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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c373
1 files changed, 373 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
new file mode 100644
index 00000000000..c3079d931fb
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -0,0 +1,373 @@
+/*
+ * 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_subsurface.c
+ * \ingroup draw_engine
+ *
+ * Screen space subsurface scattering technique.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_string_utils.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+static struct {
+ struct GPUShader *sss_sh[4];
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_effect_subsurface_frag_glsl[];
+
+static void eevee_create_shader_subsurface(void)
+{
+ char *frag_str = BLI_string_joinN(
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_effect_subsurface_frag_glsl);
+
+ e_data.sss_sh[0] = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
+ e_data.sss_sh[1] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n");
+ e_data.sss_sh[2] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n"
+ "#define USE_SEP_ALBEDO\n");
+ e_data.sss_sh[3] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n"
+ "#define USE_SEP_ALBEDO\n"
+ "#define RESULT_ACCUM\n");
+
+ MEM_freeN(frag_str);
+}
+
+int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ const float *viewport_size = DRW_viewport_size_get();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+
+ if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) {
+ effects->sss_sample_count = 1 + BKE_collection_engine_property_value_get_int(props, "sss_samples") * 2;
+ effects->sss_separate_albedo = BKE_collection_engine_property_value_get_bool(props, "sss_separate_albedo");
+ common_data->sss_jitter_threshold = BKE_collection_engine_property_value_get_float(props, "sss_jitter_threshold");
+
+ /* Force separate albedo for final render */
+ if (DRW_state_is_image_render()) {
+ effects->sss_separate_albedo = true;
+ }
+
+ /* Shaders */
+ if (!e_data.sss_sh[0]) {
+ eevee_create_shader_subsurface();
+ }
+
+ /* NOTE : we need another stencil because the stencil buffer is on the same texture
+ * as the depth buffer we are sampling from. This could be avoided if the stencil is
+ * a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
+ * OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
+ DRWFboTexture texs[2] = {{&txl->sss_stencil, DRW_TEX_DEPTH_24_STENCIL_8, 0},
+ {&txl->sss_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}};
+
+ DRW_framebuffer_init(&fbl->sss_blur_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
+ texs, 2);
+
+ DRWFboTexture tex_data = {&txl->sss_data, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
+ DRW_framebuffer_init(&fbl->sss_clear_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
+ &tex_data, 1);
+
+ if (effects->sss_separate_albedo) {
+ if (txl->sss_albedo == NULL) {
+ txl->sss_albedo = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1],
+ DRW_TEX_RGB_11_11_10, 0, NULL);
+ }
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->sss_albedo);
+ }
+ return EFFECT_SSS;
+ }
+
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->sss_albedo);
+ DRW_TEXTURE_FREE_SAFE(txl->sss_data);
+ DRW_TEXTURE_FREE_SAFE(txl->sss_blur);
+ DRW_TEXTURE_FREE_SAFE(txl->sss_stencil);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
+
+ return 0;
+}
+
+static void set_shgrp_stencil(void *UNUSED(userData), DRWShadingGroup *shgrp)
+{
+ DRW_shgroup_stencil_mask(shgrp, 255);
+}
+
+void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ const float *viewport_size = DRW_viewport_size_get();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+
+ if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) {
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ DRWFboTexture tex_data[2] = {{&txl->sss_dir_accum, DRW_TEX_RGBA_16, 0},
+ {&txl->sss_col_accum, DRW_TEX_RGBA_16, 0}};
+ DRW_framebuffer_init(&fbl->sss_accum_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
+ tex_data, 2);
+
+ /* Clear texture. */
+ DRW_framebuffer_bind(fbl->sss_accum_fb);
+ DRW_framebuffer_clear(true, false, false, clear, 0.0f);
+
+ /* Make the opaque refraction pass mask the sss. */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
+ DRW_STATE_WIRE | DRW_STATE_WRITE_STENCIL;
+ DRW_pass_state_set(vedata->psl->refract_pass, state);
+ DRW_pass_foreach_shgroup(vedata->psl->refract_pass, &set_shgrp_stencil, NULL);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->sss_dir_accum);
+ DRW_TEXTURE_FREE_SAFE(txl->sss_col_accum);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
+ }
+}
+
+void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_SSS) != 0) {
+ /** Screen Space SubSurface Scattering overview
+ * TODO
+ */
