diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_subsurface.c | 373 |
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]); +} |