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Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt303
-rw-r--r--source/blender/draw/DRW_engine.h138
-rw-r--r--source/blender/draw/engines/basic/basic_engine.c255
-rw-r--r--source/blender/draw/engines/basic/basic_engine.h32
-rw-r--r--source/blender/draw/engines/clay/clay_engine.c985
-rw-r--r--source/blender/draw/engines/clay/clay_engine.h36
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_copy.glsl10
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_frag.glsl252
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_fxaa.glsl18
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl144
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl34
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl44
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_vert.glsl17
-rw-r--r--source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl82
-rw-r--r--source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl122
-rw-r--r--source/blender/draw/engines/eevee/eevee_bloom.c336
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c183
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c264
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c561
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c463
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.h31
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c1856
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c1248
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c151
-rw-r--r--source/blender/draw/engines/eevee/eevee_lut.h16926
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c1745
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c139
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c215
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c305
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h991
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c563
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c325
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c339
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c387
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c601
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl282
-rw-r--r--source/blender/draw/engines/eevee/shaders/background_vert.glsl20
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl827
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl186
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl46
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl107
-rw-r--r--source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl59
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl55
-rw-r--r--source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl267
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl23
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_world_frag.glsl62
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl218
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl222
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl106
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl30
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl37
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl77
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl96
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl31
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl65
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl477
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl99
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl111
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl22
-rw-r--r--source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl177
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl436
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl15
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl26
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl198
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl87
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl88
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl34
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl11
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl32
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl20
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl300
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl14
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl15
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl40
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl24
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_vert.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl493
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl68
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl322
-rw-r--r--source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl38
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl87
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl35
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl240
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl208
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl243
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl33
-rw-r--r--source/blender/draw/engines/eevee/shaders/ssr_lib.glsl72
-rw-r--r--source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl18
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl63
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl52
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl63
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl153
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl21
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl75
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl27
-rw-r--r--source/blender/draw/engines/external/external_engine.c234
-rw-r--r--source/blender/draw/engines/external/external_engine.h31
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl3
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl71
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl13
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl98
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl42
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl59
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl7
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl48
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl30
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl80
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl14
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl118
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl20
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl36
-rw-r--r--source/blender/draw/engines/workbench/solid_mode.c96
-rw-r--r--source/blender/draw/engines/workbench/transparent_mode.c96
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c76
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c659
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c47
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.h33
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c565
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c137
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h221
-rw-r--r--source/blender/draw/engines/workbench/workbench_studiolight.c181
-rw-r--r--source/blender/draw/intern/DRW_render.h560
-rw-r--r--source/blender/draw/intern/draw_armature.c1742
-rw-r--r--source/blender/draw/intern/draw_cache.c3155
-rw-r--r--source/blender/draw/intern/draw_cache.h187
-rw-r--r--source/blender/draw/intern/draw_cache_impl.h139
-rw-r--r--source/blender/draw/intern/draw_cache_impl_curve.c1118
-rw-r--r--source/blender/draw/intern/draw_cache_impl_displist.c399
-rw-r--r--source/blender/draw/intern/draw_cache_impl_lattice.c584
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c4228
-rw-r--r--source/blender/draw/intern/draw_cache_impl_metaball.c144
-rw-r--r--source/blender/draw/intern/draw_cache_impl_particles.c1556
-rw-r--r--source/blender/draw/intern/draw_common.c772
-rw-r--r--source/blender/draw/intern/draw_common.h172
-rw-r--r--source/blender/draw/intern/draw_debug.c151
-rw-r--r--source/blender/draw/intern/draw_debug.h39
-rw-r--r--source/blender/draw/intern/draw_hair.c167
-rw-r--r--source/blender/draw/intern/draw_hair_private.h92
-rw-r--r--source/blender/draw/intern/draw_instance_data.c436
-rw-r--r--source/blender/draw/intern/draw_instance_data.h59
-rw-r--r--source/blender/draw/intern/draw_manager.c2215
-rw-r--r--source/blender/draw/intern/draw_manager.h399
-rw-r--r--source/blender/draw/intern/draw_manager_data.c1079
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c1263
-rw-r--r--source/blender/draw/intern/draw_manager_profiling.c363
-rw-r--r--source/blender/draw/intern/draw_manager_profiling.h43
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c394
-rw-r--r--source/blender/draw/intern/draw_manager_text.c199
-rw-r--r--source/blender/draw/intern/draw_manager_text.h54
-rw-r--r--source/blender/draw/intern/draw_manager_texture.c151
-rw-r--r--source/blender/draw/intern/draw_view.c757
-rw-r--r--source/blender/draw/intern/draw_view.h36
-rw-r--r--source/blender/draw/modes/draw_mode_engines.h45
-rw-r--r--source/blender/draw/modes/edit_armature_mode.c183
-rw-r--r--source/blender/draw/modes/edit_curve_mode.c337
-rw-r--r--source/blender/draw/modes/edit_lattice_mode.c277
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c588
-rw-r--r--source/blender/draw/modes/edit_mesh_mode_intern.h38
-rw-r--r--source/blender/draw/modes/edit_mesh_mode_text.c352
-rw-r--r--source/blender/draw/modes/edit_metaball_mode.c235
-rw-r--r--source/blender/draw/modes/edit_surface_mode.c251
-rw-r--r--source/blender/draw/modes/edit_text_mode.c290
-rw-r--r--source/blender/draw/modes/object_mode.c2348
-rw-r--r--source/blender/draw/modes/overlay_mode.c165
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c397
-rw-r--r--source/blender/draw/modes/paint_vertex_mode.c199
-rw-r--r--source/blender/draw/modes/paint_weight_mode.c243
-rw-r--r--source/blender/draw/modes/particle_mode.c240
-rw-r--r--source/blender/draw/modes/pose_mode.c306
-rw-r--r--source/blender/draw/modes/sculpt_mode.c281
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl15
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl156
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl16
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl55
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl87
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl48
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl9
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl37
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl102
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl81
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl82
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_frag.glsl13
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_vert.glsl88
-rw-r--r--source/blender/draw/modes/shaders/common_fullscreen_vert.glsl10
-rw-r--r--source/blender/draw/modes/shaders/common_fxaa_lib.glsl678
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl69
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl190
-rw-r--r--source/blender/draw/modes/shaders/common_hair_refine_vert.glsl15
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl14
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl79
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl39
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl39
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl19
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl31
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl29
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl29
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl212
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl154
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl307
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl61
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl38
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_geom.glsl15
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl21
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_vert.glsl38
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl227
-rw-r--r--source/blender/draw/modes/shaders/object_grid_vert.glsl63
-rw-r--r--source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/object_mball_handles_vert.glsl34
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl82
-rw-r--r--source/blender/draw/modes/shaders/object_outline_expand_frag.glsl37
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl10
-rw-r--r--source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl27
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_frag.glsl52
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl56
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl10
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl7
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl11
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_vert.glsl15
-rw-r--r--source/blender/draw/modes/shaders/paint_vert_frag.glsl26
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl17
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_vert.glsl21
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_frag.glsl24
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_vert.glsl17
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_frag.glsl12
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_vert.glsl34
236 files changed, 73805 insertions, 0 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
new file mode 100644
index 00000000000..96dd9356109
--- /dev/null
+++ b/source/blender/draw/CMakeLists.txt
@@ -0,0 +1,303 @@
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# 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) 2016, Blender Foundation
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): Blender Institute
+#
+# ***** END GPL LICENSE BLOCK *****
+
+set(INC
+ .
+ intern
+ modes
+
+ ../blenfont
+ ../blenkernel
+ ../blenlib
+ ../blentranslation
+ ../bmesh
+ ../depsgraph
+ ../editors/include
+ ../editors/space_view3d
+ ../gpu
+ ../imbuf
+ ../makesdna
+ ../makesrna
+ ../render/extern/include
+ ../render/intern/include
+ ../windowmanager
+
+ ../../../intern/glew-mx
+ ../../../intern/guardedalloc
+)
+
+set(INC_SYS
+ ${GLEW_INCLUDE_PATH}
+)
+
+set(SRC
+ intern/draw_armature.c
+ intern/draw_cache.c
+ intern/draw_cache_impl_curve.c
+ intern/draw_cache_impl_displist.c
+ intern/draw_cache_impl_lattice.c
+ intern/draw_cache_impl_mesh.c
+ intern/draw_cache_impl_metaball.c
+ intern/draw_cache_impl_particles.c
+ intern/draw_common.c
+ intern/draw_debug.c
+ intern/draw_hair.c
+ intern/draw_instance_data.c
+ intern/draw_manager.c
+ intern/draw_manager_data.c
+ intern/draw_manager_exec.c
+ intern/draw_manager_shader.c
+ intern/draw_manager_text.c
+ intern/draw_manager_texture.c
+ intern/draw_manager_profiling.c
+ intern/draw_view.c
+ modes/edit_armature_mode.c
+ modes/edit_curve_mode.c
+ modes/edit_lattice_mode.c
+ modes/edit_mesh_mode.c
+ modes/edit_mesh_mode_text.c
+ modes/edit_metaball_mode.c
+ modes/edit_surface_mode.c
+ modes/edit_text_mode.c
+ modes/object_mode.c
+ modes/overlay_mode.c
+ modes/paint_texture_mode.c
+ modes/paint_vertex_mode.c
+ modes/paint_weight_mode.c
+ modes/particle_mode.c
+ modes/pose_mode.c
+ modes/sculpt_mode.c
+ engines/basic/basic_engine.c
+ engines/clay/clay_engine.c
+ engines/eevee/eevee_bloom.c
+ engines/eevee/eevee_data.c
+ engines/eevee/eevee_depth_of_field.c
+ engines/eevee/eevee_effects.c
+ engines/eevee/eevee_engine.c
+ engines/eevee/eevee_lightprobes.c
+ engines/eevee/eevee_lights.c
+ engines/eevee/eevee_lookdev.c
+ engines/eevee/eevee_materials.c
+ engines/eevee/eevee_mist.c
+ engines/eevee/eevee_motion_blur.c
+ engines/eevee/eevee_occlusion.c
+ engines/eevee/eevee_render.c
+ engines/eevee/eevee_screen_raytrace.c
+ engines/eevee/eevee_subsurface.c
+ engines/eevee/eevee_temporal_sampling.c
+ engines/eevee/eevee_volumes.c
+ engines/workbench/workbench_data.c
+ engines/workbench/workbench_engine.c
+ engines/workbench/workbench_deferred.c
+ engines/workbench/workbench_forward.c
+ engines/workbench/workbench_materials.c
+ engines/workbench/workbench_studiolight.c
+ engines/workbench/solid_mode.c
+ engines/workbench/transparent_mode.c
+ engines/external/external_engine.c
+
+ DRW_engine.h
+ intern/DRW_render.h
+ intern/draw_cache.h
+ intern/draw_cache_impl.h
+ intern/draw_common.h
+ intern/draw_debug.h
+ intern/draw_hair_private.h
+ intern/draw_instance_data.h
+ intern/draw_manager.h
+ intern/draw_manager_text.h
+ intern/draw_manager_profiling.h
+ intern/draw_view.h
+ modes/draw_mode_engines.h
+ modes/edit_mesh_mode_intern.h
+ engines/basic/basic_engine.h
+ engines/clay/clay_engine.h
+ engines/eevee/eevee_engine.h
+ engines/eevee/eevee_lut.h
+ engines/eevee/eevee_private.h
+ engines/external/external_engine.h
+)
+
+if(WITH_CLAY_ENGINE)
+ add_definitions(-DWITH_CLAY_ENGINE)
+endif()
+
+data_to_c_simple(engines/clay/shaders/clay_frag.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_fxaa.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_copy.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_prepass_frag.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_vert.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_particle_vert.glsl SRC)
+data_to_c_simple(engines/clay/shaders/clay_particle_strand_frag.glsl SRC)
+data_to_c_simple(engines/clay/shaders/ssao_alchemy.glsl SRC)
+data_to_c_simple(engines/clay/shaders/ssao_groundtruth.glsl SRC)
+
+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/concentric_samples_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lamps_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)
+data_to_c_simple(engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_geom.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_frag.glsl SRC)
+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/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)
+data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_velocity_resolve_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_temporal_aa.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_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_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/shadow_store_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/shadow_copy_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/btdf_lut_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/bsdf_direct_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/bsdf_common_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/octahedron_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/ltc_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_geom.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_vert.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
+
+data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
+
+data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
+data_to_c_simple(modes/shaders/common_hair_lib.glsl SRC)
+data_to_c_simple(modes/shaders/common_hair_refine_vert.glsl SRC)
+data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
+data_to_c_simple(modes/shaders/common_fxaa_lib.glsl SRC)
+data_to_c_simple(modes/shaders/common_fullscreen_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_axes_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_sphere_solid_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_sphere_solid_frag.glsl SRC)
+data_to_c_simple(modes/shaders/armature_sphere_outline_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_envelope_solid_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_envelope_solid_frag.glsl SRC)
+data_to_c_simple(modes/shaders/armature_envelope_outline_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_envelope_distance_frag.glsl SRC)
+data_to_c_simple(modes/shaders/armature_shape_solid_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_shape_solid_frag.glsl SRC)
+data_to_c_simple(modes/shaders/armature_shape_outline_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_shape_outline_geom.glsl SRC)
+data_to_c_simple(modes/shaders/armature_stick_vert.glsl SRC)
+data_to_c_simple(modes/shaders/armature_stick_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_tri.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_edge.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_loosevert_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_facedot_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_facedot_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_mix_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_curve_overlay_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_curve_overlay_handle_geom.glsl SRC)
+data_to_c_simple(modes/shaders/edit_curve_overlay_loosevert_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_lattice_overlay_frag.glsl SRC)
+data_to_c_simple(modes/shaders/edit_lattice_overlay_loosevert_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_normals_vert.glsl SRC)
+data_to_c_simple(modes/shaders/edit_normals_geom.glsl SRC)
+data_to_c_simple(modes/shaders/overlay_face_orientation_frag.glsl SRC)
+data_to_c_simple(modes/shaders/overlay_face_orientation_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_empty_image_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_empty_image_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_outline_resolve_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_outline_expand_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_outline_detect_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_outline_prepass_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_grid_frag.glsl SRC)
+data_to_c_simple(modes/shaders/object_grid_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_lightprobe_grid_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_mball_handles_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_particle_prim_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_particle_dot_vert.glsl SRC)
+data_to_c_simple(modes/shaders/object_particle_dot_frag.glsl SRC)
+data_to_c_simple(modes/shaders/paint_texture_frag.glsl SRC)
+data_to_c_simple(modes/shaders/paint_texture_vert.glsl SRC)
+data_to_c_simple(modes/shaders/paint_vertex_frag.glsl SRC)
+data_to_c_simple(modes/shaders/paint_vertex_vert.glsl SRC)
+data_to_c_simple(modes/shaders/paint_wire_frag.glsl SRC)
+data_to_c_simple(modes/shaders/paint_wire_vert.glsl SRC)
+data_to_c_simple(modes/shaders/paint_vert_frag.glsl SRC)
+data_to_c_simple(modes/shaders/particle_strand_frag.glsl SRC)
+data_to_c_simple(modes/shaders/particle_strand_vert.glsl SRC)
+
+list(APPEND INC
+)
+
+blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
new file mode 100644
index 00000000000..524a94e5886
--- /dev/null
+++ b/source/blender/draw/DRW_engine.h
@@ -0,0 +1,138 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file DRW_engine.h
+ * \ingroup draw
+ */
+
+#ifndef __DRW_ENGINE_H__
+#define __DRW_ENGINE_H__
+
+#include "BLI_sys_types.h" /* for bool */
+
+struct ARegion;
+struct CollectionEngineSettings;
+struct Depsgraph;
+struct DRWPass;
+struct DRWInstanceDataList;
+struct Main;
+struct Material;
+struct Scene;
+struct DrawEngineType;
+struct ID;
+struct IDProperty;
+struct bContext;
+struct Object;
+struct ViewLayer;
+struct ViewContext;
+struct ViewportEngineData;
+struct View3D;
+struct rcti;
+struct GPUMaterial;
+struct GPUOffScreen;
+struct GPUViewport;
+struct RenderEngine;
+struct RenderEngineType;
+struct WorkSpace;
+
+#include "DNA_object_enums.h"
+
+/* Buffer and textures used by the viewport by default */
+typedef struct DefaultFramebufferList {
+ struct GPUFrameBuffer *default_fb;
+ struct GPUFrameBuffer *color_only_fb;
+ struct GPUFrameBuffer *depth_only_fb;
+ struct GPUFrameBuffer *multisample_fb;
+} DefaultFramebufferList;
+
+typedef struct DefaultTextureList {
+ struct GPUTexture *color;
+ struct GPUTexture *depth;
+ struct GPUTexture *multisample_color;
+ struct GPUTexture *multisample_depth;
+} DefaultTextureList;
+
+void DRW_engines_register(void);
+void DRW_engines_free(void);
+
+bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
+void DRW_engine_register(struct DrawEngineType *draw_engine_type);
+void DRW_engine_viewport_data_size_get(
+ const void *engine_type,
+ int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
+
+typedef struct DRWUpdateContext {
+ struct Main *bmain;
+ struct Depsgraph *depsgraph;
+ struct Scene *scene;
+ struct ViewLayer *view_layer;
+ struct ARegion *ar;
+ struct View3D *v3d;
+ struct RenderEngineType *engine_type;
+} DRWUpdateContext;
+void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
+
+
+typedef enum eDRWSelectStage { DRW_SELECT_PASS_PRE = 1, DRW_SELECT_PASS_POST, } eDRWSelectStage;
+typedef bool (*DRW_SelectPassFn)(
+ eDRWSelectStage stage, void *user_data);
+
+void DRW_draw_view(const struct bContext *C);
+
+void DRW_draw_render_loop_ex(
+ struct Depsgraph *depsgraph,
+ struct RenderEngineType *engine_type,
+ struct ARegion *ar, struct View3D *v3d,
+ struct GPUViewport *viewport,
+ const struct bContext *evil_C);
+void DRW_draw_render_loop(
+ struct Depsgraph *depsgraph,
+ struct ARegion *ar, struct View3D *v3d,
+ struct GPUViewport *viewport);
+void DRW_draw_render_loop_offscreen(
+ struct Depsgraph *depsgraph,
+ struct RenderEngineType *engine_type,
+ struct ARegion *ar, struct View3D *v3d,
+ const bool draw_background,
+ struct GPUOffScreen *ofs,
+ struct GPUViewport *viewport);
+void DRW_draw_select_loop(
+ struct Depsgraph *depsgraph,
+ struct ARegion *ar, struct View3D *v3d,
+ bool use_obedit_skip, bool use_nearest, const struct rcti *rect,
+ DRW_SelectPassFn select_pass_fn, void *select_pass_user_data);
+void DRW_draw_depth_loop(
+ struct Depsgraph *depsgraph,
+ struct ARegion *ar, struct View3D *v3d);
+
+/* This is here because GPUViewport needs it */
+void DRW_pass_free(struct DRWPass *pass);
+struct DRWInstanceDataList *DRW_instance_data_list_create(void);
+void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
+
+void DRW_opengl_context_create(void);
+void DRW_opengl_context_destroy(void);
+void DRW_opengl_context_enable(void);
+void DRW_opengl_context_disable(void);
+
+void DRW_deferred_shader_remove(struct GPUMaterial *mat);
+
+#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
new file mode 100644
index 00000000000..c86574f7557
--- /dev/null
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -0,0 +1,255 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file basic_engine.c
+ * \ingroup draw_engine
+ *
+ * Simple engine for drawing color and/or depth.
+ * When we only need simple flat shaders.