+ psl->sss_blur_ps = DRW_pass_create("Blur Horiz", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE | DRW_STATE_STENCIL_EQUAL;
+ psl->sss_resolve_ps = DRW_pass_create("Blur Vert", state);
+ psl->sss_accum_ps = DRW_pass_create("Resolve Accum", state);
+ }
+}
+
+void EEVEE_subsurface_add_pass(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, unsigned int sss_id, struct GPUUniformBuffer *sss_profile)
+{
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_data);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ struct GPUShader *sh = (effects->sss_separate_albedo) ? e_data.sss_sh[2] : e_data.sss_sh[1];
+ grp = DRW_shgroup_create(sh, psl->sss_resolve_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_blur);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ if (effects->sss_separate_albedo) {
+ DRW_shgroup_uniform_buffer(grp, "sssAlbedo", &txl->sss_albedo);
+ }
+
+ if (DRW_state_is_image_render()) {
+ grp = DRW_shgroup_create(e_data.sss_sh[3], psl->sss_accum_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_blur);
+ DRW_shgroup_uniform_buffer(grp, "sssAlbedo", &txl->sss_albedo);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+}
+
+void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_SSS) != 0) {
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ /* Clear sss_data texture only... can this be done in a more clever way? */
+ DRW_framebuffer_bind(fbl->sss_clear_fb);
+ DRW_framebuffer_clear(true, false, false, clear, 0.0f);
+
+
+ DRW_framebuffer_texture_detach(txl->sss_data);
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ DRW_framebuffer_texture_detach(txl->ssr_normal_input);
+ }
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
+ }
+
+ /* Start at slot 1 because slot 0 is txl->color */
+ int tex_slot = 1;
+ DRW_framebuffer_texture_attach(fbl->main, txl->sss_data, tex_slot++, 0);
+ if (effects->sss_separate_albedo) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->sss_albedo, tex_slot++, 0);
+ }
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, tex_slot++, 0);
+ }
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, tex_slot++, 0);
+ }
+ DRW_framebuffer_bind(fbl->main);
+
+ DRW_draw_pass(psl->sss_pass);
+
+ /* Restore */
+ DRW_framebuffer_texture_detach(txl->sss_data);
+ if (effects->sss_separate_albedo) {
+ DRW_framebuffer_texture_detach(txl->sss_albedo);
+ }
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ DRW_framebuffer_texture_detach(txl->ssr_normal_input);
+ }
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
+ }
+
+ DRW_framebuffer_texture_attach(fbl->sss_clear_fb, txl->sss_data, 0, 0);
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
+ }
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
+ }
+ }
+}
+
+void EEVEE_subsurface_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_SSS) != 0) {
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ DRW_stats_group_start("SSS");
+
+ /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
+ DRW_framebuffer_blit(fbl->main, fbl->sss_blur_fb, false, true);
+
+ DRW_framebuffer_texture_detach(dtxl->depth);
+
+ /* 1. horizontal pass */
+ DRW_framebuffer_bind(fbl->sss_blur_fb);
+ DRW_framebuffer_clear(true, false, false, clear, 0.0f);
+ DRW_draw_pass(psl->sss_blur_ps);
+
+ /* 2. vertical pass + Resolve */
+ DRW_framebuffer_texture_detach(txl->sss_stencil);
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ DRW_framebuffer_texture_detach(txl->ssr_normal_input);
+ }
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
+ }
+ DRW_framebuffer_texture_attach(fbl->main, txl->sss_stencil, 0, 0);
+ DRW_framebuffer_bind(fbl->main);
+ DRW_draw_pass(psl->sss_resolve_ps);
+
+ /* Restore */
+ DRW_framebuffer_texture_detach(txl->sss_stencil);
+ DRW_framebuffer_texture_attach(fbl->sss_blur_fb, txl->sss_stencil, 0, 0);
+ DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
+ }
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
+ }
+
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) {
+ /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
+ DRW_framebuffer_blit(fbl->main, fbl->sss_blur_fb, false, true);
+
+ /* Only do vertical pass + Resolve */
+ DRW_framebuffer_texture_detach(txl->sss_stencil);
+ DRW_framebuffer_texture_attach(fbl->sss_accum_fb, txl->sss_stencil, 0, 0);
+ DRW_framebuffer_bind(fbl->sss_accum_fb);
+ DRW_draw_pass(psl->sss_accum_ps);
+
+ /* Restore */
+ DRW_framebuffer_texture_detach(txl->sss_stencil);
+ DRW_framebuffer_texture_attach(fbl->sss_blur_fb, txl->sss_stencil, 0, 0);
+ DRW_framebuffer_bind(fbl->main);
+ }
+}
+
+void EEVEE_subsurface_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]);
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]);
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[2]);
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[3]);
+}