); + DRW_stats_group_end(); + + if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) { + DRW_viewport_matrix_override_unset_all(); + } + } + + /* LookDev */ + EEVEE_lookdev_draw_background(vedata); + /* END */ + + + /* Tonemapping and transfer result to default framebuffer. */ + GPU_framebuffer_bind(dfbl->default_fb); + DRW_transform_to_display(stl->effects->final_tx); + + /* Debug : Ouput buffer to view. */ + switch (G.debug_value) { + case 1: + if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer); + break; + case 2: + if (effects->ssr_pdf_output) DRW_transform_to_display(effects->ssr_pdf_output); + break; + case 3: + if (effects->ssr_normal_input) DRW_transform_to_display(effects->ssr_normal_input); + break; + case 4: + if (effects->ssr_specrough_input) DRW_transform_to_display(effects->ssr_specrough_input); + break; + case 5: + if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer); + break; + case 6: + if (effects->gtao_horizons_debug) DRW_transform_to_display(effects->gtao_horizons_debug); + break; + case 7: + if (effects->gtao_horizons) DRW_transform_to_display(effects->gtao_horizons); + break; + case 8: + if (effects->sss_data) DRW_transform_to_display(effects->sss_data); + break; + case 9: + if (effects->velocity_tx) DRW_transform_to_display(effects->velocity_tx); + break; + default: + break; + } + + EEVEE_volumes_free_smoke_textures(); + + stl->g_data->view_updated = false; +} + +static void eevee_view_update(void *vedata) +{ + EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; + if (stl->g_data) { + stl->g_data->view_updated = true; + } +} + +static void eevee_id_object_update(void *UNUSED(vedata), Object *object) +{ + /* This is a bit mask of components which update is to be ignored. */ + EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object); + if (ped != NULL && ped->engine_data.recalc != 0) { + ped->need_full_update = true; + ped->engine_data.recalc = 0; + } + EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object); + if (led != NULL && led->engine_data.recalc != 0) { + led->need_update = true; + led->engine_data.recalc = 0; + } + EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object); + if (oedata != NULL && oedata->engine_data.recalc != 0) { + oedata->need_update = true; + oedata->engine_data.recalc = 0; + } +} + +static void eevee_id_update(void *vedata, ID *id) +{ + /* Handle updates based on ID type. */ + switch (GS(id->name)) { + case ID_OB: + eevee_id_object_update(vedata, (Object *)id); + break; + default: + /* pass */ + break; + } +} + +static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + EEVEE_render_init(vedata, engine, draw_ctx->depsgraph); + + DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache); + + /* Actually do the rendering. */ + EEVEE_render_draw(vedata, engine, render_layer, rect); +} + +static void eevee_engine_free(void) +{ + EEVEE_bloom_free(); + EEVEE_depth_of_field_free(); + EEVEE_effects_free(); + EEVEE_lightprobes_free(); + EEVEE_lights_free(); + EEVEE_materials_free(); + EEVEE_mist_free(); + EEVEE_motion_blur_free(); + EEVEE_occlusion_free(); + EEVEE_screen_raytrace_free(); + EEVEE_subsurface_free(); + EEVEE_temporal_sampling_free(); + EEVEE_volumes_free(); +} + +static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data); + +DrawEngineType draw_engine_eevee_type = { + NULL, NULL, + N_("Eevee"), + &eevee_data_size, + &eevee_engine_init, + &eevee_engine_free, + &eevee_cache_init, + &eevee_cache_populate, + &eevee_cache_finish, + &eevee_draw_background, + NULL, /* Everything is drawn in the background pass (see comment on function) */ + &eevee_view_update, + &eevee_id_update, + &eevee_render_to_image, +}; + +RenderEngineType DRW_engine_viewport_eevee_type = { + NULL, NULL, + EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES | RE_USE_PREVIEW, + NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL, + &EEVEE_render_update_passes, + &draw_engine_eevee_type, + {NULL, NULL, NULL} +}; + + +#undef EEVEE_ENGINE |