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_icons.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+#include "BKE_particle.h"
+
+#include "DNA_particle_types.h"
+
+#include "GPU_shader.h"
+
+#include "basic_engine.h"
+/* Shaders */
+
+#define BASIC_ENGINE "BLENDER_BASIC"
+
+/* we may want this later? */
+#define USE_DEPTH
+
+/* *********** LISTS *********** */
+
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct BASIC_StorageList {
+ struct BASIC_PrivateData *g_data;
+} BASIC_StorageList;
+
+typedef struct BASIC_PassList {
+#ifdef USE_DEPTH
+ struct DRWPass *depth_pass;
+ struct DRWPass *depth_pass_cull;
+#endif
+ struct DRWPass *color_pass;
+} BASIC_PassList;
+
+typedef struct BASIC_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ BASIC_PassList *psl;
+ BASIC_StorageList *stl;
+} BASIC_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+#ifdef USE_DEPTH
+ /* Depth Pre Pass */
+ struct GPUShader *depth_sh;
+#endif
+ /* Shading Pass */
+ struct GPUShader *color_sh;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct BASIC_PrivateData {
+#ifdef USE_DEPTH
+ DRWShadingGroup *depth_shgrp;
+ DRWShadingGroup *depth_shgrp_cull;
+ DRWShadingGroup *depth_shgrp_hair;
+#endif
+ DRWShadingGroup *color_shgrp;
+} BASIC_PrivateData; /* Transient data */
+
+/* Functions */
+
+static void basic_engine_init(void *UNUSED(vedata))
+{
+#ifdef USE_DEPTH
+ /* Depth prepass */
+ if (!e_data.depth_sh) {
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+#endif
+
+ /* Shading pass */
+ if (!e_data.color_sh) {
+ e_data.color_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+static void basic_cache_init(void *vedata)
+{
+ BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
+ BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+#ifdef USE_DEPTH
+ /* Depth Pass */
+ {
+ psl->depth_pass = DRW_pass_create(
+ "Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+
+ psl->depth_pass_cull = DRW_pass_create(
+ "Depth Pass Cull",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
+ stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
+ }
+#endif
+
+ /* Color Pass */
+ {
+ psl->color_pass = DRW_pass_create("Color Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
+ stl->g_data->color_shgrp = DRW_shgroup_create(e_data.color_sh, psl->color_pass);
+ }
+}
+
+static void basic_cache_populate(void *vedata, Object *ob)
+{
+ BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
+
+ if (!DRW_object_is_renderable(ob)) {
+ return;
+ }
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+
+ for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp, hairs, NULL);
+ }
+ }
+
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ bool do_cull = false; /* TODO (we probably wan't to take this from the viewport?) */
+#ifdef USE_DEPTH
+ /* Depth Prepass */
+ DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat);
+#endif
+ /* Shading */
+ DRW_shgroup_call_add(stl->g_data->color_shgrp, geom, ob->obmat);
+ }
+}
+
+static void basic_cache_finish(void *vedata)
+{
+ BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
+
+ UNUSED_VARS(stl);
+}
+
+static void basic_draw_scene(void *vedata)
+{
+
+ BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
+ const bool is_select = DRW_state_is_select();
+
+ bool use_color = true;
+ bool use_depth = true;
+ bool use_depth_cull = true;
+
+ if (is_select) {
+ /* Needed for depth-picking,
+ * for other selection types there are no need for extra passes either. */
+ use_color = false;
+ use_depth_cull = false;
+ }
+
+#ifdef USE_DEPTH
+ /* Pass 1 : Depth pre-pass */
+ if (use_depth) {
+ DRW_draw_pass(psl->depth_pass);
+ }
+
+ if (use_depth_cull) {
+ DRW_draw_pass(psl->depth_pass_cull);
+ }
+#endif
+
+ /* Pass 3 : Shading */
+ if (use_color) {
+ DRW_draw_pass(psl->color_pass);
+ }
+}
+
+static void basic_engine_free(void)
+{
+ /* all shaders are builtin */
+}
+
+static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
+
+DrawEngineType draw_engine_basic_type = {
+ NULL, NULL,
+ N_("Basic"),
+ &basic_data_size,
+ &basic_engine_init,
+ &basic_engine_free,
+ &basic_cache_init,
+ &basic_cache_populate,
+ &basic_cache_finish,
+ NULL,
+ &basic_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
+/* Note: currently unused, we may want to register so we can see this when debugging the view. */
+
+RenderEngineType DRW_engine_viewport_basic_type = {
+ NULL, NULL,
+ BASIC_ENGINE, N_("Basic"), RE_INTERNAL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL,
+ &draw_engine_basic_type,
+ {NULL, NULL, NULL}
+};
+
+
+#undef BASIC_ENGINE
diff --git a/source/blender/draw/engines/basic/basic_engine.h b/source/blender/draw/engines/basic/basic_engine.h
new file mode 100644
index 00000000000..0adf99835a2
--- /dev/null
+++ b/source/blender/draw/engines/basic/basic_engine.h
@@ -0,0 +1,32 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file basic_engine.h
+ * \ingroup draw_engine
+ */
+
+#ifndef __BASIC_ENGINE_H__
+#define __BASIC_ENGINE_H__
+
+extern DrawEngineType draw_engine_basic_type;
+extern RenderEngineType DRW_engine_viewport_basic_type;
+
+#endif /* __BASIC_ENGINE_H__ */
diff --git a/source/blender/draw/engines/clay/clay_engine.c b/source/blender/draw/engines/clay/clay_engine.c
new file mode 100644
index 00000000000..d08fee6039f
--- /dev/null
+++ b/source/blender/draw/engines/clay/clay_engine.c
@@ -0,0 +1,985 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+#include "BLI_utildefines.h"
+#include "BLI_string_utils.h"
+#include "BLI_rand.h"
+
+#include "DNA_particle_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_icons.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+#include "BKE_particle.h"
+
+#include "GPU_shader.h"
+
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
+
+#include "UI_resources.h"
+#include "UI_interface_icons.h"
+
+#include "DRW_render.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "clay_engine.h"
+
+#ifdef WITH_CLAY_ENGINE
+#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
+
+/* Shaders */
+
+#define CLAY_ENGINE "BLENDER_CLAY"
+
+#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */
+
+#define SHADER_DEFINES_NO_AO \
+ "#define MAX_MATERIAL " STRINGIFY(MAX_CLAY_MAT) "\n" \
+ "#define USE_ROTATION\n" \
+ "#define USE_HSV\n"
+
+#define SHADER_DEFINES \
+ SHADER_DEFINES_NO_AO \
+ "#define USE_AO\n"
+
+extern char datatoc_clay_frag_glsl[];
+extern char datatoc_clay_prepass_frag_glsl[];
+extern char datatoc_clay_copy_glsl[];
+extern char datatoc_clay_vert_glsl[];
+extern char datatoc_clay_fxaa_glsl[];
+extern char datatoc_clay_particle_vert_glsl[];
+extern char datatoc_clay_particle_strand_frag_glsl[];
+extern char datatoc_ssao_alchemy_glsl[];
+extern char datatoc_common_fxaa_lib_glsl[];
+
+/* *********** LISTS *********** */
+
+/**
+ * UBOs data needs to be 16 byte aligned (size of vec4)
+ *
+ * Reminder: float, int, bool are 4 bytes
+ *
+ * \note struct is expected to be initialized with all pad-bits zero'd
+ * so we can use 'memcmp' to check for duplicates. Possibly hash data later.
+ */
+typedef struct CLAY_UBO_Material {
+ float ssao_params_var[4];
+ /* - 16 -*/
+ float matcap_hsv[3];
+ float matcap_id; /* even float encoding have enough precision */
+ /* - 16 -*/
+ float matcap_rot[2];
+ float pad[2]; /* ensure 16 bytes alignement */
+} CLAY_UBO_Material; /* 48 bytes */
+BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16)
+
+typedef struct CLAY_HAIR_UBO_Material {
+ float hair_randomness;
+ float matcap_id;
+ float matcap_rot[2];
+ float matcap_hsv[3];
+ float pad;
+} CLAY_HAIR_UBO_Material; /* 32 bytes */
+BLI_STATIC_ASSERT_ALIGN(CLAY_HAIR_UBO_Material, 16)
+
+typedef struct CLAY_UBO_Storage {
+ CLAY_UBO_Material materials[MAX_CLAY_MAT];
+} CLAY_UBO_Storage;
+
+typedef struct CLAY_HAIR_UBO_Storage {
+ CLAY_HAIR_UBO_Material materials[MAX_CLAY_MAT];
+} CLAY_HAIR_UBO_Storage;
+
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct CLAY_Storage {
+ /* Materials Parameter UBO */
+ CLAY_UBO_Storage mat_storage;
+ CLAY_HAIR_UBO_Storage hair_mat_storage;
+ int ubo_current_id;
+ int hair_ubo_current_id;
+ DRWShadingGroup *shgrps[MAX_CLAY_MAT];
+ DRWShadingGroup *shgrps_flat[MAX_CLAY_MAT];
+ DRWShadingGroup *shgrps_pre[MAX_CLAY_MAT];
+ DRWShadingGroup *shgrps_pre_flat[MAX_CLAY_MAT];
+ DRWShadingGroup *hair_shgrps[MAX_CLAY_MAT];
+} CLAY_Storage;
+
+typedef struct CLAY_StorageList {
+ struct CLAY_Storage *storage;
+ struct CLAY_PrivateData *g_data;
+} CLAY_StorageList;
+
+typedef struct CLAY_FramebufferList {
+ struct GPUFrameBuffer *antialias_fb;
+ struct GPUFrameBuffer *prepass_fb;
+} CLAY_FramebufferList;
+
+typedef struct CLAY_PassList {
+ struct DRWPass *clay_ps;
+ struct DRWPass *clay_cull_ps;
+ struct DRWPass *clay_flat_ps;
+ struct DRWPass *clay_flat_cull_ps;
+ struct DRWPass *clay_pre_ps;
+ struct DRWPass *clay_pre_cull_ps;
+ struct DRWPass *clay_flat_pre_ps;
+ struct DRWPass *clay_flat_pre_cull_ps;
+ struct DRWPass *clay_deferred_ps;
+ struct DRWPass *fxaa_ps;
+ struct DRWPass *copy_ps;
+ struct DRWPass *hair_pass;
+} CLAY_PassList;
+
+
+typedef struct CLAY_Data {
+ void *engine_type;
+ CLAY_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ CLAY_PassList *psl;
+ CLAY_StorageList *stl;
+} CLAY_Data;
+
+typedef struct CLAY_ViewLayerData {
+ struct GPUTexture *jitter_tx;
+ struct GPUUniformBuffer *mat_ubo;
+ struct GPUUniformBuffer *matcaps_ubo;
+ struct GPUUniformBuffer *hair_mat_ubo;
+ struct GPUUniformBuffer *sampling_ubo;
+ int cached_sample_num;
+} CLAY_ViewLayerData;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Shading Pass */
+ struct GPUShader *clay_sh;
+ struct GPUShader *clay_flat_sh;
+ struct GPUShader *clay_prepass_flat_sh;
+ struct GPUShader *clay_prepass_sh;
+ struct GPUShader *clay_deferred_shading_sh;
+ struct GPUShader *fxaa_sh;
+ struct GPUShader *copy_sh;
+ struct GPUShader *hair_sh;
+ /* Matcap textures */
+ struct GPUTexture *matcap_array;
+ float matcap_colors[24][4];
+ /* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
+ int ubo_mat_idxs[MAX_CLAY_MAT];
+ /* To avoid useless texture and ubo binds. */
+ bool first_shgrp;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct CLAY_PrivateData {
+ DRWShadingGroup *depth_shgrp;
+ DRWShadingGroup *depth_shgrp_select;
+ DRWShadingGroup *depth_shgrp_active;
+ DRWShadingGroup *depth_shgrp_cull;
+ DRWShadingGroup *depth_shgrp_cull_select;
+ DRWShadingGroup *depth_shgrp_cull_active;
+ /* Deferred shading */
+ struct GPUTexture *depth_tx; /* ref only, not alloced */
+ struct GPUTexture *normal_tx; /* ref only, not alloced */
+ struct GPUTexture *id_tx; /* ref only, not alloced */
+ struct GPUTexture *color_copy; /* ref only, not alloced */
+ bool enable_deferred_path;
+ /* Ssao */
+ float winmat[4][4];
+ float viewvecs[3][4];
+ float ssao_params[4];
+} CLAY_PrivateData; /* Transient data */
+
+/* Functions */
+
+static void clay_view_layer_data_free(void *storage)
+{
+ CLAY_ViewLayerData *sldata = (CLAY_ViewLayerData *)storage;
+
+ DRW_UBO_FREE_SAFE(sldata->mat_ubo);
+ DRW_UBO_FREE_SAFE(sldata->matcaps_ubo);
+ DRW_UBO_FREE_SAFE(sldata->hair_mat_ubo);
+ DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
+ DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
+}
+
+static CLAY_ViewLayerData *CLAY_view_layer_data_get(void)
+{
+ CLAY_ViewLayerData **sldata = (CLAY_ViewLayerData **)DRW_view_layer_engine_data_ensure(
+ &draw_engine_clay_type, &clay_view_layer_data_free);
+
+ if (*sldata == NULL) {
+ *sldata = MEM_callocN(sizeof(**sldata), "CLAY_ViewLayerData");
+ }
+
+ return *sldata;
+}
+
+static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
+{
+ int image_size = prv->w[0] * prv->h[0];
+ float *new_rect = &final_rect[image_size * 4 * layer];
+
+ IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB,
+ false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]);
+
+ /* Find overall color */
+ for (int y = 0; y < 4; ++y) {
+ for (int x = 0; x < 4; ++x) {
+ e_data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0];
+ e_data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1];
+ e_data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2];
+ }
+ }
+
+ e_data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */
+ e_data.matcap_colors[layer][1] /= 16.0f * 2.0f;
+ e_data.matcap_colors[layer][2] /= 16.0f * 2.0f;
+}
+
+static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
+{
+ struct GPUTexture *tex;
+ int w = prv[0]->w[0];
+ int h = prv[0]->h[0];
+ float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect");
+
+ for (int i = 0; i < nbr; ++i) {
+ add_icon_to_rect(prv[i], final_rect, i);
+ BKE_previewimg_free(&prv[i]);
+ }
+
+ tex = DRW_texture_create_2D_array(w, h, nbr, GPU_RGBA8, DRW_TEX_FILTER, final_rect);
+ MEM_freeN(final_rect);
+
+ return tex;
+}
+
+static int matcap_to_index(int matcap)
+{
+ return matcap - 1;
+}
+
+/* Using Hammersley distribution */
+static float *create_disk_samples(int num_samples)
+{
+ /* vec4 to ensure memory alignment. */
+ float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * num_samples, "concentric_tex");
+ const float num_samples_inv = 1.0f / num_samples;
+
+ for (int i = 0; i < num_samples; i++) {
+ float r = (i + 0.5f) * num_samples_inv;
+ double dphi;
+ BLI_hammersley_1D(i, &dphi);
+
+ float phi = (float)dphi * 2.0f * M_PI;
+ texels[i][0] = cosf(phi);
+ texels[i][1] = sinf(phi);
+ /* This deliberatly distribute more samples
+ * at the center of the disk (and thus the shadow). */
+ texels[i][2] = r;
+ }
+
+ return (float *)texels;
+}
+
+static struct GPUTexture *create_jitter_texture(int num_samples)
+{
+ float jitter[64 * 64][3];
+ const float num_samples_inv = 1.0f / num_samples;
+
+ for (int i = 0; i < 64 * 64; i++) {
+ float phi = blue_noise[i][0] * 2.0f * M_PI;
+ /* This rotate the sample per pixels */
+ jitter[i][0] = cosf(phi);
+ jitter[i][1] = sinf(phi);
+ /* This offset the sample along it's direction axis (reduce banding) */
+ float bn = blue_noise[i][1] - 0.5f;
+ CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
+ jitter[i][2] = bn * num_samples_inv;
+ }
+
+ UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral);
+
+ return DRW_texture_create_2D(64, 64, GPU_RGB16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
+}
+
+static void clay_engine_init(void *vedata)
+{
+ CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
+ CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
+ CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* Create Texture Array */
+ if (!e_data.matcap_array) {
+ PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */
+ const int num_matcap = ARRAY_SIZE(prv);
+
+ /* TODO only load used matcaps */
+ for (int i = 0; i < num_matcap; ++i) {
+ prv[i] = UI_icon_to_preview((int)ICON_MATCAP_01 + i);
+ }
+
+ e_data.matcap_array = load_matcaps(prv, num_matcap);
+ }
+
+ /* Shading pass */
+ if (!e_data.clay_sh) {
+ char *matcap_with_ao = BLI_string_joinN(
+ datatoc_clay_frag_glsl,
+ datatoc_ssao_alchemy_glsl);
+
+ e_data.clay_sh = DRW_shader_create(
+ datatoc_clay_vert_glsl, NULL, datatoc_clay_frag_glsl,
+ SHADER_DEFINES_NO_AO);
+ e_data.clay_flat_sh = DRW_shader_create(
+ datatoc_clay_vert_glsl, NULL, datatoc_clay_frag_glsl,
+ SHADER_DEFINES_NO_AO
+ "#define USE_FLAT_NORMAL\n");
+
+ e_data.clay_prepass_sh = DRW_shader_create(
+ datatoc_clay_vert_glsl, NULL, datatoc_clay_prepass_frag_glsl,
+ SHADER_DEFINES);
+ e_data.clay_prepass_flat_sh = DRW_shader_create(
+ datatoc_clay_vert_glsl, NULL, datatoc_clay_prepass_frag_glsl,
+ SHADER_DEFINES
+ "#define USE_FLAT_NORMAL\n");
+
+ e_data.clay_deferred_shading_sh = DRW_shader_create_fullscreen(
+ matcap_with_ao,
+ SHADER_DEFINES
+ "#define DEFERRED_SHADING\n");
+
+ MEM_freeN(matcap_with_ao);
+
+ char *fxaa_str = BLI_string_joinN(
+ datatoc_common_fxaa_lib_glsl,
+ datatoc_clay_fxaa_glsl);
+
+ e_data.fxaa_sh = DRW_shader_create_fullscreen(fxaa_str, NULL);
+
+ MEM_freeN(fxaa_str);
+
+ e_data.copy_sh = DRW_shader_create_fullscreen(datatoc_clay_copy_glsl, NULL);
+ }
+
+ if (!stl->storage) {
+ stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
+ }
+
+ if (!stl->g_data) {
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), "CLAY_PrivateStorage");
+ }
+
+ CLAY_PrivateData *g_data = stl->g_data;
+
+ if (!sldata->mat_ubo) {
+ sldata->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
+ }
+
+ if (!sldata->hair_mat_ubo) {
+ sldata->hair_mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_HAIR_UBO_Storage), NULL);
+ }
+
+ if (!sldata->matcaps_ubo) {
+ sldata->matcaps_ubo = DRW_uniformbuffer_create(sizeof(e_data.matcap_colors), e_data.matcap_colors);
+ }
+
+ if (e_data.ubo_mat_idxs[1] == 0) {
+ /* Just int to have pointers to them */
+ for (int i = 0; i < MAX_CLAY_MAT; ++i) {
+ e_data.ubo_mat_idxs[i] = i;
+ }
+ }
+
+ /* FBO setup */
+ {
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ g_data->normal_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_clay_type);
+ g_data->id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, &draw_engine_clay_type);
+
+ GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(g_data->normal_tx),
+ GPU_ATTACHMENT_TEXTURE(g_data->id_tx)
+ });
+
+ /* For FXAA */
+ /* TODO(fclem): OPTI: we could merge normal_tx and id_tx into a GPU_RGBA8
+ * and reuse it for the fxaa target. */
+ g_data->color_copy = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_clay_type);
+
+ GPU_framebuffer_ensure_config(&fbl->antialias_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(g_data->color_copy)
+ });
+ }
+
+ /* SSAO setup */
+ {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+ const int ssao_samples = scene_eval->display.matcap_ssao_samples;
+
+ float invproj[4][4];
+ float dfdyfacs[2];
+ const bool is_persp = DRW_viewport_is_persp_get();
+ /* view vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float viewvecs[3][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}
