Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c890
1 files changed, 890 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
new file mode 100644
index 00000000000..4fe3e92f10c
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -0,0 +1,890 @@
+/*
+ * 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 workbench_deferred.c
+ * \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_alloca.h"
+#include "BLI_dynstr.h"
+#include "BLI_utildefines.h"
+#include "BLI_rand.h"
+
+#include "BKE_node.h"
+#include "BKE_particle.h"
+
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+
+#include "ED_uvedit.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
+
+/* *********** STATIC *********** */
+
+/* #define DEBUG_SHADOW_VOLUME */
+
+#ifdef DEBUG_SHADOW_VOLUME
+# include "draw_debug.h"
+#endif
+
+static struct {
+ struct GPUShader *prepass_sh_cache[MAX_SHADERS];
+ struct GPUShader *composite_sh_cache[MAX_SHADERS];
+ struct GPUShader *cavity_sh;
+ struct GPUShader *shadow_fail_sh;
+ struct GPUShader *shadow_fail_manifold_sh;
+ struct GPUShader *shadow_pass_sh;
+ struct GPUShader *shadow_pass_manifold_sh;
+ struct GPUShader *shadow_caps_sh;
+ struct GPUShader *shadow_caps_manifold_sh;
+ struct GPUShader *effect_fxaa_sh;
+
+ struct GPUTexture *object_id_tx; /* ref only, not alloced */
+ struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *specular_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *effect_buffer_tx; /* ref only, not alloced */
+
+ SceneDisplay display; /* world light direction for shadows */
+ int next_object_id;
+ float normal_world_matrix[3][3];
+
+ struct GPUUniformBuffer *sampling_ubo;
+ struct GPUTexture *jitter_tx;
+ int cached_sample_num;
+} e_data = {{NULL}};
+
+/* Shaders */
+extern char datatoc_common_fxaa_lib_glsl[];
+extern char datatoc_common_fullscreen_vert_glsl[];
+extern char datatoc_common_hair_lib_glsl[];
+
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_prepass_frag_glsl[];
+extern char datatoc_workbench_cavity_frag_glsl[];
+extern char datatoc_workbench_deferred_composite_frag_glsl[];
+
+extern char datatoc_workbench_shadow_vert_glsl[];
+extern char datatoc_workbench_shadow_geom_glsl[];
+extern char datatoc_workbench_shadow_caps_geom_glsl[];
+extern char datatoc_workbench_shadow_debug_frag_glsl[];
+
+extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_cavity_lib_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_effect_fxaa_frag_glsl[];
+extern char datatoc_workbench_object_outline_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
+
+ if ((wpd->shading.light & V3D_LIGHTING_MATCAP) || (wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
+ BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
+ }
+ if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
+ BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
+ }
+
+ BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_prepass_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_prepass_vert(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_cavity_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_cavity_frag_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_cavity_lib_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
+{
+ if (e_data.prepass_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
+ char *composite_frag = workbench_build_composite_frag(wpd);
+ char *prepass_vert = workbench_build_prepass_vert();
+ char *prepass_frag = workbench_build_prepass_frag();
+ e_data.prepass_sh_cache[index] = DRW_shader_create(
+ prepass_vert, NULL,
+ prepass_frag, defines);
+ if (!use_textures && !is_hair) {
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ }
+ MEM_freeN(prepass_vert);
+ MEM_freeN(prepass_frag);
+ MEM_freeN(composite_frag);
+ MEM_freeN(defines);
+ }
+}
+
+static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index_solid = workbench_material_get_shader_index(wpd, false, false);
+ int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
+ int index_texture = workbench_material_get_shader_index(wpd, true, false);
+ int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
+
+ ensure_deferred_shaders(wpd, index_solid, false, false);
+ ensure_deferred_shaders(wpd, index_solid_hair, false, true);
+ ensure_deferred_shaders(wpd, index_texture, true, false);
+ ensure_deferred_shaders(wpd, index_texture_hair, true, true);
+
+ wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
+ wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
+ wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
+ wpd->prepass_texture_hair_sh = e_data.prepass_sh_cache[index_texture_hair];
+ wpd->composite_sh = e_data.composite_sh_cache[index_solid];
+}
+
+
+/* Using Hammersley distribution */
+static float *create_disk_samples(int num_samples)
+{
+ /* vec4 to ensure memory alignment. */
+ float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * num_samples, "concentric_tex");
+ const float num_samples_inv = 1.0f / num_samples;
+
+ for (int i = 0; i < num_samples; i++) {
+ float r = (i + 0.5f) * num_samples_inv;
+ double dphi;
+ BLI_hammersley_1D(i, &dphi);
+
+ float phi = (float)dphi * 2.0f * M_PI;
+ texels[i][0] = cosf(phi);
+ texels[i][1] = sinf(phi);
+ /* This deliberatly distribute more samples
+ * at the center of the disk (and thus the shadow). */
+ texels[i][2] = r;
+ }
+
+ return (float *)texels;
+}
+
+static struct GPUTexture *create_jitter_texture(int num_samples)
