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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_transparent.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c180
1 files changed, 180 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
new file mode 100644
index 00000000000..39aa721a41c
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -0,0 +1,180 @@
+/*
+ * 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
+ *
+ * Transparent Pipeline:
+ *
+ * Use Weight Blended Order Independent Transparency to render transparent surfaces.
+ *
+ * The rendering is broken down in two passes:
+ * - the accumulation pass where we render all the surfaces and accumulate all the weights.
+ * - the resolve pass where we divide the accumulated information by the weights.
+ *
+ * An additional re-render of the transparent surfaces is sometime done in order to have their
+ * correct depth and object ids correctly written.
+ */
+
+#include "DRW_render.h"
+
+#include "ED_view3d.h"
+
+#include "GPU_extensions.h"
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+
+void workbench_transparent_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_transparent_engine_init;
+
+ /* Reuse same format as opaque pipeline to reuse the textures. */
+ /* Note: Floating point texture is required for the reveal_tex as it is used for
+ * the alpha accumulation component (see accumulation shader for more explanation). */
+ const eGPUTextureFormat accum_tex_format = GPU_RGBA16F;
+ const eGPUTextureFormat reveal_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA32F;
+
+ wpd->accum_buffer_tx = DRW_texture_pool_query_fullscreen(accum_tex_format, owner);
+ wpd->reveal_buffer_tx = DRW_texture_pool_query_fullscreen(reveal_tex_format, owner);
+
+ GPU_framebuffer_ensure_config(&fbl->transp_accum_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(wpd->accum_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(wpd->reveal_buffer_tx),
+ });
+}
+
+static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
+ DRWShadingGroup *grp)
+{
+ DRW_shgroup_uniform_block_persistent(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
+
+ 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);
+ }
+}
+
+void workbench_transparent_cache_init(WORKBENCH_Data *data)
+{
+ WORKBENCH_PassList *psl = data->psl;
+ WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ struct GPUShader *sh;
+ DRWShadingGroup *grp;
+
+ {
+ int transp = 1;
+ for (int infront = 0; infront < 2; infront++) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_OIT;
+
+ DRWPass *pass;
+ if (infront) {
+ DRW_PASS_CREATE(psl->transp_accum_infront_ps, state | wpd->cull_state | wpd->clip_state);
+ pass = psl->transp_accum_infront_ps;
+ }
+ else {
+ DRW_PASS_CREATE(psl->transp_accum_ps, state | wpd->cull_state | wpd->clip_state);
+ pass = psl->transp_accum_ps;
+ }
+
+ for (int hair = 0; hair < 2; hair++) {
+ wpd->prepass[transp][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
+
+ sh = workbench_shader_transparent_get(wpd, hair);
+
+ wpd->prepass[transp][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);
+ workbench_transparent_lighting_uniforms(wpd, grp);
+
+ wpd->prepass[transp][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_transparent_image_get(wpd, hair, false);
+
+ wpd->prepass[transp][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. */
+ workbench_transparent_lighting_uniforms(wpd, grp);
+
+ sh = workbench_shader_transparent_image_get(wpd, hair, true);
+
+ wpd->prepass[transp][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. */
+ workbench_transparent_lighting_uniforms(wpd, grp);
+ }
+ }
+ }
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
+
+ DRW_PASS_CREATE(psl->transp_resolve_ps, state);
+
+ sh = workbench_shader_transparent_resolve_get(wpd);
+
+ grp = DRW_shgroup_create(sh, psl->transp_resolve_ps);
+ DRW_shgroup_uniform_texture(grp, "transparentAccum", wpd->accum_buffer_tx);
+ DRW_shgroup_uniform_texture(grp, "transparentRevealage", wpd->reveal_buffer_tx);
+ DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
+ }
+}
+
+/* Redraw the transparent passes but with depth test
+ * to output correct outline IDs and depth. */
+void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data)
+{
+ WORKBENCH_PrivateData *wpd = data->stl->wpd;
+ WORKBENCH_FramebufferList *fbl = data->fbl;
+ WORKBENCH_PassList *psl = data->psl;
+
+ const bool do_xray_depth_pass = XRAY_ALPHA(wpd) > 0.0f;
+ const bool do_transparent_depth_pass = psl->outline_ps || wpd->dof_enabled || do_xray_depth_pass;
+
+ if (do_transparent_depth_pass) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+
+ if (!DRW_pass_is_empty(psl->transp_accum_ps)) {
+ GPU_framebuffer_bind(fbl->opaque_fb);
+ /* TODO(fclem) Disable writting to first two buffers. Unecessary waste of bandwidth. */
+ DRW_pass_state_set(psl->transp_accum_ps, state | wpd->cull_state | wpd->clip_state);
+ DRW_draw_pass(psl->transp_accum_ps);
+ }
+
+ if (!DRW_pass_is_empty(psl->transp_accum_infront_ps)) {
+ GPU_framebuffer_bind(fbl->opaque_infront_fb);
+ /* TODO(fclem) Disable writting to first two buffers. Unecessary waste of bandwidth. */
+ DRW_pass_state_set(psl->transp_accum_infront_ps, state | wpd->cull_state | wpd->clip_state);
+ DRW_draw_pass(psl->transp_accum_infront_ps);
+ }
+ }
+}