+ };
+ int i;
+ const float *size = DRW_viewport_size_get();
+
+ DRW_state_dfdy_factors_get(dfdyfacs);
+
+ g_data->ssao_params[0] = ssao_samples;
+ g_data->ssao_params[1] = size[0] / 64.0;
+ g_data->ssao_params[2] = size[1] / 64.0;
+ g_data->ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */
+
+ /* invert the view matrix */
+ DRW_viewport_matrix_get(g_data->winmat, DRW_MAT_WIN);
+ invert_m4_m4(invproj, g_data->winmat);
+
+ /* convert the view vectors to view space */
+ for (i = 0; i < 3; i++) {
+ mul_m4_v4(invproj, viewvecs[i]);
+ /* normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
+ if (is_persp)
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
+ viewvecs[i][3] = 1.0;
+
+ copy_v4_v4(g_data->viewvecs[i], viewvecs[i]);
+ }
+
+ /* we need to store the differences */
+ g_data->viewvecs[1][0] -= g_data->viewvecs[0][0];
+ g_data->viewvecs[1][1] = g_data->viewvecs[2][1] - g_data->viewvecs[0][1];
+
+ /* calculate a depth offset as well */
+ if (!is_persp) {
+ float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
+ mul_m4_v4(invproj, vec_far);
+ mul_v3_fl(vec_far, 1.0f / vec_far[3]);
+ g_data->viewvecs[1][2] = vec_far[2] - g_data->viewvecs[0][2];
+ }
+
+ /* AO Samples Tex */
+ if (sldata->sampling_ubo && (sldata->cached_sample_num != ssao_samples)) {
+ DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
+ DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
+ }
+
+ if (sldata->sampling_ubo == NULL) {
+ float *samples = create_disk_samples(ssao_samples);
+ sldata->jitter_tx = create_jitter_texture(ssao_samples);
+ sldata->sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples);
+ sldata->cached_sample_num = ssao_samples;
+ MEM_freeN(samples);
+ }
+ }
+}
+
+static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, GPUShader *sh, int id)
+{
+ CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_int(grp, "mat_id", &e_data.ubo_mat_idxs[id], 1);
+ if (e_data.first_shgrp) {
+ DRW_shgroup_uniform_texture_persistent(grp, "matcaps", e_data.matcap_array);
+ DRW_shgroup_uniform_block_persistent(grp, "material_block", sldata->mat_ubo);
+ DRW_shgroup_uniform_block_persistent(grp, "matcaps_block", sldata->matcaps_ubo);
+ }
+ return grp;
+}
+
+static DRWShadingGroup *CLAY_shgroup_deferred_prepass_create(DRWPass *pass, GPUShader *sh, int id)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_int(grp, "mat_id", &e_data.ubo_mat_idxs[id], 1);
+
+ return grp;
+}
+
+static DRWShadingGroup *CLAY_shgroup_deferred_shading_create(DRWPass *pass, CLAY_PrivateData *g_data)
+{
+ CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.clay_deferred_shading_sh, pass);
+ DRW_shgroup_uniform_texture_ref(grp, "depthtex", &g_data->depth_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "normaltex", &g_data->normal_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "idtex", &g_data->id_tx);
+ DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
+ DRW_shgroup_uniform_texture(grp, "ssao_jitter", sldata->jitter_tx);
+ DRW_shgroup_uniform_block(grp, "samples_block", sldata->sampling_ubo);
+ DRW_shgroup_uniform_block(grp, "material_block", sldata->mat_ubo);
+ DRW_shgroup_uniform_block(grp, "matcaps_block", sldata->matcaps_ubo);
+ /* TODO put in ubo */
+ DRW_shgroup_uniform_mat4(grp, "WinMatrix", g_data->winmat);
+ DRW_shgroup_uniform_vec2(grp, "invscreenres", DRW_viewport_invert_size_get(), 1);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)g_data->viewvecs, 3);
+ DRW_shgroup_uniform_vec4(grp, "ssao_params", g_data->ssao_params, 1);
+ return grp;
+}
+
+static DRWShadingGroup *CLAY_hair_shgroup_create(DRWPass *pass, int id)
+{
+ CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
+
+ if (!e_data.hair_sh) {
+ e_data.hair_sh = DRW_shader_create(
+ datatoc_clay_particle_vert_glsl, NULL, datatoc_clay_particle_strand_frag_glsl,
+ "#define MAX_MATERIAL " STRINGIFY(MAX_CLAY_MAT) "\n" );
+ }
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.hair_sh, pass);
+ DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
+ DRW_shgroup_uniform_block(grp, "material_block", sldata->mat_ubo);
+ DRW_shgroup_uniform_int(grp, "mat_id", &e_data.ubo_mat_idxs[id], 1);
+
+ return grp;
+}
+
+static int search_mat_to_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
+{
+ /* For now just use a linear search and test all parameters */
+ /* TODO make a hash table */
+ for (int i = 0; i < storage->ubo_current_id; ++i) {
+ CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
+ if (memcmp(ubo, mat_ubo_test, sizeof(*mat_ubo_test)) == 0) {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+static int search_hair_mat_to_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
+{
+ /* For now just use a linear search and test all parameters */
+ /* TODO make a hash table */
+ for (int i = 0; i < storage->hair_ubo_current_id; ++i) {
+ CLAY_HAIR_UBO_Material *ubo = &storage->hair_mat_storage.materials[i];
+ if (memcmp(ubo, hair_mat_ubo_test, sizeof(*hair_mat_ubo_test)) == 0) {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+static int push_mat_to_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
+{
+ int id = storage->ubo_current_id++;
+ id = min_ii(MAX_CLAY_MAT, id);
+ storage->mat_storage.materials[id] = *mat_ubo_test;
+ return id;
+}
+
+static int push_hair_mat_to_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
+{
+ int id = storage->hair_ubo_current_id++;
+ id = min_ii(MAX_CLAY_MAT, id);
+ storage->hair_mat_storage.materials[id] = *hair_mat_ubo_test;
+ return id;
+}
+
+static int mat_in_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
+{
+ /* Search material in UBO */
+ int id = search_mat_to_ubo(storage, mat_ubo_test);
+
+ /* if not found create it */
+ if (id == -1) {
+ id = push_mat_to_ubo(storage, mat_ubo_test);
+ }
+
+ return id;
+}
+
+static int hair_mat_in_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
+{
+ /* Search material in UBO */
+ int id = search_hair_mat_to_ubo(storage, hair_mat_ubo_test);
+
+ /* if not found create it */
+ if (id == -1) {
+ id = push_hair_mat_to_ubo(storage, hair_mat_ubo_test);
+ }
+
+ return id;
+}
+
+static void ubo_mat_from_object(CLAY_Storage *storage, Object *UNUSED(ob), bool *r_needs_ao, int *r_id)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ const int matcap_icon = scene_eval->display.matcap_icon;
+ const float matcap_rot = scene_eval->display.matcap_rotation;
+ const float matcap_hue = scene_eval->display.matcap_hue;
+ const float matcap_sat = scene_eval->display.matcap_saturation;
+ const float matcap_val = scene_eval->display.matcap_value;
+ const float ssao_distance = scene_eval->display.matcap_ssao_distance;
+ const float ssao_factor_cavity = scene_eval->display.matcap_ssao_factor_cavity;
+ const float ssao_factor_edge = scene_eval->display.matcap_ssao_factor_edge;
+ const float ssao_attenuation = scene_eval->display.matcap_ssao_attenuation;
+
+ CLAY_UBO_Material r_ubo = {{0.0f}};
+
+ if (((ssao_factor_cavity > 0.0) || (ssao_factor_edge > 0.0)) &&
+ (ssao_distance > 0.0))
+ {
+ *r_needs_ao = true;
+
+ r_ubo.ssao_params_var[0] = ssao_distance;
+ r_ubo.ssao_params_var[1] = ssao_factor_cavity;
+ r_ubo.ssao_params_var[2] = ssao_factor_edge;
+ r_ubo.ssao_params_var[3] = ssao_attenuation;
+ }
+ else {
+ *r_needs_ao = false;
+ }
+
+ r_ubo.matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
+ r_ubo.matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
+
+ r_ubo.matcap_hsv[0] = matcap_hue + 0.5f;
+ r_ubo.matcap_hsv[1] = matcap_sat * 2.0f;
+ r_ubo.matcap_hsv[2] = matcap_val * 2.0f;
+
+ r_ubo.matcap_id = matcap_to_index(matcap_icon);
+
+ *r_id = mat_in_ubo(storage, &r_ubo);
+}
+
+static void hair_ubo_mat_from_object(Object *UNUSED(ob), CLAY_HAIR_UBO_Material *r_ubo)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ const int matcap_icon = scene_eval->display.matcap_icon;
+ const float matcap_rot = scene_eval->display.matcap_rotation;
+ const float matcap_hue = scene_eval->display.matcap_hue;
+ const float matcap_sat = scene_eval->display.matcap_saturation;
+ const float matcap_val = scene_eval->display.matcap_value;
+ const float hair_randomness = scene_eval->display.matcap_hair_brightness_randomness;
+
+ memset(r_ubo, 0x0, sizeof(*r_ubo));
+
+ r_ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
+ r_ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
+ r_ubo->matcap_hsv[0] = matcap_hue + 0.5f;
+ r_ubo->matcap_hsv[1] = matcap_sat * 2.0f;
+ r_ubo->matcap_hsv[2] = matcap_val * 2.0f;
+ r_ubo->hair_randomness = hair_randomness;
+ r_ubo->matcap_id = matcap_to_index(matcap_icon);
+}
+
+static DRWShadingGroup *CLAY_object_shgrp_get(CLAY_Data *vedata, Object *ob, bool use_flat, bool cull)
+{
+ bool prepass; int id;
+ CLAY_PassList *psl = vedata->psl;
+ CLAY_Storage *storage = vedata->stl->storage;
+ DRWShadingGroup **shgrps;
+ DRWPass *pass; GPUShader *sh;
+
+ ubo_mat_from_object(storage, ob, &prepass, &id);
+
+ if (prepass) {
+ if (use_flat) {
+ shgrps = storage->shgrps_pre_flat;
+ pass = (cull) ? psl->clay_flat_pre_cull_ps : psl->clay_flat_pre_ps;
+ sh = e_data.clay_prepass_flat_sh;
+ }
+ else {
+ shgrps = storage->shgrps_pre;
+ pass = (cull) ? psl->clay_pre_cull_ps : psl->clay_pre_ps;
+ sh = e_data.clay_prepass_sh;
+ }
+
+ if (shgrps[id] == NULL) {
+ shgrps[id] = CLAY_shgroup_deferred_prepass_create(pass, sh, id);
+ }
+
+ vedata->stl->g_data->enable_deferred_path = true;
+ }
+ else {
+ if (use_flat) {
+ shgrps = storage->shgrps_flat;
+ pass = (cull) ? psl->clay_flat_cull_ps : psl->clay_flat_ps;
+ sh = e_data.clay_flat_sh;
+ }
+ else {
+ shgrps = storage->shgrps;
+ pass = (cull) ? psl->clay_cull_ps : psl->clay_ps;
+ sh = e_data.clay_sh;
+ }
+
+ if (shgrps[id] == NULL) {
+ shgrps[id] = CLAY_shgroup_create(pass, sh, id);
+ e_data.first_shgrp = false;
+ }
+ }
+
+ return shgrps[id];
+}
+
+static DRWShadingGroup *CLAY_hair_shgrp_get(
+ CLAY_Data *UNUSED(vedata), Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
+{
+ DRWShadingGroup **hair_shgrps = stl->storage->hair_shgrps;
+
+ CLAY_HAIR_UBO_Material hair_mat_ubo_test;
+ hair_ubo_mat_from_object(ob, &hair_mat_ubo_test);
+
+ int hair_id = hair_mat_in_ubo(stl->storage, &hair_mat_ubo_test);
+
+ if (hair_shgrps[hair_id] == NULL) {
+ hair_shgrps[hair_id] = CLAY_hair_shgroup_create(psl->hair_pass, hair_id);
+ }
+
+ return hair_shgrps[hair_id];
+}
+
+static void clay_cache_init(void *vedata)
+{
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
+ CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
+
+ /* Disable AO unless a material needs it. */
+ stl->g_data->enable_deferred_path = false;
+
+ /* Reset UBO datas, shgrp pointers and material id counters. */
+ memset(stl->storage, 0, sizeof(*stl->storage));
+ e_data.first_shgrp = true;
+
+ /* Solid Passes */
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->clay_ps = DRW_pass_create("Clay", state);
+ psl->clay_cull_ps = DRW_pass_create("Clay Culled", state | DRW_STATE_CULL_BACK);
+ psl->clay_flat_ps = DRW_pass_create("Clay Flat", state);
+ psl->clay_flat_cull_ps = DRW_pass_create("Clay Flat Culled", state | DRW_STATE_CULL_BACK);
+
+ DRWState prepass_state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRWState prepass_cull_state = prepass_state | DRW_STATE_CULL_BACK;
+ psl->clay_pre_ps = DRW_pass_create("Clay Deferred Pre", prepass_state);
+ psl->clay_pre_cull_ps = DRW_pass_create("Clay Deferred Pre Culled", prepass_cull_state);
+ psl->clay_flat_pre_ps = DRW_pass_create("Clay Deferred Flat Pre", prepass_state);
+ psl->clay_flat_pre_cull_ps = DRW_pass_create("Clay Deferred Flat Pre Culled", prepass_cull_state);
+
+ psl->clay_deferred_ps = DRW_pass_create("Clay Deferred Shading", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = CLAY_shgroup_deferred_shading_create(psl->clay_deferred_ps, stl->g_data);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ /* Hair Pass */
+ {
+ psl->hair_pass = DRW_pass_create(
+ "Hair Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
+ }
+
+ {
+ psl->fxaa_ps = DRW_pass_create("Fxaa", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.fxaa_sh, psl->fxaa_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "colortex", &dtxl->color);
+ DRW_shgroup_uniform_vec2(grp, "invscreenres", DRW_viewport_invert_size_get(), 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+
+ psl->copy_ps = DRW_pass_create("Copy", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.copy_sh, psl->copy_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "colortex", &stl->g_data->color_copy);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+static void clay_cache_populate_particles(void *vedata, Object *ob)
+{
+ CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
+ CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+
+ for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
+ DRWShadingGroup *hair_shgrp = CLAY_hair_shgrp_get(vedata, ob, stl, psl);
+ DRW_shgroup_call_add(hair_shgrp, geom, NULL);
+ }
+ }
+}
+
+static void clay_cache_populate(void *vedata, Object *ob)
+{
+ DRWShadingGroup *clay_shgrp;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ if (is_active) {
+ if (DRW_object_is_mode_shade(ob) == true) {
+ return;
+ }
+ }
+
+ /* Handle particles first in case the emitter itself shouldn't be rendered. */
+ if (ob->type == OB_MESH) {
+ clay_cache_populate_particles(vedata, ob);
+ }
+
+ if (DRW_check_object_visible_within_active_context(ob) == false) {
+ return;
+ }
+
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ const bool use_flat = is_sculpt_mode && DRW_object_is_flat_normal(ob);
+
+ clay_shgrp = CLAY_object_shgrp_get(vedata, ob, use_flat, do_cull);
+
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(clay_shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(clay_shgrp, geom, ob);
+ }
+ }
+}
+
+static void clay_cache_finish(void *vedata)
+{
+ CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
+ CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
+
+ DRW_uniformbuffer_update(sldata->mat_ubo, &stl->storage->mat_storage);
+ DRW_uniformbuffer_update(sldata->hair_mat_ubo, &stl->storage->hair_mat_storage);
+}
+
+static void clay_draw_scene(void *vedata)
+{
+ CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
+ CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
+ CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ stl->g_data->depth_tx = dtxl->depth;
+
+ /* Passes are ordered to have less _potential_ overdraw */
+ DRW_draw_pass(psl->clay_cull_ps);
+ DRW_draw_pass(psl->clay_flat_cull_ps);
+ DRW_draw_pass(psl->clay_ps);
+ DRW_draw_pass(psl->clay_flat_ps);
+ DRW_draw_pass(psl->hair_pass);
+
+ if (stl->g_data->enable_deferred_path) {
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ /* We need to clear the id texture unfortunately. */
+ const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->prepass_fb, clear_col);
+
+ DRW_draw_pass(psl->clay_pre_cull_ps);
+ DRW_draw_pass(psl->clay_flat_pre_cull_ps);
+ DRW_draw_pass(psl->clay_pre_ps);
+ DRW_draw_pass(psl->clay_flat_pre_ps);
+
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->clay_deferred_ps);
+ }
+
+ if (true) { /* Always on for now. We might want a parameter for this. */
+ GPU_framebuffer_bind(fbl->antialias_fb);
+ DRW_draw_pass(psl->fxaa_ps);
+
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->copy_ps);
+ }
+}
+
+static void clay_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.clay_sh);
+ DRW_SHADER_FREE_SAFE(e_data.clay_flat_sh);
+ DRW_SHADER_FREE_SAFE(e_data.clay_prepass_flat_sh);
+ DRW_SHADER_FREE_SAFE(e_data.clay_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.clay_deferred_shading_sh);
+ DRW_SHADER_FREE_SAFE(e_data.fxaa_sh);
+ DRW_SHADER_FREE_SAFE(e_data.copy_sh);
+ DRW_SHADER_FREE_SAFE(e_data.hair_sh);
+ DRW_TEXTURE_FREE_SAFE(e_data.matcap_array);
+}
+
+static const DrawEngineDataSize clay_data_size = DRW_VIEWPORT_DATA_SIZE(CLAY_Data);
+
+DrawEngineType draw_engine_clay_type = {
+ NULL, NULL,
+ N_("Clay"),
+ &clay_data_size,
+ &clay_engine_init,
+ &clay_engine_free,
+ &clay_cache_init,
+ &clay_cache_populate,
+ &clay_cache_finish,
+ NULL,
+ &clay_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
+RenderEngineType DRW_engine_viewport_clay_type = {
+ NULL, NULL,
+ CLAY_ENGINE, N_("Clay"), RE_INTERNAL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL,
+ &draw_engine_clay_type,
+ {NULL, NULL, NULL}
+};
+
+
+#undef CLAY_ENGINE
+
+#endif /* WITH_CLAY_ENGINE */
diff --git a/source/blender/draw/engines/clay/clay_engine.h b/source/blender/draw/engines/clay/clay_engine.h
new file mode 100644
index 00000000000..b7c9d00c9ae
--- /dev/null
+++ b/source/blender/draw/engines/clay/clay_engine.h
@@ -0,0 +1,36 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file clay_engine.h
+ * \ingroup draw_engine
+ */
+
+#ifndef __CLAY_ENGINE_H__
+#define __CLAY_ENGINE_H__
+
+extern DrawEngineType draw_engine_clay_type;
+extern RenderEngineType DRW_engine_viewport_clay_type;
+
+struct IDProperty;
+
+struct IDProperty *CLAY_render_settings_create(void);
+
+#endif /* __CLAY_ENGINE_H__ */
diff --git a/source/blender/draw/engines/clay/shaders/clay_copy.glsl b/source/blender/draw/engines/clay/shaders/clay_copy.glsl
new file mode 100644
index 00000000000..ec462978e67
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_copy.glsl
@@ -0,0 +1,10 @@
+
+in vec4 uvcoordsvar;
+out vec4 fragColor;
+
+uniform sampler2D colortex;
+
+void main()
+{
+ fragColor = texture(colortex, uvcoordsvar.st);
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
new file mode 100644
index 00000000000..1939e4b735d
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
@@ -0,0 +1,252 @@
+uniform vec2 invscreenres;
+uniform mat4 WinMatrix;
+
+/* Matcap */
+uniform sampler2DArray matcaps;
+
+/* Screen Space Occlusion */
+/* store the view space vectors for the corners of the view frustum here.