+{
+ float jitter[64 * 64][3];
+ const float num_samples_inv = 1.0f / num_samples;
+
+ for (int i = 0; i < 64 * 64; i++) {
+ float phi = blue_noise[i][0] * 2.0f * M_PI;
+ /* This rotate the sample per pixels */
+ jitter[i][0] = cosf(phi);
+ jitter[i][1] = sinf(phi);
+ /* This offset the sample along it's direction axis (reduce banding) */
+ float bn = blue_noise[i][1] - 0.5f;
+ CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
+ jitter[i][2] = bn * num_samples_inv;
+ }
+
+ UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral);
+
+ return DRW_texture_create_2D(64, 64, GPU_RGB16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
+}
+/* Functions */
+
+
+static void workbench_init_object_data(ObjectEngineData *engine_data)
+{
+ WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
+ data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
+ data->shadow_bbox_dirty = true;
+}
+
+void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ if (!e_data.next_object_id) {
+ memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ e_data.next_object_id = 1;
+#ifdef DEBUG_SHADOW_VOLUME
+ const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
+#else
+ const char *shadow_frag = NULL;
+#endif
+ e_data.shadow_pass_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_PASS\n"
+ "#define DOUBLE_MANIFOLD\n");
+ e_data.shadow_pass_manifold_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_PASS\n");
+ e_data.shadow_fail_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n"
+ "#define DOUBLE_MANIFOLD\n");
+ e_data.shadow_fail_manifold_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n");
+ e_data.shadow_caps_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_caps_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n"
+ "#define DOUBLE_MANIFOLD\n");
+ e_data.shadow_caps_manifold_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_caps_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n");
+
+ char *cavity_frag = workbench_build_cavity_frag();
+ e_data.cavity_sh = DRW_shader_create_fullscreen(cavity_frag, NULL);
+ MEM_freeN(cavity_frag);
+
+ e_data.effect_fxaa_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_workbench_effect_fxaa_frag_glsl,
+ datatoc_common_fxaa_lib_glsl,
+ NULL);
+ }
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ workbench_private_data_init(wpd);
+
+ {
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+ e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
+ e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
+ e_data.cavity_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
+ e_data.specular_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
+ e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
+ e_data.effect_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
+
+ if (NORMAL_ENCODING_ENABLED()) {
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
+ }
+ else {
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
+ }
+
+ GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.specular_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->cavity_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.cavity_buffer_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->composite_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->effect_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.effect_buffer_tx),
+ });
+ }
+
+ {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ /* AO Samples Tex */
+ const int ssao_samples = scene->display.matcap_ssao_samples;
+ if (e_data.sampling_ubo && (e_data.cached_sample_num != ssao_samples)) {
+ DRW_UBO_FREE_SAFE(e_data.sampling_ubo);
+ DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx);
+ }
+
+ if (e_data.sampling_ubo == NULL) {
+ float *samples = create_disk_samples(ssao_samples);
+ e_data.jitter_tx = create_jitter_texture(ssao_samples);
+ e_data.sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples);
+ e_data.cached_sample_num = ssao_samples;
+ MEM_freeN(samples);
+ }
+ }
+
+ /* Prepass */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->prepass_pass = DRW_pass_create("Prepass", state);
+ psl->prepass_hair_pass = DRW_pass_create("Prepass", state);
+ }
+
+ {
+ int state = DRW_STATE_WRITE_COLOR;
+ psl->cavity_pass = DRW_pass_create("Cavity", state);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.cavity_sh, psl->cavity_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
+
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
+ DRW_shgroup_uniform_vec4(grp, "ssao_params", wpd->ssao_params, 1);
+ DRW_shgroup_uniform_vec4(grp, "ssao_settings", wpd->ssao_settings, 1);
+ DRW_shgroup_uniform_mat4(grp, "WinMatrix", wpd->winmat);
+ DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx);
+ DRW_shgroup_uniform_block(grp, "samples_block", e_data.sampling_ubo);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->effect_fxaa_pass = DRW_pass_create("Effect FXAA", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.effect_fxaa_sh, psl->effect_fxaa_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.effect_buffer_tx);
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+void workbench_deferred_engine_free()
+{
+ for (int index = 0; index < MAX_SHADERS; index++) {
+ DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
+ DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
+ }
+ DRW_SHADER_FREE_SAFE(e_data.cavity_sh);
