diff options
Diffstat (limited to 'source/blender/draw')
170 files changed, 2653 insertions, 2558 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index cfcd4e0c65a..f85b03dc517 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -64,6 +64,7 @@ set(SRC intern/draw_color_management.c intern/draw_common.c intern/draw_debug.c + intern/draw_fluid.c intern/draw_hair.c intern/draw_instance_data.c intern/draw_manager.c @@ -186,10 +187,10 @@ set(LIB ) data_to_c_simple(engines/eevee/shaders/ambient_occlusion_lib.glsl SRC) -data_to_c_simple(engines/eevee/shaders/default_frag.glsl SRC) -data_to_c_simple(engines/eevee/shaders/default_world_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC) +data_to_c_simple(engines/eevee/shaders/closure_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC) +data_to_c_simple(engines/eevee/shaders/common_utiltex_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/lights_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC) @@ -204,8 +205,8 @@ data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/lightprobe_grid_fill_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_vert.glsl SRC) -data_to_c_simple(engines/eevee/shaders/lit_surface_frag.glsl SRC) -data_to_c_simple(engines/eevee/shaders/lit_surface_vert.glsl SRC) +data_to_c_simple(engines/eevee/shaders/lookdev_world_frag.glsl SRC) +data_to_c_simple(engines/eevee/shaders/closure_lit_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC) @@ -229,7 +230,6 @@ data_to_c_simple(engines/eevee/shaders/object_motion_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC) - data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC) @@ -240,9 +240,14 @@ data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/cubemap_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC) +data_to_c_simple(engines/eevee/shaders/renderpass_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC) data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC) +data_to_c_simple(engines/eevee/shaders/surface_frag.glsl SRC) +data_to_c_simple(engines/eevee/shaders/surface_geom.glsl SRC) +data_to_c_simple(engines/eevee/shaders/surface_lib.glsl SRC) +data_to_c_simple(engines/eevee/shaders/surface_vert.glsl SRC) data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/volumetric_accum_frag.glsl SRC) data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC) @@ -288,6 +293,8 @@ data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC) data_to_c_simple(intern/shaders/common_pointcloud_lib.glsl SRC) data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC) data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC) +data_to_c_simple(intern/shaders/common_math_lib.glsl SRC) +data_to_c_simple(intern/shaders/common_math_geom_lib.glsl SRC) data_to_c_simple(intern/shaders/common_view_lib.glsl SRC) data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC) data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC) @@ -397,6 +404,13 @@ data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC) list(APPEND INC ) +if(WITH_MOD_FLUID) + list(APPEND INC + ../../../intern/mantaflow/extern + ) + add_definitions(-DWITH_FLUID) +endif() + if(WITH_FREESTYLE) add_definitions(-DWITH_FREESTYLE) endif() diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h index bc4efd82a03..6db3bb39643 100644 --- a/source/blender/draw/DRW_engine.h +++ b/source/blender/draw/DRW_engine.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRW_ENGINE_H__ -#define __DRW_ENGINE_H__ +#pragma once #include "BLI_sys_types.h" /* for bool */ @@ -174,5 +173,3 @@ void DRW_drawdata_free(struct ID *id); #ifdef __cplusplus } #endif - -#endif /* __DRW_ENGINE_H__ */ diff --git a/source/blender/draw/DRW_engine_types.h b/source/blender/draw/DRW_engine_types.h index d31bab5a1b5..807f654f559 100644 --- a/source/blender/draw/DRW_engine_types.h +++ b/source/blender/draw/DRW_engine_types.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRW_ENGINE_TYPES_H__ -#define __DRW_ENGINE_TYPES_H__ +#pragma once #ifdef __cplusplus extern "C" { @@ -50,5 +49,3 @@ typedef struct DefaultTextureList { #ifdef __cplusplus } #endif - -#endif /* __DRW_ENGINE_H__ */ diff --git a/source/blender/draw/DRW_select_buffer.h b/source/blender/draw/DRW_select_buffer.h index 66dee3a9aa9..43d4005c3a9 100644 --- a/source/blender/draw/DRW_select_buffer.h +++ b/source/blender/draw/DRW_select_buffer.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRW_SELECT_BUFFER_H__ -#define __DRW_SELECT_BUFFER_H__ +#pragma once #include "BLI_sys_types.h" /* for bool and uint */ @@ -126,5 +125,3 @@ uint DRW_select_buffer_find_nearest_to_point(struct Depsgraph *depsgraph, void DRW_select_buffer_context_create(struct Base **bases, const uint bases_len, short select_mode); - -#endif /* __DRW_SELECT_BUFFER_H__ */ diff --git a/source/blender/draw/engines/basic/basic_engine.h b/source/blender/draw/engines/basic/basic_engine.h index d17f1c24c37..8ace6f23cdc 100644 --- a/source/blender/draw/engines/basic/basic_engine.h +++ b/source/blender/draw/engines/basic/basic_engine.h @@ -20,9 +20,6 @@ * \ingroup draw_engine */ -#ifndef __BASIC_ENGINE_H__ -#define __BASIC_ENGINE_H__ +#pragma once extern DrawEngineType draw_engine_basic_type; - -#endif /* __BASIC_ENGINE_H__ */ diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c index 87948f403a0..c475e5287c2 100644 --- a/source/blender/draw/engines/eevee/eevee_data.c +++ b/source/blender/draw/engines/eevee/eevee_data.c @@ -28,6 +28,7 @@ #include "BLI_memblock.h" #include "BKE_duplilist.h" +#include "BKE_modifier.h" #include "DEG_depsgraph_query.h" @@ -147,28 +148,46 @@ EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData * return ob_step; } -EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb, - Object *ob, - bool hair) +static EEVEE_GeometryMotionData *motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb, + void *key, + bool hair) { if (mb->geom == NULL) { return NULL; } - - /* Use original data as key to ensure matching accross update. */ - Object *ob_orig = DEG_get_original_object(ob); - - void *key = (char *)ob_orig->data + hair; + key = (char *)key + (int)hair; EEVEE_GeometryMotionData *geom_step = BLI_ghash_lookup(mb->geom, key); if (geom_step == NULL) { geom_step = MEM_callocN(sizeof(EEVEE_GeometryMotionData), __func__); - geom_step->type = (hair) ? EEVEE_HAIR_GEOM_MOTION_DATA : EEVEE_MESH_GEOM_MOTION_DATA; + geom_step->type = hair ? EEVEE_HAIR_GEOM_MOTION_DATA : EEVEE_MESH_GEOM_MOTION_DATA; BLI_ghash_insert(mb->geom, key, geom_step); } - return geom_step; } +EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb, Object *ob) +{ + /* Use original data as key to ensure matching accross update. */ + return motion_blur_geometry_data_get(mb, DEG_get_original_object(ob)->data, false); +} + +EEVEE_GeometryMotionData *EEVEE_motion_blur_hair_data_get(EEVEE_MotionBlurData *mb, + Object *ob, + ModifierData *md) +{ + void *key; + if (md) { + /* Particle system. */ + key = BKE_modifier_get_original(md); + } + else { + /* Hair object. */ + key = DEG_get_original_object(ob)->data; + } + + return motion_blur_geometry_data_get(mb, key, true); +} + /* View Layer data. */ void EEVEE_view_layer_data_free(void *storage) @@ -218,6 +237,11 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void) return (EEVEE_ViewLayerData *)DRW_view_layer_engine_data_get(&draw_engine_eevee_type); } +static void eevee_view_layer_init(EEVEE_ViewLayerData *sldata) +{ + sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), NULL); +} + EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_layer) { EEVEE_ViewLayerData **sldata = (EEVEE_ViewLayerData **)DRW_view_layer_engine_data_ensure_ex( @@ -225,6 +249,7 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure_ex(struct ViewLayer *view_laye if (*sldata == NULL) { *sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData"); + eevee_view_layer_init(*sldata); } return *sldata; @@ -237,6 +262,7 @@ EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void) if (*sldata == NULL) { *sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData"); + eevee_view_layer_init(*sldata); } return *sldata; diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 4a3cc36ddef..1d8082538a8 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -54,24 +54,30 @@ extern char datatoc_common_view_lib_glsl[]; static void eevee_create_shader_depth_of_field(const bool use_alpha) { - char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl, datatoc_effect_dof_frag_glsl); - e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen( - frag, + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); + + e_data.dof_downsample_sh[use_alpha] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_dof_frag_glsl, + lib, use_alpha ? "#define USE_ALPHA_DOF\n" "#define STEP_DOWNSAMPLE\n" : "#define STEP_DOWNSAMPLE\n"); - e_data.dof_scatter_sh[use_alpha] = DRW_shader_create(datatoc_effect_dof_vert_glsl, - NULL, - frag, - use_alpha ? "#define USE_ALPHA_DOF\n" - "#define STEP_SCATTER\n" : - "#define STEP_SCATTER\n"); - e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen(frag, - use_alpha ? - "#define USE_ALPHA_DOF\n" - "#define STEP_RESOLVE\n" : - "#define STEP_RESOLVE\n"); - MEM_freeN(frag); + + e_data.dof_scatter_sh[use_alpha] = DRW_shader_create_with_shaderlib( + datatoc_effect_dof_vert_glsl, + NULL, + datatoc_effect_dof_frag_glsl, + lib, + use_alpha ? "#define USE_ALPHA_DOF\n" + "#define STEP_SCATTER\n" : + "#define STEP_SCATTER\n"); + + e_data.dof_resolve_sh[use_alpha] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_dof_frag_glsl, + lib, + use_alpha ? "#define USE_ALPHA_DOF\n" + "#define STEP_RESOLVE\n" : + "#define STEP_RESOLVE\n"); } int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), @@ -255,7 +261,7 @@ void EEVEE_depth_of_field_draw(EEVEE_Data *vedata) /* Depth Of Field */ if ((effects->enabled_effects & EFFECT_DOF) != 0) { - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Downsample */ GPU_framebuffer_bind(fbl->dof_down_fb); diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index f6e74c6822c..4a03ef69d45 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -138,7 +138,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const float *viewport_size = DRW_viewport_size_get(); - int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + const int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; /* Shaders */ if (!e_data.downsample_sh) { @@ -147,6 +147,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, if (!stl->effects) { stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo"); + stl->effects->taa_render_sample = 1; } effects = stl->effects; diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index f42c60b04bf..72f008ea66a 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -32,6 +32,8 @@ #include "DNA_world_types.h" +#include "IMB_imbuf.h" + #include "eevee_private.h" #include "eevee_engine.h" /* own include */ @@ -79,11 +81,6 @@ static void eevee_engine_init(void *ved) GPU_framebuffer_ensure_config(&fbl->main_color_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)}); - if (sldata->common_ubo == NULL) { - sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), - &sldata->common_data); - } - /* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`. * `EEVEE_effects_init` needs to go second for TAA. */ EEVEE_renderpasses_init(vedata); @@ -220,10 +217,10 @@ static void eevee_draw_scene(void *vedata) } while (loop_len--) { - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; float clear_depth = 1.0f; uint clear_stencil = 0x0; - uint primes[3] = {2, 3, 7}; + const uint primes[3] = {2, 3, 7}; double offset[3] = {0.0, 0.0, 0.0}; double r[3]; @@ -459,6 +456,9 @@ static void eevee_render_to_image(void *vedata, } EEVEE_PrivateData *g_data = ved->stl->g_data; + EEVEE_render_modules_init(vedata, engine, depsgraph); + + int initial_frame = CFRA; int steps = max_ii(1, scene->eevee.motion_blur_steps); int time_steps_tot = (do_motion_blur) ? steps : 1; g_data->render_tot_samples = divide_ceil_u(scene->eevee.taa_render_samples, time_steps_tot); @@ -480,9 +480,10 @@ static void eevee_render_to_image(void *vedata, } else { EEVEE_motion_blur_step_set(ved, MB_PREV); - RE_engine_frame_set(engine, floorf(time_prev), fractf(time_prev)); + DRW_render_set_time(engine, depsgraph, floorf(time_prev), fractf(time_prev)); + EEVEE_render_modules_init(vedata, engine, depsgraph); + sldata = EEVEE_view_layer_data_ensure(); - EEVEE_render_view_sync(vedata, engine, depsgraph); EEVEE_render_cache_init(sldata, vedata); DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache); @@ -496,9 +497,10 @@ static void eevee_render_to_image(void *vedata, /* Next motion step. */ if (do_motion_blur_fx) { EEVEE_motion_blur_step_set(ved, MB_NEXT); - RE_engine_frame_set(engine, floorf(time_next), fractf(time_next)); + DRW_render_set_time(engine, depsgraph, floorf(time_next), fractf(time_next)); + EEVEE_render_modules_init(vedata, engine, depsgraph); + sldata = EEVEE_view_layer_data_ensure(); - EEVEE_render_view_sync(vedata, engine, depsgraph); EEVEE_render_cache_init(sldata, vedata); DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache); @@ -512,10 +514,11 @@ static void eevee_render_to_image(void *vedata, { if (do_motion_blur) { EEVEE_motion_blur_step_set(ved, MB_CURR); - RE_engine_frame_set(engine, floorf(time_curr), fractf(time_curr)); + DRW_render_set_time(engine, depsgraph, floorf(time_curr), fractf(time_curr)); + EEVEE_render_modules_init(vedata, engine, depsgraph); + sldata = EEVEE_view_layer_data_ensure(); } - EEVEE_render_view_sync(vedata, engine, depsgraph); EEVEE_render_cache_init(sldata, vedata); DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache); @@ -558,6 +561,11 @@ static void eevee_render_to_image(void *vedata, /* Restore original viewport size. */ DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]}); + + if (CFRA != initial_frame) { + /* Restore original frame number. This is because the render pipeline expects it. */ + RE_engine_frame_set(engine, initial_frame, 0.0f); + } } static void eevee_engine_free(void) diff --git a/source/blender/draw/engines/eevee/eevee_engine.h b/source/blender/draw/engines/eevee/eevee_engine.h index b27d16aa7d8..40784e2980b 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.h +++ b/source/blender/draw/engines/eevee/eevee_engine.h @@ -20,9 +20,6 @@ * \ingroup DNA */ -#ifndef __EEVEE_ENGINE_H__ -#define __EEVEE_ENGINE_H__ +#pragma once extern RenderEngineType DRW_engine_viewport_eevee_type; - -#endif /* __EEVEE_ENGINE_H__ */ diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 78fcd28eb5d..6d2577d5b78 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -203,6 +203,21 @@ static bool eevee_lightcache_version_check(LightCache *lcache) } } +static bool eevee_lightcache_can_be_saved(LightCache *lcache) +{ + if (lcache->grid_tx.data) { + if (MEM_allocN_len(lcache->grid_tx.data) >= INT_MAX) { + return false; + } + } + if (lcache->cube_tx.data) { + if (MEM_allocN_len(lcache->cube_tx.data) >= INT_MAX) { + return false; + } + } + return true; +} + static int eevee_lightcache_irradiance_sample_count(LightCache *lcache) { int total_irr_samples = 0; @@ -228,7 +243,14 @@ void EEVEE_lightcache_info_update(SceneEEVEE *eevee) if (lcache->cube_tx.tex_size[2] > GPU_max_texture_layers()) { BLI_strncpy(eevee->light_cache_info, - TIP_("Error: Light cache is too big for your GPU to be loaded"), + TIP_("Error: Light cache is too big for the GPU to be loaded"), + sizeof(eevee->light_cache_info)); + return; + } + + if (lcache->flag & LIGHTCACHE_INVALID) { + BLI_strncpy(eevee->light_cache_info, + TIP_("Error: Light cache dimensions not supported by the GPU"), sizeof(eevee->light_cache_info)); return; } @@ -239,6 +261,13 @@ void EEVEE_lightcache_info_update(SceneEEVEE *eevee) return; } + if (!eevee_lightcache_can_be_saved(lcache)) { + BLI_strncpy(eevee->light_cache_info, + TIP_("Error: LightCache is too large and will not be saved to disk"), + sizeof(eevee->light_cache_info)); + return; + } + char formatted_mem[15]; BLI_str_format_byte_unit(formatted_mem, eevee_lightcache_memsize_get(lcache), false); @@ -281,7 +310,7 @@ static bool EEVEE_lightcache_validate(const LightCache *light_cache, const int grid_len, const int irr_size[3]) { - if (light_cache) { + if (light_cache && !(light_cache->flag & LIGHTCACHE_INVALID)) { /* See if we need the same amount of texture space. */ if ((irr_size[0] == light_cache->grid_tx.tex_size[0]) && (irr_size[1] == light_cache->grid_tx.tex_size[1]) && @@ -343,12 +372,18 @@ LightCache *EEVEE_lightcache_create(const int grid_len, light_cache->cube_mips = MEM_callocN(sizeof(LightCacheTexture) * light_cache->mips_len, "LightCacheTexture"); - for (int mip = 0; mip < light_cache->mips_len; mip++) { - GPU_texture_get_mipmap_size( - light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size); + if (light_cache->grid_tx.tex == NULL || light_cache->cube_tx.tex == NULL) { + /* We could not create the requested textures size. Stop baking and do not use the cache. */ + light_cache->flag = LIGHTCACHE_INVALID; } + else { + light_cache->flag = LIGHTCACHE_UPDATE_WORLD | LIGHTCACHE_UPDATE_CUBE | LIGHTCACHE_UPDATE_GRID; - light_cache->flag = LIGHTCACHE_UPDATE_WORLD | LIGHTCACHE_UPDATE_CUBE | LIGHTCACHE_UPDATE_GRID; + for (int mip = 0; mip < light_cache->mips_len; mip++) { + GPU_texture_get_mipmap_size( + light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size); + } + } return light_cache; } @@ -376,6 +411,12 @@ static bool eevee_lightcache_static_load(LightCache *lcache) 0, false, NULL); + + if (lcache->grid_tx.tex == NULL) { + lcache->flag |= LIGHTCACHE_NOT_USABLE; + return false; + } + GPU_texture_filter_mode(lcache->grid_tx.tex, true); } @@ -401,6 +442,11 @@ static bool eevee_lightcache_static_load(LightCache *lcache) NULL); } + if (lcache->cube_tx.tex == NULL) { + lcache->flag |= LIGHTCACHE_NOT_USABLE; + return false; + } + for (int mip = 0; mip < lcache->mips_len; mip++) { GPU_texture_add_mipmap( lcache->cube_tx.tex, GPU_DATA_10_11_11_REV, mip + 1, lcache->cube_mips[mip].data); @@ -420,6 +466,10 @@ bool EEVEE_lightcache_load(LightCache *lcache) return false; } + if (lcache->flag & (LIGHTCACHE_INVALID | LIGHTCACHE_NOT_USABLE)) { + return false; + } + switch (lcache->type) { case LIGHTCACHE_TYPE_STATIC: return eevee_lightcache_static_load(lcache); @@ -481,6 +531,12 @@ void EEVEE_lightcache_free(LightCache *lcache) static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake) { + if (GPU_use_main_context_workaround() && !BLI_thread_is_main()) { + GPU_context_main_lock(); + DRW_opengl_context_enable(); + return; + } + if (lbake->gl_context) { DRW_opengl_render_context_enable(lbake->gl_context); if (lbake->gpu_context == NULL) { @@ -495,6 +551,12 @@ static void eevee_lightbake_context_enable(EEVEE_LightBake *lbake) static void eevee_lightbake_context_disable(EEVEE_LightBake *lbake) { + if (GPU_use_main_context_workaround() && !BLI_thread_is_main()) { + DRW_opengl_context_disable(); + GPU_context_main_unlock(); + return; + } + if (lbake->gl_context) { DRW_gpu_render_context_disable(lbake->gpu_context); DRW_opengl_render_context_disable(lbake->gl_context); @@ -590,9 +652,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake) if (lbake->lcache == NULL) { lbake->lcache = EEVEE_lightcache_create( lbake->grid_len, lbake->cube_len, lbake->ref_cube_res, lbake->vis_res, lbake->irr_size); - lbake->lcache->flag = LIGHTCACHE_UPDATE_WORLD | LIGHTCACHE_UPDATE_CUBE | - LIGHTCACHE_UPDATE_GRID; - lbake->lcache->vis_res = lbake->vis_res; + lbake->own_light_cache = true; eevee->light_cache_data = lbake->lcache; @@ -649,7 +709,7 @@ wmJob *EEVEE_lightbake_job_create(struct wmWindowManager *wm, lbake->delay = delay; lbake->frame = frame; - if (lbake->gl_context == NULL) { + if (lbake->gl_context == NULL && !GPU_use_main_context_workaround()) { lbake->gl_context = WM_opengl_context_create(); wm_window_reset_drawable(); } @@ -694,7 +754,7 @@ void *EEVEE_lightbake_job_data_alloc(struct Main *bmain, lbake->mutex = BLI_mutex_alloc(); lbake->frame = frame; - if (run_as_job) { + if (run_as_job && !GPU_use_main_context_workaround()) { lbake->gl_context = WM_opengl_context_create(); wm_window_reset_drawable(); } @@ -801,14 +861,9 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb DRW_view_set_active(view); } - if (sldata->common_ubo == NULL) { - sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), - &sldata->common_data); - } - /* HACK: set txl->color but unset it before Draw Manager frees it. */ txl->color = lbake->rt_color; - int viewport_size[2] = { + const int viewport_size[2] = { GPU_texture_width(txl->color), GPU_texture_height(txl->color), }; @@ -966,9 +1021,8 @@ static void compute_cell_id(EEVEE_LightGrid *egrid, if (visited_cells == cell_idx) { return; } - else { - visited_cells++; - } + + visited_cells++; } } } @@ -977,7 +1031,7 @@ static void compute_cell_id(EEVEE_LightGrid *egrid, BLI_assert(0); } -static void grid_loc_to_world_loc(EEVEE_LightGrid *egrid, int local_cell[3], float r_pos[3]) +static void grid_loc_to_world_loc(EEVEE_LightGrid *egrid, const int local_cell[3], float r_pos[3]) { copy_v3_v3(r_pos, egrid->corner); madd_v3_v3fl(r_pos, egrid->increment_x, local_cell[0]); @@ -1269,6 +1323,17 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float * We cannot do it in the main thread. */ eevee_lightbake_context_enable(lbake); eevee_lightbake_create_resources(lbake); + + /* Resource allocation can fail. Early exit in this case. */ + if (lbake->lcache->flag & LIGHTCACHE_INVALID) { + *lbake->stop = 1; + *lbake->do_update = 1; + lbake->lcache->flag &= ~LIGHTCACHE_BAKING; + eevee_lightbake_context_disable(lbake); + eevee_lightbake_delete_resources(lbake); + return; + } + eevee_lightbake_create_render_target(lbake, lbake->rt_res); eevee_lightbake_context_disable(lbake); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.h b/source/blender/draw/engines/eevee/eevee_lightcache.h index 0db36ce0c2e..834f0fc8a45 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.h +++ b/source/blender/draw/engines/eevee/eevee_lightcache.h @@ -20,8 +20,7 @@ * \ingroup eevee */ -#ifndef __EEVEE_LIGHTCACHE_H__ -#define __EEVEE_LIGHTCACHE_H__ +#pragma once #include "BLI_sys_types.h" /* for bool */ @@ -62,5 +61,3 @@ struct LightCache *EEVEE_lightcache_create(const int grid_len, void EEVEE_lightcache_free(struct LightCache *lcache); bool EEVEE_lightcache_load(struct LightCache *lcache); void EEVEE_lightcache_info_update(struct SceneEEVEE *eevee); - -#endif /* __EEVEE_LIGHTCACHE_H__ */ diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 72187dc29eb..0f4a9dc79b6 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -23,6 +23,7 @@ #include "DRW_render.h" #include "BLI_rand.h" +#include "BLI_string_utils.h" #include "BLI_utildefines.h" #include "DNA_image_types.h" @@ -161,6 +162,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + vedata->info[0] = '\0'; if (!e_data.hammersley) { EEVEE_shaders_lightprobe_shaders_init(); @@ -176,6 +178,13 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) stl->g_data->light_cache = scene_eval->eevee.light_cache_data; } else { + if (scene_eval->eevee.light_cache_data && + (scene_eval->eevee.light_cache_data->flag & LIGHTCACHE_NOT_USABLE)) { + /* Error message info. */ + BLI_snprintf( + vedata->info, sizeof(vedata->info), "Error: LightCache cannot be loaded on this GPU"); + } + if (!sldata->fallback_lightcache) { #if defined(IRRADIANCE_SH_L2) int grid_res = 4; @@ -326,38 +335,28 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat { DRW_PASS_CREATE(psl->probe_background, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); - struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; + EEVEE_lookdev_cache_init(vedata, sldata, psl->probe_background, pinfo, &grp); - Scene *scene = draw_ctx->scene; - World *wo = scene->world; - - /* LookDev */ - EEVEE_lookdev_cache_init(vedata, sldata, &grp, psl->probe_background, wo, pinfo); + if (grp == NULL) { + Scene *scene = draw_ctx->scene; + World *world = (scene->world) ? scene->world : EEVEE_world_default_get(); - if (!grp && wo) { - struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, wo, VAR_WORLD_PROBE); + const int options = VAR_WORLD_BACKGROUND | VAR_WORLD_PROBE; + struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, world, options); grp = DRW_shgroup_material_create(gpumat, psl->probe_background); DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); - /* TODO (fclem): remove those (need to clean the GLSL files). */ - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); - DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); - DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); - DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); - DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); - DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); - DRW_shgroup_call(grp, geom, NULL); } - /* Fallback if shader fails or if not using nodetree. */ - if (grp == NULL) { - grp = DRW_shgroup_create(EEVEE_shaders_probe_default_sh_get(), psl->probe_background); - DRW_shgroup_uniform_vec3(grp, "color", G_draw.block.colorBackground, 1); - DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); - DRW_shgroup_call(grp, geom, NULL); - } + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + DRW_shgroup_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo); + DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } if (DRW_state_draw_support()) { @@ -1113,7 +1112,7 @@ void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata, #if defined(IRRADIANCE_SH_L2) int size[2] = {3, 3}; #elif defined(IRRADIANCE_HL2) - int size[2] = {3, 2}; + const int size[2] = {3, 2}; pinfo->samples_len = 1024.0f; #endif diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index b044213e029..f79d90500bd 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -97,10 +97,9 @@ static void eevee_lookdev_hdri_preview_init(EEVEE_Data *vedata, EEVEE_ViewLayerD void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, - DRWShadingGroup **r_grp, DRWPass *pass, - World *UNUSED(world), - EEVEE_LightProbesInfo *pinfo) + EEVEE_LightProbesInfo *pinfo, + DRWShadingGroup **r_shgrp) { EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; @@ -153,89 +152,88 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, const View3DShading *shading = &v3d->shading; StudioLight *sl = BKE_studiolight_find(shading->lookdev_light, STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE); - if (sl && (sl->flag & STUDIOLIGHT_TYPE_WORLD)) { - GPUShader *shader = probe_render ? EEVEE_shaders_default_studiolight_sh_get() : - EEVEE_shaders_background_studiolight_sh_get(); + if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) { + return; + } + + GPUShader *shader = probe_render ? EEVEE_shaders_studiolight_probe_sh_get() : + EEVEE_shaders_studiolight_background_sh_get(); - const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - int cube_res = scene_eval->eevee.gi_cubemap_resolution; + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + int cube_res = scene_eval->eevee.gi_cubemap_resolution; - /* If one of the component is missing we start from scratch. */ - if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) || - (txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) || - (g_data->light_cache && g_data->light_cache->ref_res != cube_res)) { - eevee_lookdev_lightcache_delete(vedata); - } + /* If one of the component is missing we start from scratch. */ + if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) || + (txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) || + (g_data->light_cache && g_data->light_cache->ref_res != cube_res)) { + eevee_lookdev_lightcache_delete(vedata); + } - if (stl->lookdev_lightcache == NULL) { + if (stl->lookdev_lightcache == NULL) { #if defined(IRRADIANCE_SH_L2) - int grid_res = 4; + int grid_res = 4; #elif defined(IRRADIANCE_HL2) - int grid_res = 4; + int grid_res = 4; #endif - stl->lookdev_lightcache = EEVEE_lightcache_create( - 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1}); - - /* XXX: Fix memleak. TODO find out why. */ - MEM_SAFE_FREE(stl->lookdev_cube_mips); - - /* We do this to use a special light cache for lookdev. - * This light-cache needs to be per viewport. But we need to - * have correct freeing when the viewport is closed. So we - * need to reference all textures to the txl and the memblocks - * to the stl. */ - stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data; - stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data; - stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips; - txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex; - txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex; - } - - g_data->light_cache = stl->lookdev_lightcache; - - DRWShadingGroup *grp = *r_grp = DRW_shgroup_create(shader, pass); - axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z); - DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix); - - if (probe_render) { - DRW_shgroup_uniform_float_copy( - grp, "studioLightIntensity", shading->studiolight_intensity); - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); - DRW_shgroup_uniform_texture(grp, "image", sl->equirect_radiance_gputexture); - /* Do not fadeout when doing probe rendering, only when drawing the background */ - DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); - } - else { - float background_alpha = g_data->background_alpha * shading->studiolight_background; - float studiolight_blur = powf(shading->studiolight_blur, 2.5f); - DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha); - DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur); - DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx); - DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); - DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); - DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); - } - - DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); - - /* Do we need to recalc the lightprobes? */ - if (g_data->studiolight_index != sl->index || - g_data->studiolight_rot_z != shading->studiolight_rot_z || - g_data->studiolight_intensity != shading->studiolight_intensity || - g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution || - g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp || - g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) { - stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD; - g_data->studiolight_index = sl->index; - g_data->studiolight_rot_z = shading->studiolight_rot_z; - g_data->studiolight_intensity = shading->studiolight_intensity; - g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution; - g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp; - g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality; - } + stl->lookdev_lightcache = EEVEE_lightcache_create( + 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1}); + + /* XXX: Fix memleak. TODO find out why. */ + MEM_SAFE_FREE(stl->lookdev_cube_mips); + + /* We do this to use a special light cache for lookdev. + * This light-cache needs to be per viewport. But we need to + * have correct freeing when the viewport is closed. So we + * need to reference all textures to the txl and the memblocks + * to the stl. */ + stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data; + stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data; + stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips; + txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex; + txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex; + } + + g_data->light_cache = stl->lookdev_lightcache; + + DRWShadingGroup *grp = DRW_shgroup_create(shader, pass); + axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z); + DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix); + + if (probe_render) { + /* Avoid artifact with equirectangular mapping. */ + eGPUSamplerState state = (GPU_SAMPLER_FILTER | GPU_SAMPLER_REPEAT_S); + DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity); + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state); + /* Do not fadeout when doing probe rendering, only when drawing the background */ + DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f); + } + else { + float background_alpha = g_data->background_alpha * shading->studiolight_background; + float studiolight_blur = powf(shading->studiolight_blur, 2.5f); + DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha); + DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur); + DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx); + } + + /* Common UBOs are setup latter. */ + *r_shgrp = grp; + + /* Do we need to recalc the lightprobes? */ + if (g_data->studiolight_index != sl->index || + g_data->studiolight_rot_z != shading->studiolight_rot_z || + g_data->studiolight_intensity != shading->studiolight_intensity || + g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution || + g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp || + g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) { + stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD; + g_data->studiolight_index = sl->index; + g_data->studiolight_rot_z = shading->studiolight_rot_z; + g_data->studiolight_intensity = shading->studiolight_intensity; + g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution; + g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp; + g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality; } } } @@ -247,7 +245,7 @@ static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects, if (DRW_state_is_image_render() || ((effects->enabled_effects & EFFECT_TAA) != 0)) { double ht_point[2]; double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; + const uint ht_primes[2] = {2, 3}; float ofs[2]; BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample, ht_point); diff --git a/source/blender/draw/engines/eevee/eevee_lut.h b/source/blender/draw/engines/eevee/eevee_lut.h index 04049efd758..d5dbf8ce690 100644 --- a/source/blender/draw/engines/eevee/eevee_lut.h +++ b/source/blender/draw/engines/eevee/eevee_lut.h @@ -21,8 +21,7 @@ * \ingroup gpu */ -#ifndef __EEVEE_LUT_H__ -#define __EEVEE_LUT_H__ +#pragma once extern const float ltc_mat_ggx[64 * 64 * 4]; extern const float ltc_mag_ggx[64 * 64 * 2]; @@ -30,5 +29,3 @@ extern const float bsdf_split_sum_ggx[64 * 64 * 2]; extern const float ltc_disk_integral[64 * 64]; extern const float btdf_split_sum_ggx[32][64 * 64]; extern const float blue_noise[64 * 64][4]; - -#endif /* __EEVEE_LUT_H__ */ diff --git a/source/blender/draw/engines/eevee/eevee_lut_gen.c b/source/blender/draw/engines/eevee/eevee_lut_gen.c index 6cee05bf015..9b07a6908c3 100644 --- a/source/blender/draw/engines/eevee/eevee_lut_gen.c +++ b/source/blender/draw/engines/eevee/eevee_lut_gen.c @@ -31,6 +31,8 @@ #include "BLI_rand.h" #include "BLI_string_utils.h" +#include "eevee_private.h" + extern char datatoc_bsdf_lut_frag_glsl[]; extern char datatoc_btdf_lut_frag_glsl[]; extern char datatoc_bsdf_common_lib_glsl[]; @@ -45,15 +47,13 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) static float samples_len = 8192.0f; static float inv_samples_len = 1.0f / 8192.0f; - char *lib_str = BLI_string_joinN(datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); - struct GPUShader *sh = DRW_shader_create_with_lib(datatoc_lightprobe_vert_glsl, - datatoc_lightprobe_geom_glsl, - datatoc_bsdf_lut_frag_glsl, - lib_str, - "#define HAMMERSLEY_SIZE 8192\n" - "#define BRDF_LUT_SIZE 64\n" - "#define NOISE_SIZE 64\n"); + struct GPUShader *sh = DRW_shader_create_with_shaderlib(datatoc_lightprobe_vert_glsl, + datatoc_lightprobe_geom_glsl, + datatoc_bsdf_lut_frag_glsl, + lib, + "#define HAMMERSLEY_SIZE 8192\n"); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); @@ -105,16 +105,10 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) static float a2 = 0.0f; static float inv_samples_len = 1.0f / 8192.0f; - char *frag_str = BLI_string_joinN( - datatoc_bsdf_common_lib_glsl, datatoc_bsdf_sampling_lib_glsl, datatoc_btdf_lut_frag_glsl); - - struct GPUShader *sh = DRW_shader_create_fullscreen(frag_str, - "#define HAMMERSLEY_SIZE 8192\n" - "#define BRDF_LUT_SIZE 64\n" - "#define NOISE_SIZE 64\n" - "#define LUT_SIZE 64\n"); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); - MEM_freeN(frag_str); + struct GPUShader *sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_btdf_lut_frag_glsl, lib, "#define HAMMERSLEY_SIZE 8192\n"); DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); @@ -194,4 +188,4 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) MEM_freeN(data); return tex; -}