+ * It helps to quickly reconstruct view space vectors by using uv coordinates,
+ * see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+uniform vec4 viewvecs[3];
+uniform vec4 ssao_params;
+
+uniform sampler2D ssao_jitter;
+
+/* Material Parameters packed in an UBO */
+struct Material {
+ vec4 ssao_params_var;
+ vec4 matcap_hsv_id;
+ vec4 matcap_rot; /* vec4 to ensure 16 bytes alignement (don't trust compiler) */
+};
+
+layout(std140) uniform samples_block {
+ vec4 ssao_samples[500];
+};
+
+layout(std140) uniform matcaps_block {
+ vec4 matcaps_color[24];
+};
+
+layout(std140) uniform material_block {
+ Material matcaps_param[MAX_MATERIAL];
+};
+
+#ifdef DEFERRED_SHADING
+uniform sampler2D depthtex;
+uniform sampler2D normaltex;
+uniform isampler2D idtex;
+int mat_id; /* global */
+#else
+uniform int mat_id;
+#endif
+
+/* Aliases */
+#define ssao_samples_num ssao_params.x
+#define jitter_tilling ssao_params.yz
+#define dfdy_sign ssao_params.w
+
+#define matcap_hsv matcaps_param[mat_id].matcap_hsv_id.xyz
+#define matcap_index matcaps_param[mat_id].matcap_hsv_id.w
+#define matcap_rotation matcaps_param[mat_id].matcap_rot.xy
+
+#ifndef DEFERRED_SHADING
+# ifdef USE_FLAT_NORMAL
+flat in vec3 normal;
+# else
+in vec3 normal;
+# endif
+#endif
+
+out vec4 fragColor;
+
+/* TODO Move this to SSAO modules */
+/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
+ * we change the factors from the article to fit the OpennGL model. */
+vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth)
+{
+ if (WinMatrix[3][3] == 0.0) {
+ /* Perspective */
+ float d = 2.0 * depth - 1.0;
+
+ float zview = -WinMatrix[3][2] / (d + WinMatrix[2][2]);
+
+ return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz);
+ }
+ else {
+ /* Orthographic */
+ vec3 offset = vec3(uvcoords, depth);
+
+ return viewvecs[0].xyz + offset * viewvecs[1].xyz;
+ }
+}
+
+#ifdef USE_HSV
+void rgb_to_hsv(vec3 rgb, out vec3 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+ if (cmax != 0.0)
+ s = cdelta / cmax;
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta;
+
+ if (rgb.x == cmax) h = c[2] - c[1];
+ else if (rgb.y == cmax) h = 2.0 + c[0] - c[2];
+ else h = 4.0 + c[1] - c[0];
+
+ h /= 6.0;
+
+ if (h < 0.0)
+ h += 1.0;
+ }
+
+ outcol = vec3(h, s, v);
+}
+
+void hsv_to_rgb(vec3 hsv, out vec3 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if (s == 0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if (h == 1.0)
+ h = 0.0;
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v * (1.0 - s);
+ q = v * (1.0 - (s * f));
+ t = v * (1.0 - (s * (1.0 - f)));
+
+ if (i == 0.0) rgb = vec3(v, t, p);
+ else if (i == 1.0) rgb = vec3(q, v, p);
+ else if (i == 2.0) rgb = vec3(p, v, t);
+ else if (i == 3.0) rgb = vec3(p, q, v);
+ else if (i == 4.0) rgb = vec3(t, p, v);
+ else rgb = vec3(v, p, q);
+ }
+
+ outcol = rgb;
+}
+
+void hue_sat(float hue, float sat, float value, inout vec3 col)
+{
+ vec3 hsv;
+
+ rgb_to_hsv(col, hsv);
+
+ hsv.x += hue;
+ hsv.x -= floor(hsv.x);
+ hsv.y *= sat;
+ hsv.y = clamp(hsv.y, 0.0, 1.0);
+ hsv.z *= value;
+ hsv.z = clamp(hsv.z, 0.0, 1.0);
+
+ hsv_to_rgb(hsv, col);
+}
+#endif
+
+#ifdef USE_AO
+/* Prototype */
+void ssao_factors(
+ in float depth, in vec3 normal, in vec3 position, in vec2 screenco,
+ out float cavities, out float edges);
+#endif
+
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec3 normal_decode(vec2 enc)
+{
+ 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;
+}
+
+vec3 shade(vec3 N, vec3 position, float depth, vec2 screenco)
+{
+#ifdef USE_ROTATION
+ /* Rotate texture coordinates */
+ vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x);
+ vec2 texco = abs(vec2(dot(N.xy, matcap_rotation), dot(N.xy, rotY)) * .49 + 0.5);
+#else
+ vec2 texco = abs(N.xy * .49 + 0.5);
+#endif
+ vec3 col = texture(matcaps, vec3(texco, matcap_index)).rgb;
+
+#ifdef USE_AO
+ float cavity = 0.0, edges = 0.0;
+ ssao_factors(depth, N, position, screenco, cavity, edges);
+
+ col *= mix(vec3(1.0), matcaps_color[int(matcap_index)].rgb, cavity);
+#endif
+
+#ifdef USE_HSV
+ hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col);
+#endif
+
+#ifdef USE_AO
+ /* Apply highlights after hue shift */
+ col *= edges + 1.0;
+#endif
+
+ return col;
+}
+
+void main()
+{
+ vec2 screenco = vec2(gl_FragCoord.xy) * invscreenres;
+
+#ifdef DEFERRED_SHADING
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ mat_id = texelFetch(idtex, texel, 0).r;
+
+ /* early out (manual stencil test) */
+ if (mat_id == 0)
+ discard;
+
+ float depth = texelFetch(depthtex, texel, 0).r;
+ vec3 N = normal_decode(texelFetch(normaltex, texel, 0).rg);
+ /* see the prepass for explanations. */
+ if (mat_id < 0) {
+ N = -N;
+ }
+ mat_id = abs(mat_id) - 1;
+#else
+ float depth = gl_FragCoord.z;
+ vec3 N = normal;
+#endif
+
+ vec3 position = get_view_space_from_depth(screenco, depth);
+
+ vec3 col = shade(N, position, depth, screenco);
+
+ fragColor = vec4(col, 1.0);
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_fxaa.glsl b/source/blender/draw/engines/clay/shaders/clay_fxaa.glsl
new file mode 100644
index 00000000000..924e51421aa
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_fxaa.glsl
@@ -0,0 +1,18 @@
+
+in vec4 uvcoordsvar;
+out vec4 fragColor;
+
+uniform vec2 invscreenres;
+uniform sampler2D colortex;
+
+void main()
+{
+ fragColor = vec4(FxaaPixelShader(
+ uvcoordsvar.st,
+ colortex,
+ invscreenres,
+ 1.0,
+ 0.166,
+ 0.0833
+ ).rgb, 1.0);
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl
new file mode 100644
index 00000000000..980a1e4690d
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl
@@ -0,0 +1,144 @@
+
+/* Material Parameters packed in an UBO */
+struct Material {
+ vec4 one;
+ vec4 two;
+};
+
+layout(std140) uniform material_block {
+ Material shader_param[MAX_MATERIAL];
+};
+
+uniform mat4 ProjectionMatrix;
+uniform sampler2DArray matcaps;
+uniform int mat_id;
+
+#define randomness shader_param[mat_id].one.x
+#define matcap_index shader_param[mat_id].one.y
+#define matcap_rotation shader_param[mat_id].one.zw
+#define matcap_hsv shader_param[mat_id].two.xyz
+
+in vec3 tangent;
+in vec3 viewPosition;
+flat in float colRand;
+out vec4 fragColor;
+
+vec3 rotate(vec3 norm, vec3 ortho, float ang)
+{
+ return norm * cos(ang) + ortho * sin(ang);
+}
+
+void rgb_to_hsv(vec3 rgb, out vec3 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+ if (cmax != 0.0)
+ s = cdelta / cmax;
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta;
+
+ if (rgb.x == cmax) h = c[2] - c[1];
+ else if (rgb.y == cmax) h = 2.0 + c[0] - c[2];
+ else h = 4.0 + c[1] - c[0];
+
+ h /= 6.0;
+
+ if (h < 0.0)
+ h += 1.0;
+ }
+
+ outcol = vec3(h, s, v);
+}
+
+void hsv_to_rgb(vec3 hsv, out vec3 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if (s == 0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if (h == 1.0)
+ h = 0.0;
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v * (1.0 - s);
+ q = v * (1.0 - (s * f));
+ t = v * (1.0 - (s * (1.0 - f)));
+
+ if (i == 0.0) rgb = vec3(v, t, p);
+ else if (i == 1.0) rgb = vec3(q, v, p);
+ else if (i == 2.0) rgb = vec3(p, v, t);
+ else if (i == 3.0) rgb = vec3(p, q, v);
+ else if (i == 4.0) rgb = vec3(t, p, v);
+ else rgb = vec3(v, p, q);
+ }
+
+ outcol = rgb;
+}
+
+void hue_sat(float hue, float sat, float value, inout vec3 col)
+{
+ vec3 hsv;
+
+ rgb_to_hsv(col, hsv);
+
+ hsv.x += hue;
+ hsv.x -= floor(hsv.x);
+ hsv.y *= sat;
+ hsv.y = clamp(hsv.y, 0.0, 1.0);
+ hsv.z *= value;
+ hsv.z = clamp(hsv.z, 0.0, 1.0);
+
+ hsv_to_rgb(hsv, col);
+}
+
+void main()
+{
+ vec3 viewvec = (ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0);
+ vec3 ortho = normalize(cross(viewvec, tangent));
+ vec3 norm = normalize(cross(ortho, tangent));
+
+ vec3 col = vec3(0);
+
+ vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x);
+
+ for (int i = 0; i < 9; i++) {
+ vec3 rotNorm = rotate(norm, ortho, -0.5 + (i * 0.125));
+ vec3 ray = reflect(viewvec, rotNorm);
+ vec2 texco = abs(vec2(dot(ray.xy, matcap_rotation), dot(ray.xy, rotY)) * .49 + 0.5);
+
+ col += texture(matcaps, vec3(texco, matcap_index)).rgb / 9.0;
+ }
+
+ hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col);
+
+ float maxChan = max(max(col.r, col.g), col.b);
+
+ col += (colRand * maxChan * randomness * 1.5) - (maxChan * randomness * 0.75);
+
+ fragColor.rgb = col;
+ fragColor.a = 1.0;
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl
new file mode 100644
index 00000000000..d4c35d14182
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_particle_vert.glsl
@@ -0,0 +1,34 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+uniform mat4 ModelViewMatrix;
+
+in vec3 pos;
+in vec3 nor;
+in int ind;
+out vec3 tangent;
+out vec3 viewPosition;
+flat out float colRand;
+
+float rand(int s)
+{
+ int seed = s * 1023423;
+
+ seed = (seed ^ 61) ^ (seed >> 16);
+ seed *= 9;
+ seed = seed ^ (seed >> 4);
+ seed *= 0x27d4eb2d;
+ seed = seed ^ (seed >> 15);
+
+ float value = float(seed);
+ value *= 1.0 / 42596.0;
+ return fract(value);
+}
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ tangent = normalize(NormalMatrix * nor);
+ viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
+ colRand = rand(ind);
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl
new file mode 100644
index 00000000000..f30322bc9fe
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_prepass_frag.glsl
@@ -0,0 +1,44 @@
+uniform int mat_id;
+
+#ifdef USE_FLAT_NORMAL
+flat in vec3 normal;
+#else
+in vec3 normal;
+#endif
+
+layout(location = 0) out vec2 outNormals;
+layout(location = 1) out int outIndex;
+
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n)
+{
+ float p = sqrt(n.z * 8.0 + 8.0);
+ return n.xy / p + 0.5;
+}
+
+/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
+#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
+const vec4 dither_mat[4] = vec4[4](
+ vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0))
+);
+
+void main() {
+ outIndex = (mat_id + 1); /* 0 is clear color */
+ /**
+ * To fix the normal buffer precision issue for backfaces,
+ * we invert normals and use the sign of the index buffer
+ * to tag them, and re-invert in deferred pass.
+ **/
+ vec3 N = (gl_FrontFacing) ? normal : -normal;
+ outIndex = (gl_FrontFacing) ? outIndex : -outIndex;
+
+ outNormals = normal_encode(N);
+
+ /* Dither the output to fight low quality. */
+ ivec2 tx = ivec2(gl_FragCoord.xy) % 4;
+ outNormals += dither_mat[tx.x][tx.y];
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_vert.glsl
new file mode 100644
index 00000000000..8f8866b3839
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_vert.glsl
@@ -0,0 +1,17 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 pos;
+in vec3 nor;
+
+#ifdef USE_FLAT_NORMAL
+flat out vec3 normal;
+#else
+out vec3 normal;
+#endif
+
+void main()
+{
+ normal = normalize(NormalMatrix * nor);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
new file mode 100644
index 00000000000..94e2d6f3c7b
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
@@ -0,0 +1,82 @@
+#define ssao_distance matcaps_param[mat_id].ssao_params_var.x
+#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y
+#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z
+#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w
+
+/* from The Alchemy screen-space ambient obscurance algorithm
+ * http://graphics.cs.williams.edu/papers/AlchemyHPG11/VV11AlchemyAO.pdf */
+
+void ssao_factors(
+ in float depth, in vec3 normal, in vec3 position, in vec2 screenco,
+ out float cavities, out float edges)
+{
+ cavities = edges = 0.0;
+ /* early out if there is no need for SSAO */
+ if (ssao_factor_cavity == 0.0 && ssao_factor_edge == 0.0)
+ return;
+
+ /* take the normalized ray direction here */
+ vec3 noise = texture(ssao_jitter, screenco.xy * jitter_tilling).rgb;
+
+ /* find the offset in screen space by multiplying a point
+ * in camera space at the depth of the point by the projection matrix. */
+ vec2 offset;
+ float homcoord = WinMatrix[2][3] * position.z + WinMatrix[3][3];
+ offset.x = WinMatrix[0][0] * ssao_distance / homcoord;
+ offset.y = WinMatrix[1][1] * ssao_distance / homcoord;
+ /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
+ offset *= 0.5;
+
+ int num_samples = int(ssao_samples_num);
+
+ /* Note. Putting noise usage here to put some ALU after texture fetch. */
+ vec2 rotX = noise.rg;
+ vec2 rotY = vec2(-rotX.y, rotX.x);
+
+ for (int x = 0; x < num_samples && x < 500; x++) {
+ /* ssao_samples[x].xy is sample direction (normalized).