+ DRW_UBO_FREE_SAFE(e_data.sampling_ubo);
+ DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx);
+
+ DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.effect_fxaa_sh);
+}
+
+static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
+{
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
+ if (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
+ }
+ if (CAVITY_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx);
+ }
+ if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "specularBuffer", &e_data.specular_buffer_tx);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
+ }
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+
+ if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
+ BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
+ DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
+ }
+
+ workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
+}
+
+void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DRWShadingGroup *grp;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ Scene *scene = draw_ctx->scene;
+
+ select_deferred_shaders(wpd);
+ /* Deferred Mix Pass */
+ {
+ workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
+ studiolight_update_light(wpd, e_data.display.light_direction);
+
+ e_data.display.shadow_shift = scene->display.shadow_shift;
+
+ if (SHADOW_ENABLED(wpd)) {
+ psl->composite_pass = DRW_pass_create(
+ "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f);
+ DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+
+ /* Stencil Shadow passes. */
+#ifdef DEBUG_SHADOW_VOLUME
+ DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
+ DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
+#else
+ DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS;
+ DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL;
+#endif
+ psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state);
+ psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state);
+ psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state);
+ psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state);
+ psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state);
+ psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani", depth_fail_state);
+
+#ifndef DEBUG_SHADOW_VOLUME
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+
+ psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+#endif
+
+ }
+ else {
+ psl->composite_pass = DRW_pass_create(
+ "Composite", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ }
+}
+
+static WORKBENCH_MaterialData *get_or_create_material_data(
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ WORKBENCH_MaterialData *material;
+ WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
+ ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
+ WORKBENCH_MaterialData material_template;
+
+ /* Solid */
+ workbench_material_update_data(wpd, ob, mat, &material_template);
+ material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
+ material_template.color_type = color_type;
+ material_template.ima = ima;
+ uint hash = workbench_material_get_hash(&material_template);
+
+ material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
+ if (material == NULL) {
+ material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+ material->shgrp = DRW_shgroup_create(
+ color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass);
+ DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
+ material->object_id = material_template.object_id;
+ copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
+ copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
+ material->material_data.roughness = material_template.material_data.roughness;
+ if (color_type == V3D_SHADING_TEXTURE_COLOR) {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
+ DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
+ }
+ DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
+ material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
+ DRW_shgroup_uniform_block(material->shgrp, "material_block", material->material_ubo);
+
+ BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
+ }
+ return material;
+}
+
+static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+ for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
+ if (md->type != eModifierType_ParticleSystem) {
+ continue;
+ }
+ ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ continue;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ if (draw_as == PART_DRAW_PATH) {
+ Image *image = NULL;
+ Material *mat = give_current_material(ob, part->omat);
+ ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
+
+ struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
+ ? wpd->prepass_solid_hair_sh
+ : wpd->prepass_texture_hair_sh;
+ DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
+ ob, psys, md,
+ psl->prepass_hair_pass,
+ shader);
+ DRW_shgroup_stencil_mask(shgrp, 0xFF);
+ DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
+ DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
+ if (image) {
+ GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, 0.0f);
+ DRW_shgroup_uniform_texture(shgrp, "image", tex);
+ }
+ }
+ }
+}
+
+void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ if (ob->type == OB_MESH) {
+ workbench_cache_populate_particles(vedata, ob);
+ }
+
+ if (!DRW_check_object_visible_within_active_context(ob)) {
+ return;
+ }
+