\ No newline at end of file +} diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 143945b637a..fb07208be47 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -56,37 +56,6 @@ static struct { float noise_offsets[3]; } e_data = {NULL}; /* Engine data */ -extern char datatoc_lights_lib_glsl[]; -extern char datatoc_lightprobe_lib_glsl[]; -extern char datatoc_ambient_occlusion_lib_glsl[]; -extern char datatoc_prepass_frag_glsl[]; -extern char datatoc_prepass_vert_glsl[]; -extern char datatoc_default_frag_glsl[]; -extern char datatoc_default_world_frag_glsl[]; -extern char datatoc_ltc_lib_glsl[]; -extern char datatoc_bsdf_common_lib_glsl[]; -extern char datatoc_bsdf_sampling_lib_glsl[]; -extern char datatoc_common_uniforms_lib_glsl[]; -extern char datatoc_common_hair_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_irradiance_lib_glsl[]; -extern char datatoc_octahedron_lib_glsl[]; -extern char datatoc_cubemap_lib_glsl[]; -extern char datatoc_lit_surface_frag_glsl[]; -extern char datatoc_lit_surface_vert_glsl[]; -extern char datatoc_raytrace_lib_glsl[]; -extern char datatoc_ssr_lib_glsl[]; -extern char datatoc_shadow_vert_glsl[]; -extern char datatoc_lightprobe_geom_glsl[]; -extern char datatoc_lightprobe_vert_glsl[]; -extern char datatoc_background_vert_glsl[]; -extern char datatoc_update_noise_frag_glsl[]; -extern char datatoc_volumetric_vert_glsl[]; -extern char datatoc_volumetric_geom_glsl[]; -extern char datatoc_volumetric_frag_glsl[]; -extern char datatoc_volumetric_lib_glsl[]; -extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; - typedef struct EeveeMaterialCache { struct DRWShadingGroup *depth_grp; struct DRWShadingGroup *shading_grp; @@ -238,46 +207,6 @@ void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const d DRW_draw_pass(psl->update_noise_pass); } -void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]) -{ - /* view vectors for the corners of the view frustum. - * Can be used to recreate the world space position easily */ - float view_vecs[4][4] = { - {-1.0f, -1.0f, -1.0f, 1.0f}, - {1.0f, -1.0f, -1.0f, 1.0f}, - {-1.0f, 1.0f, -1.0f, 1.0f}, - {-1.0f, -1.0f, 1.0f, 1.0f}, - }; - - /* convert the view vectors to view space */ - const bool is_persp = (winmat[3][3] == 0.0f); - for (int i = 0; i < 4; i++) { - mul_project_m4_v3(invproj, view_vecs[i]); - /* normalized trick see: - * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ - if (is_persp) { - /* Divide XY by Z. */ - mul_v2_fl(view_vecs[i], 1.0f / view_vecs[i][2]); - } - } - - /** - * If ortho : view_vecs[0] is the near-bottom-left corner of the frustum and - * view_vecs[1] is the vector going from the near-bottom-left corner to - * the far-top-right corner. - * If Persp : view_vecs[0].xy and view_vecs[1].xy are respectively the bottom-left corner - * when Z = 1, and top-left corner if Z = 1. - * view_vecs[0].z the near clip distance and view_vecs[1].z is the (signed) - * distance from the near plane to the far clip plane. - */ - copy_v4_v4(r_viewvecs[0], view_vecs[0]); - - /* we need to store the differences */ - r_viewvecs[1][0] = view_vecs[1][0] - view_vecs[0][0]; - r_viewvecs[1][1] = view_vecs[2][1] - view_vecs[0][1]; - r_viewvecs[1][2] = view_vecs[3][2] - view_vecs[0][2]; -} - void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_StorageList *stl, @@ -305,15 +234,6 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, } { - /* Update view_vecs */ - float invproj[4][4], winmat[4][4]; - DRW_view_winmat_get(NULL, winmat, false); - DRW_view_winmat_get(NULL, invproj, true); - - EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs); - } - - { /* Update noise Framebuffer. */ GPU_framebuffer_ensure_config( &fbl->update_noise_fb, @@ -391,39 +311,28 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { DRW_PASS_CREATE(psl->background_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); - struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; + EEVEE_lookdev_cache_init(vedata, sldata, psl->background_ps, NULL, &grp); - Scene *scene = draw_ctx->scene; - World *wo = scene->world; - - EEVEE_lookdev_cache_init(vedata, sldata, &grp, psl->background_ps, wo, NULL); + if (grp == NULL) { + Scene *scene = draw_ctx->scene; + World *world = (scene->world) ? scene->world : EEVEE_world_default_get(); - if (!grp && wo) { - struct GPUMaterial *gpumat = EEVEE_material_get( - vedata, scene, NULL, wo, VAR_WORLD_BACKGROUND); + const int options = VAR_WORLD_BACKGROUND; + struct GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, NULL, world, options); grp = DRW_shgroup_material_create(gpumat, psl->background_ps); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); - /* TODO (fclem): remove those (need to clean the GLSL files). */ - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); - DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); - DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); - DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); - DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); - DRW_shgroup_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo); - DRW_shgroup_call(grp, geom, NULL); } - /* Fallback if shader fails or if not using nodetree. */ - if (grp == NULL) { - GPUShader *sh = EEVEE_shaders_default_background_sh_get(); - grp = DRW_shgroup_create(sh, psl->background_ps); - DRW_shgroup_uniform_vec3(grp, "color", G_draw.block.colorBackground, 1); - DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); - DRW_shgroup_call(grp, geom, NULL); - } + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); + DRW_shgroup_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo); + DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } #define EEVEE_PASS_CREATE(pass, state) \ @@ -574,9 +483,8 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata, if (BLI_ghash_ensure_p(pd->material_hash, key, (void ***)&emc_p)) { return **emc_p; } - else { - *emc_p = emc = BLI_memblock_alloc(sldata->material_cache); - } + + *emc_p = emc = BLI_memblock_alloc(sldata->material_cache); material_shadow(vedata, sldata, ma, is_hair, emc); @@ -999,7 +907,7 @@ static void material_renderpass_init(EEVEE_FramebufferList *fbl, DRW_texture_ensure_fullscreen_2d(output_tx, format, 0); /* Clear texture. */ if (do_clear) { - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* TODO(fclem) replace by GPU_texture_clear once it is fast. */ GPU_framebuffer_texture_attach(fbl->material_accum_fb, *output_tx, 0, 0); GPU_framebuffer_bind(fbl->material_accum_fb); diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c index 1cedd334d67..cfac6cc4d62 100644 --- a/source/blender/draw/engines/eevee/eevee_mist.c +++ b/source/blender/draw/engines/eevee/eevee_mist.c @@ -53,17 +53,13 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_PrivateData *g_data = stl->g_data; Scene *scene = draw_ctx->scene; - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; if (e_data.mist_sh == NULL) { - char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_effect_mist_frag_glsl); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); - e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n"); - - MEM_freeN(frag_str); + e_data.mist_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_mist_frag_glsl, lib, "#define FIRST_PASS\n"); } /* Create FrameBuffer. */ @@ -98,11 +94,11 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } } else { - float near = -sldata->common_data.view_vecs[0][2]; - float range = sldata->common_data.view_vecs[1][2]; + float near = DRW_view_near_distance_get(NULL); + float far = DRW_view_far_distance_get(NULL); /* Fallback */ g_data->mist_start = near; - g_data->mist_inv_dist = 1.0f / fabsf(range); + g_data->mist_inv_dist = 1.0f / fabsf(far - near); g_data->mist_falloff = 1.0f; } diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index 586ee780f1d..2a315927015 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -37,6 +37,7 @@ #include "DNA_mesh_types.h" #include "DNA_modifier_types.h" #include "DNA_particle_types.h" +#include "DNA_rigidbody_types.h" #include "DNA_screen_types.h" #include "ED_screen.h" @@ -68,27 +69,23 @@ extern char datatoc_common_view_lib_glsl[]; static void eevee_create_shader_motion_blur(void) { - e_data.motion_blur_sh = DRW_shader_create_fullscreen( - datatoc_effect_motion_blur_frag_glsl, - "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"); - e_data.motion_blur_object_sh = DRW_shader_create_with_lib(datatoc_object_motion_vert_glsl, - NULL, - datatoc_object_motion_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - e_data.velocity_tiles_sh = DRW_shader_create_fullscreen( - datatoc_effect_velocity_tile_frag_glsl, - "#define TILE_GATHER\n" - "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"); +#define TILE_SIZE_STR "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n" + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); + e_data.motion_blur_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_motion_blur_frag_glsl, lib, TILE_SIZE_STR); + e_data.motion_blur_object_sh = DRW_shader_create_with_shaderlib( + datatoc_object_motion_vert_glsl, NULL, datatoc_object_motion_frag_glsl, lib, NULL); + + e_data.motion_blur_hair_sh = DRW_shader_create_with_shaderlib(datatoc_object_motion_vert_glsl, + NULL, + datatoc_object_motion_frag_glsl, + lib, + "#define HAIR\n"); + + e_data.velocity_tiles_sh = DRW_shader_create_fullscreen(datatoc_effect_velocity_tile_frag_glsl, + "#define TILE_GATHER\n" TILE_SIZE_STR); e_data.velocity_tiles_expand_sh = DRW_shader_create_fullscreen( - datatoc_effect_velocity_tile_frag_glsl, - "#define TILE_EXPANSION\n" - "#define EEVEE_VELOCITY_TILE_SIZE " STRINGIFY(EEVEE_VELOCITY_TILE_SIZE) "\n"); - - char *vert = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_object_motion_vert_glsl); - e_data.motion_blur_hair_sh = DRW_shader_create_with_lib( - vert, NULL, datatoc_object_motion_frag_glsl, datatoc_common_view_lib_glsl, "#define HAIR\n"); - MEM_freeN(vert); + datatoc_effect_velocity_tile_frag_glsl, "#define TILE_EXPANSION\n" TILE_SIZE_STR); } int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) @@ -120,8 +117,10 @@ int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda } const float *fs_size = DRW_viewport_size_get(); - int tx_size[2] = {1 + ((int)fs_size[0] / EEVEE_VELOCITY_TILE_SIZE), - 1 + ((int)fs_size[1] / EEVEE_VELOCITY_TILE_SIZE)}; + const int tx_size[2] = { + 1 + ((int)fs_size[0] / EEVEE_VELOCITY_TILE_SIZE), + 1 + ((int)fs_size[1] / EEVEE_VELOCITY_TILE_SIZE), + }; effects->velocity_tiles_x_tx = DRW_texture_pool_query_2d( tx_size[0], fs_size[1], GPU_RGBA16, &draw_engine_eevee_type); @@ -176,8 +175,10 @@ void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) { const float *fs_size = DRW_viewport_size_get(); - int tx_size[2] = {GPU_texture_width(effects->velocity_tiles_tx), - GPU_texture_height(effects->velocity_tiles_tx)}; + const int tx_size[2] = { + GPU_texture_width(effects->velocity_tiles_tx), + GPU_texture_height(effects->velocity_tiles_tx), + }; eevee_motion_blur_sync_camera(vedata); @@ -288,8 +289,8 @@ void EEVEE_motion_blur_hair_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), /* Store transform */ DRW_hair_duplimat_get(ob, psys, md, mb_data->obmat[mb_step]); - EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get( - &effects->motion_blur, ob, true); + EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_hair_data_get( + &effects->motion_blur, ob, md); if (mb_step == MB_CURR) { /* Fill missing matrices if the object was hidden in previous or next frame. */ @@ -329,10 +330,20 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), return; } - const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0; + RigidBodyOb *rbo = ob->rigidbody_object; + + /* active rigidbody objects only, as only those are affected by sim. */ + const bool has_rigidbody = (rbo && (rbo->type == RBO_TYPE_ACTIVE)); +#if 0 /* For now we assume dupli objects are moving. */ - const bool object_moves = is_dupli || BKE_object_moves_in_time(ob, true); - const bool is_deform = BKE_object_is_deform_modified(DRW_context_state_get()->scene, ob); + const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0; + const bool object_moves = is_dupli || has_rigidbody || BKE_object_moves_in_time(ob, true); +#else + /* BKE_object_moves_in_time does not work in some cases. Better */ + const bool object_moves = true; +#endif + const bool is_deform = BKE_object_is_deform_modified(DRW_context_state_get()->scene, ob) || + (has_rigidbody && (rbo->flag & RBO_FLAG_USE_DEFORM) != 0); if (!(object_moves || is_deform)) { return; @@ -346,8 +357,8 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), /* Store transform */ copy_m4_m4(mb_data->obmat[mb_step], ob->obmat); - EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get( - &effects->motion_blur, ob, false); + EEVEE_GeometryMotionData *mb_geom = EEVEE_motion_blur_geometry_data_get(&effects->motion_blur, + ob); if (mb_step == MB_CURR) { GPUBatch *batch = DRW_cache_object_surface_get(ob); @@ -363,14 +374,6 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), copy_m4_m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR]); } - grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object); - DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]); - DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]); - DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]); - DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1); - - DRW_shgroup_call(grp, batch, ob); - if (mb_geom->use_deform) { EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob); if (!oedata->geom_update) { @@ -386,6 +389,21 @@ void EEVEE_motion_blur_cache_populate(EEVEE_ViewLayerData *UNUSED(sldata), /* Keep to modify later (after init). */ mb_geom->batch = batch; } + + /* Avoid drawing object that has no motions since object_moves is always true. */ + if (!mb_geom->use_deform && /* Object deformation can happen without transform. */ + equals_m4m4(mb_data->obmat[MB_PREV], mb_data->obmat[MB_CURR]) && + equals_m4m4(mb_data->obmat[MB_NEXT], mb_data->obmat[MB_CURR])) { + return; + } + + grp = DRW_shgroup_create(e_data.motion_blur_object_sh, psl->velocity_object); + DRW_shgroup_uniform_mat4(grp, "prevModelMatrix", mb_data->obmat[MB_PREV]); + DRW_shgroup_uniform_mat4(grp, "currModelMatrix", mb_data->obmat[MB_CURR]); + DRW_shgroup_uniform_mat4(grp, "nextModelMatrix", mb_data->obmat[MB_NEXT]); + DRW_shgroup_uniform_bool(grp, "useDeform", &mb_geom->use_deform, 1); + + DRW_shgroup_call(grp, batch, ob); } else if (is_deform) { /* Store vertex position buffer. */ @@ -466,16 +484,15 @@ void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata) GPU_VERTBUF_DISCARD_SAFE(mb_geom->vbo[MB_NEXT]); break; } + + /* Modify the batch to include the previous & next position. */ + if (i == MB_PREV) { + GPU_batch_vertbuf_add_ex(batch, vbo, true); + mb_geom->vbo[i] = NULL; + } else { - /* Modify the batch to include the previous & next position. */ - if (i == MB_PREV) { - GPU_batch_vertbuf_add_ex(batch, vbo, true); - mb_geom->vbo[i] = NULL; - } - else { - /* This VBO can be reuse by next time step. Don't pass ownership. */ - GPU_batch_vertbuf_add_ex(batch, vbo, false); - } + /* This VBO can be reuse by next time step. Don't pass ownership. */ + GPU_batch_vertbuf_add_ex(batch, vbo, false); } } } diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index a075210967c..9aae801197f 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -53,17 +53,14 @@ extern char datatoc_effect_gtao_frag_glsl[]; static void eevee_create_shader_occlusion(void) { - char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_ambient_occlusion_lib_glsl, - datatoc_effect_gtao_frag_glsl); - - e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL); - e_data.gtao_layer_sh = DRW_shader_create_fullscreen(frag_str, "#define LAYERED_DEPTH\n"); - e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n"); - - MEM_freeN(frag_str); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); + + e_data.gtao_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_gtao_frag_glsl, lib, NULL); + e_data.gtao_layer_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_gtao_frag_glsl, lib, "#define LAYERED_DEPTH\n"); + e_data.gtao_debug_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_gtao_frag_glsl, lib, "#define DEBUG_AO\n"); } int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) @@ -77,7 +74,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); if (!e_data.dummy_horizon_tx) { - float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f}; e_data.dummy_horizon_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, pixel); } @@ -146,7 +143,7 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Should be enough precision for many samples. */ DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 81a50d36e17..34cd22ad13c 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -20,8 +20,7 @@ * \ingroup DNA */ -#ifndef __EEVEE_PRIVATE_H__ -#define __EEVEE_PRIVATE_H__ +#pragma once #include "DRW_render.h" @@ -29,6 +28,8 @@ #include "DNA_lightprobe_types.h" +#include "GPU_viewport.h" + #include "BKE_camera.h" struct EEVEE_ShadowCasterBuffer; @@ -163,7 +164,7 @@ enum { VAR_MAT_MESH = (1 << 0), VAR_MAT_VOLUME = (1 << 1), VAR_MAT_HAIR = (1 << 2), - VAR_MAT_PROBE = (1 << 3), + /* VAR_MAT_PROBE = (1 << 3), UNUSED */ VAR_MAT_BLEND = (1 << 4), VAR_MAT_LOOKDEV = (1 << 5), VAR_MAT_HOLDOUT = (1 << 6), @@ -747,7 +748,6 @@ typedef struct EEVEE_EffectsInfo { * - sizeof(bool) == sizeof(int) in GLSL so use int in C */ typedef struct EEVEE_CommonUniformBuffer { float prev_persmat[4][4]; /* mat4 */ - float view_vecs[2][4]; /* vec4[2] */ float mip_ratio[10][4]; /* vec2[10] */ /* Ambient Occlusion */ /* -- 16 byte aligned -- */ @@ -891,6 +891,7 @@ typedef struct EEVEE_Data { EEVEE_TextureList *txl; EEVEE_PassList *psl; EEVEE_StorageList *stl; + char info[GPU_INFO_SIZE]; } EEVEE_Data; typedef struct EEVEE_PrivateData { @@ -910,6 +911,7 @@ typedef struct EEVEE_PrivateData { /* Render Matrices */ float studiolight_matrix[3][3]; float overscan, overscan_pixels; + float camtexcofac[4]; float size_orig[2]; /* Mist Settings */ @@ -968,8 +970,10 @@ EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData * Object *ob, bool hair); EEVEE_GeometryMotionData *EEVEE_motion_blur_geometry_data_get(EEVEE_MotionBlurData *mb, - Object *ob, - bool hair); + Object *ob); +EEVEE_GeometryMotionData *EEVEE_motion_blur_hair_data_get(EEVEE_MotionBlurData *mb, + Object *ob, + struct ModifierData *md); EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob); EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob); EEVEE_LightEngineData *EEVEE_light_data_get(Object *ob); @@ -1001,7 +1005,6 @@ void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata, void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_materials_free(void); void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]); -void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]); void EEVEE_material_renderpasses_init(EEVEE_Data *vedata); void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples); void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); @@ -1057,15 +1060,14 @@ void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]); /* eevee_shaders.c */ void EEVEE_shaders_lightprobe_shaders_init(void); void EEVEE_shaders_material_shaders_init(void); +struct DRWShaderLibrary *EEVEE_shader_lib_get(void); struct GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void); -struct GPUShader *EEVEE_shaders_probe_default_sh_get(void); struct GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void); struct GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void); struct GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void); struct GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void); -struct GPUShader *EEVEE_shaders_default_studiolight_sh_get(void); -struct GPUShader *EEVEE_shaders_default_background_sh_get(void); -struct GPUShader *EEVEE_shaders_background_studiolight_sh_get(void); +struct GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void); +struct GPUShader *EEVEE_shaders_studiolight_background_sh_get(void); struct GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void); struct GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void); struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void); @@ -1077,6 +1079,7 @@ struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo); Material *EEVEE_material_default_diffuse_get(void); Material *EEVEE_material_default_glossy_get(void); Material *EEVEE_material_default_error_get(void); +World *EEVEE_world_default_get(void); struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options); struct GPUMaterial *EEVEE_material_get( EEVEE_Data *vedata, struct Scene *scene, Material *ma, World *wo, int options); @@ -1280,6 +1283,9 @@ bool EEVEE_render_init(EEVEE_Data *vedata, void EEVEE_render_view_sync(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph); +void EEVEE_render_modules_init(EEVEE_Data *vedata, + struct RenderEngine *engine, + struct Depsgraph *depsgraph); void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_render_cache(void *vedata, struct Object *ob, @@ -1300,10 +1306,9 @@ void EEVEE_render_update_passes(struct RenderEngine *engine, /** eevee_lookdev.c */ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, - DRWShadingGroup **grp, DRWPass *pass, - struct World *world, - EEVEE_LightProbesInfo *pinfo); + EEVEE_LightProbesInfo *pinfo, + DRWShadingGroup **r_shgrp); void EEVEE_lookdev_draw(EEVEE_Data *vedata); /** eevee_engine.c */ @@ -1351,5 +1356,3 @@ static const float cubefacemat[6][4][4] = { {0.0f, 0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, }; - -#endif /* __EEVEE_PRIVATE_H__ */ diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 787fc16a7da..62698bc5da3 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -53,11 +53,9 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; EEVEE_FramebufferList *fbl = vedata->fbl; - EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); Scene *scene = DEG_get_evaluated_scene(depsgraph); const float *size_orig = DRW_viewport_size_get(); float size_final[2]; - float camtexcofac[4]; /* Init default FB and render targets: * In render mode the default framebuffer is not generated @@ -75,6 +73,7 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * g_data->valid_double_buffer = 0; copy_v2_v2(g_data->size_orig, size_orig); + float *camtexcofac = g_data->camtexcofac; if (scene->eevee.flag & SCE_EEVEE_OVERSCAN) { g_data->overscan = scene->eevee.overscan / 100.0f; g_data->overscan_pixels = roundf(max_ff(size_orig[0], size_orig[1]) * g_data->overscan); @@ -94,8 +93,10 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * copy_v4_fl4(camtexcofac, 1.0f, 1.0f, 0.0f, 0.0f); } - int final_res[2] = {size_orig[0] + g_data->overscan_pixels * 2.0f, - size_orig[1] + g_data->overscan_pixels * 2.0f}; + const int final_res[2] = { + size_orig[0] + g_data->overscan_pixels * 2.0f, + size_orig[1] + g_data->overscan_pixels * 2.0f, + }; int max_dim = max_ii(final_res[0], final_res[1]); if (max_dim > GPU_max_texture_size()) { @@ -125,19 +126,19 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * GPU_framebuffer_ensure_config(&fbl->main_color_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)}); - /* Alloc common ubo data. */ - if (sldata->common_ubo == NULL) { - sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), - &sldata->common_data); - } - - EEVEE_render_view_sync(vedata, engine, depsgraph); + return true; +} +void EEVEE_render_modules_init(EEVEE_Data *vedata, + RenderEngine *engine, + struct Depsgraph *depsgraph) +{ + EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); + EEVEE_StorageList *stl = vedata->stl; + EEVEE_FramebufferList *fbl = vedata->fbl; /* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */ struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re)); - - DRWView *view = (DRWView *)DRW_view_default_get(); - DRW_view_camtexco_set(view, camtexcofac); + EEVEE_render_view_sync(vedata, engine, depsgraph); /* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`. * `EEVEE_effects_init` needs to go second for TAA. */ @@ -146,8 +147,6 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * EEVEE_materials_init(sldata, vedata, stl, fbl); EEVEE_shadows_init(sldata); EEVEE_lightprobes_init(sldata, vedata); - - return true; } void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Depsgraph *depsgraph) @@ -160,7 +159,7 @@ void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Dep struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re)); RE_GetCameraWindow(engine->re, ob_camera_eval, winmat); - RE_GetCameraWindowWithOverscan(engine->re, winmat, g_data->overscan); + RE_GetCameraWindowWithOverscan(engine->re, g_data->overscan, winmat); RE_GetCameraModelMatrix(engine->re, ob_camera_eval, viewinv); invert_m4_m4(viewmat, viewinv); @@ -169,10 +168,13 @@ void EEVEE_render_view_sync(EEVEE_Data *vedata, RenderEngine *engine, struct Dep DRW_view_reset(); DRW_view_default_set(view); DRW_view_set_active(view); + + DRW_view_camtexco_set(view, g_data->camtexcofac); } void EEVEE_render_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { + EEVEE_view_layer_data_ensure(); EEVEE_bloom_cache_init(sldata, vedata); EEVEE_depth_of_field_cache_init(sldata, vedata); EEVEE_effects_cache_init(sldata, vedata); @@ -523,10 +525,10 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl } while (render_samples < tot_sample && !RE_engine_test_break(engine)) { - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; float clear_depth = 1.0f; uint clear_stencil = 0x00; - uint primes[3] = {2, 3, 7}; + const uint primes[3] = {2, 3, 7}; double offset[3] = {0.0, 0.0, 0.0}; double r[3]; diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c index be771d7cf42..089d8b7a287 100644 --- a/source/blender/draw/engines/eevee/eevee_renderpasses.c +++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c @@ -199,12 +199,10 @@ void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ve EEVEE_RENDERPASSES_WITH_POST_PROCESSING) > 0; if (needs_post_processing) { if (e_data.postprocess_sh == NULL) { - char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_renderpass_postprocess_frag_glsl); - e_data.postprocess_sh = DRW_shader_create_fullscreen(frag_str, NULL); - MEM_freeN(frag_str); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); + + e_data.postprocess_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_renderpass_postprocess_frag_glsl, lib, NULL); } DRW_PASS_CREATE(psl->renderpass_pass, DRW_STATE_WRITE_COLOR); diff --git a/source/blender/draw/engines/eevee/eevee_sampling.c b/source/blender/draw/engines/eevee/eevee_sampling.c index 5e951928c5a..253dae79902 100644 --- a/source/blender/draw/engines/eevee/eevee_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_sampling.c @@ -34,7 +34,7 @@ void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3]) { double ht_point[3]; double ht_offset[3] = {0.0, 0.0, 0.0}; - uint ht_primes[3] = {2, 3, 7}; + const uint ht_primes[3] = {2, 3, 7}; BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point); @@ -65,7 +65,7 @@ void EEVEE_sample_rectangle(int sample_ofs, { double ht_point[2]; double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; + const uint ht_primes[2] = {2, 3}; BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); @@ -91,7 +91,7 @@ void EEVEE_sample_ellipse(int sample_ofs, { double ht_point[2]; double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; + const uint ht_primes[2] = {2, 3}; BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); @@ -114,7 +114,7 @@ void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]) { double ht_point[3]; double ht_offset[3] = {0.0, 0.0, 0.0}; - uint ht_primes[3] = {2, 3, 5}; + const uint ht_primes[3] = {2, 3, 5}; BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point); diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 32d758dba4b..88029c2e940 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -48,30 +48,12 @@ static struct { struct GPUTexture *depth_src; } e_data = {{NULL}}; /* Engine data */ -extern char datatoc_ambient_occlusion_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_common_uniforms_lib_glsl[]; -extern char datatoc_bsdf_common_lib_glsl[]; -extern char datatoc_bsdf_sampling_lib_glsl[]; -extern char datatoc_octahedron_lib_glsl[]; -extern char datatoc_cubemap_lib_glsl[]; extern char datatoc_effect_ssr_frag_glsl[]; -extern char datatoc_lightprobe_lib_glsl[]; -extern char datatoc_raytrace_lib_glsl[]; static struct GPUShader *eevee_effects_screen_raytrace_shader_get(int options) { if (e_data.ssr_sh[options] == NULL) { - char *ssr_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_ambient_occlusion_lib_glsl, - datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_lightprobe_lib_glsl, - datatoc_raytrace_lib_glsl, - datatoc_effect_ssr_frag_glsl); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); DynStr *ds_defines = BLI_dynstr_new(); BLI_dynstr_append(ds_defines, SHADER_DEFINES); @@ -91,9 +73,9 @@ static struct GPUShader *eevee_effects_screen_raytrace_shader_get(int options) char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines); BLI_dynstr_free(ds_defines); - e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str); + e_data.ssr_sh[options] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_ssr_frag_glsl, lib, ssr_define_str); - MEM_freeN(ssr_shader_str); MEM_freeN(ssr_define_str); } @@ -156,7 +138,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const int divisor = (effects->reflection_trace_full) ? 1 : 2; int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor}; - int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + const int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; const bool high_qual_input = true; /* TODO dither low quality input */ const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8; @@ -348,7 +330,7 @@ void EEVEE_reflection_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Create FrameBuffer. */ const eGPUTextureFormat texture_format = (tot_samples > 256) ? GPU_RGBA32F : GPU_RGBA16F; diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 09e74c84948..5f125d395d3 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -28,6 +28,8 @@ #include "BLI_dynstr.h" #include "BLI_string_utils.h" +#include "DNA_world_types.h" + #include "MEM_guardedalloc.h" #include "GPU_material.h" @@ -40,19 +42,17 @@ static const char *filter_defines = "#define HAMMERSLEY_SIZE " STRINGIFY(HAMMERSLEY_SIZE) "\n" #if defined(IRRADIANCE_SH_L2) - "#define IRRADIANCE_SH_L2\n" -#elif defined(IRRADIANCE_CUBEMAP) - "#define IRRADIANCE_CUBEMAP\n" + "#define IRRADIANCE_SH_L2\n"; #elif defined(IRRADIANCE_HL2) - "#define IRRADIANCE_HL2\n" + "#define IRRADIANCE_HL2\n"; #endif - "#define NOISE_SIZE 64\n"; static struct { + /* Lookdev */ + struct GPUShader *studiolight_probe_sh; + struct GPUShader *studiolight_background_sh; + /* Probes */ - struct GPUShader *probe_default_sh; - struct GPUShader *probe_default_studiolight_sh; - struct GPUShader *probe_background_studiolight_sh; struct GPUShader *probe_grid_display_sh; struct GPUShader *probe_cube_display_sh; struct GPUShader *probe_planar_display_sh; @@ -70,17 +70,16 @@ static struct { struct GPUShader *taa_resolve_reproject_sh; /* General purpose Shaders. */ - struct GPUShader *default_background; + struct GPUShader *lookdev_background; struct GPUShader *update_noise_sh; /* Shader strings */ - char *frag_shader_lib; - char *vert_shader_str; - char *vert_shadow_shader_str; - char *vert_background_shader_str; - char *vert_volume_shader_str; - char *geom_volume_shader_str; - char *volume_shader_lib; + char *closure_lit_lib; + char *surface_lit_frag; + char *surface_prepass_frag; + char *surface_geom_barycentric; + + DRWShaderLibrary *lib; /* LookDev Materials */ Material *glossy_mat; @@ -88,6 +87,8 @@ static struct { Material *error_mat; + World *default_world; + /* Default Material */ struct { bNodeTree *ntree; @@ -103,16 +104,39 @@ static struct { } world; } e_data = {NULL}; /* Engine data */ -extern char datatoc_bsdf_common_lib_glsl[]; -extern char datatoc_bsdf_sampling_lib_glsl[]; -extern char datatoc_common_uniforms_lib_glsl[]; +extern char datatoc_common_hair_lib_glsl[]; +extern char datatoc_common_math_lib_glsl[]; +extern char datatoc_common_math_geom_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; +extern char datatoc_gpu_shader_common_obinfos_lib_glsl[]; extern char datatoc_ambient_occlusion_lib_glsl[]; extern char datatoc_background_vert_glsl[]; -extern char datatoc_common_hair_lib_glsl[]; +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_bsdf_lut_frag_glsl[]; +extern char datatoc_bsdf_sampling_lib_glsl[]; +extern char datatoc_btdf_lut_frag_glsl[]; +extern char datatoc_closure_lib_glsl[]; +extern char datatoc_common_uniforms_lib_glsl[]; +extern char datatoc_common_utiltex_lib_glsl[]; extern char datatoc_cubemap_lib_glsl[]; -extern char datatoc_default_world_frag_glsl[]; +extern char datatoc_default_frag_glsl[]; +extern char datatoc_lookdev_world_frag_glsl[]; +extern char datatoc_effect_bloom_frag_glsl[]; +extern char datatoc_effect_dof_frag_glsl[]; +extern char datatoc_effect_dof_vert_glsl[]; +extern char datatoc_effect_downsample_cube_frag_glsl[]; +extern char datatoc_effect_downsample_frag_glsl[]; +extern char datatoc_effect_gtao_frag_glsl[]; +extern char datatoc_effect_minmaxz_frag_glsl[]; +extern char datatoc_effect_mist_frag_glsl[]; +extern char datatoc_effect_motion_blur_frag_glsl[]; +extern char datatoc_effect_ssr_frag_glsl[]; +extern char datatoc_effect_subsurface_frag_glsl[]; +extern char datatoc_effect_temporal_aa_glsl[]; +extern char datatoc_effect_translucency_frag_glsl[]; +extern char datatoc_effect_velocity_resolve_frag_glsl[]; +extern char datatoc_effect_velocity_tile_frag_glsl[]; extern char datatoc_irradiance_lib_glsl[]; extern char datatoc_lightprobe_cube_display_frag_glsl[]; extern char datatoc_lightprobe_cube_display_vert_glsl[]; @@ -131,72 +155,111 @@ extern char datatoc_lightprobe_planar_downsample_geom_glsl[]; extern char datatoc_lightprobe_planar_downsample_vert_glsl[]; extern char datatoc_lightprobe_vert_glsl[]; extern char datatoc_lights_lib_glsl[]; -extern char datatoc_lit_surface_frag_glsl[]; -extern char datatoc_lit_surface_vert_glsl[]; +extern char datatoc_closure_lit_lib_glsl[]; extern char datatoc_ltc_lib_glsl[]; +extern char datatoc_object_motion_frag_glsl[]; +extern char datatoc_object_motion_vert_glsl[]; extern char datatoc_octahedron_lib_glsl[]; extern char datatoc_prepass_frag_glsl[]; +extern char datatoc_prepass_vert_glsl[]; extern char datatoc_raytrace_lib_glsl[]; +extern char datatoc_renderpass_lib_glsl[]; +extern char datatoc_renderpass_postprocess_frag_glsl[]; +extern char datatoc_shadow_accum_frag_glsl[]; +extern char datatoc_shadow_frag_glsl[]; extern char datatoc_shadow_vert_glsl[]; extern char datatoc_ssr_lib_glsl[]; +extern char datatoc_surface_frag_glsl[]; +extern char datatoc_surface_geom_glsl[]; +extern char datatoc_surface_lib_glsl[]; +extern char datatoc_surface_vert_glsl[]; extern char datatoc_update_noise_frag_glsl[]; +extern char datatoc_volumetric_accum_frag_glsl[]; extern char datatoc_volumetric_frag_glsl[]; extern char datatoc_volumetric_geom_glsl[]; +extern char datatoc_volumetric_integration_frag_glsl[]; extern char datatoc_volumetric_lib_glsl[]; +extern char datatoc_volumetric_resolve_frag_glsl[]; +extern char datatoc_volumetric_scatter_frag_glsl[]; extern char datatoc_volumetric_vert_glsl[]; -/* Velocity Resolve */ -extern char datatoc_effect_velocity_resolve_frag_glsl[]; - -/* Temporal Sampling */ -extern char datatoc_effect_temporal_aa_glsl[]; - /* *********** FUNCTIONS *********** */ +static void eevee_shader_library_ensure(void) +{ + if (e_data.lib == NULL) { + e_data.lib = DRW_shader_library_create(); + /* NOTE: Theses needs to be ordered by dependencies. */ + DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_uniforms_lib); + DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib); + DRW_SHADER_LIB_ADD(e_data.lib, renderpass_lib); + DRW_SHADER_LIB_ADD(e_data.lib, bsdf_common_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_utiltex_lib); + DRW_SHADER_LIB_ADD(e_data.lib, bsdf_sampling_lib); + DRW_SHADER_LIB_ADD(e_data.lib, cubemap_lib); + DRW_SHADER_LIB_ADD(e_data.lib, raytrace_lib); + DRW_SHADER_LIB_ADD(e_data.lib, ambient_occlusion_lib); + DRW_SHADER_LIB_ADD(e_data.lib, octahedron_lib); + DRW_SHADER_LIB_ADD(e_data.lib, irradiance_lib); + DRW_SHADER_LIB_ADD(e_data.lib, lightprobe_lib); + DRW_SHADER_LIB_ADD(e_data.lib, ltc_lib); + DRW_SHADER_LIB_ADD(e_data.lib, lights_lib); + DRW_SHADER_LIB_ADD(e_data.lib, surface_lib); + DRW_SHADER_LIB_ADD(e_data.lib, volumetric_lib); + DRW_SHADER_LIB_ADD(e_data.lib, closure_lib); + DRW_SHADER_LIB_ADD(e_data.lib, ssr_lib); + + /* Add