+ * ssao_samples[x].z is sample distance from disk center. */
+
+ /* Rotate with random direction to get jittered result. */
+ vec2 dir_jittered = vec2(dot(ssao_samples[x].xy, rotX), dot(ssao_samples[x].xy, rotY));
+ dir_jittered.xy *= ssao_samples[x].z + noise.b;
+
+ vec2 uvcoords = screenco.xy + dir_jittered * offset;
+
+ if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0)
+ continue;
+
+ float depth_new = texture(depthtex, uvcoords).r;
+
+ /* Handle Background case */
+ bool is_background = (depth_new == 1.0);
+
+ /* This trick provide good edge effect even if no neighboor is found. */
+ vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new);
+
+ if (is_background)
+ pos_new.z -= ssao_distance;
+
+ vec3 dir = pos_new - position;
+ float len = length(dir);
+ float f_cavities = dot(dir, normal);
+ float f_edge = -f_cavities;
+ float f_bias = 0.05 * len + 0.0001;
+
+ float attenuation = 1.0 / (len * (1.0 + len * len * ssao_attenuation));
+
+ /* use minor bias here to avoid self shadowing */
+ if (f_cavities > -f_bias)
+ cavities += f_cavities * attenuation;
+
+ if (f_edge > f_bias)
+ edges += f_edge * attenuation;
+ }
+
+ cavities /= ssao_samples_num;
+ edges /= ssao_samples_num;
+
+ /* don't let cavity wash out the surface appearance */
+ cavities = clamp(cavities * ssao_factor_cavity, 0.0, 1.0);
+ edges = edges * ssao_factor_edge;
+}
diff --git a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl
new file mode 100644
index 00000000000..9c203a4246c
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl
@@ -0,0 +1,122 @@
+#define ssao_distance matcaps_param[mat_id].ssao_params_var.x
+#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y
+#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z
+#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w
+
+/* 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 */
+
+#define COSINE_WEIGHTING
+
+float integrate_arc(in float h1, in float h2, in float gamma, in float n_proj_len)
+{
+ float a = 0.0;
+#ifdef COSINE_WEIGHTING
+ float cos_gamma = cos(gamma);
+ float sin_gamma_2 = 2.0 * sin(gamma);
+ a += -cos(2.0 * h1 - gamma) + cos_gamma + h1 * sin_gamma_2;
+ a += -cos(2.0 * h2 - gamma) + cos_gamma + h2 * sin_gamma_2;
+ a *= 0.25; /* 1/4 */
+ a *= n_proj_len;
+#else
+ /* Uniform weighting (slide 59) */
+ a += 1 - cos(h1);
+ a += 1 - cos(h2);
+#endif
+ return a;
+}
+
+float get_max_horizon(in vec2 co, in vec3 x, in vec3 omega_o, in float h)
+{
+ if (co.x > 1.0 || co.x < 0.0 || co.y > 1.0 || co.y < 0.0)
+ return h;
+
+ float depth = texture(depthtex, co).r;
+
+ /* Background case */
+ if (depth == 1.0)
+ return h;
+
+ vec3 s = get_view_space_from_depth(co, depth); /* s View coordinate */
+ vec3 omega_s = s - x;
+ float len = length(omega_s);
+
+ if (len < ssao_distance) {
+ omega_s /= len;
+ h = max(h, dot(omega_s, omega_o));
+ }
+ return h;
+}
+
+void ssao_factors(
+ in float depth, in vec3 normal, in vec3 position, in vec2 screenco,
+ out float cavities, out float edges)
+{
+ /* Renaming */
+ vec3 omega_o = -normalize(position); /* viewvec */
+ vec2 x_ = screenco; /* x^ Screen coordinate */
+ vec3 x = position; /* x view space coordinate */
+
+#ifdef SPATIAL_DENOISE
+ float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float noise_offset = (1.0 / 4.0) * float(int(gl_FragCoord.y - gl_FragCoord.x) & 0x3);
+#else
+ float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float noise_offset = (0.5 / 16.0) + (1.0 / 16.0) * float(((int(gl_FragCoord.x - gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+#endif
+
+ const float phi_step = 16.0;
+ const float theta_step = 16.0;
+ const float m_pi = 3.14159265358979323846;
+ vec2 pixel_ratio = vec2(screenres.y / screenres.x, 1.0);
+ vec2 pixel_size = vec2(1.0) / screenres.xy;
+ float min_stride = length(pixel_size);
+ float homcco = WinMatrix[2][3] * position.z + WinMatrix[3][3];
+ float n = max(min_stride * theta_step, ssao_distance / homcco); /* Search distance */
+
+ /* Integral over PI */
+ float A = 0.0;
+ for (float i = 0.0; i < phi_step; i++) {
+ float phi = m_pi * ((noise_dir + i) / phi_step);
+
+ vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */
+
+ /* Search maximum horizon angles Theta1 and Theta2 */
+ float theta1 = -1.0, theta2 = -1.0; /* init at cos(pi) */
+ for (float j = 0.0; j < theta_step; j++) {
+ vec2 s_ = t_phi * pixel_ratio * n * ((j + noise_offset)/ theta_step); /* s^ Screen coordinate */
+ vec2 co;
+
+ co = x_ + s_;
+ theta1 = get_max_horizon(co, x, omega_o, theta1);
+
+ co = x_ - s_;
+ theta2 = get_max_horizon(co, x, omega_o, theta2);
+ }
+
+ /* (Slide 54) */
+ theta1 = -acos(theta1);
+ theta2 = acos(theta2);
+
+ /* Projecting Normal to Plane P defined by t_phi and omega_o */
+ vec3 h = normalize(cross(vec3(t_phi, 0.0), omega_o)); /* Normal vector to Integration plane */
+ vec3 t = cross(h, omega_o); /* Normal vector to plane */
+ vec3 n_proj = normal - h * dot(normal, h);
+ float n_proj_len = length(n_proj);
+ vec3 n_proj_norm = normalize(n_proj);
+
+ /* Clamping thetas (slide 58) */
+ float gamma = sign(dot(n_proj_norm, t)) * acos(dot(normal, omega_o)); /* Angle between view vec and normal */
+ theta1 = gamma + max(theta1 - gamma, -m_pi * 0.5);
+ theta2 = gamma + min(theta2 - gamma, m_pi * 0.5);
+
+ /* Solving inner integral */
+ A += integrate_arc(theta1, theta2, gamma, n_proj_len);
+ }
+
+ A /= phi_step;
+
+ cavities = 1.0 - A;
+ edges = 0.0;
+}
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
new file mode 100644
index 00000000000..8be9c637fbc
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -0,0 +1,336 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_bloom.c
+ * \ingroup draw_engine
+ *
+ * Eevee's bloom shader.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+
+#include "GPU_extensions.h"
+#include "GPU_texture.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+
+static struct {
+ /* Bloom */
+ struct GPUShader *bloom_blit_sh[2];
+ struct GPUShader *bloom_downsample_sh[2];
+ struct GPUShader *bloom_upsample_sh[2];
+ struct GPUShader *bloom_resolve_sh[2];
+} e_data = {{NULL}}; /* Engine data */
+
+extern char datatoc_effect_bloom_frag_glsl[];
+
+static void eevee_create_shader_bloom(void)
+{
+ e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_BLIT\n");
+ e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_BLIT\n"
+ "#define HIGH_QUALITY\n");
+
+ e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_DOWNSAMPLE\n");
+ e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_DOWNSAMPLE\n"
+ "#define HIGH_QUALITY\n");
+
+ e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_UPSAMPLE\n");
+ e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_UPSAMPLE\n"
+ "#define HIGH_QUALITY\n");
+
+ e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_RESOLVE\n");
+ e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(
+ datatoc_effect_bloom_frag_glsl,
+ "#define STEP_RESOLVE\n"
+ "#define HIGH_QUALITY\n");
+}
+
+int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) {
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* Shaders */
+ if (!e_data.bloom_blit_sh[0]) {
+ eevee_create_shader_bloom();
+ }
+
+ /* Bloom */
+ int blitsize[2], texsize[2];
+
+ /* Blit Buffer */
+ effects->source_texel_size[0] = 1.0f / viewport_size[0];
+ effects->source_texel_size[1] = 1.0f / viewport_size[1];
+
+ blitsize[0] = (int)viewport_size[0];
+ blitsize[1] = (int)viewport_size[1];
+
+ effects->blit_texel_size[0] = 1.0f / (float)blitsize[0];
+ effects->blit_texel_size[1] = 1.0f / (float)blitsize[1];
+
+ effects->bloom_blit = DRW_texture_pool_query_2D(blitsize[0], blitsize[1], GPU_R11F_G11F_B10F,
+ &draw_engine_eevee_type);
+
+ GPU_framebuffer_ensure_config(&fbl->bloom_blit_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->bloom_blit)
+ });
+
+ /* Parameters */
+ const float threshold = scene_eval->eevee.bloom_threshold;
+ const float knee = scene_eval->eevee.bloom_knee;
+ const float intensity = scene_eval->eevee.bloom_intensity;
+ const float *color = scene_eval->eevee.bloom_color;
+ const float radius = scene_eval->eevee.bloom_radius;
+ effects->bloom_clamp = scene_eval->eevee.bloom_clamp;
+
+ /* determine the iteration count */
+ const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
+ const float maxIter = (radius - 8.0f) + log(minDim) / log(2);
+ const int maxIterInt = effects->bloom_iteration_ct = (int)maxIter;
+
+ CLAMP(effects->bloom_iteration_ct, 1, MAX_BLOOM_STEP);
+
+ effects->bloom_sample_scale = 0.5f + maxIter - (float)maxIterInt;
+ effects->bloom_curve_threshold[0] = threshold - knee;
+ effects->bloom_curve_threshold[1] = knee * 2.0f;
+ effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
+ effects->bloom_curve_threshold[3] = threshold;
+
+ mul_v3_v3fl(effects->bloom_color, color, intensity);
+
+ /* Downsample buffers */
+ copy_v2_v2_int(texsize, blitsize);
+ for (int i = 0; i < effects->bloom_iteration_ct; ++i) {
+ texsize[0] /= 2; texsize[1] /= 2;
+
+ texsize[0] = MAX2(texsize[0], 2);
+ texsize[1] = MAX2(texsize[1], 2);
+
+ effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0];
+ effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1];
+
+ effects->bloom_downsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], GPU_R11F_G11F_B10F,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->bloom_down_fb[i], {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->bloom_downsample[i])
+ });
+ }
+
+ /* Upsample buffers */
+ copy_v2_v2_int(texsize, blitsize);
+ for (int i = 0; i < effects->bloom_iteration_ct - 1; ++i) {
+ texsize[0] /= 2; texsize[1] /= 2;
+
+ texsize[0] = MAX2(texsize[0], 2);
+ texsize[1] = MAX2(texsize[1], 2);
+
+ effects->bloom_upsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], GPU_R11F_G11F_B10F,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->bloom_accum_fb[i], {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->bloom_upsample[i])
+ });
+ }
+
+ return EFFECT_BLOOM | EFFECT_POST_BUFFER;
+ }
+
+ /* Cleanup to release memory */
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb);
+
+ for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) {
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]);
+ }
+
+ return 0;
+}
+
+static DRWShadingGroup *eevee_create_bloom_pass(
+ const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
+{
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ *pass = DRW_pass_create(name, DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, *pass);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ DRW_shgroup_uniform_texture_ref(grp, "sourceBuffer", &effects->unf_source_buffer);
+ DRW_shgroup_uniform_vec2(grp, "sourceBufferTexelSize", effects->unf_source_texel_size, 1);
+ if (upsample) {
+ DRW_shgroup_uniform_texture_ref(grp, "baseBuffer", &effects->unf_base_buffer);
+ DRW_shgroup_uniform_float(grp, "sampleScale", &effects->bloom_sample_scale, 1);
+ }
+
+ return grp;
+}
+
+void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
+ /** Bloom algorithm
+ *
+ * Overview :
+ * - Downsample the color buffer doing a small blur during each step.
+ * - Accumulate bloom color using previously downsampled color buffers
+ * and do an upsample blur for each new accumulated layer.
+ * - Finally add accumulation buffer onto the source color buffer.
+ *
+ * [1/1] is original copy resolution (can be half or quater res for performance)
+ *
+ * [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
+ *
+ * Source Color ── [Blit] ──> Bright Color Extract [1/1] Final Color
+ * | Λ
+ * [Downsample First] Source Color ─> + [Resolve]
+ * v |
+ * Color Downsampled [1/2] ────────────> + Accumulation Buffer [1/2]
+ * | Λ
+ * ─── ───
+ * Repeat Repeat
+ * ─── ───
+ * v |
+ * Color Downsampled [1/N-1] ──────────> + Accumulation Buffer [1/N-1]
+ * | Λ
+ * [Downsample] [Upsample]
+ * v |
+ * Color Downsampled [1/N] ─────────────────────────┘
+ **/
+ DRWShadingGroup *grp;
+ const bool use_highres = true;
+ const bool use_antiflicker = true;
+ eevee_create_bloom_pass("Bloom Downsample First", effects, e_data.bloom_downsample_sh[use_antiflicker], &psl->bloom_downsample_first, false);
+ eevee_create_bloom_pass("Bloom Downsample", effects, e_data.bloom_downsample_sh[0], &psl->bloom_downsample, false);
+ eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
+
+ grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
+ DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
+ DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
+
+ grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
+ DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
+ }
+}
+
+void EEVEE_bloom_draw(EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ /* Bloom */
+ if ((effects->enabled_effects & EFFECT_BLOOM) != 0) {
+ struct GPUTexture *last;
+
+ /* Extract bright pixels */
+ copy_v2_v2(effects->unf_source_texel_size, effects->source_texel_size);
+ effects->unf_source_buffer = effects->source_buffer;
+
+ GPU_framebuffer_bind(fbl->bloom_blit_fb);
+ DRW_draw_pass(psl->bloom_blit);
+
+ /* Downsample */
+ copy_v2_v2(effects->unf_source_texel_size, effects->blit_texel_size);
+ effects->unf_source_buffer = effects->bloom_blit;
+
+ GPU_framebuffer_bind(fbl->bloom_down_fb[0]);
+ DRW_draw_pass(psl->bloom_downsample_first);
+
+ last = effects->bloom_downsample[0];
+
+ for (int i = 1; i < effects->bloom_iteration_ct; ++i) {
+ copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]);
+ effects->unf_source_buffer = last;
+
+ GPU_framebuffer_bind(fbl->bloom_down_fb[i]);
+ DRW_draw_pass(psl->bloom_downsample);
+
+ /* Used in next loop */
+ last = effects->bloom_downsample[i];
+ }
+
+ /* Upsample and accumulate */
+ for (int i = effects->bloom_iteration_ct - 2; i >= 0; --i) {
+ copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]);
+ effects->unf_source_buffer = effects->bloom_downsample[i];
+ effects->unf_base_buffer = last;
+
+ GPU_framebuffer_bind(fbl->bloom_accum_fb[i]);
+ DRW_draw_pass(psl->bloom_upsample);
+
+ last = effects->bloom_upsample[i];
+ }
+
+ /* Resolve */
+ copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[0]);
+ effects->unf_source_buffer = last;
+ effects->unf_base_buffer = effects->source_buffer;
+
+ GPU_framebuffer_bind(effects->target_buffer);
+ DRW_draw_pass(psl->bloom_resolve);
+ SWAP_BUFFERS();
+ }
+}
+
+void EEVEE_bloom_free(void)
+{
+ for (int i = 0; i < 2; ++i) {
+ DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]);
+ DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]);
+ DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]);
+ DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[i]);
+ }
+}
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
new file mode 100644
index 00000000000..e9883cc3054
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -0,0 +1,183 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_data.c
+ * \ingroup draw_engine
+ *
+ * All specific data handler for Objects, Lights, ViewLayers, ...
+ */
+
+#include "DRW_render.h"
+
+#include "eevee_private.h"
+
+static void eevee_view_layer_data_free(void *storage)
+{
+ EEVEE_ViewLayerData *sldata = (EEVEE_ViewLayerData *)storage;
+
+ /* Lights */
+ MEM_SAFE_FREE(sldata->lamps);
+ DRW_UBO_FREE_SAFE(sldata->light_ubo);
+ DRW_UBO_FREE_SAFE(sldata->shadow_ubo);
+ DRW_UBO_FREE_SAFE(sldata->shadow_render_ubo);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_target_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_store_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_target_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_store_fb);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_target);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_blur);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_target);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_blur);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
+ MEM_SAFE_FREE(sldata->shcasters_buffers[0].shadow_casters);
+ MEM_SAFE_FREE(sldata->shcasters_buffers[0].flags);
+ MEM_SAFE_FREE(sldata->shcasters_buffers[1].shadow_casters);
+ MEM_SAFE_FREE(sldata->shcasters_buffers[1].flags);
+
+ /* Probes */
+ MEM_SAFE_FREE(sldata->probes);
+ DRW_UBO_FREE_SAFE(sldata->probe_ubo);
+ DRW_UBO_FREE_SAFE(sldata->grid_ubo);
+ DRW_UBO_FREE_SAFE(sldata->planar_ubo);
+ DRW_UBO_FREE_SAFE(sldata->common_ubo);
+ DRW_UBO_FREE_SAFE(sldata->clip_ubo);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->probe_filter_fb);
+ for (int i = 0; i < 6; ++i) {
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->probe_face_fb[i]);
+ }
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_rt);
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_depth_rt);
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->irradiance_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->irradiance_rt);
+}
+
+EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void)
+{
+ return (EEVEE_ViewLayerData *)DRW_view_layer_engine_data_get(
+ &draw_engine_eevee_type);
+}
+
+EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void)
+{
+ EEVEE_ViewLayerData **sldata = (EEVEE_ViewLayerData **)DRW_view_layer_engine_data_ensure(
+ &draw_engine_eevee_type, &eevee_view_layer_data_free);
+
+ if (*sldata == NULL) {
+ *sldata = MEM_callocN(sizeof(**sldata), "EEVEE_ViewLayerData");
+ }
+
+ return *sldata;
+}
+
+/* Object data. */
+
+static void eevee_object_data_init(ObjectEngineData *engine_data)
+{
+ EEVEE_ObjectEngineData *eevee_data = (EEVEE_ObjectEngineData *)engine_data;
+ eevee_data->shadow_caster_id = -1;
+}
+
+EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob)
+{
+ if (ELEM(ob->type, OB_LIGHTPROBE, OB_LAMP)) {
+ return NULL;
+ }
+ return (EEVEE_ObjectEngineData *)DRW_object_engine_data_get(
+ ob, &draw_engine_eevee_type);
+}
+
+EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob)
+{
+ BLI_assert(!ELEM(ob->type, OB_LIGHTPROBE, OB_LAMP));
+ return (EEVEE_ObjectEngineData *)DRW_object_engine_data_ensure(
+ ob,
+ &draw_engine_eevee_type,
+ sizeof(EEVEE_ObjectEngineData),
+ eevee_object_data_init,
+ NULL);
+}
+
+/* Light probe data. */
+
+static void eevee_lightprobe_data_init(ObjectEngineData *engine_data)
+{
+ EEVEE_LightProbeEngineData *ped = (EEVEE_LightProbeEngineData *)engine_data;
+ ped->need_full_update = true;
+ ped->need_update = true;
+}
+
+static void eevee_lightprobe_data_free(ObjectEngineData *engine_data)
+{
+ EEVEE_LightProbeEngineData *ped = (EEVEE_LightProbeEngineData *)engine_data;
+
+ BLI_freelistN(&ped->captured_object_list);
+}
+
+EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob)
+{
+ if (ob->type != OB_LIGHTPROBE) {
+ return NULL;
+ }
+ return (EEVEE_LightProbeEngineData *)DRW_object_engine_data_get(
+ ob, &draw_engine_eevee_type);
+}
+
+EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob)
+{
+ BLI_assert(ob->type == OB_LIGHTPROBE);
+ return (EEVEE_LightProbeEngineData *)DRW_object_engine_data_ensure(
+ ob,
+ &draw_engine_eevee_type,
+ sizeof(EEVEE_LightProbeEngineData),
+ eevee_lightprobe_data_init,
+ eevee_lightprobe_data_free);
+}
+
+/* Lamp data. */
+
+static void eevee_lamp_data_init(ObjectEngineData *engine_data)
+{
+ EEVEE_LampEngineData *led = (EEVEE_LampEngineData *)engine_data;
+ led->need_update = true;
+ led->prev_cube_shadow_id = -1;
+}
+
+EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob)
+{
+ if (ob->type != OB_LAMP) {
+ return NULL;
+ }
+ return (EEVEE_LampEngineData *)DRW_object_engine_data_get(
+ ob, &draw_engine_eevee_type);
+}
+
+EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob)
+{
+ BLI_assert(ob->type == OB_LAMP);
+ return (EEVEE_LampEngineData *)DRW_object_engine_data_ensure(
+ ob,
+ &draw_engine_eevee_type,
+ sizeof(EEVEE_LampEngineData),
+ eevee_lamp_data_init,
+ NULL);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
new file mode 100644
index 00000000000..60c6175f4fa
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -0,0 +1,264 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_depth_of_field.c
+ * \ingroup draw_engine
+ *
+ * Depth of field post process effect.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_rand.h"
+
+#include "DNA_anim_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_object_force_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+#include "BKE_camera.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_animsys.h"
+#include "BKE_screen.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_texture.h"
+
+#include "ED_screen.h"
+
+static struct {
+ /* Depth Of Field */
+ struct GPUShader *dof_downsample_sh;
+ struct GPUShader *dof_scatter_sh;
+ struct GPUShader *dof_resolve_sh;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_effect_dof_vert_glsl[];
+extern char datatoc_effect_dof_frag_glsl[];
+
+static void eevee_create_shader_depth_of_field(void)
+{
+ e_data.dof_downsample_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_dof_frag_glsl, "#define STEP_DOWNSAMPLE\n");
+ e_data.dof_scatter_sh = DRW_shader_create(
+ datatoc_effect_dof_vert_glsl, NULL,
+ datatoc_effect_dof_frag_glsl, "#define STEP_SCATTER\n");
+ e_data.dof_resolve_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_dof_frag_glsl, "#define STEP_RESOLVE\n");
+}
+
+int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_DOF_ENABLED) {
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ if (!e_data.dof_downsample_sh) {
+ eevee_create_shader_depth_of_field();
+ }
+
+ if (camera) {
+ const float *viewport_size = DRW_viewport_size_get();
+ Camera *cam = (Camera *)camera->data;
+
+ /* Retreive Near and Far distance */
+ effects->dof_near_far[0] = -cam->clipsta;
+ effects->dof_near_far[1] = -cam->clipend;
+
+ int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
+
+ effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
+ &draw_engine_eevee_type);
+ effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
+ &draw_engine_eevee_type);
+ effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_RG16F,
+ &draw_engine_eevee_type);
+
+ GPU_framebuffer_ensure_config(&fbl->dof_down_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->dof_down_near),
+ GPU_ATTACHMENT_TEXTURE(effects->dof_down_far),
+ GPU_ATTACHMENT_TEXTURE(effects->dof_coc)
+ });
+
+ /* Go full 32bits for rendering and reduce the color artifacts. */
+ GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
+
+ effects->dof_blur = DRW_texture_pool_query_2D(buffer_size[0] * 2, buffer_size[1], fb_format,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->dof_blur),
+ });
+
+ /* Parameters */
+ /* TODO UI Options */
+ float fstop = cam->gpu_dof.fstop;
+ float blades = cam->gpu_dof.num_blades;
+ float rotation = cam->gpu_dof.rotation;
+ float ratio = 1.0f / cam->gpu_dof.ratio;
+ float sensor = BKE_camera_sensor_size(cam->sensor_fit, cam->sensor_x, cam->sensor_y);
+ float focus_dist = BKE_camera_object_dof_distance(camera);
+ float focal_len = cam->lens;
+
+ /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
+ * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
+ * because the shader reads coordinates in world space, which is in blender units.
+ * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
+ float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
+ float scale_camera = 0.001f / scale;
+ /* we want radius here for the aperture number */
+ float aperture = 0.5f * scale_camera * focal_len / fstop;
+ float focal_len_scaled = scale_camera * focal_len;
+ float sensor_scaled = scale_camera * sensor;
+
+ if (rv3d != NULL) {
+ sensor_scaled *= rv3d->viewcamtexcofac[0];
+ }
+
+ effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
+ effects->dof_params[1] = -focus_dist;
+ effects->dof_params[2] = viewport_size[0] / sensor_scaled;
+ effects->dof_bokeh[0] = rotation;
+ effects->dof_bokeh[1] = ratio;
+ effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
+
+ /* Precompute values to save instructions in fragment shader. */
+ effects->dof_bokeh_sides[0] = blades;
+ effects->dof_bokeh_sides[1] = 2.0f * M_PI / blades;
+ effects->dof_bokeh_sides[2] = blades / (2.0f * M_PI);
+ effects->dof_bokeh_sides[3] = cosf(M_PI / blades);
+
+ return EFFECT_DOF | EFFECT_POST_BUFFER;
+ }
+ }
+
+ /* Cleanup to release memory */
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_down_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->dof_scatter_fb);
+
+ return 0;
+}
+
+void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ if ((effects->enabled_effects & EFFECT_DOF) != 0) {
+ /** Depth of Field algorithm
+ *
+ * Overview :
+ * - Downsample the color buffer into 2 buffers weighted with
+ * CoC values. Also output CoC into a texture.