+ WORKBENCH_MaterialData *material;
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ bool is_drawn = false;
+ if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
+ const Mesh *me = ob->data;
+ if (me->mloopuv) {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
+ if (materials_len > 0 && geom_array) {
+ for (int i = 0; i < materials_len; i++) {
+ if (geom_array[i] == NULL) {
+ continue;
+ }
+
+ Material *mat = give_current_material(ob, i + 1);
+ Image *image;
+ ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ material = get_or_create_material_data(vedata, ob, mat, image, color_type);
+ DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
+ }
+ is_drawn = true;
+ }
+ }
+ }
+
+ /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
+ if (!is_drawn) {
+ if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
+ /* No material split needed */
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(material->shgrp, geom, ob);
+ }
+ }
+ }
+ else { /* MATERIAL colors */
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ for (int i = 0; i < materials_len; i++) {
+ gpumat_array[i] = NULL;
+ }
+
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
+ ob, gpumat_array, materials_len, NULL, NULL, NULL);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ if (mat_geom[i] == NULL) {
+ continue;
+ }
+
+ Material *mat = give_current_material(ob, i + 1);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
+ }
+ }
+ }
+ }
+ }
+
+ if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
+ bool is_manifold;
+ struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold);
+ if (geom_shadow) {
+ if (is_sculpt_mode) {
+ /* Currently unsupported in sculpt mode. We could revert to the slow
+ * method in this case but i'm not sure if it's a good idea given that
+ * sculped meshes are heavy to begin with. */
+ // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
+ }
+ else {
+ WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
+ ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
+
+ if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) {
+
+ invert_m4_m4(ob->imat, ob->obmat);
+ mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
+
+ DRWShadingGroup *grp;
+ bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow(wpd, ob, engine_object_data);
+
+ if (use_shadow_pass_technique) {
+ if (is_manifold) {
+ grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
+ }
+ else {
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ }
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f);
+ DRW_shgroup_call_add(grp, geom_shadow, ob->obmat);
+#ifdef DEBUG_SHADOW_VOLUME
+ DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
+#endif
+ }
+ else {
+ float extrude_distance = studiolight_object_shadow_distance(wpd, ob, engine_object_data);
+
+ /* TODO(fclem): only use caps if they are in the view frustum. */
+ const bool need_caps = true;
+ if (need_caps) {
+ if (is_manifold) {
+ grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass);
+ }
+ else {
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ }
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance);
+ DRW_shgroup_call_add(grp, DRW_cache_object_surface_get(ob), ob->obmat);
+ }
+
+ if (is_manifold) {
+ grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
+ }
+ else {
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ }
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance);
+ DRW_shgroup_call_add(grp, geom_shadow, ob->obmat);
+#ifdef DEBUG_SHADOW_VOLUME
+ DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
+#endif
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ const float clear_depth = 1.0f;
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ uint clear_stencil = 0xFF;
+
+ DRW_stats_group_start("Clear Background");
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
+ SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
+ GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
+ DRW_stats_group_end();
+}
+
+void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ /* clear in background */
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ DRW_draw_pass(psl->prepass_pass);
+ DRW_draw_pass(psl->prepass_hair_pass);
+
+ if (CAVITY_ENABLED(wpd)) {
+ GPU_framebuffer_bind(fbl->cavity_fb);
+ DRW_draw_pass(psl->cavity_pass);
+ }
+
+ if (SHADOW_ENABLED(wpd)) {
+#ifdef DEBUG_SHADOW_VOLUME
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+#else
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+#endif
+ DRW_draw_pass(psl->shadow_depth_pass_pass);
+ DRW_draw_pass(psl->shadow_depth_pass_mani_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_mani_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass);
+#ifndef DEBUG_SHADOW_VOLUME
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ DRW_draw_pass(psl->composite_shadow_pass);
+#endif
+ }
+ else {
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ }
+
+ if (FXAA_ENABLED(wpd)) {
+ GPU_framebuffer_bind(fbl->effect_fb);
+ DRW_transform_to_display(e_data.composite_buffer_tx);
+
+ /* TODO: when rendering the fxaa pass should be done in display space
+ Currently we do not support rendering in the workbench
+ */
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->effect_fxaa_pass);
+ }
+ else {
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_transform_to_display(e_data.composite_buffer_tx);
+ }
+
+
+ workbench_private_data_free(wpd);
+}