one for each Closure */ + e_data.closure_lit_lib = BLI_string_joinN(datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl, + datatoc_closure_lit_lib_glsl); + + DRW_shader_library_add_file(e_data.lib, e_data.closure_lit_lib, "closure_lit_lib.glsl"); + + e_data.surface_lit_frag = DRW_shader_library_create_shader_string(e_data.lib, + datatoc_surface_frag_glsl); + + e_data.surface_prepass_frag = DRW_shader_library_create_shader_string( + e_data.lib, datatoc_prepass_frag_glsl); + + e_data.surface_geom_barycentric = DRW_shader_library_create_shader_string( + e_data.lib, datatoc_surface_geom_glsl); + } +} + void EEVEE_shaders_lightprobe_shaders_init(void) { BLI_assert(e_data.probe_filter_glossy_sh == NULL); - char *shader_str = NULL; - - shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_lightprobe_filter_glossy_frag_glsl); - - e_data.probe_filter_glossy_sh = DRW_shader_create( - datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str, filter_defines); - - e_data.probe_default_sh = DRW_shader_create_with_lib(datatoc_background_vert_glsl, - NULL, - datatoc_default_world_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - MEM_freeN(shader_str); + eevee_shader_library_ensure(); - shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_lightprobe_filter_diffuse_frag_glsl); + e_data.probe_filter_glossy_sh = DRW_shader_create_with_shaderlib( + datatoc_lightprobe_vert_glsl, + datatoc_lightprobe_geom_glsl, + datatoc_lightprobe_filter_glossy_frag_glsl, + e_data.lib, + filter_defines); - e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen(shader_str, filter_defines); + e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_lightprobe_filter_diffuse_frag_glsl, e_data.lib, filter_defines); - MEM_freeN(shader_str); + e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_lightprobe_filter_visibility_frag_glsl, e_data.lib, filter_defines); - shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_lightprobe_filter_visibility_frag_glsl); - - e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen(shader_str, filter_defines); - - MEM_freeN(shader_str); - - e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen(datatoc_lightprobe_grid_fill_frag_glsl, - filter_defines); + e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_lightprobe_grid_fill_frag_glsl, e_data.lib, filter_defines); e_data.probe_planar_downsample_sh = DRW_shader_create( datatoc_lightprobe_planar_downsample_vert_glsl, @@ -207,70 +270,18 @@ void EEVEE_shaders_lightprobe_shaders_init(void) void EEVEE_shaders_material_shaders_init(void) { - e_data.frag_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_ambient_occlusion_lib_glsl, - datatoc_raytrace_lib_glsl, - datatoc_ssr_lib_glsl, - datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_irradiance_lib_glsl, - datatoc_lightprobe_lib_glsl, - datatoc_ltc_lib_glsl, - datatoc_lights_lib_glsl, - /* Add one for each Closure */ - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_lit_surface_frag_glsl, - datatoc_volumetric_lib_glsl); - - e_data.volume_shader_lib = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_ambient_occlusion_lib_glsl, - datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_irradiance_lib_glsl, - datatoc_lightprobe_lib_glsl, - datatoc_ltc_lib_glsl, - datatoc_lights_lib_glsl, - datatoc_volumetric_lib_glsl, - datatoc_volumetric_frag_glsl); - - e_data.vert_shader_str = BLI_string_joinN( - datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_lit_surface_vert_glsl); - - e_data.vert_shadow_shader_str = BLI_string_joinN( - datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl); - - e_data.vert_background_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_background_vert_glsl); - - e_data.vert_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_volumetric_vert_glsl); - - e_data.geom_volume_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_volumetric_geom_glsl); + eevee_shader_library_ensure(); } -GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void) +DRWShaderLibrary *EEVEE_shader_lib_get(void) { - return e_data.probe_filter_glossy_sh; + eevee_shader_library_ensure(); + return e_data.lib; } -GPUShader *EEVEE_shaders_probe_default_sh_get(void) +GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void) { - return e_data.probe_default_sh; + return e_data.probe_filter_glossy_sh; } GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void) @@ -293,59 +304,40 @@ GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void) return e_data.probe_planar_downsample_sh; } -GPUShader *EEVEE_shaders_default_studiolight_sh_get(void) +GPUShader *EEVEE_shaders_studiolight_probe_sh_get(void) { - if (e_data.probe_default_studiolight_sh == NULL) { - e_data.probe_default_studiolight_sh = DRW_shader_create_with_lib( - datatoc_background_vert_glsl, - NULL, - datatoc_default_world_frag_glsl, - datatoc_common_view_lib_glsl, - "#define LOOKDEV\n"); - } - return e_data.probe_default_studiolight_sh; + if (e_data.studiolight_probe_sh == NULL) { + e_data.studiolight_probe_sh = DRW_shader_create_with_shaderlib(datatoc_background_vert_glsl, + NULL, + datatoc_lookdev_world_frag_glsl, + e_data.lib, + SHADER_DEFINES); + } + return e_data.studiolight_probe_sh; } -GPUShader *EEVEE_shaders_background_studiolight_sh_get(void) +GPUShader *EEVEE_shaders_studiolight_background_sh_get(void) { - if (e_data.probe_background_studiolight_sh == NULL) { - char *frag_str = BLI_string_joinN(datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_lightprobe_lib_glsl, - datatoc_default_world_frag_glsl); - - e_data.probe_background_studiolight_sh = DRW_shader_create_with_lib( + if (e_data.studiolight_background_sh == NULL) { + e_data.studiolight_background_sh = DRW_shader_create_with_shaderlib( datatoc_background_vert_glsl, NULL, - frag_str, - datatoc_common_view_lib_glsl, + datatoc_lookdev_world_frag_glsl, + e_data.lib, "#define LOOKDEV_BG\n" SHADER_DEFINES); - - MEM_freeN(frag_str); } - return e_data.probe_background_studiolight_sh; + return e_data.studiolight_background_sh; } GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void) { if (e_data.probe_cube_display_sh == NULL) { - char *shader_str = BLI_string_joinN(datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_lightprobe_lib_glsl, - datatoc_lightprobe_cube_display_frag_glsl); - - char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_lightprobe_cube_display_vert_glsl); - - e_data.probe_cube_display_sh = DRW_shader_create(vert_str, NULL, shader_str, SHADER_DEFINES); - - MEM_freeN(vert_str); - MEM_freeN(shader_str); + e_data.probe_cube_display_sh = DRW_shader_create_with_shaderlib( + datatoc_lightprobe_cube_display_vert_glsl, + NULL, + datatoc_lightprobe_cube_display_frag_glsl, + e_data.lib, + SHADER_DEFINES); } return e_data.probe_cube_display_sh; } @@ -353,22 +345,12 @@ GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void) GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void) { if (e_data.probe_grid_display_sh == NULL) { - char *shader_str = BLI_string_joinN(datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_irradiance_lib_glsl, - datatoc_lightprobe_lib_glsl, - datatoc_lightprobe_grid_display_frag_glsl); - - char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_lightprobe_grid_display_vert_glsl); - - e_data.probe_grid_display_sh = DRW_shader_create(vert_str, NULL, shader_str, filter_defines); - - MEM_freeN(vert_str); - MEM_freeN(shader_str); + e_data.probe_grid_display_sh = DRW_shader_create_with_shaderlib( + datatoc_lightprobe_grid_display_vert_glsl, + NULL, + datatoc_lightprobe_grid_display_frag_glsl, + e_data.lib, + filter_defines); } return e_data.probe_grid_display_sh; } @@ -376,16 +358,12 @@ GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void) GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void) { if (e_data.probe_planar_display_sh == NULL) { - char *vert_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_lightprobe_planar_display_vert_glsl); - - char *shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_lightprobe_planar_display_frag_glsl); - - e_data.probe_planar_display_sh = DRW_shader_create(vert_str, NULL, shader_str, NULL); - - MEM_freeN(vert_str); - MEM_freeN(shader_str); + e_data.probe_planar_display_sh = DRW_shader_create_with_shaderlib( + datatoc_lightprobe_planar_display_vert_glsl, + NULL, + datatoc_lightprobe_planar_display_frag_glsl, + e_data.lib, + NULL); } return e_data.probe_planar_display_sh; } @@ -393,34 +371,17 @@ GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void) GPUShader *EEVEE_shaders_velocity_resolve_sh_get(void) { if (e_data.velocity_resolve_sh == NULL) { - char *frag_str = BLI_string_joinN(datatoc_common_uniforms_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_effect_velocity_resolve_frag_glsl); - - e_data.velocity_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL); - - MEM_freeN(frag_str); + e_data.velocity_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_velocity_resolve_frag_glsl, e_data.lib, NULL); } return e_data.velocity_resolve_sh; } -GPUShader *EEVEE_shaders_default_background_sh_get(void) -{ - if (e_data.default_background == NULL) { - e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl, - NULL, - datatoc_default_world_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } - return e_data.default_background; -} - GPUShader *EEVEE_shaders_update_noise_sh_get(void) { if (e_data.update_noise_sh == NULL) { - e_data.update_noise_sh = DRW_shader_create_fullscreen(datatoc_update_noise_frag_glsl, NULL); + e_data.update_noise_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_update_noise_frag_glsl, e_data.lib, NULL); } return e_data.update_noise_sh; } @@ -437,13 +398,8 @@ GPUShader *EEVEE_shaders_taa_resolve_sh_get(EEVEE_EffectsFlag enabled_effects) sh = &e_data.taa_resolve_sh; } if (*sh == NULL) { - char *frag_str = BLI_string_joinN(datatoc_common_uniforms_lib_glsl, - datatoc_common_view_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_effect_temporal_aa_glsl); - - *sh = DRW_shader_create_fullscreen(frag_str, define); - MEM_freeN(frag_str); + *sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_temporal_aa_glsl, e_data.lib, define); } return *sh; @@ -583,6 +539,18 @@ struct bNodeTree *EEVEE_shader_default_world_nodetree(World *wo) return e_data.world.ntree; } +World *EEVEE_world_default_get(void) +{ + if (e_data.default_world == NULL) { + e_data.default_world = BKE_id_new_nomain(ID_WO, "EEVEEE default world"); + copy_v3_fl(&e_data.default_world->horr, 0.0f); + e_data.default_world->use_nodes = 0; + e_data.default_world->nodetree = NULL; + BLI_listbase_clear(&e_data.default_world->gpumaterial); + } + return e_data.default_world; +} + static char *eevee_get_defines(int options) { char *str = NULL; @@ -605,7 +573,7 @@ static char *eevee_get_defines(int options) if ((options & VAR_MAT_HAIR) != 0) { BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); } - if ((options & (VAR_MAT_PROBE | VAR_WORLD_PROBE)) != 0) { + if ((options & VAR_WORLD_PROBE) != 0) { BLI_dynstr_append(ds, "#define PROBE_CAPTURE\n"); } if ((options & VAR_MAT_HASH) != 0) { @@ -635,13 +603,13 @@ static char *eevee_get_vert(int options) char *str = NULL; if ((options & VAR_MAT_VOLUME) != 0) { - str = BLI_strdup(e_data.vert_volume_shader_str); + str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_vert_glsl); } else if ((options & (VAR_WORLD_PROBE | VAR_WORLD_BACKGROUND)) != 0) { - str = BLI_strdup(e_data.vert_background_shader_str); + str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_background_vert_glsl); } else { - str = BLI_strdup(e_data.vert_shader_str); + str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_surface_vert_glsl); } return str; @@ -652,7 +620,7 @@ static char *eevee_get_geom(int options) char *str = NULL; if ((options & VAR_MAT_VOLUME) != 0) { - str = BLI_strdup(e_data.geom_volume_shader_str); + str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_geom_glsl); } return str; @@ -663,18 +631,36 @@ static char *eevee_get_frag(int options) char *str = NULL; if ((options & VAR_MAT_VOLUME) != 0) { - str = BLI_strdup(e_data.volume_shader_lib); + str = DRW_shader_library_create_shader_string(e_data.lib, datatoc_volumetric_frag_glsl); } else if ((options & VAR_MAT_DEPTH) != 0) { - str = BLI_string_joinN(e_data.frag_shader_lib, datatoc_prepass_frag_glsl); + str = BLI_strdup(e_data.surface_prepass_frag); } else { - str = BLI_strdup(e_data.frag_shader_lib); + str = BLI_strdup(e_data.surface_lit_frag); } return str; } +static void eevee_material_post_eval(GPUMaterial *mat, + int options, + const char **UNUSED(vert_code), + const char **geom_code, + const char **UNUSED(frag_lib), + const char **UNUSED(defines)) +{ + const bool is_hair = (options & VAR_MAT_HAIR) != 0; + const bool is_mesh = (options & VAR_MAT_MESH) != 0; + + /* Force geometry usage if GPU_BARYCENTRIC_DIST or GPU_BARYCENTRIC_TEXCO are used. + * Note: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */ + if (!is_hair && is_mesh && GPU_material_flag_get(mat, GPU_MATFLAG_BARYCENTRIC) && + *geom_code == NULL) { + *geom_code = e_data.surface_geom_barycentric; + } +} + static struct GPUMaterial *eevee_material_get_ex( struct Scene *scene, Material *ma, World *wo, int options, bool deferred) { @@ -702,14 +688,16 @@ static struct GPUMaterial *eevee_material_get_ex( char *frag = eevee_get_frag(options); if (ma) { + GPUMaterialEvalCallbackFn cbfn = &eevee_material_post_eval; + bNodeTree *ntree = !is_default ? ma->nodetree : EEVEE_shader_default_surface_nodetree(ma); mat = DRW_shader_create_from_material( - scene, ma, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred); + scene, ma, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred, cbfn); } else { bNodeTree *ntree = !is_default ? wo->nodetree : EEVEE_shader_default_world_nodetree(wo); mat = DRW_shader_create_from_world( - scene, wo, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred); + scene, wo, ntree, engine, options, is_volume, vert, geom, frag, defines, deferred, NULL); } MEM_SAFE_FREE(defines); @@ -764,30 +752,31 @@ struct GPUMaterial *EEVEE_material_get( void EEVEE_shaders_free(void) { - MEM_SAFE_FREE(e_data.frag_shader_lib); - MEM_SAFE_FREE(e_data.vert_shader_str); - MEM_SAFE_FREE(e_data.vert_shadow_shader_str); - MEM_SAFE_FREE(e_data.vert_background_shader_str); - MEM_SAFE_FREE(e_data.vert_volume_shader_str); - MEM_SAFE_FREE(e_data.geom_volume_shader_str); - MEM_SAFE_FREE(e_data.volume_shader_lib); - DRW_SHADER_FREE_SAFE(e_data.default_background); + MEM_SAFE_FREE(e_data.closure_lit_lib); + MEM_SAFE_FREE(e_data.surface_prepass_frag); + MEM_SAFE_FREE(e_data.surface_lit_frag); + MEM_SAFE_FREE(e_data.surface_geom_barycentric); + DRW_SHADER_FREE_SAFE(e_data.lookdev_background); DRW_SHADER_FREE_SAFE(e_data.update_noise_sh); - DRW_SHADER_FREE_SAFE(e_data.probe_default_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_glossy_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_diffuse_sh); DRW_SHADER_FREE_SAFE(e_data.probe_filter_visibility_sh); DRW_SHADER_FREE_SAFE(e_data.probe_grid_fill_sh); DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh); - DRW_SHADER_FREE_SAFE(e_data.probe_default_studiolight_sh); - DRW_SHADER_FREE_SAFE(e_data.probe_background_studiolight_sh); + DRW_SHADER_FREE_SAFE(e_data.studiolight_probe_sh); + DRW_SHADER_FREE_SAFE(e_data.studiolight_background_sh); DRW_SHADER_FREE_SAFE(e_data.probe_grid_display_sh); DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh); DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh); DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh); DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh); DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh); + DRW_SHADER_LIB_FREE_SAFE(e_data.lib); + if (e_data.default_world) { + BKE_id_free(NULL, e_data.default_world); + e_data.default_world = NULL; + } if (e_data.glossy_mat) { BKE_id_free(NULL, e_data.glossy_mat); e_data.glossy_mat = NULL; diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index 8c50b26b45f..71a4da9fcab 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -42,11 +42,6 @@ static struct { extern char datatoc_shadow_vert_glsl[]; extern char datatoc_shadow_frag_glsl[]; extern char datatoc_shadow_accum_frag_glsl[]; -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_common_uniforms_lib_glsl[]; -extern char datatoc_bsdf_common_lib_glsl[]; -extern char datatoc_lights_lib_glsl[]; -extern char datatoc_raytrace_lib_glsl[]; void eevee_contact_shadow_setup(const Light *la, EEVEE_Shadow *evsh) { @@ -65,23 +60,13 @@ void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata) const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); if (!e_data.shadow_sh) { - e_data.shadow_sh = DRW_shader_create_with_lib(datatoc_shadow_vert_glsl, - NULL, - datatoc_shadow_frag_glsl, - datatoc_common_view_lib_glsl, - NULL); - } + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); - if (!e_data.shadow_accum_sh) { - char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_raytrace_lib_glsl, - datatoc_lights_lib_glsl, - datatoc_shadow_accum_frag_glsl); + e_data.shadow_sh = DRW_shader_create_with_shaderlib( + datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, lib, NULL); - e_data.shadow_accum_sh = DRW_shader_create_fullscreen(frag_str, SHADER_DEFINES); - MEM_freeN(frag_str); + e_data.shadow_accum_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_shadow_accum_frag_glsl, lib, SHADER_DEFINES); } if (!sldata->lights) { @@ -400,7 +385,7 @@ void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata, EEVEE_EffectsInfo *effects = stl->effects; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Create FrameBuffer. */ const eGPUTextureFormat texture_format = GPU_R32F; diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index 1fd8d818b33..246bc18b71a 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -139,7 +139,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, float jitter_ofs[2]; double ht_point[2]; double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; + const uint ht_primes[2] = {2, 3}; BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index ef4588f4aca..74fb7ac99b7 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -38,41 +38,19 @@ static struct { struct GPUShader *sss_sh[3]; } e_data = {{NULL}}; /* Engine data */ -extern char datatoc_common_view_lib_glsl[]; -extern char datatoc_common_uniforms_lib_glsl[]; -extern char datatoc_lights_lib_glsl[]; -extern char datatoc_raytrace_lib_glsl[]; -extern char datatoc_octahedron_lib_glsl[]; -extern char datatoc_cubemap_lib_glsl[]; -extern char datatoc_bsdf_sampling_lib_glsl[]; -extern char datatoc_bsdf_common_lib_glsl[]; extern char datatoc_effect_subsurface_frag_glsl[]; extern char datatoc_effect_translucency_frag_glsl[]; static void eevee_create_shader_subsurface(void) { - char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_effect_subsurface_frag_glsl); - - /* TODO(fclem) remove some of these dependencies. */ - char *frag_translucent_str = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_bsdf_sampling_lib_glsl, - datatoc_raytrace_lib_glsl, - datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_lights_lib_glsl, - datatoc_effect_translucency_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_translucent_str, - "#define EEVEE_TRANSLUCENCY\n" SHADER_DEFINES); - - MEM_freeN(frag_translucent_str); - MEM_freeN(frag_str); + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); + + e_data.sss_sh[0] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_subsurface_frag_glsl, lib, "#define FIRST_PASS\n"); + e_data.sss_sh[1] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_subsurface_frag_glsl, lib, "#define SECOND_PASS\n"); + e_data.sss_sh[2] = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_effect_translucency_frag_glsl, lib, "#define EEVEE_TRANSLUCENCY\n" SHADER_DEFINES); } void EEVEE_subsurface_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *UNUSED(vedata)) @@ -188,7 +166,7 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), * pass in look dev mode active. `texture_created` will make sure that newly created textures * are cleared. */ if (effects->taa_current_sample == 1 || texture_created) { - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_bind(fbl->sss_accum_fb); GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear); } @@ -304,7 +282,7 @@ void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat EEVEE_EffectsInfo *effects = stl->effects; if ((effects->enabled_effects & EFFECT_SSS) != 0) { - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const 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? */ GPU_framebuffer_bind(fbl->sss_clear_fb); GPU_framebuffer_clear_color(fbl->sss_clear_fb, clear); @@ -342,7 +320,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_EffectsInfo *effects = stl->effects; if ((effects->enabled_effects & EFFECT_SSS) != 0) { - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DRW_stats_group_start("SSS"); diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index 997f9a5be9d..5976a9505e8 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -171,7 +171,7 @@ void EEVEE_temporal_sampling_update_matrices(EEVEE_Data *vedata) double ht_point[2]; double ht_offset[2] = {0.0, 0.0}; - uint ht_primes[2] = {2, 3}; + const uint ht_primes[2] = {2, 3}; BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point); @@ -212,7 +212,9 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data * Reset for each "redraw". When rendering using ogl render, * we accumulate the redraw inside the drawing loop in eevee_draw_scene(). **/ - effects->taa_render_sample = 1; + if (DRW_state_is_opengl_render()) { + effects->taa_render_sample = 1; + } effects->bypass_drawing = false; EEVEE_temporal_sampling_create_view(vedata); @@ -269,7 +271,14 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data } } else { - effects->bypass_drawing = true; + const bool all_shaders_compiled = stl->g_data->queued_shaders_count_prev == 0; + /* Fix Texture painting (see T79370) and shader compilation (see T78520). */ + if (DRW_state_is_navigating() || !all_shaders_compiled) { + effects->taa_current_sample = 1; + } + else { + effects->bypass_drawing = true; + } } return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 300022e97a9..e1e65c29b4f 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -44,16 +44,12 @@ #include "DEG_depsgraph_query.h" -#include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_material.h" #include "GPU_texture.h" #include "eevee_private.h" static struct { - char *volumetric_common_lib; - char *volumetric_common_lights_lib; - struct GPUShader *volumetric_clear_sh; struct GPUShader *scatter_sh; struct GPUShader *scatter_with_lights_sh; @@ -97,57 +93,48 @@ extern char datatoc_common_fullscreen_vert_glsl[]; static void eevee_create_shader_volumes(void) { - e_data.volumetric_common_lib = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_volumetric_lib_glsl); - - e_data.volumetric_common_lights_lib = BLI_string_joinN(datatoc_common_view_lib_glsl, - datatoc_common_uniforms_lib_glsl, - datatoc_bsdf_common_lib_glsl, - datatoc_octahedron_lib_glsl, - datatoc_cubemap_lib_glsl, - datatoc_irradiance_lib_glsl, - datatoc_lights_lib_glsl, - datatoc_volumetric_lib_glsl); - - e_data.volumetric_clear_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl, - datatoc_volumetric_geom_glsl, - datatoc_volumetric_frag_glsl, - e_data.volumetric_common_lib, - "#define VOLUMETRICS\n" - "#define CLEAR\n"); - e_data.scatter_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl, - datatoc_volumetric_geom_glsl, - datatoc_volumetric_scatter_frag_glsl, - e_data.volumetric_common_lights_lib, - SHADER_DEFINES - "#define VOLUMETRICS\n" - "#define VOLUME_SHADOW\n"); - e_data.scatter_with_lights_sh = DRW_shader_create_with_lib(datatoc_volumetric_vert_glsl, - datatoc_volumetric_geom_glsl, - datatoc_volumetric_scatter_frag_glsl, - e_data.volumetric_common_lights_lib, - SHADER_DEFINES - "#define VOLUMETRICS\n" - "#define VOLUME_LIGHTING\n" - "#define VOLUME_SHADOW\n"); - e_data.volumetric_integration_sh = DRW_shader_create_with_lib( + DRWShaderLibrary *lib = EEVEE_shader_lib_get(); + + e_data.volumetric_clear_sh = DRW_shader_create_with_shaderlib(datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_frag_glsl, + lib, + SHADER_DEFINES + "#define VOLUMETRICS\n" + "#define CLEAR\n"); + + e_data.scatter_sh = DRW_shader_create_with_shaderlib(datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_scatter_frag_glsl, + lib, + SHADER_DEFINES + "#define VOLUMETRICS\n" + "#define VOLUME_SHADOW\n"); + + e_data.scatter_with_lights_sh = DRW_shader_create_with_shaderlib( + datatoc_volumetric_vert_glsl, + datatoc_volumetric_geom_glsl, + datatoc_volumetric_scatter_frag_glsl, + lib, + SHADER_DEFINES + "#define VOLUMETRICS\n" + "#define VOLUME_LIGHTING\n" + "#define VOLUME_SHADOW\n"); + + e_data.volumetric_integration_sh = DRW_shader_create_with_shaderlib( datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, datatoc_volumetric_integration_frag_glsl, - e_data.volumetric_common_lib, + lib, USE_VOLUME_OPTI ? "#extension GL_ARB_shader_image_load_store: enable\n" "#extension GL_ARB_shading_language_420pack: enable\n" - "#define USE_VOLUME_OPTI\n" : - NULL); - e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(datatoc_common_fullscreen_vert_glsl, - NULL, - datatoc_volumetric_resolve_frag_glsl, - e_data.volumetric_common_lib, - NULL); - e_data.volumetric_accum_sh = DRW_shader_create_fullscreen(datatoc_volumetric_accum_frag_glsl, - NULL); + "#define USE_VOLUME_OPTI\n" SHADER_DEFINES : + SHADER_DEFINES); + + e_data.volumetric_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_volumetric_resolve_frag_glsl, lib, SHADER_DEFINES); + e_data.volumetric_accum_sh = DRW_shader_create_fullscreen_with_shaderlib( + datatoc_volumetric_accum_frag_glsl, lib, SHADER_DEFINES); const float density[4] = {1.0f, 1.0f, 1.0f, 1.0f}; e_data.dummy_density = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, density); @@ -162,7 +149,7 @@ void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample) double ht_point[3]; double ht_offset[3] = {0.0, 0.0}; - uint ht_primes[3] = {3, 7, 2}; + const uint ht_primes[3] = {3, 7, 2}; BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point); @@ -259,17 +246,11 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_shadow_steps = 0; } - /* Update view_vecs */ - float invproj[4][4], winmat[4][4]; - DRW_view_winmat_get(NULL, winmat, false); - DRW_view_winmat_get(NULL, invproj, true); - EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs); - if (DRW_view_is_persp_get(NULL)) { float sample_distribution = scene_eval->eevee.volumetric_sample_distribution; sample_distribution = 4.0f * (max_ff(1.0f - sample_distribution, 1e-2f)); - const float clip_start = common_data->view_vecs[0][2]; + const float clip_start = DRW_view_near_distance_get(NULL); /* Negate */ float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f); float far = integration_end = min_ff(-integration_end, near - 1e-4f); @@ -280,8 +261,8 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_depth_param[2] = sample_distribution; } else { - const float clip_start = common_data->view_vecs[0][2]; - const float clip_end = clip_start + common_data->view_vecs[1][2]; + const float clip_start = DRW_view_near_distance_get(NULL); + const float clip_end = DRW_view_far_distance_get(NULL); integration_start = min_ff(integration_end, clip_start); integration_end = max_ff(-integration_end, clip_end); @@ -298,8 +279,8 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0; if (!e_data.dummy_scatter) { - float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - float transmit[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + const float scatter[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float transmit[4] = {1.0f, 1.0f, 1.0f, 1.0f}; e_data.dummy_scatter = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, scatter); e_data.dummy_transmit = DRW_texture_create_3d(1, 1, 1, GPU_RGBA8, DRW_TEX_WRAP, transmit); } @@ -504,12 +485,7 @@ static bool eevee_volume_object_mesh_init(Scene *scene, #endif if (fds->fluid && (fds->type == FLUID_DOMAIN_TYPE_GAS) /* && show_smoke */) { - if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) { - GPU_create_smoke(fmd, 0); - } - else if (fds->flags & FLUID_DOMAIN_USE_NOISE) { - GPU_create_smoke(fmd, 1); - } + DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE); BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(fmd)); } @@ -841,16 +817,13 @@ void EEVEE_volumes_free_smoke_textures(void) /* Free Smoke Textures after rendering */ LISTBASE_FOREACH (LinkData *, link, &e_data.smoke_domains) { FluidModifierData *fmd = (FluidModifierData *)link->data; - GPU_free_smoke(fmd); + DRW_smoke_free(fmd); } BLI_freelistN(&e_data.smoke_domains); } void EEVEE_volumes_free(void) { - MEM_SAFE_FREE(e_data.volumetric_common_lib); - MEM_SAFE_FREE(e_data.volumetric_common_lights_lib); - DRW_TEXTURE_FREE_SAFE(e_data.dummy_scatter); DRW_TEXTURE_FREE_SAFE(e_data.dummy_transmit); @@ -879,7 +852,7 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl = vedata->psl; EEVEE_EffectsInfo *effects = stl->effects; - float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Create FrameBuffer. */ diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index 57b16418696..2f6f8327f58 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -1,4 +1,7 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(raytrace_lib.glsl) + /* Based on Practical Realtime Strategies for Accurate Indirect Occlusion * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx @@ -24,12 +27,6 @@ #define MAX_SEARCH_ITER 32 #define MAX_LOD 6.0 -#ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -#endif /* UTIL_TEX */ - uniform sampler2D horizonBuffer; /* aoSettings flags */ @@ -243,6 +240,11 @@ float gtao_multibounce(float visibility, vec3 albedo) return max(x, ((x * a + b) * x + c) * x); } +float specular_occlusion(float NV, float AO, float roughness) +{ + return saturate(pow(NV + AO, roughness) - 1.0 + AO); +} + /* Use the right occlusion */ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal) { diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl index aff8e0857f6..ab5d9a7ebe4 100644 --- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl @@ -1,17 +1,17 @@ -in vec2 pos; +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) -out vec3 viewPosition; +in vec2 pos; -#ifndef VOLUMETRICS -/* necessary for compilation*/ -out vec3 worldPosition; -out vec3 worldNormal; -out vec3 viewNormal; -#endif +RESOURCE_ID_VARYING void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + PASS_RESOURCE_ID + gl_Position = vec4(pos, 1.0, 1.0); viewPosition = vec3(pos, -1.0); @@ -22,6 +22,6 @@ void main() #endif #ifdef USE_ATTR - pass_attr(viewPosition); + pass_attr(viewPosition, NormalMatrix, ModelMatrixInverse); #endif } diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index a8b8566edec..deedde64194 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -1,487 +1,7 @@ -#define M_PI 3.14159265358979323846 /* pi */ -#define M_2PI 6.28318530717958647692 /* 2*pi */ -#define M_PI_2 1.57079632679489661923 /* pi/2 */ -#define M_1_PI 0.318309886183790671538 /* 1/pi */ -#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */ -#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */ -#define FLT_MAX 3.402823e+38 +#pragma BLENDER_REQUIRE(common_math_lib.glsl) -#define LUT_SIZE 64 - -/* Buffers */ -uniform sampler2D colorBuffer; -uniform sampler2D depthBuffer; -uniform sampler2D maxzBuffer; -uniform sampler2D minzBuffer; -uniform sampler2DArray planarDepth; - -#define cameraForward ViewMatrixInverse[2].xyz -#define cameraPos ViewMatrixInverse[3].xyz -#define cameraVec \ - ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward) -#define viewCameraVec \ - ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0)) - -/* ------- Structures -------- */ - -/* ------ Lights ----- */ -struct LightData { - vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */ - vec4 color_spec; /* w : Spec Intensity */ - vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */ - vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */ - vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */ - vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */ -}; - -/* convenience aliases */ -#define l_color color_spec.rgb -#define l_spec color_spec.a -#define l_position position_influence.xyz -#define l_influence position_influence.w -#define l_sizex rightvec_sizex.w -#define l_sizey upvec_sizey.w -#define l_right rightvec_sizex.xyz -#define l_up upvec_sizey.xyz -#define l_forward forwardvec_type.xyz -#define l_type forwardvec_type.w -#define l_spot_size spotdata_radius_shadow.x -#define l_spot_blend spotdata_radius_shadow.y -#define l_radius spotdata_radius_shadow.z -#define l_shadowid spotdata_radius_shadow.w - -/* ------ Shadows ----- */ -#ifndef MAX_CASCADE_NUM -# define MAX_CASCADE_NUM 4 -#endif - -struct ShadowData { - vec4 near_far_bias_id; - vec4 contact_shadow_data; -}; - -struct ShadowCubeData { - mat4 shadowmat; - vec4 position; -}; - -struct ShadowCascadeData { - mat4 shadowmat[MAX_CASCADE_NUM]; - vec4 split_start_distances; - vec4 split_end_distances; - vec4 shadow_vec_id; -}; - -/* convenience aliases */ -#define sh_near near_far_bias_id.x -#define sh_far near_far_bias_id.y -#define sh_bias near_far_bias_id.z -#define sh_data_index near_far_bias_id.w -#define sh_contact_dist contact_shadow_data.x -#define sh_contact_offset contact_shadow_data.y -#define sh_contact_spread contact_shadow_data.z -#define sh_contact_thickness contact_shadow_data.w -#define sh_shadow_vec shadow_vec_id.xyz -#define sh_tex_index shadow_vec_id.w - -/* ------ Render Passes ----- */ -layout(std140) uniform renderpass_block -{ - bool renderPassDiffuse; - bool renderPassDiffuseLight; - bool renderPassGlossy; - bool renderPassGlossyLight; - bool renderPassEmit; - bool renderPassSSSColor; - bool renderPassEnvironment; -}; - -vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light) -{ - return renderPassDiffuse ? (renderPassDiffuseLight ? diffuse_light : diffuse_color) : vec3(0.0); -} - -vec3 render_pass_sss_mask(vec3 sss_color) -{ - return renderPassSSSColor ? sss_color : vec3(0.0); -} - -vec3 render_pass_glossy_mask(vec3 specular_color, vec3 specular_light) -{ - return renderPassGlossy ? (renderPassGlossyLight ? specular_light : specular_color) : vec3(0.0); -} - -vec3 render_pass_emission_mask(vec3 emission_light) -{ - return renderPassEmit ? emission_light : vec3(0.0); -} - -/* ------- Convenience functions --------- */ - -vec3 mul(mat3 m, vec3 v) -{ - return m * v; -} -mat3 mul(mat3 m1, mat3 m2) -{ - return m1 * m2; -} -vec3 transform_direction(mat4 m, vec3 v) -{ - return mat3(m) * v; -} -vec3 transform_point(mat4 m, vec3 v) -{ - return (m * vec4(v, 1.0)).xyz; -} -vec3 project_point(mat4 m, vec3 v) -{ - vec4 tmp = m * vec4(v, 1.0); - return tmp.xyz / tmp.w; -} - -#define min3(a, b, c) min(a, min(b, c)) -#define min4(a, b, c, d) min(a, min3(b, c, d)) -#define min5(a, b, c, d, e) min(a, min4(b, c, d, e)) -#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f)) -#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g)) -#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h)) -#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i)) - -#define max3(a, b, c) max(a, max(b, c)) -#define max4(a, b, c, d) max(a, max3(b, c, d)) -#define max5(a, b, c, d, e) max(a, max4(b, c, d, e)) -#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f)) -#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g)) -#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h)) -#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i)) - -#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0) -#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0) -#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0) -#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0) -#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0) -#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0) -#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0) - -float min_v2(vec2 v) -{ - return min(v.x, v.y); -} -float min_v3(vec3 v) -{ - return min(v.x, min(v.y, v.z)); -} -float min_v4(vec4 v) -{ - return min(min(v.x, v.y), min(v.z, v.w)); -} -float max_v2(vec2 v) -{ - return max(v.x, v.y); -} -float max_v3(vec3 v) -{ - return