+ * - Shoot quads for every pixel and expand it depending on the CoC.
+ * Do one pass for near Dof and one pass for far Dof.
+ * - Finally composite the 2 blurred buffers with the original render.
+ **/
+ DRWShadingGroup *grp;
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ psl->dof_down = DRW_pass_create("DoF Downsample", DRW_STATE_WRITE_COLOR);
+
+ grp = DRW_shgroup_create(e_data.dof_downsample_sh, psl->dof_down);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
+ DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL);
+
+ /* This create an empty batch of N triangles to be positioned
+ * by the vertex shader 0.4ms against 6ms with instancing */
+ const float *viewport_size = DRW_viewport_size_get();
+ const int sprite_ct = ((int)viewport_size[0] / 2) * ((int)viewport_size[1] / 2); /* brackets matters */
+ grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct);
+
+ DRW_shgroup_uniform_texture_ref(grp, "nearBuffer", &effects->dof_down_near);
+ DRW_shgroup_uniform_texture_ref(grp, "farBuffer", &effects->dof_down_far);
+ DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
+ DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2);
+
+ psl->dof_resolve = DRW_pass_create("DoF Resolve", DRW_STATE_WRITE_COLOR);
+
+ grp = DRW_shgroup_create(e_data.dof_resolve_sh, psl->dof_resolve);
+ DRW_shgroup_uniform_texture_ref(grp, "scatterBuffer", &effects->dof_blur);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
+ DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+}
+
+void EEVEE_depth_of_field_draw(EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ /* Depth Of Field */
+ if ((effects->enabled_effects & EFFECT_DOF) != 0) {
+ float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ /* Downsample */
+ GPU_framebuffer_bind(fbl->dof_down_fb);
+ DRW_draw_pass(psl->dof_down);
+
+ /* Scatter */
+ GPU_framebuffer_bind(fbl->dof_scatter_fb);
+ GPU_framebuffer_clear_color(fbl->dof_scatter_fb, clear_col);
+ DRW_draw_pass(psl->dof_scatter);
+
+ /* Resolve */
+ GPU_framebuffer_bind(effects->target_buffer);
+ DRW_draw_pass(psl->dof_resolve);
+ SWAP_BUFFERS();
+ }
+}
+
+void EEVEE_depth_of_field_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
new file mode 100644
index 00000000000..d7a978066d5
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -0,0 +1,561 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_effects.c
+ * \ingroup draw_engine
+ *
+ * Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+
+#include "BLI_string_utils.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+#include "GPU_extensions.h"
+
+static struct {
+ /* Downsample Depth */
+ struct GPUShader *minz_downlevel_sh;
+ struct GPUShader *maxz_downlevel_sh;
+ struct GPUShader *minz_downdepth_sh;
+ struct GPUShader *maxz_downdepth_sh;
+ struct GPUShader *minz_downdepth_layer_sh;
+ struct GPUShader *maxz_downdepth_layer_sh;
+ struct GPUShader *minz_copydepth_sh;
+ struct GPUShader *maxz_copydepth_sh;
+
+ /* Simple Downsample */
+ struct GPUShader *downsample_sh;
+ struct GPUShader *downsample_cube_sh;
+
+ /* Velocity Resolve */
+ struct GPUShader *velocity_resolve_sh;
+
+ /* Theses are just references, not actually allocated */
+ struct GPUTexture *depth_src;
+ struct GPUTexture *color_src;
+
+ int depth_src_layer;
+ float cube_texel_size;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_effect_velocity_resolve_frag_glsl[];
+extern char datatoc_effect_minmaxz_frag_glsl[];
+extern char datatoc_effect_downsample_frag_glsl[];
+extern char datatoc_effect_downsample_cube_frag_glsl[];
+extern char datatoc_lightprobe_vert_glsl[];
+extern char datatoc_lightprobe_geom_glsl[];
+
+static void eevee_create_shader_downsample(void)
+{
+ 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.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
+ e_data.downsample_cube_sh = DRW_shader_create(
+ datatoc_lightprobe_vert_glsl,
+ datatoc_lightprobe_geom_glsl,
+ datatoc_effect_downsample_cube_frag_glsl, NULL);
+
+ e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n");
+ e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n");
+ e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n");
+ e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n");
+ e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n"
+ "#define LAYERED\n");
+ e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n"
+ "#define LAYERED\n");
+ e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n"
+ "#define COPY_DEPTH\n");
+ e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n"
+ "#define COPY_DEPTH\n");
+}
+
+void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ const float *viewport_size = DRW_viewport_size_get();
+ int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ /* Shaders */
+ if (!e_data.downsample_sh) {
+ eevee_create_shader_downsample();
+ }
+
+ if (!stl->effects) {
+ stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
+ }
+
+ effects = stl->effects;
+
+ effects->enabled_effects = 0;
+ effects->enabled_effects |= (G.debug_value == 9) ? EFFECT_VELOCITY_BUFFER : 0;
+ effects->enabled_effects |= EEVEE_motion_blur_init(sldata, vedata, camera);
+ effects->enabled_effects |= EEVEE_bloom_init(sldata, vedata);
+ effects->enabled_effects |= EEVEE_depth_of_field_init(sldata, vedata, camera);
+ effects->enabled_effects |= EEVEE_temporal_sampling_init(sldata, vedata);
+ effects->enabled_effects |= EEVEE_occlusion_init(sldata, vedata);
+ effects->enabled_effects |= EEVEE_subsurface_init(sldata, vedata);
+ effects->enabled_effects |= EEVEE_screen_raytrace_init(sldata, vedata);
+ effects->enabled_effects |= EEVEE_volumes_init(sldata, vedata);
+
+ /* Force normal buffer creation. */
+ if (DRW_state_is_image_render() &&
+ (view_layer->passflag & SCE_PASS_NORMAL) != 0)
+ {
+ effects->enabled_effects |= EFFECT_NORMAL_BUFFER;
+ }
+
+ /**
+ * Ping Pong buffer
+ */
+ if ((effects->enabled_effects & EFFECT_POST_BUFFER) != 0) {
+ DRW_texture_ensure_fullscreen_2D(&txl->color_post, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+
+ GPU_framebuffer_ensure_config(&fbl->effect_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(txl->color_post),
+ });
+
+ GPU_framebuffer_ensure_config(&fbl->effect_color_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->color_post),
+ });
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->color_post);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->effect_fb);
+ }
+
+ /**
+ * MinMax Pyramid
+ */
+ int size[2];
+ size[0] = max_ii(size_fs[0] / 2, 1);
+ size[1] = max_ii(size_fs[1] / 2, 1);
+
+ if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ /* Intel gpu seems to have problem rendering to only depth format */
+ DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP);
+ }
+ else {
+ DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP);
+ }
+
+ if (fbl->downsample_fb == NULL) {
+ fbl->downsample_fb = GPU_framebuffer_create();
+ }
+
+ /**
+ * Compute Mipmap texel alignement.
+ */
+ for (int i = 0; i < 10; ++i) {
+ float mip_size[2] = {viewport_size[0], viewport_size[1]};
+ for (int j = 0; j < i; ++j) {
+ mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f));
+ mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f));
+ }
+ common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0])))));
+ common_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1])))));
+ }
+
+
+ /**
+ * Normal buffer for deferred passes.
+ */
+ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
+ effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16,
+ &draw_engine_eevee_type);
+
+ GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0);
+ }
+ else {
+ effects->ssr_normal_input = NULL;
+ }
+
+ /**
+ * Motion vector buffer for correct TAA / motion blur.
+ */
+ if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
+ effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16,
+ &draw_engine_eevee_type);
+
+ /* TODO output objects velocity during the mainpass. */
+ // GPU_framebuffer_texture_attach(fbl->main_fb, effects->velocity_tx, 1, 0);
+
+ GPU_framebuffer_ensure_config(&fbl->velocity_resolve_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->velocity_tx)
+ });
+ }
+ else {
+ effects->velocity_tx = NULL;
+ }
+
+ /**
+ * Setup depth double buffer.
+ */
+ if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) {
+ DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0);
+
+ GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb, {
+ GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer)
+ });
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer_depth_fb);
+ }
+
+ /**
+ * Setup double buffer so we can access last frame as it was before post processes.
+ */
+ if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
+ DRW_texture_ensure_fullscreen_2D(&txl->color_double_buffer, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+
+ GPU_framebuffer_ensure_config(&fbl->double_buffer_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(txl->color_double_buffer)
+ });
+
+ GPU_framebuffer_ensure_config(&fbl->double_buffer_color_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->color_double_buffer)
+ });
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->color_double_buffer);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer_fb);
+ }
+}
+
+void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ int downsample_write = DRW_STATE_WRITE_DEPTH;
+
+ /* Intel gpu seems to have problem rendering to only depth format.
+ * Use color texture instead. */
+ if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ downsample_write = DRW_STATE_WRITE_COLOR;
+ }
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ {
+ psl->color_downsample_ps = DRW_pass_create(
+ "Downsample", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
+ DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ static int zero = 0;
+ static uint six = 6;
+ psl->color_downsample_cube_ps = DRW_pass_create(
+ "Downsample Cube", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
+ DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
+ DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
+ DRW_shgroup_call_instances_add(grp, quad, NULL, &six);
+ }
+
+ {
+ /* Perform min/max downsample */
+ DRWShadingGroup *grp;
+
+ psl->maxz_downlevel_ps = DRW_pass_create(
+ "HiZ Max Down Level", downsample_write | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ /* Copy depth buffer to halfres top level of HiZ */
+
+ psl->maxz_downdepth_ps = DRW_pass_create(
+ "HiZ Max Copy Depth Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_downdepth_layer_ps = DRW_pass_create(
+ "HiZ Max Copy DepthLayer Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_copydepth_ps = DRW_pass_create(
+ "HiZ Max Copy Depth Fullres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
+ /* This pass compute camera motions to the non moving objects. */
+ psl->velocity_resolve = DRW_pass_create(
+ "Velocity Resolve", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.velocity_resolve_sh, psl->velocity_resolve);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_mat4(grp, "currPersinv", effects->velocity_curr_persinv);
+ DRW_shgroup_uniform_mat4(grp, "pastPersmat", effects->velocity_past_persmat);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+}
+
+#if 0 /* Not required for now */
+static void min_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->minz_downlevel_ps);
+}
+#endif
+
+static void max_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->maxz_downlevel_ps);
+}
+
+static void simple_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->color_downsample_ps);
+}
+
+static void simple_downsample_cube_cb(void *vedata, int level)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
+ DRW_draw_pass(psl->color_downsample_cube_ps);
+}
+
+void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+
+ e_data.depth_src = depth_src;
+ e_data.depth_src_layer = layer;
+
+#if 0 /* Not required for now */
+ DRW_stats_group_start("Min buffer");
+ /* Copy depth buffer to min texture top level */
+ GPU_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
+ GPU_framebuffer_bind(fbl->downsample_fb);
+ if (layer >= 0) {
+ DRW_draw_pass(psl->minz_downdepth_layer_ps);
+ }
+ else {
+ DRW_draw_pass(psl->minz_downdepth_ps);
+ }
+ GPU_framebuffer_texture_detach(stl->g_data->minzbuffer);
+
+ /* Create lower levels */
+ GPU_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
+ DRW_stats_group_end();
+#endif
+
+ DRW_stats_group_start("Max buffer");
+ /* Copy depth buffer to max texture top level */
+ GPU_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
+ GPU_framebuffer_bind(fbl->downsample_fb);
+ if (layer >= 0) {
+ DRW_draw_pass(psl->maxz_downdepth_layer_ps);
+ }
+ else {
+ DRW_draw_pass(psl->maxz_downdepth_ps);
+ }
+
+ /* Create lower levels */
+ GPU_framebuffer_recursive_downsample(fbl->downsample_fb, 8, &max_downsample_cb, vedata);
+ GPU_framebuffer_texture_detach(fbl->downsample_fb, txl->maxzbuffer);
+ DRW_stats_group_end();
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+}
+
+/**
+ * Simple downsampling algorithm. Reconstruct mip chain up to mip level.
+ **/
+void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ e_data.color_src = texture_src;
+
+ /* Create lower levels */
+ DRW_stats_group_start("Downsample buffer");
+ GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0);
+ GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cb, vedata);
+ GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src);
+ DRW_stats_group_end();
+}
+
+/**
+ * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
+ **/
+void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ e_data.color_src = texture_src;
+
+ /* Create lower levels */
+ DRW_stats_group_start("Downsample Cube buffer");
+ GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0);
+ GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cube_cb, vedata);
+ GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src);
+ DRW_stats_group_end();
+}
+
+void EEVEE_draw_effects(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ /* First resolve the velocity. */
+ if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
+ DRW_viewport_matrix_get(effects->velocity_curr_persinv, DRW_MAT_PERSINV);
+
+ GPU_framebuffer_bind(fbl->velocity_resolve_fb);
+ DRW_draw_pass(psl->velocity_resolve);
+ }
+ DRW_viewport_matrix_get(effects->velocity_past_persmat, DRW_MAT_PERS);
+
+ /* only once per frame after the first post process */
+ effects->swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0);
+
+ /* Init pointers */
+ effects->source_buffer = txl->color; /* latest updated texture */
+ effects->target_buffer = fbl->effect_color_fb; /* next target to render to */
+
+ /* Temporal Anti-Aliasing MUST come first */
+ EEVEE_temporal_sampling_draw(vedata);
+
+ /* Post process stack (order matters) */
+ EEVEE_motion_blur_draw(vedata);
+ EEVEE_depth_of_field_draw(vedata);
+ EEVEE_bloom_draw(vedata);
+
+ /* Save the final texture and framebuffer for final transformation or read. */
+ effects->final_tx = effects->source_buffer;
+ effects->final_fb = (effects->target_buffer != fbl->main_color_fb) ? fbl->main_fb : fbl->effect_fb;
+ if ((effects->enabled_effects & EFFECT_TAA) &&
+ (effects->enabled_effects & (EFFECT_BLOOM | EFFECT_DOF | EFFECT_MOTION_BLUR)) == 0)
+ {
+ if (!effects->swap_double_buffer) {
+ effects->final_fb = fbl->double_buffer_fb;
+ }
+ else {
+ effects->final_fb = fbl->main_fb;
+ }
+ }
+
+ /* If no post processes is enabled, buffers are still not swapped, do it now. */
+ SWAP_DOUBLE_BUFFERS();
+
+ if (!stl->g_data->valid_double_buffer &&
+ ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) &&
+ (DRW_state_is_image_render() == false))
+ {
+ /* If history buffer is not valid request another frame.
+ * This fix black reflections on area resize. */
+ DRW_viewport_request_redraw();
+ }
+
+ /* Record pers matrix for the next frame. */
+ DRW_viewport_matrix_get(stl->effects->prev_persmat, DRW_MAT_PERS);
+
+ /* Update double buffer status if render mode. */
+ if (DRW_state_is_image_render()) {
+ stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
+ }
+}
+
+void EEVEE_effects_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
+ DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
+ DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
new file mode 100644
index 00000000000..9147a332764
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -0,0 +1,463 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_engine.c
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_rand.h"
+
+#include "BKE_object.h"
+#include "BKE_global.h" /* for G.debug_value */
+#include "BKE_screen.h"
+
+#include "DNA_world_types.h"
+
+#include "ED_screen.h"
+
+#include "GPU_material.h"
+#include "GPU_glew.h"
+
+#include "eevee_engine.h"
+#include "eevee_private.h"
+
+#define EEVEE_ENGINE "BLENDER_EEVEE"
+
+extern GlobalsUboStorage ts;
+
+/* *********** FUNCTIONS *********** */
+
+static void eevee_engine_init(void *ved)
+{
+ EEVEE_Data *vedata = (EEVEE_Data *)ved;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
+ }
+ stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
+ stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
+
+ /* Main Buffer */
+ DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+
+ GPU_framebuffer_ensure_config(&fbl->main_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(txl->color),
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE
+ });
+
+ 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);
+ }
+ if (sldata->clip_ubo == NULL) {
+ sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
+ }
+
+ /* EEVEE_effects_init needs to go first for TAA */
+ EEVEE_effects_init(sldata, vedata, camera);
+ EEVEE_materials_init(sldata, stl, fbl);
+ EEVEE_lights_init(sldata);
+ EEVEE_lightprobes_init(sldata, vedata);
+
+ if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
+ /* XXX otherwise it would break the other engines. */
+ DRW_viewport_matrix_override_unset_all();
+ }
+}
+
+static void eevee_cache_init(void *vedata)
+{
+ EEVEE_ViewLayerData *sldata = 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);
+ EEVEE_lightprobes_cache_init(sldata, vedata);
+ EEVEE_lights_cache_init(sldata, vedata);
+ EEVEE_materials_cache_init(sldata, vedata);
+ EEVEE_motion_blur_cache_init(sldata, vedata);
+ EEVEE_occlusion_cache_init(sldata, vedata);
+ EEVEE_screen_raytrace_cache_init(sldata, vedata);
+ EEVEE_subsurface_cache_init(sldata, vedata);
+ EEVEE_temporal_sampling_cache_init(sldata, vedata);
+ EEVEE_volumes_cache_init(sldata, vedata);
+}
+
+static void eevee_cache_populate(void *vedata, Object *ob)
+{
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ if (is_active) {
+ if (DRW_object_is_mode_shade(ob) == true) {
+ return;
+ }
+ }
+
+ if (DRW_check_object_visible_within_active_context(ob) == false) {
+ return;
+ }
+
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ bool cast_shadow;
+
+ EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
+
+ if (cast_shadow) {
+ EEVEE_lights_cache_shcaster_object_add(sldata, ob);
+ }
+ }
+ else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
+ /* do not add any scene light sources to the cache */
+ }
+ else if (ob->type == OB_LIGHTPROBE) {
+ if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
+ /* TODO: Special case for dupli objects because we cannot save the object pointer. */
+ }
+ else {
+ EEVEE_lightprobes_cache_add(sldata, ob);
+ }
+ }
+ else if (ob->type == OB_LAMP) {
+ EEVEE_lights_cache_add(sldata, ob);
+ }
+}
+
+static void eevee_cache_finish(void *vedata)
+{
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+
+ EEVEE_materials_cache_finish(vedata);
+ EEVEE_lights_cache_finish(sldata);
+ EEVEE_lightprobes_cache_finish(sldata, vedata);
+}
+
+/* As renders in an HDR offscreen buffer, we need draw everything once
+ * during the background pass. This way the other drawing callback between
+ * the background and the scene pass are visible.
