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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_shader.cc')
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.cc398
1 files changed, 398 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_shader.cc b/source/blender/draw/engines/workbench/workbench_shader.cc
new file mode 100644
index 00000000000..bbc0bc02b03
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_shader.cc
@@ -0,0 +1,398 @@
+/*
+ * 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
+ */
+
+#include "DRW_render.h"
+
+#include <string>
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+
+/* Maximum number of variations. */
+#define MAX_LIGHTING 3
+
+enum eWORKBENCH_TextureType {
+ TEXTURE_SH_NONE = 0,
+ TEXTURE_SH_SINGLE,
+ TEXTURE_SH_TILED,
+ TEXTURE_SH_MAX,
+};
+
+static struct {
+ struct GPUShader
+ *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX][TEXTURE_SH_MAX];
+ struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][WORKBENCH_DATATYPE_MAX]
+ [MAX_LIGHTING][TEXTURE_SH_MAX];
+
+ struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
+ struct GPUShader *oit_resolve_sh;
+ struct GPUShader *outline_sh;
+ struct GPUShader *merge_infront_sh;
+
+ struct GPUShader *shadow_depth_pass_sh[2];
+ struct GPUShader *shadow_depth_fail_sh[2][2];
+
+ struct GPUShader *cavity_sh[2][2];
+
+ struct GPUShader *dof_prepare_sh;
+ struct GPUShader *dof_downsample_sh;
+ struct GPUShader *dof_blur1_sh;
+ struct GPUShader *dof_blur2_sh;
+ struct GPUShader *dof_resolve_sh;
+
+ struct GPUShader *aa_accum_sh;
+ struct GPUShader *smaa_sh[3];
+
+ struct GPUShader *volume_sh[2][2][3][2];
+
+} e_data = {{{{nullptr}}}};
+
+/* -------------------------------------------------------------------- */
+/** \name Conversions
+ * \{ */
+
+static const char *workbench_lighting_mode_to_str(int light)
+{
+ switch (light) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown lighting mode.");
+ ATTR_FALLTHROUGH;
+ case V3D_LIGHTING_STUDIO:
+ return "_studio";
+ case V3D_LIGHTING_MATCAP:
+ return "_matcap";
+ case V3D_LIGHTING_FLAT:
+ return "_flat";
+ return "";
+ }
+}
+
+static const char *workbench_datatype_mode_to_str(eWORKBENCH_DataType datatype)
+{
+ switch (datatype) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown data mode.");
+ ATTR_FALLTHROUGH;
+ case WORKBENCH_DATATYPE_MESH:
+ return "_mesh";
+ case WORKBENCH_DATATYPE_HAIR:
+ return "_hair";
+ case WORKBENCH_DATATYPE_POINTCLOUD:
+ return "_ptcloud";
+ }
+}
+
+static const char *workbench_volume_interp_to_str(eWORKBENCH_VolumeInterpType interp_type)
+{
+ switch (interp_type) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown lighting mode.");
+ ATTR_FALLTHROUGH;
+ case WORKBENCH_VOLUME_INTERP_LINEAR:
+ return "_linear";
+ case WORKBENCH_VOLUME_INTERP_CUBIC:
+ return "_cubic";
+ case WORKBENCH_VOLUME_INTERP_CLOSEST:
+ return "_closest";
+ }
+}
+
+static const char *workbench_texture_type_to_str(eWORKBENCH_TextureType tex_type)
+{
+ switch (tex_type) {
+ default:
+ BLI_assert_msg(0, "Error: Unknown texture mode.");
+ ATTR_FALLTHROUGH;
+ case TEXTURE_SH_NONE:
+ return "_tex_none";
+ case TEXTURE_SH_TILED:
+ return "_tex_tile";
+ case TEXTURE_SH_SINGLE:
+ return "_tex_single";
+ }
+}
+
+static eWORKBENCH_TextureType workbench_texture_type_get(bool textured, bool tiled)
+{
+ return textured ? (tiled ? TEXTURE_SH_TILED : TEXTURE_SH_SINGLE) : TEXTURE_SH_NONE;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Shader request
+ * \{ */
+
+static GPUShader *workbench_shader_get_ex(WORKBENCH_PrivateData *wpd,
+ bool transp,
+ eWORKBENCH_DataType datatype,
+ bool textured,
+ bool tiled)
+{
+ eWORKBENCH_TextureType tex_type = workbench_texture_type_get(textured, tiled);
+ int light = wpd->shading.light;
+ BLI_assert(light < MAX_LIGHTING);