max(v.x, max(v.y, v.z)); -} -float max_v4(vec4 v) -{ - return max(max(v.x, v.y), max(v.z, v.w)); -} - -float sum(vec2 v) -{ - return dot(vec2(1.0), v); -} -float sum(vec3 v) -{ - return dot(vec3(1.0), v); -} -float sum(vec4 v) -{ - return dot(vec4(1.0), v); -} - -float avg(vec2 v) -{ - return dot(vec2(1.0 / 2.0), v); -} -float avg(vec3 v) -{ - return dot(vec3(1.0 / 3.0), v); -} -float avg(vec4 v) -{ - return dot(vec4(1.0 / 4.0), v); -} - -float saturate(float a) -{ - return clamp(a, 0.0, 1.0); -} -vec2 saturate(vec2 a) -{ - return clamp(a, 0.0, 1.0); -} -vec3 saturate(vec3 a) -{ - return clamp(a, 0.0, 1.0); -} -vec4 saturate(vec4 a) -{ - return clamp(a, 0.0, 1.0); -} - -float distance_squared(vec2 a, vec2 b) -{ - a -= b; - return dot(a, a); -} -float distance_squared(vec3 a, vec3 b) -{ - a -= b; - return dot(a, a); -} -float len_squared(vec3 a) -{ - return dot(a, a); -} - -float inverse_distance(vec3 V) -{ - return max(1 / length(V), 1e-8); -} - -vec2 mip_ratio_interp(float mip) -{ - float low_mip = floor(mip); - return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip); -} - -/* ------- RNG ------- */ - -float wang_hash_noise(uint s) -{ - s = (s ^ 61u) ^ (s >> 16u); - s *= 9u; - s = s ^ (s >> 4u); - s *= 0x27d4eb2du; - s = s ^ (s >> 15u); - - return fract(float(s) / 4294967296.0); -} - -/* ------- Fast Math ------- */ - -/* [Drobot2014a] Low Level Optimizations for GCN */ -float fast_sqrt(float v) -{ - return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1)); -} - -vec2 fast_sqrt(vec2 v) -{ - return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1)); -} - -/* [Eberly2014] GPGPU Programming for Games and Science */ -float fast_acos(float v) -{ - float res = -0.156583 * abs(v) + M_PI_2; - res *= fast_sqrt(1.0 - abs(v)); - return (v >= 0) ? res : M_PI - res; -} - -vec2 fast_acos(vec2 v) -{ - vec2 res = -0.156583 * abs(v) + M_PI_2; - res *= fast_sqrt(1.0 - abs(v)); - v.x = (v.x >= 0) ? res.x : M_PI - res.x; - v.y = (v.y >= 0) ? res.y : M_PI - res.y; - return v; -} - -float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal) -{ - return dot(planenormal, planeorigin - lineorigin); -} - -float line_plane_intersect_dist(vec3 lineorigin, - vec3 linedirection, - vec3 planeorigin, - vec3 planenormal) -{ - return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection); -} - -float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane) -{ - vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz)); - vec3 h = lineorigin - plane_co; - return -dot(plane.xyz, h) / dot(plane.xyz, linedirection); -} - -vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) -{ - float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal); - return lineorigin + linedirection * dist; -} - -vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane) -{ - float dist = line_plane_intersect_dist(lineorigin, linedirection, plane); - return lineorigin + linedirection * dist; -} - -float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin) -{ - /* aligned plane normal */ - vec3 L = planeorigin - lineorigin; - float diskdist = length(L); - vec3 planenormal = -normalize(L); - return -diskdist / dot(planenormal, linedirection); -} - -vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin) -{ - float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin); - if (dist < 0) { - /* if intersection is behind we fake the intersection to be - * really far and (hopefully) not inside the radius of interest */ - dist = 1e16; - } - return lineorigin + linedirection * dist; -} - -float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection) -{ - float a = dot(linedirection, linedirection); - float b = dot(linedirection, lineorigin); - float c = dot(lineorigin, lineorigin) - 1; - - float dist = 1e15; - float determinant = b * b - a * c; - if (determinant >= 0) { - dist = (sqrt(determinant) - b) / a; - } - - return dist; -} - -float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) -{ - /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ - */ - vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection; - vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection; - vec3 furthestplane = max(firstplane, secondplane); - - return min_v3(furthestplane); -} - -/* Return texture coordinates to sample Surface LUT */ -vec2 lut_coords(float cosTheta, float roughness) -{ - float theta = acos(cosTheta); - vec2 coords = vec2(roughness, theta / M_PI_2); - - /* scale and bias coordinates, for correct filtered lookup */ - return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE; -} - -vec2 lut_coords_ltc(float cosTheta, float roughness) -{ - vec2 coords = vec2(roughness, sqrt(1.0 - cosTheta)); - - /* scale and bias coordinates, for correct filtered lookup */ - return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE; -} - -/* -- Tangent Space conversion -- */ -vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B) -{ - return T * vector.x + B * vector.y + N * vector.z; -} - -vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B) -{ - return vec3(dot(T, vector), dot(B, vector), dot(N, vector)); -} - -void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B) -{ - vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); - T = normalize(cross(UpVector, N)); - B = cross(N, T); -} - -/* ---- Opengl Depth conversion ---- */ - -float linear_depth(bool is_persp, float z, float zf, float zn) -{ - if (is_persp) { - return (zn * zf) / (z * (zn - zf) + zf); - } - else { - return (z * 2.0 - 1.0) * zf; - } -} - -float buffer_depth(bool is_persp, float z, float zf, float zn) -{ - if (is_persp) { - return (zf * (zn - z)) / (z * (zn - zf)); - } - else { - return (z / (zf * 2.0)) + 0.5; - } -} - -float get_view_z_from_depth(float depth) -{ - if (ProjectionMatrix[3][3] == 0.0) { - float d = 2.0 * depth - 1.0; - return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); - } - else { - return viewVecs[0].z + depth * viewVecs[1].z; - } -} - -float get_depth_from_view_z(float z) -{ - if (ProjectionMatrix[3][3] == 0.0) { - float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2]; - return d * 0.5 + 0.5; - } - else { - return (z - viewVecs[0].z) / viewVecs[1].z; - } -} - -vec2 get_uvs_from_view(vec3 view) -{ - vec3 ndc = project_point(ProjectionMatrix, view); - return ndc.xy * 0.5 + 0.5; -} - -vec3 get_view_space_from_depth(vec2 uvcoords, float depth) -{ - if (ProjectionMatrix[3][3] == 0.0) { - return vec3(viewVecs[0].xy + uvcoords * viewVecs[1].xy, 1.0) * get_view_z_from_depth(depth); - } - else { - return viewVecs[0].xyz + vec3(uvcoords, depth) * viewVecs[1].xyz; - } -} - -vec3 get_world_space_from_depth(vec2 uvcoords, float depth) -{ - return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz; -} - -vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness) +vec3 specular_dominant_dir(vec3 N, vec3 V, float roughness) { vec3 R = -reflect(V, N); float smoothness = 1.0 - roughness; @@ -489,13 +9,6 @@ vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness) return normalize(mix(N, R, fac)); } -float specular_occlusion(float NV, float AO, float roughness) -{ - return saturate(pow(NV + AO, roughness) - 1.0 + AO); -} - -/* --- Refraction utils --- */ - float ior_from_f0(float f0) { float f = sqrt(f0); @@ -508,7 +21,7 @@ float f0_from_ior(float eta) return A * A; } -vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior) +vec3 refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior) { /* TODO: This a bad approximation. Better approximation should fit * the refracted vector and roughness into the best prefiltered reflection @@ -527,128 +40,6 @@ vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float return R; } -float get_btdf_lut(sampler2DArray btdf_lut_tex, float NV, float roughness, float ior) -{ - const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE; - - vec3 coords; - /* Try to compensate for the low resolution and interpolation error. */ - coords.x = (ior > 1.0) ? (0.9 + lut_scale_bias_texel_size.z) + - (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) : - (0.9 + lut_scale_bias_texel_size.z) * ior * ior; - coords.y = 1.0 - saturate(NV); - coords.xy *= lut_scale_bias_texel_size.x; - coords.xy += lut_scale_bias_texel_size.y; - - const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */ - const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */ - - float mip = roughness * lut_lvl_scale; - float mip_floor = floor(mip); - - coords.z = lut_lvl_ofs + mip_floor + 1.0; - float btdf_high = textureLod(btdf_lut_tex, coords, 0.0).r; - - coords.z -= 1.0; - float btdf_low = textureLod(btdf_lut_tex, coords, 0.0).r; - - float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z); - - return btdf; -} - -/* ---- Encode / Decode Normal buffer data ---- */ -/* From http://aras-p.info/texts/CompactNormalStorage.html - * Using Method #4: Spheremap Transform */ -vec2 normal_encode(vec3 n, vec3 view) -{ - float p = sqrt(n.z * 8.0 + 8.0); - return n.xy / p + 0.5; -} - -vec3 normal_decode(vec2 enc, vec3 view) -{ - vec2 fenc = enc * 4.0 - 2.0; - float f = dot(fenc, fenc); - float g = sqrt(1.0 - f / 4.0); - vec3 n; - n.xy = fenc * g; - n.z = 1 - f / 2; - return n; -} - -/* ---- RGBM (shared multiplier) encoding ---- */ -/* From http://iwasbeingirony.blogspot.fr/2010/06/difference-between-rgbm-and-rgbd.html */ - -/* Higher RGBM_MAX_RANGE gives imprecision issues in low intensity. */ -#define RGBM_MAX_RANGE 512.0 - -vec4 rgbm_encode(vec3 rgb) -{ - float maxRGB = max_v3(rgb); - float M = maxRGB / RGBM_MAX_RANGE; - M = ceil(M * 255.0) / 255.0; - return vec4(rgb / (M * RGBM_MAX_RANGE), M); -} - -vec3 rgbm_decode(vec4 data) -{ - return data.rgb * (data.a * RGBM_MAX_RANGE); -} - -/* ---- RGBE (shared exponent) encoding ---- */ -vec4 rgbe_encode(vec3 rgb) -{ - float maxRGB = max_v3(rgb); - float fexp = ceil(log2(maxRGB)); - return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0); -} - -vec3 rgbe_decode(vec4 data) -{ - float fexp = data.a * 255.0 - 128.0; - return data.rgb * exp2(fexp); -} - -#if 1 -# define irradiance_encode rgbe_encode -# define irradiance_decode rgbe_decode -#else /* No ecoding (when using floating point format) */ -# define irradiance_encode(X) (X).rgbb -# define irradiance_decode(X) (X).rgb -#endif - -/* Irradiance Visibility Encoding */ -#if 1 -vec4 visibility_encode(vec2 accum, float range) -{ - accum /= range; - - vec4 data; - data.x = fract(accum.x); - data.y = floor(accum.x) / 255.0; - data.z = fract(accum.y); - data.w = floor(accum.y) / 255.0; - - return data; -} - -vec2 visibility_decode(vec4 data, float range) -{ - return (data.xz + data.yw * 255.0) * range; -} -#else /* No ecoding (when using floating point format) */ -vec4 visibility_encode(vec2 accum, float range) -{ - return accum.xyxy; -} - -vec2 visibility_decode(vec4 data, float range) -{ - return data.xy; -} -#endif - /* Fresnel monochromatic, perfect mirror */ float F_eta(float eta, float cos_theta) { @@ -766,265 +157,3 @@ float cone_cosine(float r) /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/ return exp2(-3.32193 * r * r); } - -/* --------- Closure ---------- */ - -#ifdef VOLUMETRICS - -struct Closure { - vec3 absorption; - vec3 scatter; - vec3 emission; - float anisotropy; -}; - -Closure nodetree_exec(void); /* Prototype */ - -# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0) - -Closure closure_mix(Closure cl1, Closure cl2, float fac) -{ - Closure cl; - cl.absorption = mix(cl1.absorption, cl2.absorption, fac); - cl.scatter = mix(cl1.scatter, cl2.scatter, fac); - cl.emission = mix(cl1.emission, cl2.emission, fac); - cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac); - return cl; -} - -Closure closure_add(Closure cl1, Closure cl2) -{ - Closure cl; - cl.absorption = cl1.absorption + cl2.absorption; - cl.scatter = cl1.scatter + cl2.scatter; - cl.emission = cl1.emission + cl2.emission; - cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */ - return cl; -} - -Closure closure_emission(vec3 rgb) -{ - Closure cl = CLOSURE_DEFAULT; - cl.emission = rgb; - return cl; -} - -#else /* VOLUMETRICS */ - -struct Closure { - vec3 radiance; - vec3 transmittance; - float holdout; -# ifdef USE_SSS - vec3 sss_irradiance; - vec3 sss_albedo; - float sss_radius; -# endif - vec4 ssr_data; - vec2 ssr_normal; - int flag; -}; - -Closure nodetree_exec(void); /* Prototype */ - -# define FLAG_TEST(flag, val) (((flag) & (val)) != 0) - -# define CLOSURE_SSR_FLAG 1 -# define CLOSURE_SSS_FLAG 2 -# define CLOSURE_HOLDOUT_FLAG 4 - -# ifdef USE_SSS -# define CLOSURE_DEFAULT \ - Closure(vec3(0.0), vec3(0.0), 0.0, vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0) -# else -# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0) -# endif - -uniform int outputSsrId = 1; -uniform int outputSssId = 1; - -void closure_load_ssr_data( - vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl) -{ - /* Still encode to avoid artifacts in the SSR pass. */ - vec3 vN = normalize(mat3(ViewMatrix) * N); - cl.ssr_normal = normal_encode(vN, viewVec); - - if (ssr_id == outputSsrId) { - cl.ssr_data = vec4(ssr_spec, roughness); - cl.flag |= CLOSURE_SSR_FLAG; - } -} - -void closure_load_sss_data( - float radius, vec3 sss_irradiance, vec3 sss_albedo, int sss_id, inout Closure cl) -{ -# ifdef USE_SSS - if (sss_id == outputSssId) { - cl.sss_irradiance = sss_irradiance; - cl.sss_radius = radius; - cl.sss_albedo = sss_albedo; - cl.flag |= CLOSURE_SSS_FLAG; - cl.radiance += render_pass_diffuse_mask(sss_albedo, vec3(0)); - } - else -# endif - { - cl.radiance += render_pass_diffuse_mask(sss_albedo, sss_irradiance * sss_albedo); - } -} - -Closure closure_mix(Closure cl1, Closure cl2, float fac) -{ - Closure cl; - cl.holdout = mix(cl1.holdout, cl2.holdout, fac); - - if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) { - fac = 1.0; - } - else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) { - fac = 0.0; - } - - cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac); - cl.radiance = mix(cl1.radiance, cl2.radiance, fac); - cl.flag = cl1.flag | cl2.flag; - cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac); - bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); - /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/ - cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; - cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; - -# ifdef USE_SSS - cl.sss_albedo = mix(cl1.sss_albedo, cl2.sss_albedo, fac); - bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG); - /* It also does not make sense to mix SSS radius or irradiance. */ - cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius; - cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance; -# endif - return cl; -} - -Closure closure_add(Closure cl1, Closure cl2) -{ - Closure cl; - cl.transmittance = cl1.transmittance + cl2.transmittance; - cl.radiance = cl1.radiance + cl2.radiance; - cl.holdout = cl1.holdout + cl2.holdout; - cl.flag = cl1.flag | cl2.flag; - cl.ssr_data = cl1.ssr_data + cl2.ssr_data; - bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); - /* When mixing SSR don't blend roughness and normals.*/ - cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; - cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; - -# ifdef USE_SSS - cl.sss_albedo = cl1.sss_albedo + cl2.sss_albedo; - bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG); - /* It also does not make sense to mix SSS radius or irradiance. */ - cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius; - cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance; -# endif - return cl; -} - -Closure closure_emission(vec3 rgb) -{ - Closure cl = CLOSURE_DEFAULT; - cl.radiance = rgb; - return cl; -} - -/* Breaking this across multiple lines causes issues for some older GLSL compilers. */ -/* clang-format off */ -# if defined(MESH_SHADER) && !defined(DEPTH_SHADER) -/* clang-format on */ -# ifndef USE_ALPHA_BLEND -layout(location = 0) out vec4 outRadiance; -layout(location = 1) out vec2 ssrNormals; -layout(location = 2) out vec4 ssrData; -# ifdef USE_SSS -layout(location = 3) out vec3 sssIrradiance; -layout(location = 4) out float sssRadius; -layout(location = 5) out vec3 sssAlbedo; -# endif -# else /* USE_ALPHA_BLEND */ -/* Use dual source blending to be able to make a whole range of effects. */ -layout(location = 0, index = 0) out vec4 outRadiance; -layout(location = 0, index = 1) out vec4 outTransmittance; -# endif /* USE_ALPHA_BLEND */ - -# if defined(USE_ALPHA_BLEND) -/* Prototype because this file is included before volumetric_lib.glsl */ -void volumetric_resolve(vec2 frag_uvs, - float frag_depth, - out vec3 transmittance, - out vec3 scattering); -# endif - -# define NODETREE_EXEC -void main() -{ - Closure cl = nodetree_exec(); - - float holdout = saturate(1.0 - cl.holdout); - float transmit = saturate(avg(cl.transmittance)); - float alpha = 1.0 - transmit; - -# ifdef USE_ALPHA_BLEND - vec2 uvs = gl_FragCoord.xy * volCoordScale.zw; - vec3 vol_transmit, vol_scatter; - volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter); - - /* Removes part of the volume scattering that have - * already been added to the destination pixels. - * Since we do that using the blending pipeline we need to account for material transmittance. */ - vol_scatter -= vol_scatter * cl.transmittance; - - cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter; - outRadiance = vec4(cl.radiance, alpha * holdout); - outTransmittance = vec4(cl.transmittance, transmit) * holdout; -# else - outRadiance = vec4(cl.radiance, holdout); - ssrNormals = cl.ssr_normal; - ssrData = cl.ssr_data; -# ifdef USE_SSS - sssIrradiance = cl.sss_irradiance; - sssRadius = cl.sss_radius; - sssAlbedo = cl.sss_albedo; -# endif -# endif - - /* For Probe capture */ -# ifdef USE_SSS - float fac = float(!sssToggle); - - /* TODO(fclem) we shouldn't need this. - * Just disable USE_SSS when USE_REFRACTION is enabled. */ -# ifdef USE_REFRACTION - /* SSRefraction pass is done after the SSS pass. - * In order to not loose the diffuse light totally we - * need to merge the SSS radiance to the main radiance. */ - fac = 1.0; -# endif - - outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac; -# endif - -# ifdef LOOKDEV - gl_FragDepth = 0.0; -# endif - -# ifndef USE_ALPHA_BLEND - float alpha_div = 1.0 / max(1e-8, alpha); - outRadiance.rgb *= alpha_div; - ssrData.rgb *= alpha_div; -# ifdef USE_SSS - sssAlbedo.rgb *= alpha_div; -# endif -# endif -} - -# endif /* MESH_SHADER */ - -#endif /* VOLUMETRICS */ diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl index f05b3396428..2b2da884fde 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl @@ -1,3 +1,4 @@ +#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) out vec4 FragColor; @@ -5,8 +6,8 @@ void main() { vec3 N, T, B, V; - float NV = (1.0 - (clamp(gl_FragCoord.y / BRDF_LUT_SIZE, 1e-4, 0.9999))); - float sqrtRoughness = clamp(gl_FragCoord.x / BRDF_LUT_SIZE, 1e-4, 0.9999); + float NV = (1.0 - (clamp(gl_FragCoord.y / b, 1e-4, 0.9999))); + float sqrtRoughness = clamp(gl_FragCoord.x / LUT_SIZE, 1e-4, 0.9999); float a = sqrtRoughness * sqrtRoughness; float a2 = a * a; diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 5f2b719095e..066ea58e2bf 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -1,6 +1,7 @@ +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) + uniform sampler1D texHammersley; -uniform sampler2D texJitter; uniform float sampleCount; uniform float invSampleCount; @@ -8,8 +9,7 @@ vec2 jitternoise = vec2(0.0); #ifndef UTIL_TEX # define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) + #endif /* UTIL_TEX */ void setup_noise(void) @@ -17,6 +17,11 @@ void setup_noise(void) jitternoise = texelfetch_noise_tex(gl_FragCoord.xy).rg; /* Global variable */ } +vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B) +{ + return T * vector.x + B * vector.y + N * vector.z; +} + #ifdef HAMMERSLEY_SIZE vec3 hammersley_3d(float i, float invsamplenbr) { diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl index 1389a9763c0..d815d9d4e6b 100644 --- a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl @@ -1,3 +1,4 @@ +#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) uniform float a2; @@ -7,8 +8,8 @@ void main() { vec3 N, T, B, V; - float x = gl_FragCoord.x / BRDF_LUT_SIZE; - float y = gl_FragCoord.y / BRDF_LUT_SIZE; + float x = gl_FragCoord.x / LUT_SIZE; + float y = gl_FragCoord.y / LUT_SIZE; /* There is little variation if ior > 1.0 so we * maximize LUT precision for ior < 1.0 */ x = x * 1.1; diff --git a/source/blender/draw/engines/eevee/shaders/closure_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl new file mode 100644 index 00000000000..e572245ace9 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl @@ -0,0 +1,181 @@ + +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(renderpass_lib.glsl) + +#ifndef VOLUMETRICS + +uniform int outputSsrId = 1; +uniform int outputSssId = 1; + +#endif + +struct Closure { +#ifdef VOLUMETRICS + vec3 absorption; + vec3 scatter; + vec3 emission; + float anisotropy; + +#else /* SURFACE */ + vec3 radiance; + vec3 transmittance; + float holdout; + vec4 ssr_data; + vec2 ssr_normal; + int flag; +# ifdef USE_SSS + vec3 sss_irradiance; + vec3 sss_albedo; + float sss_radius; +# endif + +#endif +}; + +/* Prototype */ +Closure nodetree_exec(void); + +/* clang-format off */ +/* Avoid multiline defines. */ +#ifdef VOLUMETRICS +# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), vec3(0), 0.0) +#elif !defined(USE_SSS) +# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0, vec4(0), vec2(0), 0) +#else +# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0, vec4(0), vec2(0), 0, vec3(0), vec3(0), 0.0) +#endif +/* clang-format on */ + +#define FLAG_TEST(flag, val) (((flag) & (val)) != 0) + +#define CLOSURE_SSR_FLAG 1 +#define CLOSURE_SSS_FLAG 2 +#define CLOSURE_HOLDOUT_FLAG 4 + +#ifdef VOLUMETRICS +Closure closure_mix(Closure cl1, Closure cl2, float fac) +{ + Closure cl; + cl.absorption = mix(cl1.absorption, cl2.absorption, fac); + cl.scatter = mix(cl1.scatter, cl2.scatter, fac); + cl.emission = mix(cl1.emission, cl2.emission, fac); + cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac); + return cl; +} + +Closure closure_add(Closure cl1, Closure cl2) +{ + Closure cl; + cl.absorption = cl1.absorption + cl2.absorption; + cl.scatter = cl1.scatter + cl2.scatter; + cl.emission = cl1.emission + cl2.emission; + cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */ + return cl; +} + +Closure closure_emission(vec3 rgb) +{ + Closure cl = CLOSURE_DEFAULT; + cl.emission = rgb; + return cl; +} + +#else /* SURFACE */ + +Closure closure_mix(Closure cl1, Closure cl2, float fac) +{ + Closure cl; + cl.holdout = mix(cl1.holdout, cl2.holdout, fac); + + if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) { + fac = 1.0; + } + else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) { + fac = 0.0; + } + + cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac); + cl.radiance = mix(cl1.radiance, cl2.radiance, fac); + cl.flag = cl1.flag | cl2.flag; + cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac); + bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); + /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/ + cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; + cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; + +# ifdef USE_SSS + cl.sss_albedo = mix(cl1.sss_albedo, cl2.sss_albedo, fac); + bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG); + /* It also does not make sense to mix SSS radius or irradiance. */ + cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius; + cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance; +# endif + return cl; +} + +Closure closure_add(Closure cl1, Closure cl2) +{ + Closure cl; + cl.transmittance = cl1.transmittance + cl2.transmittance; + cl.radiance = cl1.radiance + cl2.radiance; + cl.holdout = cl1.holdout + cl2.holdout; + cl.flag = cl1.flag | cl2.flag; + cl.ssr_data = cl1.ssr_data + cl2.ssr_data; + bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG); + /* When mixing SSR don't blend roughness and normals.*/ + cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w; + cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal; + +# ifdef USE_SSS + cl.sss_albedo = cl1.sss_albedo + cl2.sss_albedo; + bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG); + /* It also does not make sense to mix SSS radius or irradiance. */ + cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius; + cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance; +# endif + return cl; +} + +Closure closure_emission(vec3 rgb) +{ + Closure cl = CLOSURE_DEFAULT; + cl.radiance = rgb; + return cl; +} + +#endif + +#ifndef VOLUMETRICS + +void closure_load_ssr_data( + vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl) +{ + /* Still encode to avoid artifacts in the SSR pass. */ + vec3 vN = normalize(mat3(ViewMatrix) * N); + cl.ssr_normal = normal_encode(vN, viewVec); + + if (ssr_id == outputSsrId) { + cl.ssr_data = vec4(ssr_spec, roughness); + cl.flag |= CLOSURE_SSR_FLAG; + } +} + +void closure_load_sss_data( + float radius, vec3 sss_irradiance, vec3 sss_albedo, int sss_id, inout Closure cl) +{ +# ifdef USE_SSS + if (sss_id == outputSssId) { + cl.sss_irradiance = sss_irradiance; + cl.sss_radius = radius; + cl.sss_albedo = sss_albedo; + cl.flag |= CLOSURE_SSS_FLAG; + cl.radiance += render_pass_diffuse_mask(sss_albedo, vec3(0)); + } + else +# endif + { + cl.radiance += render_pass_diffuse_mask(sss_albedo, sss_irradiance * sss_albedo); + } +} + +#endif diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl index bc7879763c3..bf33caf9854 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl @@ -1,32 +1,8 @@ -#ifndef LIT_SURFACE_UNIFORM -# define LIT_SURFACE_UNIFORM - -uniform float refractionDepth; - -# ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -# endif /* UTIL_TEX */ - -in vec3 worldPosition; -in vec3 viewPosition; - -in vec3 worldNormal; -in vec3 viewNormal; - -# ifdef HAIR_SHADER -in vec3 hairTangent; /* world space */ -in float hairThickTime; -in float hairThickness; -in float hairTime; -flat in int hairStrandID; - -uniform int hairThicknessRes = 1; -# endif - -#endif /* LIT_SURFACE_UNIFORM */ +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) +#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl) +#pragma BLENDER_REQUIRE(ssr_lib.glsl) /** * AUTO CONFIG @@ -209,7 +185,7 @@ void CLOSURE_NAME(vec3 N vec3 V = cameraVec; - vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); /* ---------------------------------------------------------------- */ /* -------------------- SCENE LIGHTS LIGHTING --------------------- */ @@ -328,11 +304,11 @@ void CLOSURE_NAME(vec3 N # endif # ifdef CLOSURE_GLOSSY - vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared); + vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared); # endif # ifdef CLOSURE_CLEARCOAT - vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared); + vec3 C_spec_dir = specular_dominant_dir(C_N, V, C_roughnessSquared); # endif # ifdef CLOSURE_REFRACTION @@ -345,7 +321,7 @@ void CLOSURE_NAME(vec3 N line_plane_intersect( worldPosition, refr_V, worldPosition - N * refractionDepth, N) : worldPosition; - vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior); + vec3 refr_dir = refraction_dominant_dir(N, refr_V, roughness, final_ior); # endif # ifdef CLOSURE_REFRACTION @@ -485,7 +461,7 @@ void CLOSURE_NAME(vec3 N # endif # ifdef CLOSURE_REFRACTION - float btdf = get_btdf_lut(utilTex, NV, roughness, ior); + float btdf = get_btdf_lut(NV, roughness, ior); out_refr += refr_accum.rgb * btdf; # endif diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl index 759b4098b37..a6c9eebaff2 100644 --- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl @@ -2,7 +2,6 @@ layout(std140) uniform common_block { mat4 pastViewProjectionMatrix; - vec4 viewVecs[2]; vec2 mipRatio[10]; /* To correct mip level texel misalignment */ /* Ambient Occlusion */ vec4 aoParameters[2]; @@ -70,3 +69,9 @@ layout(std140) uniform common_block #define ssrQuality ssrParameters.x #define ssrThickness ssrParameters.y #define ssrPixelSize ssrParameters.zw + +vec2 mip_ratio_interp(float mip) +{ + float low_mip = floor(mip); + return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip); +} diff --git a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl new file mode 100644 index 00000000000..95a585f0d9c --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl @@ -0,0 +1,65 @@ + +#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl) + +/* ---------------------------------------------------------------------- */ +/** \name Utiltex + * + * Utiltex is a sampler2DArray that stores a number of useful small utilitary textures and lookup + * tables. + * \{ */ + +uniform sampler2DArray utilTex; + +#define LUT_SIZE 64 + +#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) + +/* Return texture coordinates to sample Surface LUT */ +vec2 lut_coords(float cosTheta, float roughness) +{ + float theta = acos(cosTheta); + vec2 coords = vec2(roughness, theta / M_PI_2); + + /* scale and bias coordinates, for correct filtered lookup */ + return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE; +} + +vec2 lut_coords_ltc(float cosTheta, float roughness) +{ + vec2 coords = vec2(roughness, sqrt(1.0 - cosTheta)); + + /* scale and bias coordinates, for correct filtered lookup */ + return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE; +} + +float get_btdf_lut(float NV, float roughness, float ior) +{ + const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE; + + vec3 coords; + /* Try to compensate for the low resolution and interpolation error. */ + coords.x = (ior > 1.0) ? (0.9 + lut_scale_bias_texel_size.z) + + (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) : + (0.9 + lut_scale_bias_texel_size.z) * ior * ior; + coords.y = 1.0 - saturate(NV); + coords.xy *= lut_scale_bias_texel_size.x; + coords.xy += lut_scale_bias_texel_size.y; + + const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */ + const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */ + + float mip = roughness * lut_lvl_scale; + float mip_floor = floor(mip); + + coords.z = lut_lvl_ofs + mip_floor + 1.0; + float btdf_high = textureLod(utilTex, coords, 0.0).r; + + coords.z -= 1.0; + float btdf_low = textureLod(utilTex, coords, 0.0).r; + + float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z); + + return btdf; +} + +/** \} */ diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl deleted file mode 100644 index 1014b25033a..00000000000 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ /dev/null @@ -1,51 +0,0 @@ - -uniform vec3 basecol; -uniform float metallic; -uniform float specular; -uniform float roughness; - -Closure nodetree_exec(void) -{ -#ifdef HAIR_SHADER - vec3 B = normalize(cross(worldNormal, hairTangent)); - float cos_theta; - if (hairThicknessRes == 1) { - vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); - /* Random cosine normal distribution on the hair surface. */ - cos_theta = rand.x * 2.0 - 1.0; - } - else { - /* Shade as a cylinder. */ - cos_theta = hairThickTime / hairThickness; - } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta)); - vec3 N = normalize(worldNormal * sin_theta + B * cos_theta); - vec3 vN = mat3(ViewMatrix) * N; -#else - vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); - vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal); -#endif - - vec3 dielectric = vec3(0.034) * specular * 2.0; - vec3 albedo = mix(basecol, vec3(0.0), metallic); - vec3 f0 = mix(dielectric, basecol, metallic); - vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic); - vec3 out_diff, out_spec, ssr_spec; - eevee_closure_default(N, albedo, f0, f90, 1, roughness, 1.0, true, out_diff, out_spec, ssr_spec); - - Closure cl = CLOSURE_DEFAULT; - cl.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) + - render_pass_diffuse_mask(albedo, out_diff * albedo); - closure_load_ssr_data(ssr_spec, roughness, N, viewCameraVec, 1, cl); - -#ifdef LOOKDEV - gl_FragDepth = 0.0; -#endif - -#ifdef HOLDOUT - cl = CLOSURE_DEFAULT; - cl.holdout = 1.0; -#endif - - return cl; -} diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl index d56890769a7..9c1ca17f87c 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl @@ -1,4 +1,8 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + uniform sampler2D colorBuffer; uniform sampler2D depthBuffer; @@ -18,9 +22,6 @@ uniform vec4 bokehParams[2]; uniform vec2 nearFar; /* Near & far view depths values */ -#define M_PI 3.1415926535897932384626433832795 -#define M_2PI 6.2831853071795864769252868 - /* -------------- Utils ------------- */ /* divide by sensor size to get the normalized size */ @@ -34,11 +35,6 @@ uniform vec2 nearFar; /* Near & far view depths values */ #define weighted_sum(a, b, c, d, e) \ (a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0))); -float max_v4(vec4 v) -{ - return max(max(v.x, v.y), max(v.z, v.w)); -} - vec4 safe_color(vec4 c) { /* Clamp to avoid black square artifacts if a pixel goes NaN. */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl index d83b410125a..6e35d4a54ae 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + uniform vec4 bokehParams[2]; #define bokeh_rotation bokehParams[0].x @@ -15,8 +17,6 @@ flat out float smoothFac; flat out ivec2 edge; out vec2 particlecoord; -#define M_PI 3.1415926535897932384626433832795 - /* Scatter pass, calculate a triangle covering the CoC. */ void main() { diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl index eea0ce0aae2..47fe21928b3 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl @@ -1,14 +1,34 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl) + /** * This shader only compute maximum horizon angles for each directions. * The final integration is done at the resolve stage with the shading normal. */ -uniform float rotationOffset; - out vec4 FragColor; -#ifdef DEBUG_AO uniform sampler2D normalBuffer; +#ifdef LAYERED_DEPTH +uniform sampler2DArray depthBufferLayered; +uniform int layer; +# define gtao_depthBuffer depthBufferLayered +# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c) + +#else +uniform sampler2D depthBuffer; +# define gtao_depthBuffer depthBuffer +# define gtao_textureLod(a, b, c) textureLod(a, b, c) + +#endif + +uniform float rotationOffset; + +#ifdef DEBUG_AO void main() { @@ -34,18 +54,6 @@ void main() #else -# ifdef LAYERED_DEPTH -uniform sampler2DArray depthBufferLayered; -uniform int layer; -# define gtao_depthBuffer depthBufferLayered -# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c) - -# else -# define gtao_depthBuffer depthBuffer -# define gtao_textureLod(a, b, c) textureLod(a, b, c) - -# endif - void main() { vec2 uvs = saturate(gl_FragCoord.xy / vec2(textureSize(gtao_depthBuffer, 0).xy)); diff --git a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl index edee55a07e0..7331f92ba6d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl @@ -1,5 +1,10 @@ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + /* Convert depth to Mist factor */ uniform vec3 mistSettings; +uniform sampler2D depthBuffer; #define mistStart mistSettings.x #define mistInvDistance mistSettings.y diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl index fbf507a2e40..3501a4448c5 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) + /* * Based on: * A Fast and Stable Feature-Aware Motion Blur Filter @@ -15,11 +17,6 @@ uniform sampler2D tileMaxBuffer; #define KERNEL 8 -/* TODO(fclem) deduplicate this code. */ -uniform sampler2DArray utilTex; -#define LUT_SIZE 64 -#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) - uniform float depthScale; uniform ivec2 tileBufferSize; uniform vec2 viewportSize; diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index 598cc3e5183..f8dccb7511a 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -1,4 +1,11 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(raytrace_lib.glsl) +#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) +#pragma BLENDER_REQUIRE(ssr_lib.glsl) + /* Based on Stochastic Screen Space Reflections * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */ @@ -131,7 +138,7 @@ void main() return; } - vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0); + vec4 rand = texelfetch_noise_tex(halfres_texel); /* Gives *perfect* reflection for very small roughness */ if (roughness < 0.04) { diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index e9da49c9eb9..2a53a4f119f 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -1,4 +1,9 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) + /* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */ #define MAX_SSS_SAMPLES 65 @@ -14,36 +19,16 @@ uniform sampler2D sssIrradiance; uniform sampler2D sssRadius; uniform sampler2D sssAlbedo; -#ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -#endif /* UTIL_TEX */ - layout(location = 0) out vec4 sssRadiance; -float get_view_z_from_depth(float depth) -{ - if (ProjectionMatrix[3][3] == 0.0) { - float d = 2.0 * depth - 1.0; - return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); - } - else { - return viewVecs[0].z + depth * viewVecs[1].z; - } -} - -#define LUT_SIZE 64 -#define M_PI_2 1.5707963267948966 /* pi/2 */ -#define M_2PI 6.2831853071795865 /* 2*pi */ - void main(void) { vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */ vec2 uvs = gl_FragCoord.xy * pixel_size; vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb; float sss_radius = texture(sssRadius, uvs).r; - float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r); + float depth = texture(depthBuffer, uvs).r; + float depth_view = get_view_z_from_depth(depth); float rand = texelfetch_noise_tex(gl_FragCoord.xy).r; #ifdef FIRST_PASS diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl index b44645174bd..28947e971d2 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -1,5 +1,11 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +uniform sampler2D colorBuffer; +uniform sampler2D depthBuffer; uniform sampler2D colorHistoryBuffer; + uniform mat4 prevViewProjectionMatrix; out vec4 FragColor; diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 6531ceb8dbe..c85eff92e37 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -1,11 +1,16 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(lights_lib.glsl) + in vec4 uvcoordsvar; out vec4 FragColor; +uniform sampler2D depthBuffer; uniform sampler1D sssTexProfile; uniform sampler2D sssRadius; - uniform sampler2DArray sssShadowCubes; uniform sampler2DArray sssShadowCascades; @@ -27,12 +32,6 @@ vec3 sss_profile(float s) return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb; } -#ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -#endif /* UTIL_TEX */ - float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector) { float power, falloff; diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl index d927fd78d30..145939cefb2 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl @@ -1,4 +1,8 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +uniform sampler2D depthBuffer; + uniform mat4 prevViewProjMatrix; uniform mat4 currViewProjMatrixInv; uniform mat4 nextViewProjMatrix; diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl index 0eb598521af..f52acaf6f7f 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl @@ -148,4 +148,4 @@ void main() tileMaxVelocity = encode_velocity(max_motion); } -#endif