+ * Note: we could break it up in two passes using some depth test
+ * to reduce the fillrate */
+static void eevee_draw_background(void *vedata)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+
+ /* Default framebuffer and texture */
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ /* Refresh Hair */
+ DRW_draw_pass(psl->hair_tf_pass);
+
+ /* Sort transparents before the loop. */
+ DRW_pass_sort_shgroup_z(psl->transparent_pass);
+
+ /* Number of iteration: needed for all temporal effect (SSR, volumetrics)
+ * when using opengl render. */
+ int loop_ct = (DRW_state_is_image_render() &&
+ (stl->effects->enabled_effects & (EFFECT_VOLUMETRIC | EFFECT_SSR)) != 0) ? 4 : 1;
+
+ while (loop_ct--) {
+ float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float clear_depth = 1.0f;
+ uint clear_stencil = 0xFF;
+ uint primes[3] = {2, 3, 7};
+ double offset[3] = {0.0, 0.0, 0.0};
+ double r[3];
+
+ bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0;
+
+ if (DRW_state_is_image_render() ||
+ taa_use_reprojection ||
+ ((stl->effects->enabled_effects & EFFECT_TAA) != 0))
+ {
+ int samp = taa_use_reprojection
+ ? stl->effects->taa_reproject_sample + 1
+ : stl->effects->taa_current_sample;
+ BLI_halton_3D(primes, offset, samp, r);
+ EEVEE_update_noise(psl, fbl, r);
+ EEVEE_volumes_set_jitter(sldata, samp - 1);
+ EEVEE_materials_init(sldata, stl, fbl);
+ }
+ /* Copy previous persmat to UBO data */
+ copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
+
+ if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
+ (stl->effects->taa_current_sample > 1) &&
+ !DRW_state_is_image_render() &&
+ !taa_use_reprojection)
+ {
+ DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
+ }
+
+ /* Refresh Probes */
+ DRW_stats_group_start("Probes Refresh");
+ EEVEE_lightprobes_refresh(sldata, vedata);
+ /* Probes refresh can have reset the current sample. */
+ if (stl->effects->taa_current_sample == 1) {
+ DRW_viewport_matrix_override_unset_all();
+ }
+ EEVEE_lightprobes_refresh_planar(sldata, vedata);
+ DRW_stats_group_end();
+
+ /* Update common buffer after probe rendering. */
+ DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
+
+ /* Refresh shadows */
+ DRW_stats_group_start("Shadows");
+ EEVEE_draw_shadows(sldata, psl);
+ DRW_stats_group_end();
+
+ GPU_framebuffer_bind(fbl->main_fb);
+ GPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
+ clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT;
+ clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 0) ? GPU_STENCIL_BIT : 0;
+ GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
+
+ /* Depth prepass */
+ DRW_stats_group_start("Prepass");
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+ DRW_stats_group_end();
+
+ /* Create minmax texture */
+ DRW_stats_group_start("Main MinMax buffer");
+ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
+ DRW_stats_group_end();
+
+ EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
+ EEVEE_volumes_compute(sldata, vedata);
+
+ /* Shading pass */
+ DRW_stats_group_start("Shading");
+ if (DRW_state_draw_background()) {
+ DRW_draw_pass(psl->background_pass);
+ }
+ EEVEE_draw_default_passes(psl);
+ DRW_draw_pass(psl->material_pass);
+ EEVEE_subsurface_data_render(sldata, vedata);
+ DRW_stats_group_end();
+
+ /* Effects pre-transparency */
+ EEVEE_subsurface_compute(sldata, vedata);
+ EEVEE_reflection_compute(sldata, vedata);
+ EEVEE_occlusion_draw_debug(sldata, vedata);
+ DRW_draw_pass(psl->probe_display);
+ EEVEE_refraction_compute(sldata, vedata);
+
+ /* Opaque refraction */
+ DRW_stats_group_start("Opaque Refraction");
+ DRW_draw_pass(psl->refract_depth_pass);
+ DRW_draw_pass(psl->refract_depth_pass_cull);
+ DRW_draw_pass(psl->refract_pass);
+ DRW_stats_group_end();
+
+ /* Volumetrics Resolve Opaque */
+ EEVEE_volumes_resolve(sldata, vedata);
+
+ /* Transparent */
+ DRW_draw_pass(psl->transparent_pass);
+
+ /* Post Process */
+ DRW_stats_group_start("Post FX");
+ EEVEE_draw_effects(sldata, vedata);
+ DRW_stats_group_end();
+
+ if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
+ DRW_viewport_matrix_override_unset_all();
+ }
+ }
+
+ /* LookDev */
+ EEVEE_lookdev_draw_background(vedata);
+ /* END */
+
+
+ /* Tonemapping and transfer result to default framebuffer. */
+ GPU_framebuffer_bind(dfbl->default_fb);
+ DRW_transform_to_display(stl->effects->final_tx);
+
+ /* Debug : Ouput buffer to view. */
+ switch (G.debug_value) {
+ case 1:
+ if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
+ break;
+ case 2:
+ if (effects->ssr_pdf_output) DRW_transform_to_display(effects->ssr_pdf_output);
+ break;
+ case 3:
+ if (effects->ssr_normal_input) DRW_transform_to_display(effects->ssr_normal_input);
+ break;
+ case 4:
+ if (effects->ssr_specrough_input) DRW_transform_to_display(effects->ssr_specrough_input);
+ break;
+ case 5:
+ if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
+ break;
+ case 6:
+ if (effects->gtao_horizons_debug) DRW_transform_to_display(effects->gtao_horizons_debug);
+ break;
+ case 7:
+ if (effects->gtao_horizons) DRW_transform_to_display(effects->gtao_horizons);
+ break;
+ case 8:
+ if (effects->sss_data) DRW_transform_to_display(effects->sss_data);
+ break;
+ case 9:
+ if (effects->velocity_tx) DRW_transform_to_display(effects->velocity_tx);
+ break;
+ default:
+ break;
+ }
+
+ EEVEE_volumes_free_smoke_textures();
+
+ stl->g_data->view_updated = false;
+}
+
+static void eevee_view_update(void *vedata)
+{
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ if (stl->g_data) {
+ stl->g_data->view_updated = true;
+ }
+}
+
+static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
+{
+ /* This is a bit mask of components which update is to be ignored. */
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
+ if (ped != NULL && ped->engine_data.recalc != 0) {
+ ped->need_full_update = true;
+ ped->engine_data.recalc = 0;
+ }
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
+ if (led != NULL && led->engine_data.recalc != 0) {
+ led->need_update = true;
+ led->engine_data.recalc = 0;
+ }
+ EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
+ if (oedata != NULL && oedata->engine_data.recalc != 0) {
+ oedata->need_update = true;
+ oedata->engine_data.recalc = 0;
+ }
+}
+
+static void eevee_id_update(void *vedata, ID *id)
+{
+ /* Handle updates based on ID type. */
+ switch (GS(id->name)) {
+ case ID_OB:
+ eevee_id_object_update(vedata, (Object *)id);
+ break;
+ default:
+ /* pass */
+ break;
+ }
+}
+
+static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EEVEE_render_init(vedata, engine, draw_ctx->depsgraph);
+
+ DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
+
+ /* Actually do the rendering. */
+ EEVEE_render_draw(vedata, engine, render_layer, rect);
+}
+
+static void eevee_engine_free(void)
+{
+ EEVEE_bloom_free();
+ EEVEE_depth_of_field_free();
+ EEVEE_effects_free();
+ EEVEE_lightprobes_free();
+ EEVEE_lights_free();
+ EEVEE_materials_free();
+ EEVEE_mist_free();
+ EEVEE_motion_blur_free();
+ EEVEE_occlusion_free();
+ EEVEE_screen_raytrace_free();
+ EEVEE_subsurface_free();
+ EEVEE_temporal_sampling_free();
+ EEVEE_volumes_free();
+}
+
+static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
+
+DrawEngineType draw_engine_eevee_type = {
+ NULL, NULL,
+ N_("Eevee"),
+ &eevee_data_size,
+ &eevee_engine_init,
+ &eevee_engine_free,
+ &eevee_cache_init,
+ &eevee_cache_populate,
+ &eevee_cache_finish,
+ &eevee_draw_background,
+ NULL, /* Everything is drawn in the background pass (see comment on function) */
+ &eevee_view_update,
+ &eevee_id_update,
+ &eevee_render_to_image,
+};
+
+RenderEngineType DRW_engine_viewport_eevee_type = {
+ NULL, NULL,
+ EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES | RE_USE_PREVIEW,
+ NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL,
+ &EEVEE_render_update_passes,
+ &draw_engine_eevee_type,
+ {NULL, NULL, NULL}
+};
+
+
+#undef EEVEE_ENGINE
diff --git a/source/blender/draw/engines/eevee/eevee_engine.h b/source/blender/draw/engines/eevee/eevee_engine.h
new file mode 100644
index 00000000000..b7de3a055b9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_engine.h
@@ -0,0 +1,31 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_engine.h
+ * \ingroup DNA
+ */
+
+#ifndef __EEVEE_ENGINE_H__
+#define __EEVEE_ENGINE_H__
+
+extern RenderEngineType DRW_engine_viewport_eevee_type;
+
+#endif /* __EEVEE_ENGINE_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
new file mode 100644
index 00000000000..a45d69794f3
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -0,0 +1,1856 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_lightprobes.c
+ * \ingroup DNA
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_string_utils.h"
+#include "BLI_rand.h"
+
+#include "DNA_world_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_image_types.h"
+#include "DNA_lightprobe_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_collection.h"
+#include "BKE_object.h"
+#include "MEM_guardedalloc.h"
+
+#include "GPU_material.h"
+#include "GPU_texture.h"
+#include "GPU_glew.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_engine.h"
+#include "eevee_private.h"
+
+#include "ED_screen.h"
+
+/* Rounded to nearest PowerOfTwo */
+#if defined(IRRADIANCE_SH_L2)
+#define IRRADIANCE_SAMPLE_SIZE_X 4 /* 3 in reality */
+#define IRRADIANCE_SAMPLE_SIZE_Y 4 /* 3 in reality */
+#elif defined(IRRADIANCE_CUBEMAP)
+#define IRRADIANCE_SAMPLE_SIZE_X 8
+#define IRRADIANCE_SAMPLE_SIZE_Y 8
+#elif defined(IRRADIANCE_HL2)
+#define IRRADIANCE_SAMPLE_SIZE_X 4 /* 3 in reality */
+#define IRRADIANCE_SAMPLE_SIZE_Y 2
+#endif
+
+#define IRRADIANCE_MAX_POOL_LAYER 256 /* OpenGL 3.3 core requirement, can be extended but it's already very big */
+#define IRRADIANCE_MAX_POOL_SIZE 1024
+#define MAX_IRRADIANCE_SAMPLES \
+ (IRRADIANCE_MAX_POOL_SIZE / IRRADIANCE_SAMPLE_SIZE_X) * \
+ (IRRADIANCE_MAX_POOL_SIZE / IRRADIANCE_SAMPLE_SIZE_Y)
+#define HAMMERSLEY_SIZE 1024
+
+static struct {
+ struct GPUShader *probe_default_sh;
+ struct GPUShader *probe_default_studiolight_sh;
+ struct GPUShader *probe_filter_glossy_sh;
+ struct GPUShader *probe_filter_diffuse_sh;
+ struct GPUShader *probe_filter_visibility_sh;
+ struct GPUShader *probe_grid_fill_sh;
+ struct GPUShader *probe_grid_display_sh;
+ struct GPUShader *probe_planar_display_sh;
+ struct GPUShader *probe_planar_downsample_sh;
+ struct GPUShader *probe_cube_display_sh;
+
+ struct GPUTexture *hammersley;
+ struct GPUTexture *planar_pool_placeholder;
+ struct GPUTexture *depth_placeholder;
+ struct GPUTexture *depth_array_placeholder;
+ struct GPUTexture *cube_face_minmaxz;
+
+ struct Gwn_VertFormat *format_probe_display_cube;
+ struct Gwn_VertFormat *format_probe_display_planar;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_background_vert_glsl[];
+extern char datatoc_default_world_frag_glsl[];
+extern char datatoc_lightprobe_filter_glossy_frag_glsl[];
+extern char datatoc_lightprobe_filter_diffuse_frag_glsl[];
+extern char datatoc_lightprobe_filter_visibility_frag_glsl[];
+extern char datatoc_lightprobe_geom_glsl[];
+extern char datatoc_lightprobe_vert_glsl[];
+extern char datatoc_lightprobe_planar_display_frag_glsl[];
+extern char datatoc_lightprobe_planar_display_vert_glsl[];
+extern char datatoc_lightprobe_planar_downsample_frag_glsl[];
+extern char datatoc_lightprobe_planar_downsample_geom_glsl[];
+extern char datatoc_lightprobe_planar_downsample_vert_glsl[];
+extern char datatoc_lightprobe_cube_display_frag_glsl[];
+extern char datatoc_lightprobe_cube_display_vert_glsl[];
+extern char datatoc_lightprobe_grid_display_frag_glsl[];
+extern char datatoc_lightprobe_grid_display_vert_glsl[];
+extern char datatoc_lightprobe_grid_fill_frag_glsl[];
+extern char datatoc_irradiance_lib_glsl[];
+extern char datatoc_lightprobe_lib_glsl[];
+extern char datatoc_octahedron_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_bsdf_sampling_lib_glsl[];
+
+extern GlobalsUboStorage ts;
+
+/* *********** FUNCTIONS *********** */
+
+static void irradiance_pool_size_get(int visibility_size, int total_samples, int r_size[3])
+{
+ /* Compute how many irradiance samples we can store per visibility sample. */
+ int irr_per_vis = (visibility_size / IRRADIANCE_SAMPLE_SIZE_X) *
+ (visibility_size / IRRADIANCE_SAMPLE_SIZE_Y);
+
+ /* The irradiance itself take one layer, hence the +1 */
+ int layer_ct = MIN2(irr_per_vis + 1, IRRADIANCE_MAX_POOL_LAYER);
+
+ int texel_ct = (int)ceilf((float)total_samples / (float)(layer_ct - 1));
+ r_size[0] = visibility_size * max_ii(1, min_ii(texel_ct, (IRRADIANCE_MAX_POOL_SIZE / visibility_size)));
+ r_size[1] = visibility_size * max_ii(1, (texel_ct / (IRRADIANCE_MAX_POOL_SIZE / visibility_size)));
+ r_size[2] = layer_ct;
+}
+
+static struct GPUTexture *create_hammersley_sample_texture(int samples)
+{
+ struct GPUTexture *tex;
+ float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex");
+ int i;
+
+ for (i = 0; i < samples; i++) {
+ double dphi;
+ BLI_hammersley_1D(i, &dphi);
+ float phi = (float)dphi * 2.0f * M_PI;
+ texels[i][0] = cosf(phi);
+ texels[i][1] = sinf(phi);
+ }
+
+ tex = DRW_texture_create_1D(samples, GPU_RG16F, DRW_TEX_WRAP, (float *)texels);
+ MEM_freeN(texels);
+ return tex;
+}
+
+static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref)
+{
+ /* XXX TODO OPTIMISATION : This is a complete waist of texture memory.