+ struct GPUShader **shader =
+ (transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][datatype][light][tex_type] :
+ &e_data.opaque_prepass_sh_cache[wpd->sh_cfg][datatype][tex_type];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench";
+ create_info_name += (transp) ? "_transp" : "_opaque";
+ if (transp) {
+ create_info_name += workbench_lighting_mode_to_str(light);
+ }
+ create_info_name += workbench_datatype_mode_to_str(datatype);
+ create_info_name += workbench_texture_type_to_str(tex_type);
+ create_info_name += (wpd->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "_clip" : "_no_clip";
+
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType datatype)
+{
+ return workbench_shader_get_ex(wpd, false, datatype, false, false);
+}
+
+GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype,
+ bool tiled)
+{
+ return workbench_shader_get_ex(wpd, false, datatype, true, tiled);
+}
+
+GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype)
+{
+ return workbench_shader_get_ex(wpd, true, datatype, false, false);
+}
+
+GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType datatype,
+ bool tiled)
+{
+ return workbench_shader_get_ex(wpd, true, datatype, true, tiled);
+}
+
+GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
+{
+ int light = wpd->shading.light;
+ struct GPUShader **shader = &e_data.opaque_composite_sh[light];
+ BLI_assert(light < MAX_LIGHTING);
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_composite";
+ create_info_name += workbench_lighting_mode_to_str(light);
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *UNUSED(wpd))
+{
+ if (e_data.merge_infront_sh == nullptr) {
+ e_data.merge_infront_sh = GPU_shader_create_from_info_name("workbench_merge_infront");
+ }
+ return e_data.merge_infront_sh;
+}
+
+GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *UNUSED(wpd))
+{
+ if (e_data.oit_resolve_sh == nullptr) {
+ e_data.oit_resolve_sh = GPU_shader_create_from_info_name("workbench_transparent_resolve");
+ }
+ return e_data.oit_resolve_sh;
+}
+
+static GPUShader *workbench_shader_shadow_pass_get_ex(bool depth_pass, bool manifold, bool cap)
+{
+ struct GPUShader **shader = (depth_pass) ? &e_data.shadow_depth_pass_sh[manifold] :
+ &e_data.shadow_depth_fail_sh[manifold][cap];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_shadow";
+ create_info_name += (depth_pass) ? "_pass" : "_fail";
+ create_info_name += (manifold) ? "_manifold" : "_no_manifold";
+ create_info_name += (cap) ? "_caps" : "_no_caps";
+#if DEBUG_SHADOW_VOLUME
+ create_info_name += "_debug";
+#endif
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_shadow_pass_get(bool manifold)
+{
+ return workbench_shader_shadow_pass_get_ex(true, manifold, false);
+}
+
+GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap)
+{
+ return workbench_shader_shadow_pass_get_ex(false, manifold, cap);
+}
+
+GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature)
+{
+ BLI_assert(cavity || curvature);
+ struct GPUShader **shader = &e_data.cavity_sh[cavity][curvature];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_effect";
+ create_info_name += (cavity) ? "_cavity" : "";
+ create_info_name += (curvature) ? "_curvature" : "";
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_outline_get(void)
+{
+ if (e_data.outline_sh == nullptr) {
+ e_data.outline_sh = GPU_shader_create_from_info_name("workbench_effect_outline");
+ }
+ return e_data.outline_sh;
+}
+
+void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
+ GPUShader **downsample_sh,
+ GPUShader **blur1_sh,
+ GPUShader **blur2_sh,
+ GPUShader **resolve_sh)
+{
+ if (e_data.dof_prepare_sh == nullptr) {
+ e_data.dof_prepare_sh = GPU_shader_create_from_info_name("workbench_effect_dof_prepare");