\ No newline at end of file +#endif diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl index 64ea87001f4..2274bf8b950 100644 --- a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl @@ -1,18 +1,71 @@ -uniform sampler2DArray irradianceGrid; +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) +#pragma BLENDER_REQUIRE(octahedron_lib.glsl) #define IRRADIANCE_LIB +/* ---------------------------------------------------------------------- */ +/** \name Structure + * \{ */ + #if defined(IRRADIANCE_SH_L2) struct IrradianceData { vec3 shcoefs[9]; }; + #else /* defined(IRRADIANCE_HL2) */ struct IrradianceData { vec3 cubesides[3]; }; + #endif +/** \} */ + +/* ---------------------------------------------------------------------- */ +/** \name Resources + * \{ */ + +uniform sampler2DArray irradianceGrid; + +/** \} */ + +/* ---------------------------------------------------------------------- */ +/** \name Functions + * \{ */ + +vec4 irradiance_encode(vec3 rgb) +{ + float maxRGB = max_v3(rgb); + float fexp = ceil(log2(maxRGB)); + return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0); +} + +vec3 irradiance_decode(vec4 data) +{ + float fexp = data.a * 255.0 - 128.0; + return data.rgb * exp2(fexp); +} + +vec4 visibility_encode(vec2 accum, float range) +{ + accum /= range; + + vec4 data; + data.x = fract(accum.x); + data.y = floor(accum.x) / 255.0; + data.z = fract(accum.y); + data.w = floor(accum.y) / 255.0; + + return data; +} + +vec2 visibility_decode(vec4 data, float range) +{ + return (data.xz + data.yw * 255.0) * range; +} + IrradianceData load_irradiance_cell(int cell, vec3 N) { /* Keep in sync with diffuse_filter_probe() */ @@ -155,3 +208,5 @@ vec3 irradiance_from_cell_get(int cell, vec3 ir_dir) IrradianceData ir_data = load_irradiance_cell(cell, ir_dir); return compute_irradiance(ir_dir, ir_data); } + +/** \} */ diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl index 96fe94fc41e..b0da4274a13 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl @@ -1,4 +1,7 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) + flat in int pid; in vec2 quadCoord; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl index db780714091..d06ad553ca4 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + /* XXX TODO fix code duplication */ struct CubeData { vec4 position_type; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl index b485511318b..bf45169ebaa 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl @@ -1,4 +1,8 @@ +#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(irradiance_lib.glsl) + uniform samplerCube probeHdr; uniform int probeSize; uniform float lodFactor; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl index 00eb3c7e200..ccb77427ed2 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl @@ -1,4 +1,7 @@ +#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) + uniform samplerCube probeHdr; uniform float roughnessSquared; uniform float texelSize; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl index 5d8af21032a..8d7c58a93d5 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl @@ -1,4 +1,8 @@ +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) +#pragma BLENDER_REQUIRE(irradiance_lib.glsl) + uniform samplerCube probeDepth; uniform int outputSize; uniform float lodFactor; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl index f8bc1703c66..009ccf6535e 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl @@ -40,9 +40,6 @@ void main() for (int v = 0; v < 3; v++) { gl_Position = vPos[v]; worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace]; -#ifdef USE_ATTR - pass_attr(v); -#endif EmitVertex(); } diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl index f9bcc718a1e..dc5ec1e40f5 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl @@ -1,3 +1,5 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(irradiance_lib.glsl) flat in int cellOffset; in vec2 quadCoord; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl index 4e500db827e..6fefe1319bd 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + uniform float sphere_size; uniform int offset; uniform ivec3 grid_resolution; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 6c6db88139b..a2e25b83532 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -1,3 +1,12 @@ + +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) +#pragma BLENDER_REQUIRE(cubemap_lib.glsl) +#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl) +#pragma BLENDER_REQUIRE(irradiance_lib.glsl) + /* ----------- Uniforms --------- */ uniform sampler2DArray probePlanars; @@ -73,12 +82,6 @@ struct GridData { # define MAX_PLANAR 1 #endif -#ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -#endif /* UTIL_TEX */ - layout(std140) uniform probe_block { CubeData probes_data[MAX_PROBE]; @@ -218,7 +221,7 @@ void fallback_cubemap(vec3 N, inout vec4 spec_accum) { /* Specular probes */ - vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared); + vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared); #ifdef SSR_AO vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); @@ -246,7 +249,6 @@ void fallback_cubemap(vec3 N, } } -#ifdef IRRADIANCE_LIB vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) { localpos = localpos * 0.5 + 0.5; @@ -308,5 +310,3 @@ vec3 probe_evaluate_world_diff(vec3 N) { return irradiance_from_cell_get(0, N); } - -#endif /* IRRADIANCE_LIB */ diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl index 2807488db6c..0a53abcb04a 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + uniform sampler2DArray probePlanars; in vec3 worldPosition; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl index 65506e5c7b1..6759c060259 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + in vec3 pos; in int probe_id; diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl index 3b9d0a8f2bc..949e4d8f04f 100644 --- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl @@ -1,8 +1,76 @@ -uniform sampler2DArrayShadow shadowCubeTexture; -uniform sampler2DArrayShadow shadowCascadeTexture; +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(raytrace_lib.glsl) +#pragma BLENDER_REQUIRE(ltc_lib.glsl) + +#ifndef MAX_CASCADE_NUM +# define MAX_CASCADE_NUM 4 +#endif + +/* ---------------------------------------------------------------------- */ +/** \name Structure + * \{ */ + +struct LightData { + vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */ + vec4 color_spec; /* w : Spec Intensity */ + vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */ + vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */ + vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */ + vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */ +}; + +/* convenience aliases */ +#define l_color color_spec.rgb +#define l_spec color_spec.a +#define l_position position_influence.xyz +#define l_influence position_influence.w +#define l_sizex rightvec_sizex.w +#define l_sizey upvec_sizey.w +#define l_right rightvec_sizex.xyz +#define l_up upvec_sizey.xyz +#define l_forward forwardvec_type.xyz +#define l_type forwardvec_type.w +#define l_spot_size spotdata_radius_shadow.x +#define l_spot_blend spotdata_radius_shadow.y +#define l_radius spotdata_radius_shadow.z +#define l_shadowid spotdata_radius_shadow.w + +struct ShadowData { + vec4 near_far_bias_id; + vec4 contact_shadow_data; +}; + +struct ShadowCubeData { + mat4 shadowmat; + vec4 position; +}; + +struct ShadowCascadeData { + mat4 shadowmat[MAX_CASCADE_NUM]; + vec4 split_start_distances; + vec4 split_end_distances; + vec4 shadow_vec_id; +}; + +/* convenience aliases */ +#define sh_near near_far_bias_id.x +#define sh_far near_far_bias_id.y +#define sh_bias near_far_bias_id.z +#define sh_data_index near_far_bias_id.w +#define sh_contact_dist contact_shadow_data.x +#define sh_contact_offset contact_shadow_data.y +#define sh_contact_spread contact_shadow_data.z +#define sh_contact_thickness contact_shadow_data.w +#define sh_shadow_vec shadow_vec_id.xyz +#define sh_tex_index shadow_vec_id.w + +/** \} */ -#define LAMPS_LIB +/* ---------------------------------------------------------------------- */ +/** \name Resources + * \{ */ layout(std140) uniform shadow_block { @@ -16,6 +84,15 @@ layout(std140) uniform light_block LightData lights_data[MAX_LIGHT]; }; +uniform sampler2DArrayShadow shadowCubeTexture; +uniform sampler2DArrayShadow shadowCascadeTexture; + +/** \} */ + +/* ---------------------------------------------------------------------- */ +/** \name Shadow Functions + * \{ */ + /* type */ #define POINT 0.0 #define SUN 1.0 @@ -133,9 +210,11 @@ float sample_cascade_shadow(int shadow_id, vec3 W) #undef scube #undef scsmd -/* ----------------------------------------------------------- */ -/* --------------------- Light Functions --------------------- */ -/* ----------------------------------------------------------- */ +/** \} */ + +/* ---------------------------------------------------------------------- */ +/** \name Light Functions + * \{ */ /* From Frostbite PBR Course * Distance based attenuation @@ -258,7 +337,6 @@ float light_visibility(LightData ld, l_atten); } -#ifdef USE_LTC float light_diffuse(LightData ld, vec3 N, vec3 V, vec4 l_vector) { if (ld.l_type == AREA_RECT) { @@ -321,4 +399,5 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector) return ltc_evaluate_disk(N, V, ltc_matrix(ltc_mat), points); } } -#endif + +/** \} */ diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl index 8c876cf582c..9077b414026 100644 --- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl @@ -1,20 +1,17 @@ -uniform float backgroundAlpha; -uniform vec3 color; - -out vec4 FragColor; +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) -#if defined(LOOKDEV_BG) || defined(LOOKDEV) +uniform sampler2D studioLight; +uniform float backgroundAlpha; uniform mat3 StudioLightMatrix; -uniform sampler2D image; uniform float studioLightIntensity = 1.0; uniform float studioLightBlur = 0.0; -in vec3 viewPosition; -# ifndef M_PI -# define M_PI 3.14159265358979323846 -# endif +out vec4 FragColor; vec3 background_transform_to_world(vec3 viewvec) { @@ -35,36 +32,20 @@ vec4 node_tex_environment_equirectangular(vec3 co, sampler2D ima) vec3 nco = normalize(co); float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5; float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5; - - /* Fix pole bleeding */ - float width = float(textureSize(ima, 0).x); - float texel_width = 1.0 / width; - v = clamp(v, texel_width, 1.0 - texel_width); - - /* Fix u = 0 seam */ - /* This is caused by texture filtering, since uv don't have smooth derivatives - * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain - * texels. So we force the highest mipmap and don't do anisotropic filtering. */ return textureLod(ima, vec2(u, v), 0.0); } -#endif void main() { - vec3 background_color; + vec3 worldvec = background_transform_to_world(viewPosition); + vec3 background_color; #if defined(LOOKDEV_BG) - vec3 worldvec = background_transform_to_world(viewPosition); background_color = probe_evaluate_world_spec(worldvec, studioLightBlur).rgb; - background_color *= studioLightIntensity; - -#elif defined(LOOKDEV) - vec3 worldvec = background_transform_to_world(viewPosition); - background_color = node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image).rgb; - background_color *= studioLightIntensity; - #else - background_color = color; + worldvec = StudioLightMatrix * worldvec; + background_color = node_tex_environment_equirectangular(worldvec, studioLight).rgb; + background_color *= studioLightIntensity; #endif FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha; diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index dbfc7ad5a71..2750d42a74a 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -8,12 +8,6 @@ #define USE_LTC -#ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -#endif /* UTIL_TEX */ - /* Diffuse *clipped* sphere integral. */ float diffuse_sphere_integral(float avg_dir_z, float form_factor) { diff --git a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl index 95cd69ba310..ef96bcbaedb 100644 --- a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl @@ -1,4 +1,7 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) + uniform mat4 currModelMatrix; uniform mat4 prevModelMatrix; uniform mat4 nextModelMatrix; @@ -19,6 +22,8 @@ out vec3 nextWorldPos; void main() { + GPU_INTEL_VERTEX_SHADER_WORKAROUND + #ifdef HAIR bool is_persp = (ProjectionMatrix[3][3] == 0.0); float time, thick_time, thickness; diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl index 9acd8f998f6..34999076f9c 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl @@ -1,4 +1,14 @@ +/* Required by some nodes. */ +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) +#pragma BLENDER_REQUIRE(closure_lib.glsl) +#pragma BLENDER_REQUIRE(closure_lit_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) + #ifdef USE_ALPHA_HASH /* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */ @@ -56,8 +66,6 @@ float hashed_alpha_threshold(vec3 co) #endif -#define NODETREE_EXEC - void main() { #if defined(USE_ALPHA_HASH) @@ -66,11 +74,9 @@ void main() float opacity = saturate(1.0 - avg(cl.transmittance)); -# if defined(USE_ALPHA_HASH) /* Hashed Alpha Testing */ if (opacity < hashed_alpha_threshold(worldPosition)) { discard; } -# endif #endif } diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl index 2c7e0aca3fb..f650e2eeb8c 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl @@ -1,16 +1,14 @@ +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + #ifndef HAIR_SHADER in vec3 pos; #endif void main() { -#ifdef GPU_INTEL - /* Due to some shader compiler bug, we somewhat - * need to access gl_VertexID to make it work. even - * if it's actually dead code. */ - gl_Position.x = float(gl_VertexID); -#endif + GPU_INTEL_VERTEX_SHADER_WORKAROUND #ifdef HAIR_SHADER float time, thick_time, thickness; @@ -34,5 +32,4 @@ void main() #ifdef CLIP_PLANES gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), clipPlanes[0]); #endif - /* TODO motion vectors */ } diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index f88cfdf3787..39db39f8756 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -1,3 +1,11 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) + +uniform sampler2D maxzBuffer; +uniform sampler2DArray planarDepth; + #define MAX_STEP 256 float sample_depth(vec2 uv, int index, float lod) diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl new file mode 100644 index 00000000000..36cf3cecf40 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl @@ -0,0 +1,43 @@ + +/* ---------------------------------------------------------------------- */ +/** \name Resources + * \{ */ + +layout(std140) uniform renderpass_block +{ + bool renderPassDiffuse; + bool renderPassDiffuseLight; + bool renderPassGlossy; + bool renderPassGlossyLight; + bool renderPassEmit; + bool renderPassSSSColor; + bool renderPassEnvironment; +}; + +/** \} */ + +/* ---------------------------------------------------------------------- */ +/** \name Functions + * \{ */ + +vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light) +{ + return renderPassDiffuse ? (renderPassDiffuseLight ? diffuse_light : diffuse_color) : vec3(0.0); +} + +vec3 render_pass_sss_mask(vec3 sss_color) +{ + return renderPassSSSColor ? sss_color : vec3(0.0); +} + +vec3 render_pass_glossy_mask(vec3 specular_color, vec3 specular_light) +{ + return renderPassGlossy ? (renderPassGlossyLight ? specular_light : specular_color) : vec3(0.0); +} + +vec3 render_pass_emission_mask(vec3 emission_light) +{ + return renderPassEmit ? emission_light : vec3(0.0); +} + +/** \} */ diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl index 361963d5ac3..89a411bc7cb 100644 --- a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl @@ -1,3 +1,7 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) + #define PASS_POST_UNDEFINED 0 #define PASS_POST_ACCUMULATED_COLOR 1 #define PASS_POST_ACCUMULATED_LIGHT 2 @@ -9,6 +13,8 @@ uniform int postProcessType; uniform int currentSample; + +uniform sampler2D depthBuffer; uniform sampler2D inputBuffer; uniform sampler2D inputSecondLightBuffer; uniform sampler2D inputColorBuffer; diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl index 860ec9e1727..e0b9d4a60db 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl @@ -1,11 +1,11 @@ -out vec4 fragColor; +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) +#pragma BLENDER_REQUIRE(lights_lib.glsl) + +uniform sampler2D depthBuffer; -#ifndef UTIL_TEX -# define UTIL_TEX -uniform sampler2DArray utilTex; -# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) -#endif /* UTIL_TEX */ +out vec4 fragColor; void main() { diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index c42f905cf7e..0e342938396 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -1,39 +1,23 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) + in vec3 pos; in vec3 nor; -#ifdef MESH_SHADER -out vec3 worldPosition; -out vec3 viewPosition; -out vec3 worldNormal; -out vec3 viewNormal; -#endif - -#ifdef HAIR_SHADER -out vec3 hairTangent; -out float hairThickTime; -out float hairThickness; -out float hairTime; -flat out int hairStrandID; -#endif - void main() { -#ifdef GPU_INTEL - /* Due to some shader compiler bug, we somewhat - * need to access gl_VertexID to make it work. even - * if it's actually dead code. */ - gl_Position.x = float(gl_VertexID); -#endif + GPU_INTEL_VERTEX_SHADER_WORKAROUND #ifdef HAIR_SHADER hairStrandID = hair_get_strand_id(); - vec3 world_pos, binor; + vec3 pos, binor; hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0), ModelMatrixInverse, ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, - world_pos, + pos, hairTangent, binor, hairTime, @@ -41,6 +25,7 @@ void main() hairThickTime); worldNormal = cross(hairTangent, binor); + vec3 world_pos = pos; #else vec3 world_pos = point_object_to_world(pos); #endif @@ -57,7 +42,10 @@ void main() /* No need to normalize since this is just a rotation. */ viewNormal = normal_world_to_view(worldNormal); # ifdef USE_ATTR - pass_attr(pos); +# ifdef HAIR_SHADER + pos = hair_get_strand_pos(); +# endif + pass_attr(pos, NormalMatrix, ModelMatrixInverse); # endif #endif } diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl index 0591b247541..29495e98355 100644 --- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl @@ -1,3 +1,10 @@ + +#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) +#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl) +#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) +#pragma BLENDER_REQUIRE(raytrace_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) + /* ------------ Refraction ------------ */ #define BTDF_BIAS 0.85 diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl new file mode 100644 index 00000000000..e746acfdfa3 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl @@ -0,0 +1,89 @@ + +/* Required by some nodes. */ +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) + +#pragma BLENDER_REQUIRE(closure_lib.glsl) +#pragma BLENDER_REQUIRE(closure_lit_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) +#pragma BLENDER_REQUIRE(volumetric_lib.glsl) + +#ifdef USE_ALPHA_BLEND +/* Use dual source blending to be able to make a whole range of effects. */ +layout(location = 0, index = 0) out vec4 outRadiance; +layout(location = 0, index = 1) out vec4 outTransmittance; + +#else /* OPAQUE */ +layout(location = 0) out vec4 outRadiance; +layout(location = 1) out vec2 ssrNormals; +layout(location = 2) out vec4 ssrData; +# ifdef USE_SSS +layout(location = 3) out vec3 sssIrradiance; +layout(location = 4) out float sssRadius; +layout(location = 5) out vec3 sssAlbedo; +# endif + +#endif + +void main() +{ + Closure cl = nodetree_exec(); + + float holdout = saturate(1.0 - cl.holdout); + float transmit = saturate(avg(cl.transmittance)); + float alpha = 1.0 - transmit; + +#ifdef USE_ALPHA_BLEND + vec2 uvs = gl_FragCoord.xy * volCoordScale.zw; + vec3 vol_transmit, vol_scatter; + volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter); + + /* Removes part of the volume scattering that have + * already been added to the destination pixels. + * Since we do that using the blending pipeline we need to account for material transmittance. */ + vol_scatter -= vol_scatter * cl.transmittance; + + cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter; + outRadiance = vec4(cl.radiance, alpha * holdout); + outTransmittance = vec4(cl.transmittance, transmit) * holdout; +#else + outRadiance = vec4(cl.radiance, holdout); + ssrNormals = cl.ssr_normal; + ssrData = cl.ssr_data; +# ifdef USE_SSS + sssIrradiance = cl.sss_irradiance; + sssRadius = cl.sss_radius; + sssAlbedo = cl.sss_albedo; +# endif +#endif + + /* For Probe capture */ +#ifdef USE_SSS + float fac = float(!sssToggle); + + /* TODO(fclem) we shouldn't need this. + * Just disable USE_SSS when USE_REFRACTION is enabled. */ +# ifdef USE_REFRACTION + /* SSRefraction pass is done after the SSS pass. + * In order to not loose the diffuse light totally we + * need to merge the SSS radiance to the main radiance. */ + fac = 1.0; +# endif + + outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac; +#endif + +#ifndef USE_ALPHA_BLEND + float alpha_div = 1.0 / max(1e-8, alpha); + outRadiance.rgb *= alpha_div; + ssrData.rgb *= alpha_div; +# ifdef USE_SSS + sssAlbedo.rgb *= alpha_div; +# endif +#endif + +#ifdef LOOKDEV + /* Lookdev spheres are rendered in front. */ + gl_FragDepth = 0.0; +#endif +} diff --git a/source/blender/draw/engines/eevee/shaders/surface_geom.glsl b/source/blender/draw/engines/eevee/shaders/surface_geom.glsl new file mode 100644 index 00000000000..ad437dca79a --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/surface_geom.glsl @@ -0,0 +1,46 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) + +layout(triangles) in; +layout(triangle_strip, max_vertices = 3) out; + +RESOURCE_ID_VARYING + +/* Only used to compute barycentric coordinates. */ + +void main() +{ +#ifdef DO_BARYCENTRIC_DISTANCES + dataAttrOut.barycentricDist = calc_barycentric_distances( + dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition); +#endif + + PASS_RESOURCE_ID + +#ifdef USE_ATTR + pass_attr(0); +#endif + PASS_SURFACE_INTERFACE(0); + gl_Position = gl_in[0].gl_Position; + gl_ClipDistance[0] = gl_in[0].gl_ClipDistance[0]; + EmitVertex(); + +#ifdef USE_ATTR + pass_attr(1); +#endif + PASS_SURFACE_INTERFACE(1); + gl_Position = gl_in[1].gl_Position; + gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0]; + EmitVertex(); + +#ifdef USE_ATTR + pass_attr(2); +#endif + PASS_SURFACE_INTERFACE(2); + gl_Position = gl_in[2].gl_Position; + gl_ClipDistance[0] = gl_in[2].gl_ClipDistance[0]; + EmitVertex(); + + EndPrimitive(); +} diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl new file mode 100644 index 00000000000..b93a3a23eff --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl @@ -0,0 +1,43 @@ +/** This describe the entire interface of the shader. */ + +/* Samplers */ +uniform sampler2D colorBuffer; +uniform sampler2D depthBuffer; + +/* Uniforms */ +uniform float refractionDepth; + +#define SURFACE_INTERFACE \ + vec3 worldPosition; \ + vec3 viewPosition; \ + vec3 worldNormal; \ + vec3 viewNormal; + +#ifdef GPU_GEOMETRY_SHADER +in ShaderStageInterface{SURFACE_INTERFACE} dataIn[]; + +out ShaderStageInterface{SURFACE_INTERFACE} dataOut; + +# define PASS_SURFACE_INTERFACE(vert) \ + dataOut.worldPosition = dataIn[vert].worldPosition; \ + dataOut.viewPosition = dataIn[vert].viewPosition; \ + dataOut.worldNormal = dataIn[vert].worldNormal; \ + dataOut.viewNormal = dataIn[vert].viewNormal; + +#else + +IN_OUT ShaderStageInterface{SURFACE_INTERFACE}; + +#endif + +#ifdef HAIR_SHADER +IN_OUT ShaderHairInterface +{ + /* world space */ + vec3 hairTangent; + float hairThickTime; + float hairThickness; + float hairTime; + flat int hairStrandID; +}; +#endif diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl index 1b94fc2bee1..0ad1393dd70 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl @@ -1,32 +1,20 @@ +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(surface_lib.glsl) + #ifndef HAIR_SHADER in vec3 pos; in vec3 nor; #endif -#ifdef MESH_SHADER -out vec3 worldPosition; -out vec3 viewPosition; -out vec3 worldNormal; -out vec3 viewNormal; -#endif - -#ifdef HAIR_SHADER -out vec3 hairTangent; -out float hairThickTime; -out float hairThickness; -out float hairTime; -flat out int hairStrandID; -#endif +RESOURCE_ID_VARYING void main() { -#ifdef GPU_INTEL - /* Due to some shader compiler bug, we somewhat - * need to access gl_VertexID to make it work. even - * if it's actually dead code. */ - gl_Position.x = float(gl_VertexID); -#endif + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + PASS_RESOURCE_ID #ifdef HAIR_SHADER hairStrandID = hair_get_strand_id(); @@ -63,7 +51,10 @@ void main() /* No need to normalize since this is just a rotation. */ viewNormal = normal_world_to_view(worldNormal); # ifdef USE_ATTR - pass_attr(pos); +# ifdef HAIR_SHADER + pos = hair_get_strand_pos(); +# endif + pass_attr(pos, NormalMatrix, ModelMatrixInverse); # endif #endif } diff --git a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl index 02ad2170f06..0c01c46c2ba 100644 --- a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl @@ -1,11 +1,11 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + uniform sampler2D blueNoise; uniform vec3 offsets; out vec4 FragColor; -#define M_2PI 6.28318530717958647692 - void main(void) { vec3 blue_noise = texelFetch(blueNoise, ivec2(gl_FragCoord.xy), 0).xyz; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl index 312fc07054a..bac69ab0355 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl @@ -1,9 +1,10 @@ +#pragma BLENDER_REQUIRE(volumetric_lib.glsl) +#pragma BLENDER_REQUIRE(closure_lib.glsl) + /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ -#define NODETREE_EXEC - #ifdef MESH_SHADER uniform vec3 volumeOrcoLoc; uniform vec3 volumeOrcoSize; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl index 96b891c929f..30cda401284 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + #ifdef MESH_SHADER /* TODO tight slices */ layout(triangles) in; @@ -12,12 +14,16 @@ in vec4 vPos[]; flat out int slice; +RESOURCE_ID_VARYING + #ifdef MESH_SHADER /* TODO tight slices */ void main() { gl_Layer = slice = int(vPos[0].z); + PASS_RESOURCE_ID + # ifdef USE_ATTR pass_attr(0); # endif @@ -48,6 +54,8 @@ void main() { gl_Layer = slice = int(vPos[0].z); + PASS_RESOURCE_ID + # ifdef USE_ATTR pass_attr(0); # endif diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index c3c442e7b69..f4276bd61bd 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(volumetric_lib.glsl) + /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ @@ -11,9 +13,11 @@ uniform sampler3D volumeExtinction; #ifdef USE_VOLUME_OPTI uniform layout(binding = 0, r11f_g11f_b10f) writeonly restrict image3D finalScattering_img; uniform layout(binding = 1, r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img; + vec3 finalScattering; vec3 finalTransmittance; #else + flat in int slice; layout(location = 0) out vec3 finalScattering; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl index 40eb3da42d1..9b852a57ec4 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl @@ -1,4 +1,8 @@ +#pragma BLENDER_REQUIRE(lights_lib.glsl) +#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) +#pragma BLENDER_REQUIRE(irradiance_lib.glsl) + /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ @@ -58,7 +62,6 @@ float phase_function(vec3 v, vec3 l, float g) return (1 - sqr_g) / max(1e-8, 4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0)); } -#ifdef LAMPS_LIB vec3 light_volume(LightData ld, vec4 l_vector) { float power; @@ -95,7 +98,7 @@ vec3 light_volume(LightData ld, vec4 l_vector) return tint * lum; } -# define VOLUMETRIC_SHADOW_MAX_STEP 32.0 +#define VOLUMETRIC_SHADOW_MAX_STEP 32.0 vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction) { @@ -109,7 +112,7 @@ vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction) vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D volume_extinction) { -# if defined(VOLUME_SHADOW) +#if defined(VOLUME_SHADOW) /* Heterogeneous volume shadows */ float dd = l_vector.w / volShadowSteps; vec3 L = l_vector.xyz * l_vector.w; @@ -120,27 +123,24 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D v shadow *= exp(-s_extinction * dd); } return shadow; -# else +#else return vec3(1.0); -# endif /* VOLUME_SHADOW */ +#endif /* VOLUME_SHADOW */ } -#endif -#ifdef IRRADIANCE_LIB vec3 irradiance_volumetric(vec3 wpos) { -# ifdef IRRADIANCE_HL2 +#ifdef IRRADIANCE_HL2 IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0)); vec3 irradiance = ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]; ir_data = load_irradiance_cell(0, vec3(-1.0)); irradiance += ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]; irradiance *= 0.16666666; /* 1/6 */ return irradiance; -# else +#else return vec3(0.0); -# endif -} #endif +} uniform sampler3D inScattering; uniform sampler3D inTransmittance; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl index 1ff7e848c40..6ab21587c9a 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(volumetric_lib.glsl) + /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl index 9621fa1cc0d..806f1b5b205 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(volumetric_lib.glsl) + /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl index b96360febb0..b70747ecec3 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl @@ -1,6 +1,10 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + out vec4 vPos; +RESOURCE_ID_VARYING + void main() { /* Generate Triangle : less memory fetches from a VBO */ @@ -25,7 +29,9 @@ void main() vPos.z = float(t_id); vPos.w = 1.0; + PASS_RESOURCE_ID + #ifdef USE_ATTR - pass_attr(vec3(0.0)); + pass_attr(vec3(0.0), mat3(1), mat4(1)); #endif } diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index 3ef20dbe9ec..36d295d1dde 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -268,7 +268,7 @@ static void external_draw_scene(void *vedata) * OpenGL render is used for quick preview (thumbnails or sequencer preview) * where using the rendering engine to preview doesn't make so much sense. */ if (draw_ctx->evil_C) { - float clear_col[4] = {0, 0, 0, 0}; + const float clear_col[4] = {0, 0, 0, 0}; /* This is to keep compatibility with external engine. */ /* TODO(fclem) remove it eventually. */ GPU_framebuffer_bind(dfbl->default_fb); diff --git a/source/blender/draw/engines/external/external_engine.h b/source/blender/draw/engines/external/external_engine.h index 01edea38ab0..c645fb99e0e 100644 --- a/source/blender/draw/engines/external/external_engine.h +++ b/source/blender/draw/engines/external/external_engine.h @@ -20,9 +20,6 @@ * \ingroup draw_engine */ -#ifndef __EXTERNAL_ENGINE_H__ -#define __EXTERNAL_ENGINE_H__ +#pragma once extern RenderEngineType DRW_engine_viewport_external_type; - -#endif /* __EXTERNAL_ENGINE_H__ */ diff --git a/source/blender/draw/engines/gpencil/gpencil_antialiasing.c b/source/blender/draw/engines/gpencil/gpencil_antialiasing.c index 8955240c549..b9600ad8caf 100644 --- a/source/blender/draw/engines/gpencil/gpencil_antialiasing.c +++ b/source/blender/draw/engines/gpencil/gpencil_antialiasing.c @@ -36,7 +36,7 @@ void GPENCIL_antialiasing_init(struct GPENCIL_Data *vedata) const float *size = DRW_viewport_size_get(); const float *sizeinv = DRW_viewport_invert_size_get(); - float metrics[4] = {sizeinv[0], sizeinv[1], size[0], size[1]}; + const float metrics[4] = {sizeinv[0], sizeinv[1], size[0], size[1]}; if (pd->simplify_antialias) { /* No AA fallback. */ diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c index 8a4134ec8ea..363794e1be3 100644 --- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c +++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c @@ -132,12 +132,11 @@ static int gpencil_tobject_dist_sort(const void *a, const void *b) if (ob_a->camera_z > ob_b->camera_z) { return 1; } - else if (ob_a->camera_z < ob_b->camera_z) { + if (ob_a->camera_z < ob_b->camera_z) { return -1; } - else { - return 0; - } + + return 0; } void gpencil_object_cache_sort(GPENCIL_PrivateData *pd) @@ -193,7 +192,7 @@ static float gpencil_layer_final_opacity_get(const GPENCIL_PrivateData *pd, if (is_obact && is_fade) { return gpl->opacity * pd->fade_layer_opacity; } - else if (!is_obact && (pd->fade_gp_object_opacity > -1.0f)) { + if (!is_obact && (pd->fade_gp_object_opacity > -1.0f)) { return gpl->opacity * pd->fade_gp_object_opacity; } } @@ -246,7 +245,7 @@ static void gpencil_layer_random_color_get(const Object *ob, uint ob_hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); uint gpl_hash = BLI_ghashutil_strhash_p_murmur(gpl->info); float hue = BLI_hash_int_01(ob_hash * gpl_hash); - float hsv[3] = {hue, hsv_saturation, hsv_value}; + const float hsv[3] = {hue, hsv_saturation, hsv_value}; hsv_to_rgb_v(hsv, r_color); } diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c index d2aa0a45660..51152475a06 100644 --- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c +++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c @@ -63,7 +63,7 @@ static struct GPUTexture *gpencil_image_texture_get(Image *image, bool *r_alpha_ ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock); if (ibuf != NULL && ibuf->rect != NULL) { - gpu_tex = GPU_texture_from_blender(image, &iuser, ibuf, TEXTARGET_2D); + gpu_tex = BKE_image_get_gpu_texture(image, &iuser, ibuf); *r_alpha_premult = (image->alpha_mode == IMA_ALPHA_PREMUL); } BKE_image_release_ibuf(image, ibuf, lock); @@ -359,12 +359,11 @@ static float light_power_get(const Light *la) if (la->type == LA_AREA) { return 1.0f / (4.0f * M_PI); } - else if (la->type == LA_SPOT || la->type == LA_LOCAL) { + if (la->type == LA_SPOT || la->type == LA_LOCAL) { return 1.0f / (4.0f * M_PI * M_PI); } - else { - return 1.0f / M_PI; - } + + return 1.0f / M_PI; } void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob) diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index dbad226099e..746920e38c6 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -71,7 +71,7 @@ void GPENCIL_engine_init(void *ved) } if (txl->dummy_texture == NULL) { - float pixels[1][4] = {{1.0f, 0.0f, 1.0f, 1.0f}}; + const float pixels[1][4] = {{1.0f, 0.0f, 1.0f, 1.0f}}; txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float *)pixels); } @@ -766,7 +766,7 @@ static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL { GPENCIL_PassList *psl = vedata->psl; GPENCIL_FramebufferList *fbl = vedata->fbl; - float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + const float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f}; float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f; bool inverted = false; /* OPTI(fclem) we could optimize by only clearing if the new mask_bits does not contain all @@ -813,7 +813,7 @@ static void GPENCIL_draw_object(GPENCIL_Data *vedata, GPENCIL_tObject *ob) GPENCIL_PassList *psl = vedata->psl; GPENCIL_PrivateData *pd = vedata->stl->pd; GPENCIL_FramebufferList *fbl = vedata->fbl; - float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}; + const float clear_cols[2][4] = {{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}; DRW_stats_group_start("GPencil Object"); diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h index 7baca28dca3..a406df530fc 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.h +++ b/source/blender/draw/engines/gpencil/gpencil_engine.