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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_opaque.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_opaque.c165
1 files changed, 165 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c
new file mode 100644
index 00000000000..08511ca092c
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_opaque.c
@@ -0,0 +1,165 @@
+/*
+ * 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.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ *
+ * Opaque Pipeline:
+ *
+ * Use deferred shading to render opaque surfaces.
+ * This decouple the shading cost from scene complexity.
+ *
+ * The rendering is broken down in two passes:
+ * - the pre-pass where we render all the surfaces and output material data.
+ * - the composite pass where we compute the final aspect of the pixels.
+ */
+
+#include "DRW_render.h"
+
+#include "GPU_extensions.h"
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+
+void workbench_opaque_engine_init(WORKBENCH_Data *data)
+{
+ WORKBENCH_FramebufferList *fbl = data->fbl;
+ WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DrawEngineType *owner = (DrawEngineType *)&workbench_opaque_engine_init;
+
+ /* Reused the same textures format for transparent pipeline to share the textures. */
+ const eGPUTextureFormat col_tex_format = GPU_RGBA16F;
+ const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA16F;
+
+ wpd->material_buffer_tx = DRW_texture_pool_query_fullscreen(col_tex_format, owner);
+ wpd->normal_buffer_tx = DRW_texture_pool_query_fullscreen(nor_tex_format, owner);
+
+ GPU_framebuffer_ensure_config(&fbl->opaque_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(wpd->material_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(wpd->normal_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
+ });
+}
+
+void workbench_opaque_cache_init(WORKBENCH_Data *data)
+{
+ WORKBENCH_PassList *psl = data->psl;
+ WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ struct GPUShader *sh;
+ DRWShadingGroup *grp;
+
+ const bool use_matcap = (wpd->shading.light == V3D_LIGHTING_MATCAP);
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+
+ int opaque = 0;
+ for (int infront = 0; infront < 2; infront++) {
+ DRWPass *pass;
+ if (infront) {
+ DRW_PASS_CREATE(psl->opaque_infront_ps, state | wpd->cull_state | wpd->clip_state);
+ pass = psl->opaque_infront_ps;
+ }
+ else {
+ DRW_PASS_CREATE(psl->opaque_ps, state | wpd->cull_state | wpd->clip_state);
+ pass = psl->opaque_ps;
+ }
+
+ for (int hair = 0; hair < 2; hair++) {
+ wpd->prepass[opaque][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
+
+ sh = workbench_shader_opaque_get(wpd, hair);
+
+ wpd->prepass[opaque][infront][hair].common_shgrp = grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
+
+ wpd->prepass[opaque][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
+
+ sh = workbench_shader_opaque_image_get(wpd, hair, false);
+
+ wpd->prepass[opaque][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
+ DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
+
+ sh = workbench_shader_opaque_image_get(wpd, hair, true);
+
+ wpd->prepass[opaque][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
+ DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
+ }
+ }
+ }
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_STENCIL_EQUAL;
+
+ DRW_PASS_CREATE(psl->composite_ps, state);
+
+ sh = workbench_shader_composite_get(wpd);
+
+ grp = DRW_shgroup_create(sh, psl->composite_ps);
+ DRW_shgroup_uniform_block_persistent(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_texture_persistent(grp, "materialBuffer", wpd->material_buffer_tx);
+ DRW_shgroup_uniform_texture_persistent(grp, "normalBuffer", wpd->normal_buffer_tx);
+ DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+
+ if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
+ BKE_studiolight_ensure_flag(wpd->studio_light,
+ STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
+ STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
+ struct GPUTexture *diff_tx = wpd->studio_light->matcap_diffuse.gputexture;
+ struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
+ const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
+ spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
+ DRW_shgroup_uniform_texture_persistent(grp, "matcapDiffuseImage", diff_tx);
+ DRW_shgroup_uniform_texture_persistent(grp, "matcapSpecularImage", spec_tx);
+ }
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+
+ if (SHADOW_ENABLED(wpd)) {
+ grp = DRW_shgroup_create_sub(grp);
+ DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", true);
+ DRW_shgroup_state_disable(grp, DRW_STATE_STENCIL_EQUAL);
+ DRW_shgroup_state_enable(grp, DRW_STATE_STENCIL_NEQUAL);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
+ }
+ {
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_WRITE_STENCIL |
+ DRW_STATE_STENCIL_ALWAYS;
+
+ DRW_PASS_CREATE(psl->merge_infront_ps, state);
+
+ sh = workbench_shader_merge_infront_get(wpd);
+
+ grp = DRW_shgroup_create(sh, psl->merge_infront_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth_in_front);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
+}