+ e_data.dof_downsample_sh = GPU_shader_create_from_info_name("workbench_effect_dof_downsample");
+#if 0 /* TODO(fclem): finish COC min_max optimization */
+ e_data.dof_flatten_v_sh = GPU_shader_create_from_info_name("workbench_effect_dof_flatten_v");
+ e_data.dof_flatten_h_sh = GPU_shader_create_from_info_name("workbench_effect_dof_flatten_h");
+ e_data.dof_dilate_v_sh = GPU_shader_create_from_info_name("workbench_effect_dof_dilate_v");
+ e_data.dof_dilate_h_sh = GPU_shader_create_from_info_name("workbench_effect_dof_dilate_h");
+#endif
+ e_data.dof_blur1_sh = GPU_shader_create_from_info_name("workbench_effect_dof_blur1");
+ e_data.dof_blur2_sh = GPU_shader_create_from_info_name("workbench_effect_dof_blur2");
+ e_data.dof_resolve_sh = GPU_shader_create_from_info_name("workbench_effect_dof_resolve");
+ }
+
+ *prepare_sh = e_data.dof_prepare_sh;
+ *downsample_sh = e_data.dof_downsample_sh;
+ *blur1_sh = e_data.dof_blur1_sh;
+ *blur2_sh = e_data.dof_blur2_sh;
+ *resolve_sh = e_data.dof_resolve_sh;
+}
+
+GPUShader *workbench_shader_antialiasing_accumulation_get(void)
+{
+ if (e_data.aa_accum_sh == nullptr) {
+ e_data.aa_accum_sh = GPU_shader_create_from_info_name("workbench_taa");
+ }
+ return e_data.aa_accum_sh;
+}
+
+GPUShader *workbench_shader_antialiasing_get(int stage)
+{
+ BLI_assert(stage < 3);
+ GPUShader **shader = &e_data.smaa_sh[stage];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_smaa_stage_";
+ create_info_name += std::to_string(stage);
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return e_data.smaa_sh[stage];
+}
+
+GPUShader *workbench_shader_volume_get(bool slice,
+ bool coba,
+ eWORKBENCH_VolumeInterpType interp_type,
+ bool smoke)
+{
+ GPUShader **shader = &e_data.volume_sh[slice][coba][interp_type][smoke];
+
+ if (*shader == nullptr) {
+ std::string create_info_name = "workbench_volume";
+ create_info_name += (smoke) ? "_smoke" : "_object";
+ create_info_name += workbench_volume_interp_to_str(interp_type);
+ create_info_name += (coba) ? "_coba" : "_no_coba";
+ create_info_name += (slice) ? "_slice" : "_no_slice";
+ *shader = GPU_shader_create_from_info_name(create_info_name.c_str());
+ }
+ return *shader;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Cleanup
+ * \{ */
+
+void workbench_shader_free(void)
+{
+ for (int j = 0; j < sizeof(e_data.opaque_prepass_sh_cache) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.opaque_prepass_sh_cache[0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.transp_prepass_sh_cache) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.transp_prepass_sh_cache[0][0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < ARRAY_SIZE(e_data.opaque_composite_sh); j++) {
+ struct GPUShader **sh_array = &e_data.opaque_composite_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < ARRAY_SIZE(e_data.shadow_depth_pass_sh); j++) {
+ struct GPUShader **sh_array = &e_data.shadow_depth_pass_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.shadow_depth_fail_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.shadow_depth_fail_sh[0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.cavity_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.cavity_sh[0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < ARRAY_SIZE(e_data.smaa_sh); j++) {
+ struct GPUShader **sh_array = &e_data.smaa_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.volume_sh[0][0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+
+ DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_sh);
+ DRW_SHADER_FREE_SAFE(e_data.merge_infront_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.dof_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_blur1_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_blur2_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.aa_accum_sh);
+}
+
+/** \} */