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __GPENCIL_ENGINE_H__ -#define __GPENCIL_ENGINE_H__ +#pragma once #include "DNA_gpencil_types.h" @@ -439,5 +438,3 @@ void GPENCIL_render_to_image(void *vedata, void gpencil_light_pool_free(void *storage); void gpencil_material_pool_free(void *storage); GPENCIL_ViewLayerData *GPENCIL_view_layer_data_ensure(void); - -#endif /* __GPENCIL_ENGINE_H__ */ diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c index 4748858a6a8..df52b65aa78 100644 --- a/source/blender/draw/engines/gpencil/gpencil_render.c +++ b/source/blender/draw/engines/gpencil/gpencil_render.c @@ -129,7 +129,7 @@ void GPENCIL_render_init(GPENCIL_Data *vedata, /* To avoid unpredictable result, clear buffers that have not be initialized. */ GPU_framebuffer_bind(fbl->render_fb); if (do_clear_col) { - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_clear_color(fbl->render_fb, clear_col); } if (do_clear_z) { @@ -143,9 +143,11 @@ void GPENCIL_render_init(GPENCIL_Data *vedata, int w = BLI_rcti_size_x(rect); int h = BLI_rcti_size_y(rect); if (pix_col) { + GPU_texture_bind(txl->render_color_tx, 0); GPU_texture_update_sub(txl->render_color_tx, GPU_DATA_FLOAT, pix_col, x, y, 0, w, h, 0); } if (pix_z) { + GPU_texture_bind(txl->render_depth_tx, 0); GPU_texture_update_sub(txl->render_depth_tx, GPU_DATA_FLOAT, pix_z, x, y, 0, w, h, 0); } } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl index 36fe9df9e5a..c19bf1e7b50 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl @@ -487,7 +487,7 @@ void stroke_vertex() vec2 screen_ofs = miter * y; - /* Reminder: we packed the cap flag into the sign of stength and thickness sign. */ + /* Reminder: we packed the cap flag into the sign of strength and thickness sign. */ if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) || (miter_break && !is_stroke_start && !is_stroke_end)) { screen_ofs += line * x; diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c index a32242d6292..9e95e860d0a 100644 --- a/source/blender/draw/engines/overlay/overlay_antialiasing.c +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -69,7 +69,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata) /* Small texture which will have very small impact on rendertime. */ if (txl->dummy_depth_tx == NULL) { - float pixel[1] = {1.0f}; + const float pixel[1] = {1.0f}; txl->dummy_depth_tx = DRW_texture_create_2d(1, 1, GPU_DEPTH_COMPONENT24, 0, pixel); } @@ -202,7 +202,7 @@ void OVERLAY_antialiasing_start(OVERLAY_Data *vedata) OVERLAY_PrivateData *pd = vedata->stl->pd; if (pd->antialiasing.enabled) { - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_bind(fbl->overlay_line_fb); GPU_framebuffer_clear_color(fbl->overlay_line_fb, clear_col); } diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c index 960e5e424f2..49b8257e0c6 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.c +++ b/source/blender/draw/engines/overlay/overlay_armature.c @@ -601,7 +601,7 @@ static void drw_shgroup_bone_custom_empty(ArmatureDrawContext *ctx, const float color[4], Object *custom) { - float final_color[4] = {color[0], color[1], color[2], 1.0f}; + const float final_color[4] = {color[0], color[1], color[2], 1.0f}; float mat[4][4]; mul_m4_m4m4(mat, ctx->ob->obmat, bone_mat); @@ -924,12 +924,11 @@ static float get_bone_wire_thickness(const ArmatureDrawContext *ctx, int bonefla if (ctx->const_color) { return ctx->const_wire; } - else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) { + if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED)) { return 2.0f; } - else { - return 1.0f; - } + + return 1.0f; } static const float *get_bone_wire_color(const ArmatureDrawContext *ctx, @@ -1079,7 +1078,7 @@ static void edbo_compute_bbone_child(bArmature *arm) } /* A version of BKE_pchan_bbone_spline_setup() for previewing editmode curve settings. */ -static void ebone_spline_preview(EditBone *ebone, float result_array[MAX_BBONE_SUBDIV][4][4]) +static void ebone_spline_preview(EditBone *ebone, const float result_array[MAX_BBONE_SUBDIV][4][4]) { BBoneSplineParameters param; EditBone *prev, *next; @@ -2219,13 +2218,13 @@ static bool POSE_is_driven_by_active_armature(Object *ob) } return is_active; } - else { - Object *ob_mesh_deform = BKE_modifiers_is_deformed_by_meshdeform(ob); - if (ob_mesh_deform) { - /* Recursive. */ - return POSE_is_driven_by_active_armature(ob_mesh_deform); - } + + Object *ob_mesh_deform = BKE_modifiers_is_deformed_by_meshdeform(ob); + if (ob_mesh_deform) { + /* Recursive. */ + return POSE_is_driven_by_active_armature(ob_mesh_deform); } + return false; } diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.c b/source/blender/draw/engines/overlay/overlay_edit_text.c index 6ddd0e6d9be..fd68b319f02 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_text.c +++ b/source/blender/draw/engines/overlay/overlay_edit_text.c @@ -74,7 +74,7 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) /* Use 2D quad corners to create a matrix that set * a [-1..1] quad at the right position. */ -static void v2_quad_corners_to_mat4(float corners[4][2], float r_mat[4][4]) +static void v2_quad_corners_to_mat4(const float corners[4][2], float r_mat[4][4]) { unit_m4(r_mat); sub_v2_v2v2(r_mat[0], corners[1], corners[0]); diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c index bc96a03da31..1312408498a 100644 --- a/source/blender/draw/engines/overlay/overlay_engine.c +++ b/source/blender/draw/engines/overlay/overlay_engine.c @@ -440,7 +440,7 @@ static void OVERLAY_draw_scene(void *vedata) DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); if (DRW_state_is_fbo()) { - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_bind(dfbl->overlay_only_fb); GPU_framebuffer_clear_color(dfbl->overlay_only_fb, clear_col); } diff --git a/source/blender/draw/engines/overlay/overlay_engine.h b/source/blender/draw/engines/overlay/overlay_engine.h index 795e3805037..f9f6ee0511c 100644 --- a/source/blender/draw/engines/overlay/overlay_engine.h +++ b/source/blender/draw/engines/overlay/overlay_engine.h @@ -20,9 +20,6 @@ * \ingroup draw_engine */ -#ifndef __OVERLAY_ENGINE_H__ -#define __OVERLAY_ENGINE_H__ +#pragma once extern DrawEngineType draw_engine_overlay_type; - -#endif /* __OVERLAY_ENGINE_H__ */ diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c index 47f05eda58e..ce678c7d03f 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.c +++ b/source/blender/draw/engines/overlay/overlay_extra.c @@ -53,8 +53,6 @@ #include "ED_view3d.h" -#include "GPU_draw.h" - #include "overlay_private.h" #include "draw_common.h" @@ -279,7 +277,7 @@ void OVERLAY_extra_wire(OVERLAY_ExtraCallBuffers *cb, const float color[4]) { float draw_mat[4][4]; - float col[4] = {UNPACK3(color), 0.0f /* No stipples. */}; + const float col[4] = {UNPACK3(color), 0.0f /* No stipples. */}; pack_v4_in_mat4(draw_mat, mat, col); DRW_shgroup_call_obmat(cb->extra_wire, geom, draw_mat); } @@ -547,7 +545,7 @@ static void OVERLAY_forcefield(OVERLAY_ExtraCallBuffers *cb, Object *ob, ViewLay if (cu && (cu->flag & CU_PATH) && ob->runtime.curve_cache->path && ob->runtime.curve_cache->path->data) { instdata.size_x = instdata.size_y = instdata.size_z = pd->f_strength; - float pos[3], tmp[3]; + float pos[4], tmp[3]; where_on_path(ob, 0.0f, pos, tmp, NULL, NULL, NULL); copy_v3_v3(instdata.pos, ob->obmat[3]); translate_m4(instdata.mat, pos[0], pos[1], pos[2]); @@ -681,8 +679,8 @@ void OVERLAY_light_cache_populate(OVERLAY_Data *vedata, Object *ob) DRW_buffer_add_entry(cb->light_spot, color, &instdata); if ((la->mode & LA_SHOW_CONE) && !DRW_state_is_select()) { - float color_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f}; - float color_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f}; + const float color_inside[4] = {0.0f, 0.0f, 0.0f, 0.5f}; + const float color_outside[4] = {1.0f, 1.0f, 1.0f, 0.3f}; DRW_buffer_add_entry(cb->light_spot_cone_front, color_inside, &instdata); DRW_buffer_add_entry(cb->light_spot_cone_back, color_outside, &instdata); } @@ -1020,9 +1018,8 @@ static float camera_offaxis_shiftx_get(Scene *scene, const float width = instdata->corner_x * 2.0f; return delta_shiftx * width; } - else { - return 0.0; - } + + return 0.0; } /** * Draw the stereo 3d support elements (cameras, plane, volume). @@ -1339,7 +1336,7 @@ static void OVERLAY_relationship_lines(OVERLAY_ExtraCallBuffers *cb, else { const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(curcon); - if ((cti && cti->get_constraint_targets) && (curcon->ui_expand_flag && (1 << 0))) { + if ((cti && cti->get_constraint_targets) && (curcon->ui_expand_flag & (1 << 0))) { ListBase targets = {NULL, NULL}; bConstraintTarget *ct; @@ -1422,7 +1419,7 @@ static void OVERLAY_volume_extra(OVERLAY_ExtraCallBuffers *cb, line_count /= fds->res[axis]; } - GPU_create_smoke_velocity(fmd); + DRW_smoke_ensure_velocity(fmd); GPUShader *sh = OVERLAY_shader_volume_velocity(use_needle); DRWShadingGroup *grp = DRW_shgroup_create(sh, data->psl->extra_ps[0]); @@ -1452,7 +1449,7 @@ static void OVERLAY_volume_free_smoke_textures(OVERLAY_Data *data) LinkData *link; while ((link = BLI_pophead(&data->stl->pd->smoke_domains))) { FluidModifierData *fmd = (FluidModifierData *)link->data; - GPU_free_smoke_velocity(fmd); + DRW_smoke_free_velocity(fmd); MEM_freeN(link); } } @@ -1542,7 +1539,7 @@ void OVERLAY_extra_cache_populate(OVERLAY_Data *vedata, Object *ob) } /* Helpers for when we're transforming origins. */ if (draw_xform) { - float color_xform[4] = {0.15f, 0.15f, 0.15f, 0.7f}; + const float color_xform[4] = {0.15f, 0.15f, 0.15f, 0.7f}; DRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat); } /* don't show object extras in set's */ diff --git a/source/blender/draw/engines/overlay/overlay_image.c b/source/blender/draw/engines/overlay/overlay_image.c index 7aad84629e0..08cddf4e185 100644 --- a/source/blender/draw/engines/overlay/overlay_image.c +++ b/source/blender/draw/engines/overlay/overlay_image.c @@ -109,13 +109,12 @@ static eStereoViews camera_background_images_stereo_eye(const Scene *scene, cons if ((scene->r.scemode & R_MULTIVIEW) == 0) { return STEREO_LEFT_ID; } - else if (v3d->stereo3d_camera != STEREO_3D_ID) { + if (v3d->stereo3d_camera != STEREO_3D_ID) { /* show only left or right camera */ return v3d->stereo3d_camera; } - else { - return v3d->multiview_eye; - } + + return v3d->multiview_eye; } static void camera_background_images_stereo_setup(const Scene *scene, @@ -162,9 +161,8 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp /* Frame is out of range, dont show. */ return NULL; } - else { - camera_background_images_stereo_setup(scene, draw_ctx->v3d, image, iuser); - } + + camera_background_images_stereo_setup(scene, draw_ctx->v3d, image, iuser); iuser->scene = draw_ctx->scene; ImBuf *ibuf = BKE_image_acquire_ibuf(image, iuser, &lock); @@ -175,7 +173,7 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp } width = ibuf->x; height = ibuf->y; - tex = GPU_texture_from_blender(image, iuser, ibuf, TEXTARGET_2D); + tex = BKE_image_get_gpu_texture(image, iuser, ibuf); BKE_image_release_ibuf(image, ibuf, lock); iuser->scene = NULL; @@ -203,7 +201,7 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp } BKE_movieclip_user_set_frame(&bgpic->cuser, ctime); - tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, TEXTARGET_2D); + tex = BKE_movieclip_get_gpu_texture(clip, &bgpic->cuser); if (tex == NULL) { return NULL; } @@ -232,7 +230,7 @@ static void OVERLAY_image_free_movieclips_textures(OVERLAY_Data *data) LinkData *link; while ((link = BLI_pophead(&data->stl->pd->bg_movie_clips))) { MovieClip *clip = (MovieClip *)link->data; - GPU_free_texture_movieclip(clip); + BKE_movieclip_free_gputexture(clip); MEM_freeN(link); } } @@ -342,7 +340,7 @@ void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob) mul_m4_m4m4(mat, modelmat, mat); const bool is_foreground = (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) != 0; - float color_premult_alpha[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha}; + const float color_premult_alpha[4] = {1.0f, 1.0f, 1.0f, bgpic->alpha}; DRWPass *pass = is_foreground ? psl->image_foreground_ps : psl->image_background_ps; @@ -383,7 +381,7 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob) if (ima != NULL) { ImageUser iuser = *ob->iuser; camera_background_images_stereo_setup(draw_ctx->scene, draw_ctx->v3d, ima, &iuser); - tex = GPU_texture_from_blender(ima, &iuser, NULL, TEXTARGET_2D); + tex = BKE_image_get_gpu_texture(ima, &iuser, NULL); if (tex) { size[0] = GPU_texture_orig_width(tex); size[1] = GPU_texture_orig_height(tex); diff --git a/source/blender/draw/engines/overlay/overlay_motion_path.c b/source/blender/draw/engines/overlay/overlay_motion_path.c index 168f6f8a17f..0e5a52702fe 100644 --- a/source/blender/draw/engines/overlay/overlay_motion_path.c +++ b/source/blender/draw/engines/overlay/overlay_motion_path.c @@ -149,7 +149,7 @@ static void motion_path_cache(OVERLAY_Data *vedata, /* Draw curve-line of path. */ if (show_lines) { - int motion_path_settings[4] = {cfra, sfra, efra, mpath->start_frame}; + const int motion_path_settings[4] = {cfra, sfra, efra, mpath->start_frame}; DRWShadingGroup *grp = DRW_shgroup_create_sub(pd->motion_path_lines_grp); DRW_shgroup_uniform_ivec4_copy(grp, "mpathLineSettings", motion_path_settings); DRW_shgroup_uniform_int_copy(grp, "lineThickness", mpath->line_thickness); @@ -162,7 +162,7 @@ static void motion_path_cache(OVERLAY_Data *vedata, /* Draw points. */ { int pt_size = max_ii(mpath->line_thickness - 1, 1); - int motion_path_settings[4] = {pt_size, cfra, mpath->start_frame, stepsize}; + const int motion_path_settings[4] = {pt_size, cfra, mpath->start_frame, stepsize}; DRWShadingGroup *grp = DRW_shgroup_create_sub(pd->motion_path_points_grp); DRW_shgroup_uniform_ivec4_copy(grp, "mpathPointSettings", motion_path_settings); DRW_shgroup_uniform_bool_copy(grp, "showKeyFrames", show_keyframes); diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c index 214322c4adc..e904066248f 100644 --- a/source/blender/draw/engines/overlay/overlay_outline.c +++ b/source/blender/draw/engines/overlay/overlay_outline.c @@ -342,7 +342,7 @@ void OVERLAY_outline_draw(OVERLAY_Data *vedata) { OVERLAY_FramebufferList *fbl = vedata->fbl; OVERLAY_PassList *psl = vedata->psl; - float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f}; bool do_outlines = psl->outlines_prepass_ps != NULL && !DRW_pass_is_empty(psl->outlines_prepass_ps); diff --git a/source/blender/draw/engines/overlay/overlay_paint.c b/source/blender/draw/engines/overlay/overlay_paint.c index 44eded94e63..f0a1e77cf05 100644 --- a/source/blender/draw/engines/overlay/overlay_paint.c +++ b/source/blender/draw/engines/overlay/overlay_paint.c @@ -22,6 +22,8 @@ #include "DRW_render.h" +#include "BKE_image.h" + #include "DNA_mesh_types.h" #include "DEG_depsgraph_query.h" @@ -34,7 +36,7 @@ static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob) if (v3d->shading.type == OB_WIRE) { return true; } - else if (v3d->shading.type == OB_SOLID) { + if (v3d->shading.type == OB_SOLID) { if (v3d->shading.flag & V3D_SHADING_XRAY) { return true; } @@ -42,8 +44,8 @@ static bool paint_object_is_rendered_transparent(View3D *v3d, Object *ob) if (ob && v3d->shading.color_type == V3D_SHADING_OBJECT_COLOR) { return ob->color[3] < 1.0f; } - else if (ob && ob->type == OB_MESH && ob->data && - v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) { + if (ob && ob->type == OB_MESH && ob->data && + v3d->shading.color_type == V3D_SHADING_MATERIAL_COLOR) { Mesh *me = ob->data; for (int i = 0; i < me->totcol; i++) { Material *mat = me->mat[i]; @@ -136,7 +138,7 @@ void OVERLAY_paint_cache_init(OVERLAY_Data *vedata) state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state); - GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, NULL, TEXTARGET_2D); + GPUTexture *tex = BKE_image_get_gpu_texture(imapaint->stencil, NULL, NULL); const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL); const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0; diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h index efb9594f499..a8ac2616c02 100644 --- a/source/blender/draw/engines/overlay/overlay_private.h +++ b/source/blender/draw/engines/overlay/overlay_private.h @@ -20,8 +20,7 @@ * \ingroup DNA */ -#ifndef __OVERLAY_PRIVATE_H__ -#define __OVERLAY_PRIVATE_H__ +#pragma once #ifdef __APPLE__ # define USE_GEOM_SHADER_WORKAROUND 1 @@ -630,5 +629,3 @@ GPUShader *OVERLAY_shader_xray_fade(void); OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void); void OVERLAY_shader_free(void); - -#endif /* __OVERLAY_PRIVATE_H__ */ diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl index 0d01f67c6ea..2989e07691f 100644 --- a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + uniform sampler2D colorTex; uniform sampler2D depthTex; uniform sampler2D lineTex; diff --git a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl index 380708795e9..0925901a9c9 100644 --- a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl @@ -14,19 +14,6 @@ layout(depth_greater) out float gl_FragDepth; layout(location = 0) out vec4 fragColor; layout(location = 1) out vec4 lineOutput; -#define cameraPos ViewMatrixInverse[3].xyz - -float get_depth_from_view_z(float z) -{ - if (ProjectionMatrix[3][3] == 0.0) { - z = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2]; - } - else { - z = z * ProjectionMatrix[2][2] / (1.0 - ProjectionMatrix[3][2]); - } - return z * 0.5 + 0.5; -} - void main() { const float sphere_radius = 0.05; diff --git a/source/blender/draw/engines/overlay/shaders/edit_gpencil_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_gpencil_vert.glsl index 732e392ffe0..5818d8eca52 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_gpencil_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_gpencil_vert.glsl @@ -26,6 +26,7 @@ void discard_vert() #define GP_EDIT_MULTIFRAME 4u /* 1 << 2 */ #define GP_EDIT_STROKE_START 8u /* 1 << 3 */ #define GP_EDIT_STROKE_END 16u /* 1 << 4 */ +#define GP_EDIT_POINT_DIMMED 32u /* 1 << 5 */ #ifdef USE_POINTS # define colorUnselect colorGpencilVertex @@ -60,6 +61,7 @@ void main() bool is_multiframe = (vflag & GP_EDIT_MULTIFRAME) != 0u; bool is_stroke_sel = (vflag & GP_EDIT_STROKE_SELECTED) != 0u; bool is_point_sel = (vflag & GP_EDIT_POINT_SELECTED) != 0u; + bool is_point_dimmed = (vflag & GP_EDIT_POINT_DIMMED) != 0u; if (doWeightColor) { finalColor.rgb = weight_to_rgb(weight); @@ -73,6 +75,10 @@ void main() #ifdef USE_POINTS gl_PointSize = sizeVertex * 2.0; + if (is_point_dimmed) { + finalColor.rgb = clamp(colorUnselect.rgb + vec3(0.3), 0.0, 1.0); + } + if (doStrokeEndpoints && !doWeightColor) { bool is_stroke_start = (vflag & GP_EDIT_STROKE_START) != 0u; bool is_stroke_end = (vflag & GP_EDIT_STROKE_END) != 0u; diff --git a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl index 317e9fe0447..d0b68df0625 100644 --- a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl @@ -14,8 +14,6 @@ uniform float meshSize; uniform float lineKernel = 0.0; uniform sampler2D depthBuffer; -#define cameraPos (ViewMatrixInverse[3].xyz) - uniform int gridFlag; #define STEPS_LEN 8 diff --git a/source/blender/draw/engines/overlay/shaders/grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl index 496bb011c74..dd0e771ad93 100644 --- a/source/blender/draw/engines/overlay/shaders/grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/grid_vert.glsl @@ -7,8 +7,6 @@ uniform float meshSize; uniform int gridFlag; -#define cameraPos (ViewMatrixInverse[3].xyz) - #define PLANE_XY (1 << 4) #define PLANE_XZ (1 << 5) #define PLANE_YZ (1 << 6) diff --git a/source/blender/draw/engines/select/select_engine.h b/source/blender/draw/engines/select/select_engine.h index 79139d9deaf..2b35cf6bee5 100644 --- a/source/blender/draw/engines/select/select_engine.h +++ b/source/blender/draw/engines/select/select_engine.h @@ -20,8 +20,7 @@ * \ingroup draw_engine */ -#ifndef __SELECT_ENGINE_H__ -#define __SELECT_ENGINE_H__ +#pragma once extern DrawEngineType draw_engine_select_type; extern RenderEngineType DRW_engine_viewport_select_type; @@ -30,5 +29,3 @@ struct SELECTID_Context *DRW_select_engine_context_get(void); struct GPUFrameBuffer *DRW_engine_select_framebuffer_get(void); struct GPUTexture *DRW_engine_select_texture_get(void); - -#endif /* __SELECT_ENGINE_H__ */ diff --git a/source/blender/draw/engines/select/select_private.h b/source/blender/draw/engines/select/select_private.h index 1e99a49252e..763d1a0897d 100644 --- a/source/blender/draw/engines/select/select_private.h +++ b/source/blender/draw/engines/select/select_private.h @@ -20,8 +20,7 @@ * \ingroup draw_engine */ -#ifndef __SELECT_PRIVATE_H__ -#define __SELECT_PRIVATE_H__ +#pragma once #define USE_CAGE_OCCLUSION @@ -78,5 +77,3 @@ void select_id_draw_object(void *vedata, uint *r_vert_offset, uint *r_edge_offset, uint *r_face_offset); - -#endif /* __SELECT_PRIVATE_H__ */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 722dbdd0b5e..d0d52c8485b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -28,7 +28,7 @@ void cavity_compute(vec2 screenco, return; } - vec3 position = view_position_from_depth(screenco, depth, ViewVecs, ProjectionMatrix); + vec3 position = get_view_space_from_depth(screenco, depth); vec3 normal = workbench_normal_decode(texture(normalBuffer, screenco)); vec2 jitter_co = (screenco * world_data.viewport_size.xy) * world_data.cavity_jitter_scale; @@ -68,7 +68,7 @@ void cavity_compute(vec2 screenco, bool is_background = (s_depth == 1.0); /* This trick provide good edge effect even if no neighbor is found. */ s_depth = (is_background) ? depth : s_depth; - vec3 s_pos = view_position_from_depth(uvcoords, s_depth, ViewVecs, ProjectionMatrix); + vec3 s_pos = get_view_space_from_depth(uvcoords, s_depth); if (is_background) { s_pos.z -= world_data.cavity_distance; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index c529f23265b..eb61edca6c7 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -67,31 +67,3 @@ void workbench_float_pair_decode(float data, out float v1, out float v2) v1 = float(idata & v1_mask) * (1.0 / float(v1_mask)); v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask)); } - -vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[2], mat4 proj_mat) -{ - if (proj_mat[3][3] == 0.0) { - return normalize(vec3(viewvecs[0].xy + uv * viewvecs[1].xy, 1.0)); - } - else { - return vec3(0.0, 0.0, 1.0); - } -} - -vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[2], mat4 proj_mat) -{ - if (proj_mat[3][3] == 0.0) { - /* Perspective */ - float d = 2.0 * depth - 1.0; - - float zview = -proj_mat[3][2] / (d + proj_mat[2][2]); - - return zview * vec3(viewvecs[0].xy + uvcoords * viewvecs[1].xy, 1.0); - } - else { - /* Orthographic */ - vec3 offset = vec3(uvcoords, depth); - - return viewvecs[0].xyz + offset * viewvecs[1].xyz; - } -} diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl index f3a238fd112..6e10a656fc1 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl @@ -14,7 +14,7 @@ out vec4 fragColor; void main() { /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ - vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, ViewVecs, ProjectionMatrix); + vec3 I = get_view_vector_from_screen_uv(uvcoordsvar.st); vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st)); vec4 mat_data = texture(materialBuffer, uvcoordsvar.st); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 51007a9f246..71816f6ff6e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -1,3 +1,6 @@ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + /** * Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois * https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/ @@ -21,13 +24,6 @@ uniform sampler2D noiseTex; #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z -#define M_PI 3.1415926535897932 /* pi */ - -float max_v4(vec4 v) -{ - return max(max(v.x, v.y), max(v.z, v.w)); -} - #define weighted_sum(a, b, c, d, e, e_sum) \ ((a)*e.x + (b)*e.y + (c)*e.z + (d)*e.w) / max(1e-6, e_sum); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl index 6a7bc185fe9..3e1ea14f47c 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl @@ -90,5 +90,5 @@ void main() packed_rough_metal = workbench_float_pair_encode(roughness, metallic); #endif - object_id = int((uint(resource_id) + 1u) & 0xFFu); + object_id = int(uint(resource_handle) & 0xFFFFu) + 1; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl index 8e5c8a1b21f..6f61874b8f5 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl @@ -34,5 +34,5 @@ void main() packed_rough_metal = workbench_float_pair_encode(roughness, metallic); #endif - object_id = int((uint(resource_id) + 1u) & 0xFFu); + object_id = int(uint(resource_handle) & 0xFFFFu) + 1; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl index 31e298d1540..1192081caf1 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl @@ -36,5 +36,5 @@ void main() packed_rough_metal = workbench_float_pair_encode(roughness, metallic); #endif - object_id = int((uint(resource_id) + 1u) & 0xFFu); + object_id = int(uint(resource_handle) & 0xFFFFu) + 1; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index ba8eeff1001..fd4d00d96dd 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -57,7 +57,7 @@ void main() { /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ vec2 uv_viewport = gl_FragCoord.xy * world_data.viewport_size_inv; - vec3 I = view_vector_from_screen_uv(uv_viewport, ViewVecs, ProjectionMatrix); + vec3 I = get_view_vector_from_screen_uv(uv_viewport); vec3 N = normalize(normal_interp); vec3 color = color_interp; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index 6ab652cbf36..aa938d80fa3 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -1,4 +1,5 @@ +#pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl) #pragma BLENDER_REQUIRE(workbench_data_lib.glsl) @@ -33,11 +34,6 @@ float phase_function_isotropic() return 1.0 / (4.0 * M_PI); } -float max_v3(vec3 v) -{ - return max(v.x, max(v.y, v.z)); -} - float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) { /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ @@ -194,8 +190,8 @@ void main() float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r; float depth_end = min(depth, gl_FragCoord.z); - vec3 vs_ray_end = view_position_from_depth(screen_uv, depth_end, ViewVecs, ProjectionMatrix); - vec3 vs_ray_ori = view_position_from_depth(screen_uv, 0.0, ViewVecs, ProjectionMatrix); + vec3 vs_ray_end = get_view_space_from_depth(screen_uv, depth_end); + vec3 vs_ray_ori = get_view_space_from_depth(screen_uv, 0.0); vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0); vs_ray_dir /= abs(vs_ray_dir.z); diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c index 0e896c4b7bb..47a03073839 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c @@ -112,17 +112,15 @@ int workbench_antialiasing_sample_count_get(WORKBENCH_PrivateData *wpd) /* Only draw using SMAA or no AA when navigating. */ return min_ii(wpd->preferences->viewport_aa, 1); } - else if (DRW_state_is_image_render()) { + if (DRW_state_is_image_render()) { if (draw_ctx->v3d) { return scene->display.viewport_aa; } - else { - return scene->display.render_aa; - } - } - else { - return wpd->preferences->viewport_aa; + + return scene->display.render_aa; } + + return wpd->preferences->viewport_aa; } void workbench_antialiasing_view_updated(WORKBENCH_Data *vedata) @@ -303,7 +301,7 @@ void workbench_antialiasing_cache_init(WORKBENCH_Data *vedata) const float *size = DRW_viewport_size_get(); const float *sizeinv = DRW_viewport_invert_size_get(); - float metrics[4] = {sizeinv[0], sizeinv[1], size[0], size[1]}; + const float metrics[4] = {sizeinv[0], sizeinv[1], size[0], size[1]}; { /* Stage 1: Edge detection. */ @@ -361,53 +359,52 @@ bool workbench_antialiasing_setup(WORKBENCH_Data *vedata) /* TAA accumulation has finish. Just copy the result back */ return false; } - else { - const float *viewport_size = DRW_viewport_size_get(); - const DRWView *default_view = DRW_view_default_get(); - float *transform_offset; - - switch (wpd->taa_sample_len) { - default: - case 5: - transform_offset = e_data.jitter_5[min_ii(wpd->taa_sample, 5)]; - break; - case 8: - transform_offset = e_data.jitter_8[min_ii(wpd->taa_sample, 8)]; - break; - case 11: - transform_offset = e_data.jitter_11[min_ii(wpd->taa_sample, 11)]; - break; - case 16: - transform_offset = e_data.jitter_16[min_ii(wpd->taa_sample, 16)]; - break; - case 32: - transform_offset = e_data.jitter_32[min_ii(wpd->taa_sample, 32)]; - break; - } - - /* construct new matrices from transform delta */ - float winmat[4][4], viewmat[4][4], persmat[4][4]; - DRW_view_winmat_get(default_view, winmat, false); - DRW_view_viewmat_get(default_view, viewmat, false); - DRW_view_persmat_get(default_view, persmat, false); - window_translate_m4(winmat, - persmat, - transform_offset[0] / viewport_size[0], - transform_offset[1] / viewport_size[1]); - - if (wpd->view) { - /* When rendering just update the view. This avoids recomputing the culling. */ - DRW_view_update_sub(wpd->view, viewmat, winmat); - } - else { - /* TAA is not making a big change to the matrices. - * Reuse the main view culling by creating a sub-view. */ - wpd->view = DRW_view_create_sub(default_view, viewmat, winmat); - } - DRW_view_set_active(wpd->view); - return true; + const float *viewport_size = DRW_viewport_size_get(); + const DRWView *default_view = DRW_view_default_get(); + float *transform_offset; + + switch (wpd->taa_sample_len) { + default: + case 5: + transform_offset = e_data.jitter_5[min_ii(wpd->taa_sample, 5)]; + break; + case 8: + transform_offset = e_data.jitter_8[min_ii(wpd->taa_sample, 8)]; + break; + case 11: + transform_offset = e_data.jitter_11[min_ii(wpd->taa_sample, 11)]; + break; + case 16: + transform_offset = e_data.jitter_16[min_ii(wpd->taa_sample, 16)]; + break; + case 32: + transform_offset = e_data.jitter_32[min_ii(wpd->taa_sample, 32)]; + break; + } + + /* construct new matrices from transform delta */ + float winmat[4][4], viewmat[4][4], persmat[4][4]; + DRW_view_winmat_get(default_view, winmat, false); + DRW_view_viewmat_get(default_view, viewmat, false); + DRW_view_persmat_get(default_view, persmat, false); + + window_translate_m4(winmat, + persmat, + transform_offset[0] / viewport_size[0], + transform_offset[1] / viewport_size[1]); + + if (wpd->view) { + /* When rendering just update the view. This avoids recomputing the culling. */ + DRW_view_update_sub(wpd->view, viewmat, winmat); + } + else { + /* TAA is not making a big change to the matrices. + * Reuse the main view culling by creating a sub-view. */ + wpd->view = DRW_view_create_sub(default_view, viewmat, winmat); } + DRW_view_set_active(wpd->view); + return true; } void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata) diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index e13f7bfdd92..32f6a3392b5 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -81,10 +81,10 @@ static void workbench_dof_setup_samples(struct GPUUniformBuffer **ubo, float bokeh_ratio) { if (*data == NULL) { - *data = MEM_callocN(sizeof(float) * 4 * SAMP_LEN, "workbench dof samples"); + *data = MEM_callocN(sizeof(float[4]) * SAMP_LEN, "workbench dof samples"); } if (*ubo == NULL) { - *ubo = DRW_uniformbuffer_create(sizeof(float) * 4 * SAMP_LEN, NULL); + *ubo = DRW_uniformbuffer_create(sizeof(float[4]) * SAMP_LEN, NULL); } float *samp = *data; @@ -155,7 +155,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata) } const float *full_size = DRW_viewport_size_get(); - int size[2] = {max_ii(1, (int)full_size[0] / 2), max_ii(1, (int)full_size[1] / 2)}; + const int size[2] = {max_ii(1, (int)full_size[0] / 2), max_ii(1, (int)full_size[1] / 2)}; #if 0 /* TODO(fclem) finish COC min_max optimisation */ /* NOTE: We Ceil here in order to not miss any edge texel if using a NPO2 texture. */ int shrink_h_size[2] = {ceilf(size[0] / 8.0f), size[1]}; diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c index 53119723fab..ca80b6a9002 100644 --- a/source/blender/draw/engines/workbench/workbench_engine.c +++ b/source/blender/draw/engines/workbench/workbench_engine.c @@ -64,7 +64,7 @@ void workbench_engine_init(void *ved) workbench_update_world_ubo(wpd); if (txl->dummy_image_tx == NULL) { - float fpixel[4] = {1.0f, 0.0f, 1.0f, 1.0f}; + const float fpixel[4] = {1.0f, 0.0f, 1.0f, 1.0f}; txl->dummy_image_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, 0, fpixel); } wpd->dummy_image_tx = txl->dummy_image_tx; @@ -480,8 +480,8 @@ void workbench_draw_sample(void *ved) WORKBENCH_PrivateData *wpd = vedata->stl->wpd; WORKBENCH_PassList *psl = vedata->psl; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); - float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - float clear_col_with_alpha[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float clear_col_with_alpha[4] = {0.0f, 0.0f, 0.0f, 1.0f}; const bool do_render = workbench_antialiasing_setup(vedata); const bool xray_is_visible = wpd->shading.xray_alpha > 0.0f; diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h index eee53fcde07..8fd427c2683 100644 --- a/source/blender/draw/engines/workbench/workbench_engine.h +++ b/source/blender/draw/engines/workbench/workbench_engine.h @@ -20,9 +20,6 @@ * \ingroup draw_engine */ -#ifndef __WORKBENCH_ENGINE_H__ -#define __WORKBENCH_ENGINE_H__ +#pragma once extern RenderEngineType DRW_engine_viewport_workbench_type; - -#endif /* __WORKBENCH_ENGINE_H__ */ diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 0493b42f9c6..538083b4beb 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -60,7 +60,7 @@ void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd, hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->filepath); } float hue = BLI_hash_int_01(hash); - float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE}; + const float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE}; hsv_to_rgb_v(hsv, data->base_color); break; } @@ -231,15 +231,15 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd, workbench_material_ubo_data(wpd, ob, NULL, &wpd->material_ubo_data_curr[mat_id], color_type); const bool transp = wpd->shading.xray_alpha < 1.0f || ob->color[3] < 1.0f; - DRWShadingGroup *grp = wpd->prepass[transp][infront][datatype].common_shgrp; + DRWShadingGroup **grp = &wpd->prepass[transp][infront][datatype].common_shgrp; if (resource_changed) { - grp = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); + *grp = DRW_shgroup_create_sub(*grp); + DRW_shgroup_uniform_block(*grp, "material_block", wpd->material_ubo_curr); } if (r_transp && transp) { *r_transp = true; } - return grp; + return *grp; } } } @@ -261,11 +261,11 @@ DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd, if (ima) { if (ima->source == IMA_SRC_TILED) { - tex = GPU_texture_from_blender(ima, iuser, NULL, TEXTARGET_2D_ARRAY); - tex_tile_data = GPU_texture_from_blender(ima, iuser, NULL, TEXTARGET_TILE_MAPPING); + tex = BKE_image_get_gpu_tiles(ima, iuser, NULL); + tex_tile_data = BKE_image_get_gpu_tilemap(ima, iuser, NULL); } else { - tex = GPU_texture_from_blender(ima, iuser, NULL, TEXTARGET_2D); + tex = BKE_image_get_gpu_texture(ima, iuser, NULL); } } diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 244ac695e78..4a6dadc32fd 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -20,8 +20,7 @@ * \ingroup draw_engine */ -#ifndef __WORKBENCH_PRIVATE_H__ -#define __WORKBENCH_PRIVATE_H__ +#pragma once #include "BKE_studiolight.h" @@ -520,5 +519,3 @@ void workbench_render(void *ved, void workbench_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer); - -#endif diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c index 835f10598d4..9cc5087bd36 100644 --- a/source/blender/draw/engines/workbench/workbench_shader.c +++ b/source/blender/draw/engines/workbench/workbench_shader.c @@ -28,6 +28,8 @@ #include "workbench_engine.h" #include "workbench_private.h" +extern char datatoc_common_math_lib_glsl[]; +extern char datatoc_common_math_geom_lib_glsl[]; extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_common_pointcloud_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; @@ -119,6 +121,8 @@ void workbench_shader_library_ensure(void) if (e_data.lib == NULL) { e_data.lib = DRW_shader_library_create(); /* NOTE: Theses needs to be ordered by dependencies. */ + DRW_SHADER_LIB_ADD(e_data.lib, common_math_lib); + DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib); DRW_SHADER_LIB_ADD(e_data.lib, common_pointcloud_lib); @@ -504,11 +508,11 @@ void workbench_shader_free(void) 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 < sizeof(e_data.opaque_composite_sh) / sizeof(void *); 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 < sizeof(e_data.shadow_depth_pass_sh) / sizeof(void *); 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]); } @@ -520,7 +524,7 @@ void workbench_shader_free(void) struct GPUShader **sh_array = &e_data.cavity_sh[0][0]; DRW_SHADER_FREE_SAFE(sh_array[j]); } - for (int j = 0; j < sizeof(e_data.smaa_sh) / sizeof(void *); 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]); } diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c index 2cf5f3c4c13..56a028d5a7e 100644 --- a/source/blender/draw/engines/workbench/workbench_shadow.c +++ b/source/blender/draw/engines/workbench/workbench_shadow.c @@ -62,7 +62,7 @@ static void workbench_shadow_update(WORKBENCH_PrivateData *wpd) wpd->shadow_cached_direction, wpd->shadow_direction_ws, 1e-5f); if (wpd->shadow_changed) { - float up[3] = {0.0f, 0.0f, 1.0f}; + const float up[3] = {0.0f, 0.0f, 1.0f}; unit_m4(wpd->shadow_mat); /* TODO fix singularity. */ @@ -229,7 +229,7 @@ static float workbench_shadow_object_shadow_distance(WORKBENCH_PrivateData *wpd, { BoundBox *shadow_bbox = workbench_shadow_object_shadow_bbox_get(wpd, ob, oed); - int corners[4] = {0, 3, 4, 7}; + const int corners[4] = {0, 3, 4, 7}; float dist = 1e4f, dist_isect; for (int i = 0; i < 4; i++) { if (isect_ray_plane_v3(shadow_bbox->vec[corners[i]], diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c index 8e345f8275b..f71e77d5da5 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.c +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -38,15 +38,13 @@ #include "BKE_volume.h" #include "BKE_volume_render.h" -#include "GPU_draw.h" - void workbench_volume_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_TextureList *txl = vedata->txl; if (txl->dummy_volume_tx == NULL) { - float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; txl->dummy_volume_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, zero, NULL); txl->dummy_shadow_tx = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, one, NULL); txl->dummy_coba_tx = GPU_texture_create_1d(1, GPU_RGBA8, zero, NULL); @@ -79,13 +77,10 @@ static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata, wpd->volumes_do = true; if (fds->use_coba) { - GPU_create_smoke_coba_field(fmd); - } - else if (!(fds->flags & FLUID_DOMAIN_USE_NOISE)) { - GPU_create_smoke(fmd, 0); + DRW_smoke_ensure_coba_field(fmd); } - else if (fds->flags & FLUID_DOMAIN_USE_NOISE) { - GPU_create_smoke(fmd, 1); + else { + DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE); } if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) || @@ -293,7 +288,7 @@ void workbench_volume_draw_finish(WORKBENCH_Data *vedata) * all viewport in a redraw at least. */ LISTBASE_FOREACH (LinkData *, link, &wpd->smoke_domains) { FluidModifierData *fmd = (FluidModifierData *)link->data; - GPU_free_smoke(fmd); + DRW_smoke_free(fmd); } BLI_freelistN(&wpd->smoke_domains); } diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 7a889d9399e..956bddfb357 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -22,8 +22,7 @@ /* This is the Render Functions used by Realtime engines to draw with OpenGL */ -#ifndef __DRW_RENDER_H__ -#define __DRW_RENDER_H__ +#pragma once #include "DRW_engine_types.h" @@ -198,6 +197,17 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo); } while (0) /* Shaders */ + +#ifndef __GPU_MATERIAL_H__ +/* FIXME: Meh avoid including all GPUMaterial. */ +typedef void (*GPUMaterialEvalCallbackFn)(struct GPUMaterial *mat, + int options, + const char **vert_code, + const char **geom_code, + const char **frag_lib, + const char **defines); +#endif + struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, @@ -237,7 +247,8 @@ struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene, const char *geom, const char *frag_lib, const char *defines, - bool deferred); + bool deferred, + GPUMaterialEvalCallbackFn callback); struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene, struct Material *ma, struct bNodeTree *ntree, @@ -248,7 +259,8 @@ struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene, const char *geom, const char *frag_lib, const char *defines, - bool deferred); + bool deferred, + GPUMaterialEvalCallbackFn callback); void DRW_shader_free(struct GPUShader *shader); #define DRW_SHADER_FREE_SAFE(shader) \ do { \ @@ -632,6 +644,10 @@ void DRW_render_object_iter(void *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph)); void DRW_render_instance_buffer_finish(void); +void DRW_render_set_time(struct RenderEngine *engine, + struct Depsgraph *depsgraph, + int frame, + float subframe); void DRW_render_viewport_size_set(const int size[2]); void DRW_custom_pipeline(DrawEngineType *draw_engine_type, @@ -736,5 +752,3 @@ typedef struct DRWContextState { } DRWContextState; const DRWContextState *DRW_context_state_get(void); - -#endif /* __DRW_RENDER_H__ */ diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 20e346375a7..46b7a88b2a6 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -361,8 +361,8 @@ GPUBatch *DRW_cache_fullscreen_quad_get(void) if (!SHC.drw_fullscreen_quad) { /* Use a triangle instead of a real quad */ /* https://www.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau - slide 14 */ - float pos[3][2] = {{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}}; - float uvs[3][2] = {{0.0f, 0.0f}, {2.0f, 0.0f}, {0.0f, 2.0f}}; + const float pos[3][2] = {{-1.0f, -1.0f}, {3.0f, -1.0f}, {-1.0f, 3.0f}}; + const float uvs[3][2] = {{0.0f, 0.0f}, {2.0f, 0.0f}, {0.0f, 2.0f}}; /* Position Only 2D format */ static GPUVertFormat format = {0}; @@ -400,7 +400,7 @@ GPUBatch *DRW_cache_quad_get(void) int v = 0; int flag = VCLASS_EMPTY_SCALED; - float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + const float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; for (int a = 0; a < 4; a++) { GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[a][0], p[a][1], 0.0f}, flag}); } @@ -421,7 +421,7 @@ GPUBatch *DRW_cache_quad_wires_get(void) int v = 0; int flag = VCLASS_EMPTY_SCALED; - float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + const float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; for (int a = 0; a < 5; a++) { GPU_vertbuf_vert_set(vbo, v++, &(Vert){{p[a % 4][0], p[a % 4][1], 0.0f}, flag}); } @@ -1650,7 +1650,7 @@ GPUBatch *DRW_cache_light_area_square_lines_get(void) int flag = VCLASS_LIGHT_AREA_SHAPE; for (int a = 0; a < 4; a++) { for (int b = 0; b < 2; b++) { - float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + const float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; float x = p[(a + b) % 4][0]; float y = p[(a + b) % 4][1]; GPU_vertbuf_vert_set(vbo, v++, &(Vert){{x * 0.5f, y * 0.5f, 0.0f}, flag}); @@ -2426,7 +2426,7 @@ static float x_axis_name[4][2] = { {-0.9f * S_X, 1.0f * S_Y}, {1.0f * S_X, -1.0f * S_Y}, }; -#define X_LEN (sizeof(x_axis_name) / (sizeof(float) * 2)) +#define X_LEN (sizeof(x_axis_name) / (sizeof(float[2]))) #undef S_X #undef S_Y @@ -2440,7 +2440,7 @@ static float y_axis_name[6][2] = { {0.0f * S_X, -0.1f * S_Y}, {0.0f * S_X, -1.0f * S_Y}, }; -#define Y_LEN (sizeof(y_axis_name) / (sizeof(float) * 2)) +#define Y_LEN (sizeof(y_axis_name) / (sizeof(float[2]))) #undef S_X #undef S_Y @@ -2458,7 +2458,7 @@ static float z_axis_name[10][2] = { {-1.00f * S_X, -1.00f * S_Y}, {1.00f * S_X, -1.00f * S_Y}, }; -#define Z_LEN (sizeof(z_axis_name) / (sizeof(float) * 2)) +#define Z_LEN (sizeof(z_axis_name) / (sizeof(float[2]))) #undef S_X #undef S_Y @@ -2485,7 +2485,7 @@ static float axis_marker[8][2] = { {-S_X, 0.f} #endif }; -#define MARKER_LEN (sizeof(axis_marker) / (sizeof(float) * 2)) +#define MARKER_LEN (sizeof(axis_marker) / (sizeof(float[2]))) #define MARKER_FILL_LAYER 6 #undef S_X #undef S_Y @@ -2659,7 +2659,7 @@ GPUBatch *DRW_cache_camera_frame_get(void) GPU_vertbuf_data_alloc(vbo, v_len); int v = 0; - float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; + const float p[4][2] = {{-1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, -1.0f}}; /* Frame */ for (int a = 0; a < 4; a++) { for (int b = 0; b < 2; b++) { @@ -2740,7 +2740,7 @@ GPUBatch *DRW_cache_camera_tria_wire_get(void) GPU_vertbuf_data_alloc(vbo, v_len); int v = 0; - float p[3][2] = {{-1.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}}; + const float p[3][2] = {{-1.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}}; for (int a = 0; a < 3; a++) { for (int b = 0; b < 2; b++) { float x = p[(a + b) % 3][0]; @@ -2909,9 +2909,8 @@ GPUBatch *DRW_cache_curve_edge_wire_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wire_edge(cu); - } + + return DRW_curve_batch_cache_get_wire_edge(cu); } GPUBatch *DRW_cache_curve_edge_normal_get(Object *ob) @@ -2947,9 +2946,8 @@ GPUBatch *DRW_cache_curve_surface_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_surface(mesh_eval); } - else { - return DRW_curve_batch_cache_get_triangles_with_normals(cu); - } + + return DRW_curve_batch_cache_get_triangles_with_normals(cu); } GPUBatch *DRW_cache_curve_loose_edges_get(Object *ob) @@ -2961,11 +2959,10 @@ GPUBatch *DRW_cache_curve_loose_edges_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } - else { - /* TODO */ - UNUSED_VARS(cu); - return NULL; - } + + /* TODO */ + UNUSED_VARS(cu); + return NULL; } GPUBatch *DRW_cache_curve_face_wireframe_get(Object *ob) @@ -2977,9 +2974,8 @@ GPUBatch *DRW_cache_curve_face_wireframe_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_wireframes_face(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wireframes_face(cu); - } + + return DRW_curve_batch_cache_get_wireframes_face(cu); } GPUBatch *DRW_cache_curve_edge_detection_get(Object *ob, bool *r_is_manifold) @@ -2990,9 +2986,8 @@ GPUBatch *DRW_cache_curve_edge_detection_get(Object *ob, bool *r_is_manifold) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_edge_detection(mesh_eval, r_is_manifold); } - else { - return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold); - } + + return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold); } /* Return list of batches */ @@ -3007,9 +3002,8 @@ GPUBatch **DRW_cache_curve_surface_shaded_get(Object *ob, if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_surface_shaded(mesh_eval, gpumat_array, gpumat_array_len); } - else { - return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len); - } + + return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len); } /** \} */ @@ -3061,12 +3055,11 @@ GPUBatch *DRW_cache_text_edge_wire_get(Object *ob) if (!has_surface) { return NULL; } - else if (mesh_eval != NULL) { + if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wire_edge(cu); - } + + return DRW_curve_batch_cache_get_wire_edge(cu); } GPUBatch *DRW_cache_text_surface_get(Object *ob) @@ -3080,9 +3073,8 @@ GPUBatch *DRW_cache_text_surface_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_surface(mesh_eval); } - else { - return DRW_curve_batch_cache_get_triangles_with_normals(cu); - } + + return DRW_curve_batch_cache_get_triangles_with_normals(cu); } GPUBatch *DRW_cache_text_edge_detection_get(Object *ob, bool *r_is_manifold) @@ -3096,9 +3088,8 @@ GPUBatch *DRW_cache_text_edge_detection_get(Object *ob, bool *r_is_manifold) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_edge_detection(mesh_eval, r_is_manifold); } - else { - return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold); - } + + return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold); } GPUBatch *DRW_cache_text_loose_edges_get(Object *ob) @@ -3112,9 +3103,8 @@ GPUBatch *DRW_cache_text_loose_edges_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wire_edge(cu); - } + + return DRW_curve_batch_cache_get_wire_edge(cu); } GPUBatch *DRW_cache_text_face_wireframe_get(Object *ob) @@ -3128,9 +3118,8 @@ GPUBatch *DRW_cache_text_face_wireframe_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_wireframes_face(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wireframes_face(cu); - } + + return DRW_curve_batch_cache_get_wireframes_face(cu); } GPUBatch **DRW_cache_text_surface_shaded_get(Object *ob, @@ -3146,9 +3135,8 @@ GPUBatch **DRW_cache_text_surface_shaded_get(Object *ob, if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_surface_shaded(mesh_eval, gpumat_array, gpumat_array_len); } - else { - return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len); - } + + return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len); } /** \} */ @@ -3166,9 +3154,8 @@ GPUBatch *DRW_cache_surf_surface_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_surface(mesh_eval); } - else { - return DRW_curve_batch_cache_get_triangles_with_normals(cu); - } + + return DRW_curve_batch_cache_get_triangles_with_normals(cu); } GPUBatch *DRW_cache_surf_edge_wire_get(Object *ob) @@ -3180,9 +3167,8 @@ GPUBatch *DRW_cache_surf_edge_wire_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wire_edge(cu); - } + + return DRW_curve_batch_cache_get_wire_edge(cu); } GPUBatch *DRW_cache_surf_face_wireframe_get(Object *ob) @@ -3194,9 +3180,8 @@ GPUBatch *DRW_cache_surf_face_wireframe_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_wireframes_face(mesh_eval); } - else { - return DRW_curve_batch_cache_get_wireframes_face(cu); - } + + return DRW_curve_batch_cache_get_wireframes_face(cu); } GPUBatch *DRW_cache_surf_edge_detection_get(Object *ob, bool *r_is_manifold) @@ -3207,9 +3192,8 @@ GPUBatch *DRW_cache_surf_edge_detection_get(Object *ob, bool *r_is_manifold) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_edge_detection(mesh_eval, r_is_manifold); } - else { - return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold); - } + + return DRW_curve_batch_cache_get_edge_detection(cu, r_is_manifold); } GPUBatch *DRW_cache_surf_loose_edges_get(Object *ob) @@ -3221,11 +3205,10 @@ GPUBatch *DRW_cache_surf_loose_edges_get(Object *ob) if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_loose_edges(mesh_eval); } - else { - /* TODO */ - UNUSED_VARS(cu); - return NULL; - } + + /* TODO */ + UNUSED_VARS(cu); + return NULL; } /* Return list of batches */ @@ -3240,9 +3223,8 @@ GPUBatch **DRW_cache_surf_surface_shaded_get(Object *ob, if (mesh_eval != NULL) { return DRW_mesh_batch_cache_get_surface_shaded(mesh_eval, gpumat_array, gpumat_array_len); } - else { - return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len); - } + + return DRW_curve_batch_cache_get_surface_shaded(cu, gpumat_array, gpumat_array_len); } /** \} */ @@ -3434,8 +3416,8 @@ GPUBatch *DRW_cache_cursor_get(bool crosshair_lines) const int vert_len = segments + 8; const int index_len = vert_len + 5; - uchar red[3] = {255, 0, 0}; - uchar white[3] = {255, 255, 255}; + const uchar red[3] = {255, 0, 0}; + const uchar white[3] = {255, 255, 255}; static GPUVertFormat format = {0}; static struct { diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h index 1ea53c91cb3..2a7448ce877 100644 --- a/source/blender/draw/intern/draw_cache.h +++ b/source/blender/draw/intern/draw_cache.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_CACHE_H__ -#define __DRAW_CACHE_H__ +#pragma once struct GPUBatch; struct GPUMaterial; @@ -251,5 +250,3 @@ struct GPUBatch *DRW_cache_gpencil_face_wireframe_get(struct Object *ob); struct bGPDstroke *DRW_cache_gpencil_sbuffer_stroke_data_get(struct Object *ob); void DRW_cache_gpencil_sbuffer_clear(struct Object *ob); - -#endif /* __DRAW_CACHE_H__ */ diff --git a/source/blender/draw/intern/draw_cache_extract.h b/source/blender/draw/intern/draw_cache_extract.h index 4156e2e79d8..2653b3127ae 100644 --- a/source/blender/draw/intern/draw_cache_extract.h +++ b/source/blender/draw/intern/draw_cache_extract.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_CACHE_EXTRACT_H__ -#define __DRAW_CACHE_EXTRACT_H__ +#pragma once struct TaskGraph; @@ -269,5 +268,3 @@ void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph, const Scene *scene, const ToolSettings *ts, const bool use_hide); - -#endif /* __DRAW_CACHE_EXTRACT_H__ */ diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c index cca8ebcf2a8..934b47d583e 100644 --- a/source/blender/draw/intern/draw_cache_extract_mesh.c +++ b/source/blender/draw/intern/draw_cache_extract_mesh.c @@ -474,10 +474,9 @@ BLI_INLINE const float *bm_vert_co_get(const MeshRenderData *mr, const BMVert *e if (vert_coords != NULL) { return vert_coords[BM_elem_index_get(eve)]; } - else { - UNUSED_VARS(mr); - return eve->co; - } + + UNUSED_VARS(mr); + return eve->co; } BLI_INLINE const float *bm_vert_no_get(const MeshRenderData *mr, const BMVert *eve) @@ -486,10 +485,9 @@ BLI_INLINE const float *bm_vert_no_get(const MeshRenderData *mr, const BMVert *e if (vert_normals != NULL) { return vert_normals[BM_elem_index_get(eve)]; } - else { - UNUSED_VARS(mr); - return eve->no; - } + + UNUSED_VARS(mr); + return eve->no; } BLI_INLINE const float *bm_face_no_get(const MeshRenderData *mr, const BMFace *efa) @@ -498,10 +496,9 @@ BLI_INLINE const float *bm_face_no_get(const MeshRenderData *mr, const BMFace *e if (poly_normals != NULL) { return poly_normals[BM_elem_index_get(efa)]; } - else { - UNUSED_VARS(mr); - return efa->no; - } + + UNUSED_VARS(mr); + return efa->no; } /** \} */ @@ -2937,7 +2934,7 @@ static float evaluate_vertex_weight(const MDeformVert *dvert, const DRW_MeshWeig if ((wstate->defgroup_active < 0) && (wstate->defgroup_len > 0)) { return -2.0f; } - else if (dvert == NULL) { + if (dvert == NULL) { return (wstate->alert_mode != OB_DRAW_GROUPUSER_NONE) ? -1.0f : 0.0f; } @@ -3614,12 +3611,14 @@ static void compute_normalize_edge_vectors(float auv[2][2], normalize_v3(av[1]); } -static short v2_to_short_angle(float v[2]) +static short v2_to_short_angle(const float v[2]) { return atan2f(v[1], v[0]) * (float)M_1_PI * SHRT_MAX; } -static void edituv_get_stretch_angle(float auv[2][2], float av[2][3], UVStretchAngle *r_stretch) +static void edituv_get_stretch_angle(float auv[2][2], + const float av[2][3], + UVStretchAngle *r_stretch) { /* Send UV's to the shader and let it compute the aspect corrected angle. */ r_stretch->uv_angles[0] = v2_to_short_angle(auv[0]); @@ -4047,8 +4046,7 @@ static bool bvh_overlap_cb(void *userdata, int index_a, int index_b, int UNUSED( return false; } - return (isect_tri_tri_epsilon_v3( - UNPACK3(tri_a_co), UNPACK3(tri_b_co), ix_pair[0], ix_pair[1], data->epsilon) && + return (isect_tri_tri_v3(UNPACK3(tri_a_co), UNPACK3(tri_b_co), ix_pair[0], ix_pair[1]) && /* if we share a vertex, check the intersection isn't a 'point' */ ((verts_shared == 0) || (len_squared_v3v3(ix_pair[0], ix_pair[1]) > data->epsilon))); } @@ -4296,7 +4294,7 @@ static void statvis_calc_sharp(const MeshRenderData *mr, float *r_sharp) /* non-manifold edge, yet... */ continue; } - else if (*pval != NULL) { + if (*pval != NULL) { const float *f1_no = mr->poly_normals[mp_index]; const float *f2_no = *pval; angle = angle_normalized_v3v3(f1_no, f2_no); diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h index 96d351794e6..784e52cfa17 100644 --- a/source/blender/draw/intern/draw_cache_impl.h +++ b/source/blender/draw/intern/draw_cache_impl.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_CACHE_IMPL_H__ -#define __DRAW_CACHE_IMPL_H__ +#pragma once struct GPUBatch; struct GPUIndexBuf; @@ -254,5 +253,3 @@ struct GPUBatch *DRW_particles_batch_cache_get_edit_inner_points(struct Object * struct GPUBatch *DRW_particles_batch_cache_get_edit_tip_points(struct Object *object, struct ParticleSystem *psys, struct PTCacheEdit *edit); - -#endif /* __DRAW_CACHE_IMPL_H__ */ diff --git a/source/blender/draw/intern/draw_cache_impl_displist.c b/source/blender/draw/intern/draw_cache_impl_displist.c index e09f78aa51f..fb88945c5aa 100644 --- a/source/blender/draw/intern/draw_cache_impl_displist.c +++ b/source/blender/draw/intern/draw_cache_impl_displist.c @@ -444,7 +444,7 @@ static void displist_surf_fnors_ensure(const DispList *dl, float (**fnors)[3]) int u_len = dl->nr - ((dl->flag & DL_CYCL_U) ? 0 : 1); int v_len = dl->parts - ((dl->flag & DL_CYCL_V) ? 0 : 1); const float(*verts)[3] = (float(*)[3])dl->verts; - float(*nor_flat)[3] = MEM_mallocN(sizeof(float) * 3 * u_len * v_len, __func__); + float(*nor_flat)[3] = MEM_mallocN(sizeof(float[3]) * u_len * v_len, __func__); *fnors = nor_flat; SURFACE_QUAD_ITER_BEGIN (dl) { diff --git a/source/blender/draw/intern/draw_cache_impl_gpencil.c b/source/blender/draw/intern/draw_cache_impl_gpencil.c index d648245f232..d6b0c939114 100644 --- a/source/blender/draw/intern/draw_cache_impl_gpencil.c +++ b/source/blender/draw/intern/draw_cache_impl_gpencil.c @@ -135,9 +135,8 @@ static GpencilBatchCache *gpencil_batch_cache_get(Object *ob, int cfra) gpencil_batch_cache_clear(cache); return gpencil_batch_cache_init(ob, cfra); } - else { - return cache; - } + + return cache; } void DRW_gpencil_batch_cache_dirty_tag(bGPdata *gpd) @@ -272,7 +271,7 @@ static void gpencil_buffer_add_point(gpStrokeVert *verts, int v, bool is_endpoint) { - /* Note: we use the sign of stength and thickness to pass cap flag. */ + /* Note: we use the sign of strength and thickness to pass cap flag. */ const bool round_cap0 = (gps->caps[0] == GP_STROKE_CAP_ROUND); const bool round_cap1 = (gps->caps[1] == GP_STROKE_CAP_ROUND); gpStrokeVert *vert = &verts[v]; @@ -646,6 +645,7 @@ void DRW_cache_gpencil_sbuffer_clear(Object *ob) #define GP_EDIT_MULTIFRAME (1 << 2) #define GP_EDIT_STROKE_START (1 << 3) #define GP_EDIT_STROKE_END (1 << 4) +#define GP_EDIT_POINT_DIMMED (1 << 5) typedef struct gpEditIterData { gpEditVert *verts; @@ -661,6 +661,7 @@ static uint32_t gpencil_point_edit_flag(const bool layer_lock, SET_FLAG_FROM_TEST(sflag, (!layer_lock) && pt->flag & GP_SPOINT_SELECT, GP_EDIT_POINT_SELECTED); SET_FLAG_FROM_TEST(sflag, v == 0, GP_EDIT_STROKE_START); SET_FLAG_FROM_TEST(sflag, v == (v_len - 1), GP_EDIT_STROKE_END); + SET_FLAG_FROM_TEST(sflag, pt->runtime.pt_orig == NULL, GP_EDIT_POINT_DIMMED); return sflag; } diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c index 66a67d6b8fe..0f80b5159a7 100644 --- a/source/blender/draw/intern/draw_cache_impl_lattice.c +++ b/source/blender/draw/intern/draw_cache_impl_lattice.c @@ -83,10 +83,9 @@ static int lattice_render_verts_len_get(Lattice *lt) if ((lt->flag & LT_OUTSIDE) == 0) { return vert_len_calc(u, v, w); } - else { - /* TODO remove internal coords */ - return vert_len_calc(u, v, w); - } + + /* TODO remove internal coords */ + return vert_len_calc(u, v, w); } static int lattice_render_edges_len_get(Lattice *lt) @@ -102,10 +101,9 @@ static int lattice_render_edges_len_get(Lattice *lt) if ((lt->flag & LT_OUTSIDE) == 0) { return edge_len_calc(u, v, w); } - else { - /* TODO remove internal coords */ - return edge_len_calc(u, v, w); - } + + /* TODO remove internal coords */ + return edge_len_calc(u, v, w); } /* ---------------------------------------------------------------------- */ @@ -252,12 +250,11 @@ static bool lattice_batch_cache_valid(Lattice *lt) if (cache->is_dirty) { return false; } - else { - if ((cache->dims.u_len != lt->pntsu) || (cache->dims.v_len != lt->pntsv) || - (cache->dims.w_len != lt->pntsw) || - ((cache->show_only_outside != ((lt->flag & LT_OUTSIDE) != 0)))) { - return false; - } + + if ((cache->dims.u_len != lt->pntsu) || (cache->dims.v_len != lt->pntsv) || + (cache->dims.w_len != lt->pntsw) || + ((cache->show_only_outside != ((lt->flag & LT_OUTSIDE) != 0)))) { + return false; } return true; diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 7cc10bd14e8..d6faeb16583 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -803,9 +803,8 @@ GPUBatch *DRW_mesh_batch_cache_get_loose_edges(Mesh *me) if (cache->no_loose_wire) { return NULL; } - else { - return DRW_batch_request(&cache->batch.loose_edges); - } + + return DRW_batch_request(&cache->batch.loose_edges); } GPUBatch *DRW_mesh_batch_cache_get_surface_weights(Mesh *me) @@ -1274,9 +1273,11 @@ void DRW_mesh_batch_cache_create_requested(struct TaskGraph *task_graph, FOREACH_MESH_BUFFER_CACHE (cache, mbuffercache) { GPU_VERTBUF_DISCARD_SAFE(mbuffercache->vbo.edituv_data); GPU_VERTBUF_DISCARD_SAFE(mbuffercache->vbo.fdots_uv); + GPU_VERTBUF_DISCARD_SAFE(mbuffercache->vbo.fdots_edituv_data); GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_tris); GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_lines); GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_points); + GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.edituv_fdots); } /* We only clear the batches as they may already have been * referenced. */ diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c index 331a1f80bec..3ecdbff1e96 100644 --- a/source/blender/draw/intern/draw_cache_impl_particles.c +++ b/source/blender/draw/intern/draw_cache_impl_particles.c @@ -128,9 +128,8 @@ static bool particle_batch_cache_valid(ParticleSystem *psys) if (cache->is_dirty == false) { return true; } - else { - return false; - } + + return false; return true; } @@ -647,14 +646,13 @@ static float particle_key_weight(const ParticleData *particle, int strand, float if (t == 1.0) { return hkeys[part->totkey - 1].weight; } - else { - float interp = t / edit_key_seg_t; - int index = (int)interp; - interp -= floorf(interp); /* Time between 2 edit key */ - float s1 = hkeys[index].weight; - float s2 = hkeys[index + 1].weight; - return s1 + interp * (s2 - s1); - } + + float interp = t / edit_key_seg_t; + int index = (int)interp; + interp -= floorf(interp); /* Time between 2 edit key */ + float s1 = hkeys[index].weight; + float s2 = hkeys[index + 1].weight; + return s1 + interp * (s2 - s1); } static int particle_batch_cache_fill_segments_edit( diff --git a/source/blender/draw/intern/draw_cache_inline.h b/source/blender/draw/intern/draw_cache_inline.h index 67f44b5fb0c..06d6f1afc31 100644 --- a/source/blender/draw/intern/draw_cache_inline.h +++ b/source/blender/draw/intern/draw_cache_inline.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_CACHE_INLINE_H__ -#define __DRAW_CACHE_INLINE_H__ +#pragma once #include "GPU_batch.h" #include "MEM_guardedalloc.h" @@ -49,7 +48,7 @@ BLI_INLINE GPUBatch *DRW_batch_request(GPUBatch **batch) { /* XXX TODO(fclem): We are writing to batch cache here. Need to make this thread safe. */ if (*batch == NULL) { - *batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch"); + *batch = GPU_batch_calloc(1); } return *batch; } @@ -110,5 +109,3 @@ BLI_INLINE bool DRW_vbo_requested(GPUVertBuf *vbo) { return (vbo != NULL && vbo->format.attr_len == 0); } - -#endif /* __DRAW_CACHE_INLINE_H__ */ diff --git a/source/blender/draw/intern/draw_color_management.h b/source/blender/draw/intern/draw_color_management.h index 9d83eccdce9..3150ec72138 100644 --- a/source/blender/draw/intern/draw_color_management.h +++ b/source/blender/draw/intern/draw_color_management.h @@ -20,9 +20,6 @@ * \ingroup draw */ -#ifndef __DRAW_COLOR_MANAGEMENT_H__ -#define __DRAW_COLOR_MANAGEMENT_H__ +#pragma once void DRW_transform_none(struct GPUTexture *tex); - -#endif /* __DRAW_COLOR_MANAGEMENT_H__ */ diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 095e928aa74..f0d73d5bb84 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -455,11 +455,11 @@ bool DRW_object_is_flat(Object *ob, int *r_axis) *r_axis = 0; return true; } - else if (dim[1] == 0.0f) { + if (dim[1] == 0.0f) { *r_axis = 1; return true; } - else if (dim[2] == 0.0f) { + if (dim[2] == 0.0f) { *r_axis = 2; return true; } @@ -489,7 +489,7 @@ static void DRW_evaluate_weight_to_color(const float weight, float result[4]) * increasing widens yellow/cyan vs red/green/blue. * Gamma 1.0 produces the original 2.79 color ramp. */ const float gamma = 1.5f; - float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)}; + const float hsv[3] = {(2.0f / 3.0f) * (1.0f - weight), 1.0f, pow(0.5f + 0.5f * weight, gamma)}; hsv_to_rgb_v(hsv, result); diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h index 81c0e97a1a8..6060dce47ac 100644 --- a/source/blender/draw/intern/draw_common.h +++ b/source/blender/draw/intern/draw_common.h @@ -20,15 +20,16 @@ * \ingroup draw */ -#ifndef __DRAW_COMMON_H__ -#define __DRAW_COMMON_H__ +#pragma once struct DRWPass; struct DRWShadingGroup; struct GPUMaterial; struct ModifierData; +struct FluidModifierData; struct Object; struct ParticleSystem; +struct RegionView3D; struct ViewLayer; #define UBO_FIRST_COLOR colorWire @@ -159,14 +160,14 @@ void DRW_globals_update(void); void DRW_globals_free(void); struct DRWView *DRW_view_create_with_zoffset(const struct DRWView *parent_view, - const RegionView3D *rv3d, + const struct RegionView3D *rv3d, float offset); int DRW_object_wire_theme_get(struct Object *ob, struct ViewLayer *view_layer, float **r_color); float *DRW_color_background_blend_get(int theme_id); -bool DRW_object_is_flat(Object *ob, int *r_axis); -bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis); +bool DRW_object_is_flat(struct Object *ob, int *r_axis); +bool DRW_object_axis_orthogonal_to_view(struct Object *ob, int axis); /* draw_hair.c */ @@ -188,6 +189,16 @@ void DRW_hair_init(void); void DRW_hair_update(void); void DRW_hair_free(void); +/* draw_fluid.c */ + +/* Fluid simulation. */ +void DRW_smoke_ensure(struct FluidModifierData *fmd, int highres); +void DRW_smoke_ensure_coba_field(struct FluidModifierData *fmd); +void DRW_smoke_ensure_velocity(struct FluidModifierData *fmd); + +void DRW_smoke_free(struct FluidModifierData *fmd); +void DRW_smoke_free_velocity(struct FluidModifierData *fmd); + /* draw_common.c */ struct DRW_Global { /** If needed, contains all global/Theme colors @@ -203,5 +214,3 @@ struct DRW_Global { struct GPUUniformBuffer *view_ubo; }; extern struct DRW_Global G_draw; - -#endif /* __DRAW_COMMON_H__ */ diff --git a/source/blender/draw/intern/draw_debug.h b/source/blender/draw/intern/draw_debug.h index e7404b17384..149825974d4 100644 --- a/source/blender/draw/intern/draw_debug.h +++ b/source/blender/draw/intern/draw_debug.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_DEBUG_H__ -#define __DRAW_DEBUG_H__ +#pragma once struct BoundBox; @@ -34,5 +33,3 @@ void DRW_debug_m4(const float m[4][4]); void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool invert); void DRW_debug_bbox(const BoundBox *bbox, const float color[4]); void DRW_debug_sphere(const float center[3], const float radius, const float color[4]); - -#endif /* __DRAW_DEBUG_H__ */ diff --git a/source/blender/draw/intern/draw_fluid.c b/source/blender/draw/intern/draw_fluid.c new file mode 100644 index 00000000000..fea379126d2 --- /dev/null +++ b/source/blender/draw/intern/draw_fluid.c @@ -0,0 +1,419 @@ +/* + * 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. + * + * The Original Code is Copyright (C) 2005 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup gpu + * + * GPU fluid drawing functions. + */ + +#include <string.h> + +#include "BLI_math.h" +#include "BLI_utildefines.h" + +#include "DNA_fluid_types.h" +#include "DNA_modifier_types.h" + +#include "MEM_guardedalloc.h" + +#include "BKE_colorband.h" + +#include "GPU_texture.h" + +#include "draw_common.h" /* Own include. */ + +#ifdef WITH_FLUID +# include "manta_fluid_API.h" +#endif + +/* -------------------------------------------------------------------- */ +/** \name Private API + * \{ */ + +#ifdef WITH_FLUID + +enum { + TFUNC_FLAME_SPECTRUM = 0, + TFUNC_COLOR_RAMP = 1, +}; + +# define TFUNC_WIDTH 256 + +static void create_flame_spectrum_texture(float *data) +{ +# define FIRE_THRESH 7 +# define MAX_FIRE_ALPHA 0.06f +# define FULL_ON_FIRE 100 + + float *spec_pixels = (float *)MEM_mallocN(TFUNC_WIDTH * 4 * 16 * 16 * sizeof(float), + "spec_pixels"); + + blackbody_temperature_to_rgb_table(data, TFUNC_WIDTH, 1500, 3000); + + for (int i = 0; i < 16; i++) { + for (int j = 0; j < 16; j++) { + for (int k = 0; k < TFUNC_WIDTH; k++) { + int index = (j * TFUNC_WIDTH * 16 + i * TFUNC_WIDTH + k) * 4; + if (k >= FIRE_THRESH) { + spec_pixels[index] = (data[k * 4]); + spec_pixels[index + 1] = (data[k * 4 + 1]); + spec_pixels[index + 2] = (data[k * 4 + 2]); + spec_pixels[index + 3] = MAX_FIRE_ALPHA * + ((k > FULL_ON_FIRE) ? + 1.0f : + (k - FIRE_THRESH) / ((float)FULL_ON_FIRE - FIRE_THRESH)); + } + else { + zero_v4(&spec_pixels[index]); + } + } + } + } + + memcpy(data, spec_pixels, sizeof(float) * 4 * TFUNC_WIDTH); + + MEM_freeN(spec_pixels); + +# undef FIRE_THRESH +# undef MAX_FIRE_ALPHA +# undef FULL_ON_FIRE +} + +static void create_color_ramp(const struct ColorBand *coba, float *data) +{ + for (int i = 0; i < TFUNC_WIDTH; i++) { + BKE_colorband_evaluate(coba, (float)i / TFUNC_WIDTH, &data[i * 4]); + straight_to_premul_v4(&data[i * 4]); + } +} + +static GPUTexture *create_transfer_function(int type, const struct ColorBand *coba) +{ + float *data = (float *)MEM_mallocN(sizeof(float[4]) * TFUNC_WIDTH, __func__); + + switch (type) { + case TFUNC_FLAME_SPECTRUM: + create_flame_spectrum_texture(data); + break; + case TFUNC_COLOR_RAMP: + create_color_ramp(coba, data); + break; + } + + GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_SRGB8_A8, data, NULL); + + MEM_freeN(data); + + return tex; +} + +static void swizzle_texture_channel_single(GPUTexture *tex) +{ + /* Swizzle texture channels so that we get useful RGBA values when sampling + * a texture with fewer channels, e.g. when using density as color. */ + GPU_texture_bind(tex, 0); + GPU_texture_swizzle_set(tex, "rrr1"); + GPU_texture_unbind(tex); +} + +static GPUTexture *create_field_texture(FluidDomainSettings *fds) +{ + float *field = NULL; + + switch (fds->coba_field) { + case FLUID_DOMAIN_FIELD_DENSITY: + field = manta_smoke_get_density(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_HEAT: + field = manta_smoke_get_heat(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_FUEL: + field = manta_smoke_get_fuel(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_REACT: + field = manta_smoke_get_react(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_FLAME: + field = manta_smoke_get_flame(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_VELOCITY_X: + field = manta_get_velocity_x(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_VELOCITY_Y: + field = manta_get_velocity_y(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_VELOCITY_Z: + field = manta_get_velocity_z(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_COLOR_R: + field = manta_smoke_get_color_r(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_COLOR_G: + field = manta_smoke_get_color_g(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_COLOR_B: + field = manta_smoke_get_color_b(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_FORCE_X: + field = manta_get_force_x(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_FORCE_Y: + field = manta_get_force_y(fds->fluid); + break; + case FLUID_DOMAIN_FIELD_FORCE_Z: + field = manta_get_force_z(fds->fluid); + break; + default: + return NULL; + } + + GPUTexture *tex = GPU_texture_create_nD( + UNPACK3(fds->res), 3, field, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL); + + swizzle_texture_channel_single(tex); + return tex; +} + +static GPUTexture *create_density_texture(FluidDomainSettings *fds, int highres) +{ + int *dim = (highres) ? fds->res_noise : fds->res; + + float *data; + if (highres) { + data = manta_noise_get_density(fds->fluid); + } + else { + data = manta_smoke_get_density(fds->fluid); + } + + GPUTexture *tex = GPU_texture_create_nD( + UNPACK3(dim), 3, data, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL); + + swizzle_texture_channel_single(tex); + + return tex; +} + +static GPUTexture *create_color_texture(FluidDomainSettings *fds, int highres) +{ + const bool has_color = (highres) ? manta_noise_has_colors(fds->fluid) : + manta_smoke_has_colors(fds->fluid); + + if (!has_color) { + return NULL; + } + + int cell_count = (highres) ? manta_noise_get_cells(fds->fluid) : fds->total_cells; + int *dim = (highres) ? fds->res_noise : fds->res; + float *data = (float *)MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture"); + + if (data == NULL) { + return NULL; + } + + if (highres) { + manta_noise_get_rgba(fds->fluid, data, 0); + } + else { + manta_smoke_get_rgba(fds->fluid, data, 0); + } + + GPUTexture *tex = GPU_texture_create_nD( + dim[0], dim[1], dim[2], 3, data, GPU_RGBA8, GPU_DATA_FLOAT, 0, true, NULL); + + MEM_freeN(data); + + return tex; +} + +static GPUTexture *create_flame_texture(FluidDomainSettings *fds, int highres) +{ + float *source = NULL; + const bool has_fuel = (highres) ? manta_noise_has_fuel(fds->fluid) : + manta_smoke_has_fuel(fds->fluid); + int *dim = (highres) ? fds->res_noise : fds->res; + + if (!has_fuel) { + return NULL; + } + + if (highres) { + source = manta_noise_get_flame(fds->fluid); + } + else { + source = manta_smoke_get_flame(fds->fluid); + } + + GPUTexture *tex = GPU_texture_create_nD( + dim[0], dim[1], dim[2], 3, source, GPU_R8, GPU_DATA_FLOAT, 0, true, NULL); + + swizzle_texture_channel_single(tex); + + return tex; +} + +#endif /* WITH_FLUID */ + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Public API + * \{ */ + +void DRW_smoke_free(FluidModifierData *fmd) +{ + if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) { + if (fmd->domain->tex_density) { + GPU_texture_free(fmd->domain->tex_density); + fmd->domain->tex_density = NULL; + } + + if (fmd->domain->tex_color) { + GPU_texture_free(fmd->domain->tex_color); + fmd->domain->tex_color = NULL; + } + + if (fmd->domain->tex_shadow) { + GPU_texture_free(fmd->domain->tex_shadow); + fmd->domain->tex_shadow = NULL; + } + + if (fmd->domain->tex_flame) { + GPU_texture_free(fmd->domain->tex_flame); + fmd->domain->tex_flame = NULL; + } + + if (fmd->domain->tex_flame_coba) { + GPU_texture_free(fmd->domain->tex_flame_coba); + fmd->domain->tex_flame_coba = NULL; + } + + if (fmd->domain->tex_coba) { + GPU_texture_free(fmd->domain->tex_coba); + fmd->domain->tex_coba = NULL; + } + + if (fmd->domain->tex_field) { + GPU_texture_free(fmd->domain->tex_field); + fmd->domain->tex_field = NULL; + } + } +} + +void DRW_smoke_ensure_coba_field(FluidModifierData *fmd) +{ +#ifndef WITH_FLUID + UNUSED_VARS(fmd); +#else + if (fmd->type & MOD_FLUID_TYPE_DOMAIN) { + FluidDomainSettings *fds = fmd->domain; + + if (!fds->tex_field) { + fds->tex_field = create_field_texture(fds); + } + if (!fds->tex_coba) { + fds->tex_coba = create_transfer_function(TFUNC_COLOR_RAMP, fds->coba); + } + } +#endif +} + +void DRW_smoke_ensure(FluidModifierData *fmd, int highres) +{ +#ifndef WITH_FLUID + UNUSED_VARS(fmd, highres); +#else + if (fmd->type & MOD_FLUID_TYPE_DOMAIN) { + FluidDomainSettings *fds = fmd->domain; + + if (!fds->tex_density) { + fds->tex_density = create_density_texture(fds, highres); + } + if (!fds->tex_color) { + fds->tex_color = create_color_texture(fds, highres); + } + if (!fds->tex_flame) { + fds->tex_flame = create_flame_texture(fds, highres); + } + if (!fds->tex_flame_coba && fds->tex_flame) { + fds->tex_flame_coba = create_transfer_function(TFUNC_FLAME_SPECTRUM, NULL); + } + if (!fds->tex_shadow) { + fds->tex_shadow = GPU_texture_create_nD(UNPACK3(fds->res), + 3, + manta_smoke_get_shadow(fds->fluid), + GPU_R8, + GPU_DATA_FLOAT, + 0, + true, + NULL); + } + } +#endif /* WITH_FLUID */ +} + +void DRW_smoke_ensure_velocity(FluidModifierData *fmd) +{ +#ifndef WITH_FLUID + UNUSED_VARS(fmd); +#else + if (fmd->type & MOD_FLUID_TYPE_DOMAIN) { + FluidDomainSettings *fds = fmd->domain; + + const float *vel_x = manta_get_velocity_x(fds->fluid); + const float *vel_y = manta_get_velocity_y(fds->fluid); + const float *vel_z = manta_get_velocity_z(fds->fluid); + + if (ELEM(NULL, vel_x, vel_y, vel_z)) { + return; + } + + if (!fds->tex_velocity_x) { + fds->tex_velocity_x = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_x, NULL); + fds->tex_velocity_y = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_y, NULL); + fds->tex_velocity_z = GPU_texture_create_3d(UNPACK3(fds->res), GPU_R16F, vel_z, NULL); + } + } +#endif /* WITH_FLUID */ +} + +/* TODO Unify with the other DRW_smoke_free. */ +void DRW_smoke_free_velocity(FluidModifierData *fmd) +{ + if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) { + if (fmd->domain->tex_velocity_x) { + GPU_texture_free(fmd->domain->tex_velocity_x); + } + + if (fmd->domain->tex_velocity_y) { + GPU_texture_free(fmd->domain->tex_velocity_y); + } + + if (fmd->domain->tex_velocity_z) { + GPU_texture_free(fmd->domain->tex_velocity_z); + } + + fmd->domain->tex_velocity_x = NULL; + fmd->domain->tex_velocity_y = NULL; + fmd->domain->tex_velocity_z = NULL; + } +} + +/** \} */ diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index cbdcbbf9090..1992b1d291e 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -114,7 +114,7 @@ void DRW_hair_init(void) g_dummy_vbo = GPU_vertbuf_create_with_format(&format); - float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_vertbuf_data_alloc(g_dummy_vbo, 1); GPU_vertbuf_attr_fill(g_dummy_vbo, dummy_id, vert); /* Create vbo immediately to bind to texture buffer. */ @@ -330,7 +330,7 @@ void DRW_hair_update(void) GPU_ATTACHMENT_TEXTURE(tex), }); - float *data = MEM_mallocN(sizeof(float) * 4 * width * height, "tf fallback buffer"); + float *data = MEM_mallocN(sizeof(float[4]) * width * height, "tf fallback buffer"); GPU_framebuffer_bind(fb); while (g_tf_calls != NULL) { @@ -347,8 +347,8 @@ void DRW_hair_update(void) /* Upload back to VBO. */ GPU_vertbuf_use(pr_call->vbo); glBufferSubData(GL_ARRAY_BUFFER, - sizeof(float) * 4 * g_tf_id_offset, - sizeof(float) * 4 * max_read_px_len, + sizeof(float[4]) * g_tf_id_offset, + sizeof(float[4]) * max_read_px_len, data); g_tf_id_offset += max_read_px_len; diff --git a/source/blender/draw/intern/draw_hair_private.h b/source/blender/draw/intern/draw_hair_private.h index b599ad389c1..33abae156cc 100644 --- a/source/blender/draw/intern/draw_hair_private.h +++ b/source/blender/draw/intern/draw_hair_private.h @@ -21,8 +21,7 @@ * \ingroup draw */ -#ifndef __DRAW_HAIR_PRIVATE_H__ -#define __DRAW_HAIR_PRIVATE_H__ +#pragma once #define MAX_LAYER_NAME_CT 4 /* u0123456789, u, au, a0123456789 */ #define MAX_LAYER_NAME_LEN GPU_MAX_SAFE_ATTR_NAME + 2 @@ -92,5 +91,3 @@ bool hair_ensure_procedural_data(struct Object *object, struct ParticleHairCache **r_hair_cache, int subdiv, int thickness_res); - -#endif /* __DRAW_HAIR_PRIVATE_H__ */ diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 45c201501b3..5005f38c558 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -92,8 +92,9 @@ static void instance_batch_free(GPUBatch *geom, void *UNUSED(user_data)) BLI_memblock *memblock = data_list->pool_instancing; BLI_memblock_iter iter; BLI_memblock_iternew(memblock, &iter); - GPUBatch *batch; - while ((batch = (GPUBatch *)BLI_memblock_iterstep(&iter))) { + GPUBatch **batch_ptr; + while ((batch_ptr = (GPUBatch **)BLI_memblock_iterstep(&iter))) { + GPUBatch *batch = *batch_ptr; /* Only check verts[0] that's enough. */ if (batch->verts[0] == geom->verts[0]) { GPU_batch_clear(batch); @@ -142,7 +143,12 @@ GPUBatch *DRW_temp_batch_instance_request(DRWInstanceDataList *idatalist, /* Only call with one of them. */ BLI_assert((instancer != NULL) != (buf != NULL)); - GPUBatch *batch = BLI_memblock_alloc(idatalist->pool_instancing); + GPUBatch **batch_ptr = BLI_memblock_alloc(idatalist->pool_instancing); + if (*batch_ptr == NULL) { + *batch_ptr = GPU_batch_calloc(1); + } + + GPUBatch *batch = *batch_ptr; bool instancer_compat = buf ? ((batch->inst[0] == buf) && (buf->vbo_id != 0)) : ((batch->inst[0] == instancer->inst[0]) && (batch->inst[1] == instancer->inst[1])); @@ -173,7 +179,12 @@ GPUBatch *DRW_temp_batch_request(DRWInstanceDataList *idatalist, GPUVertBuf *buf, GPUPrimType prim_type) { - GPUBatch *batch = BLI_memblock_alloc(idatalist->pool_batching); + GPUBatch **batch_ptr = BLI_memblock_alloc(idatalist->pool_instancing); + if (*batch_ptr == NULL) { + *batch_ptr = GPU_batch_calloc(1); + } + + GPUBatch *batch = *batch_ptr; bool is_compatible = (batch->verts[0] == buf) && (buf->vbo_id != 0) && (batch->gl_prim_type == convert_prim_type_to_gl(prim_type)); if (!is_compatible) { @@ -189,6 +200,11 @@ static void temp_buffer_handle_free(DRWTempBufferHandle *handle) GPU_vertbuf_clear(&handle->buf); } +static void temp_batch_free(GPUBatch **batch) +{ + GPU_BATCH_DISCARD_SAFE(*batch); +} + void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist) { /* Resize down buffers in use and send data to GPU. */ @@ -207,10 +223,11 @@ void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist) } } /* Finish pending instancing batches. */ - GPUBatch *batch; + GPUBatch **batch_ptr; BLI_memblock_iternew(idatalist->pool_instancing, &iter); - while ((batch = BLI_memblock_iterstep(&iter))) { - if (batch->phase == GPU_BATCH_READY_TO_BUILD) { + while ((batch_ptr = BLI_memblock_iterstep(&iter))) { + GPUBatch *batch = *batch_ptr; + if (batch && batch->phase == GPU_BATCH_READY_TO_BUILD) { GPUVertBuf *inst_buf = batch->inst[0]; /* HACK see DRW_temp_batch_instance_request. */ GPUBatch *inst_batch = (void *)batch->inst[1]; @@ -228,8 +245,8 @@ void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist) } /* Resize pools and free unused. */ BLI_memblock_clear(idatalist->pool_buffers, (MemblockValFreeFP)temp_buffer_handle_free); - BLI_memblock_clear(idatalist->pool_instancing, (MemblockValFreeFP)GPU_batch_clear); - BLI_memblock_clear(idatalist->pool_batching, (MemblockValFreeFP)GPU_batch_clear); + BLI_memblock_clear(idatalist->pool_instancing, (MemblockValFreeFP)temp_batch_free); + BLI_memblock_clear(idatalist->pool_batching, (MemblockValFreeFP)temp_batch_free); } /** \} */ @@ -300,8 +317,8 @@ DRWInstanceDataList *DRW_instance_data_list_create(void) { DRWInstanceDataList *idatalist = MEM_callocN(sizeof(DRWInstanceDataList), "DRWInstanceDataList"); - idatalist->pool_batching = BLI_memblock_create(sizeof(GPUBatch)); - idatalist->pool_instancing = BLI_memblock_create(sizeof(GPUBatch)); + idatalist->pool_batching = BLI_memblock_create(sizeof(GPUBatch *)); + idatalist->pool_instancing = BLI_memblock_create(sizeof(GPUBatch *)); idatalist->pool_buffers = BLI_memblock_create(sizeof(DRWTempBufferHandle)); BLI_addtail(&g_idatalists, idatalist); @@ -324,8 +341,8 @@ void DRW_instance_data_list_free(DRWInstanceDataList *idatalist) } BLI_memblock_destroy(idatalist->pool_buffers, (MemblockValFreeFP)temp_buffer_handle_free); - BLI_memblock_destroy(idatalist->pool_instancing, (MemblockValFreeFP)GPU_batch_clear); - BLI_memblock_destroy(idatalist->pool_batching, (MemblockValFreeFP)GPU_batch_clear); + BLI_memblock_destroy(idatalist->pool_instancing, (MemblockValFreeFP)temp_batch_free); + BLI_memblock_destroy(idatalist->pool_batching, (MemblockValFreeFP)temp_batch_free); BLI_remlink(&g_idatalists, idatalist); } diff --git a/source/blender/draw/intern/draw_instance_data.h b/source/blender/draw/intern/draw_instance_data.h index f891d380ee3..e562d99097e 100644 --- a/source/blender/draw/intern/draw_instance_data.h +++ b/source/blender/draw/intern/draw_instance_data.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_INSTANCE_DATA_H__ -#define __DRAW_INSTANCE_DATA_H__ +#pragma once #include "BLI_compiler_attrs.h" #include "BLI_sys_types.h" @@ -55,5 +54,3 @@ void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist); void DRW_instance_data_list_reset(DRWInstanceDataList *idatalist); void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist); void DRW_instance_data_list_resize(DRWInstanceDataList *idatalist); - -#endif /* __DRAW_INSTANCE_DATA_H__ */ diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 712a93e8880..4a5e07476a9 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -792,9 +792,8 @@ DrawDataList *DRW_drawdatalist_from_id(ID *id) IdDdtTemplate *idt = (IdDdtTemplate *)id; return &idt->drawdata; } - else { - return NULL; - } + + return NULL; } DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type) @@ -1658,7 +1657,6 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph Scene *scene = DEG_get_evaluated_scene(depsgraph); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); RenderEngineType *engine_type = engine->type; - RenderData *r = &scene->r; Render *render = engine->re; DRW_render_context_enable(render); @@ -1680,7 +1678,7 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph drw_context_state_init(); DST.viewport = GPU_viewport_create(); - const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100}; + const int size[2] = {engine->resolution_x, engine->resolution_y}; GPU_viewport_size_set(DST.viewport, size); drw_viewport_var_init(); @@ -1954,13 +1952,21 @@ void DRW_render_instance_buffer_finish(void) drw_resource_buffer_finish(DST.vmempool); } +/* WARNING: Changing frame might free the ViewLayerEngineData */ +void DRW_render_set_time(RenderEngine *engine, Depsgraph *depsgraph, int frame, float subframe) +{ + RE_engine_frame_set(engine, frame, subframe); + DST.draw_ctx.scene = DEG_get_evaluated_scene(depsgraph); + DST.draw_ctx.view_layer = DEG_get_evaluated_view_layer(depsgraph); +} + /** * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing). */ void DRW_draw_select_loop(struct Depsgraph *depsgraph, ARegion *region, View3D *v3d, - bool UNUSED(use_obedit_skip), + bool use_obedit_skip, bool draw_surface, bool UNUSED(use_nearest), const rcti *rect, @@ -1973,7 +1979,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type); ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph); Object *obact = OBACT(view_layer); - Object *obedit = OBEDIT_FROM_OBACT(obact); + Object *obedit = use_obedit_skip ? NULL : OBEDIT_FROM_OBACT(obact); #ifndef USE_GPU_SELECT UNUSED_VARS(scene, view_layer, v3d, region, rect); #else @@ -2024,7 +2030,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph, } } - int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)}; + const int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)}; struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, viewport_size); @@ -2716,7 +2722,13 @@ void DRW_engines_free(void) void DRW_render_context_enable(Render *render) { if (G.background && DST.gl_context == NULL) { - WM_init_opengl(G_MAIN); + WM_init_opengl(); + } + + if (GPU_use_main_context_workaround()) { + GPU_context_main_lock(); + DRW_opengl_context_enable(); + return; } void *re_gl_context = RE_gl_context_get(render); @@ -2736,6 +2748,12 @@ void DRW_render_context_enable(Render *render) void DRW_render_context_disable(Render *render) { + if (GPU_use_main_context_workaround()) { + DRW_opengl_context_disable(); + GPU_context_main_unlock(); + return; + } + void *re_gl_context = RE_gl_context_get(render); if (re_gl_context != NULL) { @@ -2835,7 +2853,7 @@ void DRW_opengl_context_disable_ex(bool restore) void DRW_opengl_context_enable(void) { if (G.background && DST.gl_context == NULL) { - WM_init_opengl(G_MAIN); + WM_init_opengl(); } DRW_opengl_context_enable_ex(true); } diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index a448a94185a..92a01cbbe04 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -22,8 +22,7 @@ /* Private functions / structs of the draw manager */ -#ifndef __DRAW_MANAGER_H__ -#define __DRAW_MANAGER_H__ +#pragma once #include "DRW_engine.h" #include "DRW_render.h" @@ -596,5 +595,3 @@ void drw_resource_buffer_finish(ViewportMemoryPool *vmempool); GPUBatch *drw_cache_procedural_points_get(void); GPUBatch *drw_cache_procedural_lines_get(void); GPUBatch *drw_cache_procedural_triangles_get(void); - -#endif /* __DRAW_MANAGER_H__ */ diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index a8105785d53..c12b4a96488 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -582,7 +582,7 @@ uint32_t DRW_object_resource_id_get(Object *UNUSED(ob)) /* Handle not yet allocated. Return next handle. */ handle = DST.resource_handle; } - return handle & ~(1 << 31); + return handle & ~(1u << 31); } static DRWResourceHandle drw_resource_handle(DRWShadingGroup *shgroup, @@ -594,28 +594,26 @@ static DRWResourceHandle drw_resource_handle(DRWShadingGroup *shgroup, DRWResourceHandle handle = 0; return handle; } - else { - return drw_resource_handle_new(obmat, NULL); - } + + return drw_resource_handle_new(obmat, NULL); + } + + if (DST.ob_handle == 0) { + DST.ob_handle = drw_resource_handle_new(obmat, ob); + DST.ob_state_obinfo_init = false; } - else { - if (DST.ob_handle == 0) { - DST.ob_handle = drw_resource_handle_new(obmat, ob); - DST.ob_state_obinfo_init = false; - } - if (shgroup->objectinfo) { - if (!DST.ob_state_obinfo_init) { - DST.ob_state_obinfo_init = true; - DRWObjectInfos *ob_infos = DRW_memblock_elem_from_handle(DST.vmempool->obinfos, - &DST.ob_handle); + if (shgroup->objectinfo) { + if (!DST.ob_state_obinfo_init) { + DST.ob_state_obinfo_init = true; + DRWObjectInfos *ob_infos = DRW_memblock_elem_from_handle(DST.vmempool->obinfos, + &DST.ob_handle); - drw_call_obinfos_init(ob_infos, ob); - } + drw_call_obinfos_init(ob_infos, ob); } - - return DST.ob_handle; } + + return DST.ob_handle; } static void command_type_set(uint64_t *command_type_bits, int index, eDRWCommandType type) @@ -1292,13 +1290,10 @@ static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass } static void drw_shgroup_material_texture(DRWShadingGroup *grp, - GPUMaterialTexture *tex, + GPUTexture *gputex, const char *name, - eGPUSamplerState state, - eGPUTextureTarget textarget) + eGPUSamplerState state) { - GPUTexture *gputex = GPU_texture_from_blender(tex->ima, tex->iuser, NULL, textarget); - DRW_shgroup_uniform_texture_ex(grp, name, gputex, state); GPUTexture **gputex_ref = BLI_memblock_alloc(DST.vmempool->images); @@ -1314,15 +1309,16 @@ void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial LISTBASE_FOREACH (GPUMaterialTexture *, tex, &textures) { if (tex->ima) { /* Image */ + GPUTexture *gputex; if (tex->tiled_mapping_name[0]) { - drw_shgroup_material_texture( - grp, tex, tex->sampler_name, tex->sampler_state, TEXTARGET_2D_ARRAY); - drw_shgroup_material_texture( - grp, tex, tex->tiled_mapping_name, tex->sampler_state, TEXTARGET_TILE_MAPPING); + gputex = BKE_image_get_gpu_tiles(tex->ima, tex->iuser, NULL); + drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state); + gputex = BKE_image_get_gpu_tilemap(tex->ima, tex->iuser, NULL); + drw_shgroup_material_texture(grp, gputex, tex->tiled_mapping_name, tex->sampler_state); } else { - drw_shgroup_material_texture( - grp, tex, tex->sampler_name, tex->sampler_state, TEXTARGET_2D); + gputex = BKE_image_get_gpu_texture(tex->ima, tex->iuser, NULL); + drw_shgroup_material_texture(grp, gputex, tex->sampler_name, tex->sampler_state); } } else if (tex->colorband) { @@ -1870,7 +1866,7 @@ void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len) BLI_assert(plane_len <= MAX_CLIP_PLANES); view->clip_planes_len = plane_len; if (plane_len > 0) { - memcpy(view->storage.clipplanes, planes, sizeof(float) * 4 * plane_len); + memcpy(view->storage.clipplanes, planes, sizeof(float[4]) * plane_len); } } @@ -1906,9 +1902,8 @@ float DRW_view_near_distance_get(const DRWView *view) if (DRW_view_is_persp_get(view)) { return -projmat[3][2] / (projmat[2][2] - 1.0f); } - else { - return -(projmat[3][2] + 1.0f) / projmat[2][2]; - } + + return -(projmat[3][2] + 1.0f) / projmat[2][2]; } float DRW_view_far_distance_get(const DRWView *view) @@ -1919,9 +1914,8 @@ float DRW_view_far_distance_get(const DRWView *view) if (DRW_view_is_persp_get(view)) { return -projmat[3][2] / (projmat[2][2] + 1.0f); } - else { - return -(projmat[3][2] - 1.0f) / projmat[2][2]; - } + + return -(projmat[3][2] - 1.0f) / projmat[2][2]; } void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse) @@ -2028,18 +2022,16 @@ static int pass_shgroup_dist_sort(const void *a, const void *b) if (shgrp_a->z_sorting.distance < shgrp_b->z_sorting.distance) { return 1; } - else if (shgrp_a->z_sorting.distance > shgrp_b->z_sorting.distance) { + if (shgrp_a->z_sorting.distance > shgrp_b->z_sorting.distance) { return -1; } - else { - /* If distances are the same, keep original order. */ - if (shgrp_a->z_sorting.original_index > shgrp_b->z_sorting.original_index) { - return -1; - } - else { - return 0; - } + + /* If distances are the same, keep original order. */ + if (shgrp_a->z_sorting.original_index > shgrp_b->z_sorting.original_index) { + return -1; } + + return 0; } /* ------------------ Shading group sorting --------------------- */ diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index b6f51ada5a1..e3860b1bfb2 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -446,6 +446,7 @@ void DRW_state_reset(void) DRW_state_reset_ex(DRW_STATE_DEFAULT); GPU_texture_unbind_all(); + GPU_uniformbuffer_unbind_all(); /* Should stay constant during the whole rendering. */ GPU_point_size(5); @@ -517,7 +518,7 @@ static bool draw_culling_box_test(const float (*frustum_planes)[4], const BoundB * Go to next plane. */ break; } - else if (v == 7) { + if (v == 7) { /* 8 points behind this plane. */ return false; } @@ -591,7 +592,7 @@ void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners) void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4]) { view = view ? view : DST.view_default; - memcpy(planes, view->frustum_planes, sizeof(float) * 6 * 4); + memcpy(planes, view->frustum_planes, sizeof(float[6][4])); } static void draw_compute_culling(DRWView *view) @@ -669,8 +670,7 @@ BLI_INLINE void draw_geometry_bind(DRWShadingGroup *shgroup, GPUBatch *geom) DST.batch = geom; - GPU_batch_program_set_no_use( - geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader)); + GPU_batch_set_shader_no_bind(geom, shgroup->shader); geom->program_in_use = true; /* XXX hacking #GPUBatch */ @@ -773,10 +773,11 @@ static bool ubo_bindings_validate(DRWShadingGroup *shgroup) DRWPass *parent_pass = DRW_memblock_elem_from_handle(DST.vmempool->passes, &shgroup->pass_handle); - printf("Pass : %s, Shader : %s, Block : %s\n", + printf("Pass : %s, Shader : %s, Block : %s, Binding %d\n", parent_pass->name, shgroup->shader->name, - blockname); + blockname, + binding); } } # endif @@ -994,9 +995,8 @@ static void draw_call_single_do(DRWShadingGroup *shgroup, draw_select_buffer(shgroup, state, batch, &handle); return; } - else { - GPU_select_load_id(state->select_id); - } + + GPU_select_load_id(state->select_id); } draw_geometry_execute(shgroup, @@ -1106,6 +1106,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) /* Unbinding can be costly. Skip in normal condition. */ if (G.debug & G_DEBUG_GPU) { GPU_texture_unbind_all(); + GPU_uniformbuffer_unbind_all(); } } GPU_shader_bind(shgroup->shader); diff --git a/source/blender/draw/intern/draw_manager_profiling.h b/source/blender/draw/intern/draw_manager_profiling.h index 3da6a4c8b1c..3842bdffaff 100644 --- a/source/blender/draw/intern/draw_manager_profiling.h +++ b/source/blender/draw/intern/draw_manager_profiling.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_MANAGER_PROFILING_H__ -#define __DRAW_MANAGER_PROFILING_H__ +#pragma once struct rcti; @@ -36,5 +35,3 @@ void DRW_stats_query_start(const char *name); void DRW_stats_query_end(void); void DRW_stats_draw(const rcti *rect); - -#endif /* __DRAW_MANAGER_PROFILING_H__ */ diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 0bb20631537..1c260721efb 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -34,6 +34,7 @@ #include "DEG_depsgraph_query.h" +#include "GPU_extensions.h" #include "GPU_material.h" #include "GPU_shader.h" @@ -106,6 +107,12 @@ static void drw_deferred_shader_compilation_exec( BLI_assert(gl_context != NULL); #endif + const bool use_main_context_workaround = GPU_use_main_context_workaround(); + if (use_main_context_workaround) { + BLI_assert(gl_context == DST.gl_context); + GPU_context_main_lock(); + } + WM_opengl_context_activate(gl_context); while (true) { @@ -154,6 +161,9 @@ static void drw_deferred_shader_compilation_exec( } WM_opengl_context_release(gl_context); + if (use_main_context_workaround) { + GPU_context_main_unlock(); + } } static void drw_deferred_shader_compilation_free(void *custom_data) @@ -196,6 +206,8 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) GPU_material_compile(mat); return; } + const bool use_main_context = GPU_use_main_context_workaround(); + const bool job_own_context = !use_main_context; DRWDeferredShader *dsh = MEM_callocN(sizeof(DRWDeferredShader), "Deferred Shader"); @@ -227,7 +239,7 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) if (old_comp->gl_context) { comp->gl_context = old_comp->gl_context; old_comp->own_context = false; - comp->own_context = true; + comp->own_context = job_own_context; } } @@ -235,9 +247,14 @@ static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred) /* Create only one context. */ if (comp->gl_context == NULL) { - comp->gl_context = WM_opengl_context_create(); - WM_opengl_context_activate(DST.gl_context); - comp->own_context = true; + if (use_main_context) { + comp->gl_context = DST.gl_context; + } + else { + comp->gl_context = WM_opengl_context_create(); + WM_opengl_context_activate(DST.gl_context); + } + comp->own_context = job_own_context; } WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free); @@ -430,7 +447,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene, const char *geom, const char *frag_lib, const char *defines, - bool deferred) + bool deferred, + GPUMaterialEvalCallbackFn callback) { GPUMaterial *mat = NULL; if (DRW_state_is_image_render() || !deferred) { @@ -450,7 +468,8 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene, geom, frag_lib, defines, - wo->id.name); + wo->id.name, + callback); } if (GPU_material_status(mat) == GPU_MAT_QUEUED) { @@ -470,7 +489,8 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene, const char *geom, const char *frag_lib, const char *defines, - bool deferred) + bool deferred, + GPUMaterialEvalCallbackFn callback) { GPUMaterial *mat = NULL; if (DRW_state_is_image_render() || !deferred) { @@ -490,7 +510,8 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene, geom, frag_lib, defines, - ma->id.name); + ma->id.name, + callback); } if (GPU_material_status(mat) == GPU_MAT_QUEUED) { diff --git a/source/blender/draw/intern/draw_manager_text.h b/source/blender/draw/intern/draw_manager_text.h index 66ef2379e38..f6dff335f1f 100644 --- a/source/blender/draw/intern/draw_manager_text.h +++ b/source/blender/draw/intern/draw_manager_text.h @@ -20,8 +20,7 @@ * \ingroup draw */ -#ifndef __DRAW_MANAGER_TEXT_H__ -#define __DRAW_MANAGER_TEXT_H__ +#pragma once struct ARegion; struct DRWTextStore; @@ -58,5 +57,3 @@ enum { /* draw_manager.c */ struct DRWTextStore *DRW_text_cache_ensure(void); - -#endif /* __DRAW_MANAGER_TEXT_H__ */ diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c index 77b0462303d..b94a6db3bad 100644 --- a/source/blender/draw/intern/draw_manager_texture.c +++ b/source/blender/draw/intern/draw_manager_texture.c @@ -61,6 +61,10 @@ static bool drw_texture_format_supports_framebuffer(eGPUTextureFormat format) void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags) { + if (tex == NULL) { + return; + } + if (flags & DRW_TEX_MIPMAP) { GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER); GPU_texture_bind(tex, 0); @@ -119,7 +123,6 @@ GPUTexture *DRW_texture_create_cube(int w, { GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); - return tex; } @@ -128,7 +131,6 @@ GPUTexture *DRW_texture_create_cube_array( { GPUTexture *tex = GPU_texture_create_cube_array(w, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); - return tex; } diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 3c470f802ec..1458ff5341c 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -88,7 +88,7 @@ static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, Vie /* no exception met? then don't draw cursor! */ return false; } - else if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) { + if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL) { /* grease pencil hide always in some modes */ return false; } @@ -184,8 +184,7 @@ void DRW_draw_cursor(void) GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR); - GPU_batch_program_set( - cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader)); + GPU_batch_set_shader(cursor_batch, shader); GPU_batch_draw(cursor_batch); diff --git a/source/blender/draw/intern/draw_view.h b/source/blender/draw/intern/draw_view.h index 04f7d2bbabb..a01a2d0dcce 100644 --- a/source/blender/draw/intern/draw_view.h +++ b/source/blender/draw/intern/draw_view.h @@ -20,13 +20,10 @@ * \ingroup draw */ -#ifndef __DRAW_VIEW_H__ -#define __DRAW_VIEW_H__ +#pragma once void DRW_draw_region_info(void); void DRW_clear_background(void); void DRW_draw_cursor(void); void DRW_draw_gizmo_3d(void); void DRW_draw_gizmo_2d(void); - -#endif /* __DRAW_VIEW_H__ */ diff --git a/source/blender/draw/intern/shaders/common_hair_lib.glsl b/source/blender/draw/intern/shaders/common_hair_lib.glsl index ffff631e34b..8684d82f228 100644 --- a/source/blender/draw/intern/shaders/common_hair_lib.glsl +++ b/source/blender/draw/intern/shaders/common_hair_lib.glsl @@ -95,7 +95,7 @@ void hair_get_interp_attrs( * For final drawing, the vertex index and the number of vertex per segment */ -#ifndef HAIR_PHASE_SUBDIV +#if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER) int hair_get_strand_id(void) { return gl_VertexID / (hairStrandsRes * hairThicknessRes); @@ -206,4 +206,24 @@ vec3 hair_get_strand_pos(void) return texelFetch(hairPointBuffer, id).point_position; } +vec2 hair_get_barycentric(void) +{ + /* To match cycles without breaking into individual segment we encode if we need to invert + * the first component into the second component. We invert if the barycentricTexCo.y + * is NOT 0.0 or 1.0. */ + int id = hair_get_base_id(); + return vec2(float((id % 2) == 1), float(((id % 4) % 3) > 0)); +} + #endif + +/* To be fed the result of hair_get_barycentric from vertex shader. */ +vec2 hair_resolve_barycentric(vec2 vert_barycentric) +{ + if (fract(vert_barycentric.y) != 0.0) { + return vec2(vert_barycentric.x, 0.0); + } + else { + return vec2(1.0 - vert_barycentric.x, 0.0); + } +} diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl index e337376d7c4..643d7e7d942 100644 --- a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl @@ -116,4 +116,4 @@ vec3 normal_decode(vec2 enc, vec3 view) return n; } -/** \} */
\ No newline at end of file +/** \} */ diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl index 36b67f2bd60..625e8bb1ff8 100644 --- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl +++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl @@ -36,4 +36,4 @@ vec3 pointcloud_get_pos(void) vec3 outpos, outnor; pointcloud_get_pos_and_nor(outpos, outnor); return outpos; -}
\ No newline at end of file +} diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 095bc64a19e..73c112fe3fb 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -22,6 +22,16 @@ layout(std140) uniform viewBlock vec4 CameraTexCoFactors; }; +#define ViewNear (ViewVecs[0].w) +#define ViewFar (ViewVecs[1].w) + +#define cameraForward ViewMatrixInverse[2].xyz +#define cameraPos ViewMatrixInverse[3].xyz +#define cameraVec \ + ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward) +#define viewCameraVec \ + ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0)) + #ifdef world_clip_planes_calc_clip_distance # undef world_clip_planes_calc_clip_distance # define world_clip_planes_calc_clip_distance(p) \ @@ -75,7 +85,7 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos) uniform int resourceChunk; #ifdef GPU_VERTEX_SHADER -# ifdef GL_ARB_shader_draw_parameters +# ifdef GPU_ARB_shader_draw_parameters # define baseInstance gl_BaseInstanceARB # else /* no ARB_shader_draw_parameters */ uniform int baseInstance; @@ -104,10 +114,13 @@ uniform int resourceId; /* Use this to declare and pass the value if * the fragment shader uses the resource_id. */ -# define RESOURCE_ID_VARYING flat out int resourceIDFrag; -# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom; -# define PASS_RESOURCE_ID resourceIDFrag = resource_id; -# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id; +# ifdef USE_GEOMETRY_SHADER +# define RESOURCE_ID_VARYING flat out int resourceIDGeom; +# define PASS_RESOURCE_ID resourceIDGeom = resource_id; +# else +# define RESOURCE_ID_VARYING flat out int resourceIDFrag; +# define PASS_RESOURCE_ID resourceIDFrag = resource_id; +# endif #endif /* If used in a fragment / geometry shader, we pass @@ -118,7 +131,7 @@ uniform int resourceId; flat in int resourceIDGeom[]; # define resource_id resourceIDGeom -# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i]; +# define PASS_RESOURCE_ID resourceIDFrag = resource_id[0]; #endif #ifdef GPU_FRAGMENT_SHADER @@ -171,9 +184,12 @@ uniform mat4 ModelMatrixInverse; * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse. * ViewMatrix * transpose(ModelMatrixInverse) **/ -#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n)) -#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n) -#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n) +#define NormalMatrix transpose(mat3(ModelMatrixInverse)) +#define NormalMatrixInverse transpose(mat3(ModelMatrix)) + +#define normal_object_to_view(n) (mat3(ViewMatrix) * (NormalMatrix * n)) +#define normal_object_to_world(n) (NormalMatrix * n) +#define normal_world_to_object(n) (NormalMatrixInverse * n) #define normal_world_to_view(n) (mat3(ViewMatrix) * n) #define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n) @@ -199,3 +215,78 @@ uniform mat4 ModelMatrixInverse; #define DRW_BASE_FROM_DUPLI (1 << 2) #define DRW_BASE_FROM_SET (1 << 3) #define DRW_BASE_ACTIVE (1 << 4) + +/* ---- Opengl Depth conversion ---- */ + +float linear_depth(bool is_persp, float z, float zf, float zn) +{ + if (is_persp) { + return (zn * zf) / (z * (zn - zf) + zf); + } + else { + return (z * 2.0 - 1.0) * zf; + } +} + +float buffer_depth(bool is_persp, float z, float zf, float zn) +{ + if (is_persp) { + return (zf * (zn - z)) / (z * (zn - zf)); + } + else { + return (z / (zf * 2.0)) + 0.5; + } +} + +float get_view_z_from_depth(float depth) +{ + if (ProjectionMatrix[3][3] == 0.0) { + float d = 2.0 * depth - 1.0; + return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); + } + else { + return ViewVecs[0].z + depth * ViewVecs[1].z; + } +} + +float get_depth_from_view_z(float z) +{ + if (ProjectionMatrix[3][3] == 0.0) { + float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2]; + return d * 0.5 + 0.5; + } + else { + return (z - ViewVecs[0].z) / ViewVecs[1].z; + } +} + +vec2 get_uvs_from_view(vec3 view) +{ + vec4 ndc = ProjectionMatrix * vec4(view, 1.0); + return (ndc.xy / ndc.w) * 0.5 + 0.5; +} + +vec3 get_view_space_from_depth(vec2 uvcoords, float depth) +{ + if (ProjectionMatrix[3][3] == 0.0) { + return vec3(ViewVecs[0].xy + uvcoords * ViewVecs[1].xy, 1.0) * get_view_z_from_depth(depth); + } + else { + return ViewVecs[0].xyz + vec3(uvcoords, depth) * ViewVecs[1].xyz; + } +} + +vec3 get_world_space_from_depth(vec2 uvcoords, float depth) +{ + return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz; +} + +vec3 get_view_vector_from_screen_uv(vec2 uv) +{ + if (ProjectionMatrix[3][3] == 0.0) { + return normalize(vec3(ViewVecs[0].xy + uv * ViewVecs[1].xy, 1.0)); + } + else { + return vec3(0.0, 0.0, 1.0); + } +} diff --git a/source/blender/draw/intern/smaa_textures.h b/source/blender/draw/intern/smaa_textures.h index 43b29340cac..7556f3a1952 100644 --- a/source/blender/draw/intern/smaa_textures.h +++ b/source/blender/draw/intern/smaa_textures.h @@ -26,8 +26,7 @@ * SOFTWARE. */ -#ifndef __SMAA_TEXTURES_H__ -#define __SMAA_TEXTURES_H__ +#pragma once #define AREATEX_WIDTH 160 #define AREATEX_HEIGHT 560 @@ -15083,4 +15082,3 @@ static const unsigned char searchTexBytes[] = { /* clang-format off */ -#endif /* __SMAA_TEXTURES_H__ */ |