+ * Instead of allocating each planar probe for each viewport,
+ * only alloc them once using the biggest viewport resolution. */
+ EEVEE_TextureList *txl = vedata->txl;
+
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* TODO get screen percentage from layer setting */
+ // const DRWContextState *draw_ctx = DRW_context_state_get();
+ // ViewLayer *view_layer = draw_ctx->view_layer;
+ float screen_percentage = 1.0f;
+
+ int width = (int)(viewport_size[0] * screen_percentage);
+ int height = (int)(viewport_size[1] * screen_percentage);
+
+ /* We need an Array texture so allocate it ourself */
+ if (!txl->planar_pool) {
+ if (num_planar_ref > 0) {
+ txl->planar_pool = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref),
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ txl->planar_depth = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref),
+ GPU_DEPTH_COMPONENT24, 0, NULL);
+ }
+ else if (num_planar_ref == 0) {
+ /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */
+ txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
+ }
+ }
+}
+
+static void lightprobe_shaders_init(void)
+{
+ 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"
+#elif defined(IRRADIANCE_HL2)
+ "#define IRRADIANCE_HL2\n"
+#endif
+ "#define NOISE_SIZE 64\n";
+
+ char *shader_str = NULL;
+ char *vert_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(
+ datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL);
+
+ e_data.probe_default_studiolight_sh = DRW_shader_create(
+ datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, "#define LOOKDEV\n");
+
+ MEM_freeN(shader_str);
+
+ 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_diffuse_sh = DRW_shader_create_fullscreen(shader_str, filter_defines);
+
+ MEM_freeN(shader_str);
+
+ 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);
+
+ shader_str = BLI_string_joinN(
+ datatoc_octahedron_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);
+
+ 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_fill_sh = DRW_shader_create_fullscreen(
+ datatoc_lightprobe_grid_fill_frag_glsl, filter_defines);
+
+ shader_str = BLI_string_joinN(
+ datatoc_octahedron_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);
+
+ 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, NULL);
+
+ MEM_freeN(vert_str);
+ MEM_freeN(shader_str);
+
+ vert_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_lightprobe_planar_display_vert_glsl);
+
+ 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_downsample_sh = DRW_shader_create(
+ datatoc_lightprobe_planar_downsample_vert_glsl,
+ datatoc_lightprobe_planar_downsample_geom_glsl,
+ datatoc_lightprobe_planar_downsample_frag_glsl,
+ NULL);
+
+ e_data.hammersley = create_hammersley_sample_texture(HAMMERSLEY_SIZE);
+}
+
+void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(vedata))
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ bool update_all = false;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ /* Shaders */
+ if (!e_data.probe_filter_glossy_sh) {
+ lightprobe_shaders_init();
+ }
+
+ if (!sldata->probes) {
+ sldata->probes = MEM_callocN(sizeof(EEVEE_LightProbesInfo), "EEVEE_LightProbesInfo");
+ sldata->probes->grid_initialized = false;
+ sldata->probe_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightProbe) * MAX_PROBE, NULL);
+ sldata->grid_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_LightGrid) * MAX_GRID, NULL);
+ sldata->planar_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_PlanarReflection) * MAX_PLANAR, NULL);
+ }
+
+ /* Only start doing probes if all materials have finished compiling. */
+ sldata->probes->all_materials_updated = true;
+
+ common_data->spec_toggle = true;
+ common_data->ssr_toggle = true;
+ common_data->sss_toggle = true;
+
+ int prop_bounce_num = scene_eval->eevee.gi_diffuse_bounces;
+ if (sldata->probes->num_bounce != prop_bounce_num) {
+ sldata->probes->num_bounce = prop_bounce_num;
+ update_all = true;
+ }
+
+ int prop_cubemap_res = scene_eval->eevee.gi_cubemap_resolution;
+ if (sldata->probes->cubemap_res != prop_cubemap_res) {
+ sldata->probes->cubemap_res = prop_cubemap_res;
+ update_all = true;
+
+ sldata->probes->target_size = prop_cubemap_res >> 1;
+
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_depth_rt);
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_rt);
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
+ }
+
+ const int visibility_res = scene_eval->eevee.gi_visibility_resolution;
+ if (common_data->prb_irradiance_vis_size != visibility_res) {
+ common_data->prb_irradiance_vis_size = visibility_res;
+ update_all = true;
+ }
+
+ if (update_all) {
+ sldata->probes->update_world |= PROBE_UPDATE_ALL;
+ sldata->probes->updated_bounce = 0;
+ sldata->probes->grid_initialized = false;
+ }
+
+ /* Setup Render Target Cubemap */
+ if (!sldata->probe_rt) {
+ sldata->probe_depth_rt = DRW_texture_create_cube(sldata->probes->target_size, GPU_DEPTH_COMPONENT24, 0, NULL);
+ sldata->probe_rt = DRW_texture_create_cube(sldata->probes->target_size, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ }
+
+ for (int i = 0; i < 6; ++i) {
+ GPU_framebuffer_ensure_config(&sldata->probe_face_fb[i], {
+ GPU_ATTACHMENT_TEXTURE_CUBEFACE(sldata->probe_depth_rt, i),
+ GPU_ATTACHMENT_TEXTURE_CUBEFACE(sldata->probe_rt, i)
+ });
+ }
+
+ /* Placeholder planar pool: used when rendering planar reflections (avoid dependency loop). */
+ if (!e_data.planar_pool_placeholder) {
+ e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER, NULL);
+ }
+
+ if (!e_data.depth_placeholder) {
+ e_data.depth_placeholder = DRW_texture_create_2D(1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
+ }
+ if (!e_data.depth_array_placeholder) {
+ e_data.depth_array_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL);
+ }
+}
+
+void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ /* Make sure no aditionnal visibility check runs by default. */
+ pinfo->vis_data.collection = NULL;
+
+ pinfo->do_cube_update = false;
+ pinfo->num_cube = 1; /* at least one for the world */
+ pinfo->num_grid = 1;
+ pinfo->num_planar = 0;
+ pinfo->total_irradiance_samples = 1;
+ memset(pinfo->probes_cube_ref, 0, sizeof(pinfo->probes_cube_ref));
+ memset(pinfo->probes_grid_ref, 0, sizeof(pinfo->probes_grid_ref));
+ memset(pinfo->probes_planar_ref, 0, sizeof(pinfo->probes_planar_ref));
+
+ {
+ psl->probe_background = DRW_pass_create("World Probe Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRWShadingGroup *grp = NULL;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ World *wo = scene->world;
+
+ float *col = ts.colorBackground;
+
+ /* LookDev */
+ EEVEE_lookdev_cache_init(vedata, &grp, e_data.probe_default_studiolight_sh, psl->probe_background, wo, pinfo);
+ /* END */
+ if (!grp && wo) {
+ col = &wo->horr;
+ bool wo_sh_compiled = true;
+
+ if (wo->use_nodes && wo->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo);
+
+ GPUMaterialStatus status = GPU_material_status(gpumat);
+
+ switch (status) {
+ case GPU_MAT_SUCCESS:
+ grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ wo_sh_compiled = true;
+ break;
+ case GPU_MAT_QUEUED:
+ pinfo->all_materials_updated = false;
+ wo_sh_compiled = false;
+ /* TODO Bypass probe compilation. */
+ col = compile_col;
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ wo_sh_compiled = true;
+ col = error_col;
+ break;
+ }
+ }
+
+ if (wo->update_flag != 0 || pinfo->prev_world != wo || pinfo->prev_wo_sh_compiled != wo_sh_compiled) {
+ pinfo->update_world |= PROBE_UPDATE_ALL;
+ pinfo->studiolight_index = 0;
+ pinfo->prev_wo_sh_compiled = wo_sh_compiled;
+ pinfo->prev_world = wo;
+ }
+ wo->update_flag = 0;
+ }
+ else if (pinfo->prev_world) {
+ pinfo->update_world |= PROBE_UPDATE_ALL;
+ pinfo->studiolight_index = 0;
+ pinfo->prev_wo_sh_compiled = false;
+ pinfo->prev_world = NULL;
+ }
+
+ /* Fallback if shader fails or if not using nodetree. */
+ if (grp == NULL) {
+ grp = DRW_shgroup_create(e_data.probe_default_sh, psl->probe_background);
+ DRW_shgroup_uniform_vec3(grp, "color", col, 1);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+ }
+
+ {
+ psl->probe_glossy_compute = DRW_pass_create("LightProbe Glossy Compute", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_glossy_sh, psl->probe_glossy_compute);
+ DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->invsamples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "roughnessSquared", &pinfo->roughness, 1);
+ DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1);
+ DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1);
+ DRW_shgroup_uniform_float(grp, "texelSize", &pinfo->texel_size, 1);
+ DRW_shgroup_uniform_float(grp, "paddingSize", &pinfo->padding_size, 1);
+ DRW_shgroup_uniform_int(grp, "Layer", &pinfo->layer, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
+ // DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
+ DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->probe_diffuse_compute = DRW_pass_create("LightProbe Diffuse Compute", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_diffuse_sh, psl->probe_diffuse_compute);
+#ifdef IRRADIANCE_SH_L2
+ DRW_shgroup_uniform_int(grp, "probeSize", &pinfo->shres, 1);
+#else
+ DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->invsamples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1);
+ DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
+#endif
+ DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
+ DRW_shgroup_uniform_texture(grp, "probeHdr", sldata->probe_rt);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+
+ {
+ psl->probe_visibility_compute = DRW_pass_create("LightProbe Visibility Compute", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_filter_visibility_sh, psl->probe_visibility_compute);
+ DRW_shgroup_uniform_int(grp, "outputSize", &pinfo->shres, 1);
+ DRW_shgroup_uniform_float(grp, "visibilityRange", &pinfo->visibility_range, 1);
+ DRW_shgroup_uniform_float(grp, "visibilityBlur", &pinfo->visibility_blur, 1);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->invsamples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "storedTexelSize", &pinfo->texel_size, 1);
+ DRW_shgroup_uniform_float(grp, "nearClip", &pinfo->near_clip, 1);
+ DRW_shgroup_uniform_float(grp, "farClip", &pinfo->far_clip, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
+ DRW_shgroup_uniform_texture(grp, "probeDepth", sldata->probe_depth_rt);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+
+ {
+ psl->probe_grid_fill = DRW_pass_create("LightProbe Grid Floodfill", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_fill_sh, psl->probe_grid_fill);
+ DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &sldata->irradiance_pool);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->probe_display = DRW_pass_create("LightProbe Display", state);
+
+ DRW_shgroup_instance_format(e_data.format_probe_display_cube, {
+ {"probe_id", DRW_ATTRIB_INT, 1},
+ {"probe_location", DRW_ATTRIB_FLOAT, 3},
+ {"sphere_size", DRW_ATTRIB_FLOAT, 1},
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ e_data.probe_cube_display_sh,
+ psl->probe_display,
+ DRW_cache_sphere_get(),
+ e_data.format_probe_display_cube);
+ stl->g_data->cube_display_shgrp = grp;
+ DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ DRW_shgroup_instance_format(e_data.format_probe_display_planar, {
+ {"probe_id", DRW_ATTRIB_INT, 1},
+ {"probe_mat", DRW_ATTRIB_FLOAT, 16},
+ });
+
+ grp = DRW_shgroup_instance_create(
+ e_data.probe_planar_display_sh,
+ psl->probe_display,
+ DRW_cache_quad_get(),
+ e_data.format_probe_display_planar);
+ stl->g_data->planar_display_shgrp = grp;
+ DRW_shgroup_uniform_texture_ref(grp, "probePlanars", &txl->planar_pool);
+ }
+
+ {
+ psl->probe_planar_downsample_ps = DRW_pass_create("LightProbe Planar Downsample", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_planar_downsample_sh, psl->probe_planar_downsample_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "source", &txl->planar_pool);
+ DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1);
+ DRW_shgroup_call_instances_add(grp, DRW_cache_fullscreen_quad_get(), NULL, (uint *)&pinfo->num_planar);
+ }
+}
+
+bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data)
+{
+ EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data;
+
+ /* test disabled if group is NULL */
+ if (oed->test_data->collection == NULL)
+ return vis_in;
+
+ if (oed->test_data->cached == false)
+ oed->ob_vis_dirty = true;
+
+ /* early out, don't need to compute ob_vis yet. */
+ if (vis_in == false)
+ return vis_in;
+
+ if (oed->ob_vis_dirty) {
+ oed->ob_vis_dirty = false;
+ oed->ob_vis = BKE_collection_has_object_recursive(oed->test_data->collection, oed->ob);
+ oed->ob_vis = (oed->test_data->invert) ? !oed->ob_vis : oed->ob_vis;
+ }
+
+ return vis_in && oed->ob_vis;
+}
+
+void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ LightProbe *probe = (LightProbe *)ob->data;
+
+ if ((probe->type == LIGHTPROBE_TYPE_CUBE && pinfo->num_cube >= MAX_PROBE) ||
+ (probe->type == LIGHTPROBE_TYPE_GRID && pinfo->num_grid >= MAX_PROBE) ||
+ (probe->type == LIGHTPROBE_TYPE_PLANAR && pinfo->num_grid >= MAX_PLANAR))
+ {
+ printf("Too much probes in the scene !!!\n");
+ return;
+ }
+
+ if (probe->type == LIGHTPROBE_TYPE_PLANAR) {
+ /* See if this planar probe is inside the view frustum. If not, no need to update it. */
+ /* NOTE: this could be bypassed if we want feedback loop mirrors for rendering. */
+ BoundBox bbox; float tmp[4][4];
+ const float min[3] = {-1.0f, -1.0f, -1.0f};
+ const float max[3] = { 1.0f, 1.0f, 1.0f};
+ BKE_boundbox_init_from_minmax(&bbox, min, max);
+
+ copy_m4_m4(tmp, ob->obmat);
+ normalize_v3(tmp[2]);
+ mul_v3_fl(tmp[2], probe->distinf);
+
+ for (int v = 0; v < 8; ++v) {
+ mul_m4_v3(tmp, bbox.vec[v]);
+ }
+ if (!DRW_culling_box_test(&bbox)) {
+ return; /* Culled */
+ }
+ }
+
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ ped->num_cell = probe->grid_resolution_x * probe->grid_resolution_y * probe->grid_resolution_z;
+
+ if ((probe->type == LIGHTPROBE_TYPE_GRID) &&
+ ((pinfo->total_irradiance_samples + ped->num_cell) >= MAX_IRRADIANCE_SAMPLES))
+ {
+ printf("Too much grid samples !!!\n");
+ return;
+ }
+
+ if (ped->need_full_update) {
+ ped->need_full_update = false;
+
+ ped->need_update = true;
+ ped->probe_id = 0;
+ if (probe->type == LIGHTPROBE_TYPE_GRID) {
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ pinfo->updated_bounce = 0;
+ pinfo->grid_initialized = false;
+ }
+ }
+
+ if (pinfo->update_world) {
+ ped->need_update = true;
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ ped->probe_id = 0;
+ }
+
+ pinfo->do_cube_update |= ped->need_update;
+
+ switch (probe->type) {
+ case LIGHTPROBE_TYPE_CUBE:
+ pinfo->probes_cube_ref[pinfo->num_cube] = ob;
+ pinfo->num_cube++;
+ break;
+ case LIGHTPROBE_TYPE_PLANAR:
+ pinfo->probes_planar_ref[pinfo->num_planar] = ob;
+ pinfo->num_planar++;
+ break;
+ case LIGHTPROBE_TYPE_GRID:
+ pinfo->probes_grid_ref[pinfo->num_grid] = ob;
+ pinfo->num_grid++;
+ pinfo->total_irradiance_samples += ped->num_cell;
+ break;
+ }
+}
+
+/* TODO find a nice name to push it to math_matrix.c */
+static void scale_m4_v3(float R[4][4], float v[3])
+{
+ for (int i = 0; i < 4; ++i)
+ mul_v3_v3(R[i], v);
+}
+
+static void EEVEE_planar_reflections_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+
+ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ ped->probe_id = i;
+
+ /* Debug Display */
+ if (DRW_state_draw_support() &&
+ (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
+ {
+ DRW_shgroup_call_dynamic_add(stl->g_data->planar_display_shgrp, &ped->probe_id, ob->obmat);
+ }
+ }
+}
+
+static void EEVEE_planar_reflections_updates(EEVEE_ViewLayerData *sldata)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+ float mtx[4][4], normat[4][4], imat[4][4], rangemat[4][4];
+
+ float viewmat[4][4];
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+
+ zero_m4(rangemat);
+ rangemat[0][0] = rangemat[1][1] = rangemat[2][2] = 0.5f;
+ rangemat[3][0] = rangemat[3][1] = rangemat[3][2] = 0.5f;
+ rangemat[3][3] = 1.0f;
+
+ /* PLANAR REFLECTION */
+ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_PlanarReflection *eplanar = &pinfo->planar_data[i];
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ /* Computing mtx : matrix that mirror position around object's XY plane. */
+ normalize_m4_m4(normat, ob->obmat); /* object > world */
+ invert_m4_m4(imat, normat); /* world > object */
+ float reflect[3] = {1.0f, 1.0f, -1.0f}; /* XY reflection plane */
+ scale_m4_v3(imat, reflect); /* world > object > mirrored obj */
+ mul_m4_m4m4(mtx, normat, imat); /* world > object > mirrored obj > world */
+ /* Reflect Camera Matrix. */
+ mul_m4_m4m4(ped->mats.mat[DRW_MAT_VIEW], viewmat, mtx);
+ /* TODO FOV margin */
+ /* Temporal sampling jitter should be already applied to the DRW_MAT_WIN. */
+ DRW_viewport_matrix_get(ped->mats.mat[DRW_MAT_WIN], DRW_MAT_WIN);
+ /* Apply Projection Matrix. */
+ mul_m4_m4m4(ped->mats.mat[DRW_MAT_PERS], ped->mats.mat[DRW_MAT_WIN], ped->mats.mat[DRW_MAT_VIEW]);
+ /* This is the matrix used to reconstruct texture coordinates.
+ * We use the original view matrix because it does not create
+ * visual artifacts if receiver is not perfectly aligned with
+ * the planar reflection probe. */
+ mul_m4_m4m4(eplanar->reflectionmat, ped->mats.mat[DRW_MAT_WIN], viewmat); /* TODO FOV margin */
+ /* Convert from [-1, 1] to [0, 1] (NDC to Texture coord). */
+ mul_m4_m4m4(eplanar->reflectionmat, rangemat, eplanar->reflectionmat);
+
+ /* Compute clip plane equation / normal. */
+ float refpoint[3];
+ copy_v3_v3(eplanar->plane_equation, ob->obmat[2]);
+ normalize_v3(eplanar->plane_equation); /* plane normal */
+ eplanar->plane_equation[3] = -dot_v3v3(eplanar->plane_equation, ob->obmat[3]);
+
+ /* Compute offset plane equation (fix missing texels near reflection plane). */
+ copy_v3_v3(ped->planer_eq_offset, eplanar->plane_equation);
+ mul_v3_v3fl(refpoint, eplanar->plane_equation, -probe->clipsta);
+ add_v3_v3(refpoint, ob->obmat[3]);
+ ped->planer_eq_offset[3] = -dot_v3v3(eplanar->plane_equation, refpoint);
+
+ /* Compute XY clip planes. */
+ normalize_v3_v3(eplanar->clip_vec_x, ob->obmat[0]);
+ normalize_v3_v3(eplanar->clip_vec_y, ob->obmat[1]);
+
+ float vec[3] = {0.0f, 0.0f, 0.0f};
+ vec[0] = 1.0f; vec[1] = 0.0f; vec[2] = 0.0f;
+ mul_m4_v3(ob->obmat, vec); /* Point on the edge */
+ eplanar->clip_edge_x_pos = dot_v3v3(eplanar->clip_vec_x, vec);
+
+ vec[0] = 0.0f; vec[1] = 1.0f; vec[2] = 0.0f;
+ mul_m4_v3(ob->obmat, vec); /* Point on the edge */
+ eplanar->clip_edge_y_pos = dot_v3v3(eplanar->clip_vec_y, vec);
+
+ vec[0] = -1.0f; vec[1] = 0.0f; vec[2] = 0.0f;
+ mul_m4_v3(ob->obmat, vec); /* Point on the edge */
+ eplanar->clip_edge_x_neg = dot_v3v3(eplanar->clip_vec_x, vec);
+
+ vec[0] = 0.0f; vec[1] = -1.0f; vec[2] = 0.0f;
+ mul_m4_v3(ob->obmat, vec); /* Point on the edge */
+ eplanar->clip_edge_y_neg = dot_v3v3(eplanar->clip_vec_y, vec);
+
+ /* Facing factors */
+ float max_angle = max_ff(1e-2f, probe->falloff) * M_PI * 0.5f;
+ float min_angle = 0.0f;
+ eplanar->facing_scale = 1.0f / max_ff(1e-8f, cosf(min_angle) - cosf(max_angle));
+ eplanar->facing_bias = -min_ff(1.0f - 1e-8f, cosf(max_angle)) * eplanar->facing_scale;
+
+ /* Distance factors */
+ float max_dist = probe->distinf;
+ float min_dist = min_ff(1.0f - 1e-8f, 1.0f - probe->falloff) * probe->distinf;
+ eplanar->attenuation_scale = -1.0f / max_ff(1e-8f, max_dist - min_dist);
+ eplanar->attenuation_bias = max_dist * -eplanar->attenuation_scale;
+ }
+}
+
+static void EEVEE_lightprobes_updates(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl, EEVEE_StorageList *stl)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+
+ /* CUBE REFLECTION */
+ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_LightProbe *eprobe = &pinfo->probe_data[i];
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ /* Update transforms */
+ copy_v3_v3(eprobe->position, ob->obmat[3]);
+
+ /* Attenuation */
+ eprobe->attenuation_type = probe->attenuation_type;
+ eprobe->attenuation_fac = 1.0f / max_ff(1e-8f, probe->falloff);
+
+ unit_m4(eprobe->attenuationmat);
+ scale_m4_fl(eprobe->attenuationmat, probe->distinf);
+ mul_m4_m4m4(eprobe->attenuationmat, ob->obmat, eprobe->attenuationmat);
+ invert_m4(eprobe->attenuationmat);
+
+ /* Parallax */
+ float dist;
+ if ((probe->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
+ eprobe->parallax_type = probe->parallax_type;
+ dist = probe->distpar;
+ }
+ else {
+ eprobe->parallax_type = probe->attenuation_type;
+ dist = probe->distinf;
+ }
+
+ unit_m4(eprobe->parallaxmat);
+ scale_m4_fl(eprobe->parallaxmat, dist);
+ mul_m4_m4m4(eprobe->parallaxmat, ob->obmat, eprobe->parallaxmat);
+ invert_m4(eprobe->parallaxmat);
+
+ /* Debug Display */
+ if (DRW_state_draw_support() &&
+ (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
+ {
+ ped->probe_size = probe->data_draw_size * 0.1f;
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->cube_display_shgrp, &ped->probe_id, ob->obmat[3], &ped->probe_size);
+ }
+ }
+
+ /* IRRADIANCE GRID */
+ int offset = 1; /* to account for the world probe */
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
+ LightProbe *probe = (LightProbe *)ob->data;
+ EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+
+ /* If one grid has move we need to recompute all the lighting. */
+ if (!pinfo->grid_initialized) {
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ ped->need_update = true;
+ }
+
+ /* Add one for level 0 */
+ ped->max_lvl = 1.0f + floorf(log2f((float)MAX3(probe->grid_resolution_x,
+ probe->grid_resolution_y,
+ probe->grid_resolution_z)));
+
+ egrid->offset = offset;
+ float fac = 1.0f / max_ff(1e-8f, probe->falloff);
+ egrid->attenuation_scale = fac / max_ff(1e-8f, probe->distinf);
+ egrid->attenuation_bias = fac;
+
+ /* Set offset for the next grid */
+ offset += ped->num_cell;
+
+ /* Update transforms */
+ float cell_dim[3], half_cell_dim[3];
+ cell_dim[0] = 2.0f / (float)(probe->grid_resolution_x);
+ cell_dim[1] = 2.0f / (float)(probe->grid_resolution_y);
+ cell_dim[2] = 2.0f / (float)(probe->grid_resolution_z);
+
+ mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
+
+ /* Matrix converting world space to cell ranges. */
+ invert_m4_m4(egrid->mat, ob->obmat);
+
+ /* First cell. */
+ copy_v3_fl(egrid->corner, -1.0f);
+ add_v3_v3(egrid->corner, half_cell_dim);
+ mul_m4_v3(ob->obmat, egrid->corner);
+
+ /* Opposite neighbor cell. */
+ copy_v3_fl3(egrid->increment_x, cell_dim[0], 0.0f, 0.0f);
+ add_v3_v3(egrid->increment_x, half_cell_dim);
+ add_v3_fl(egrid->increment_x, -1.0f);
+ mul_m4_v3(ob->obmat, egrid->increment_x);
+ sub_v3_v3(egrid->increment_x, egrid->corner);
+
+ copy_v3_fl3(egrid->increment_y, 0.0f, cell_dim[1], 0.0f);
+ add_v3_v3(egrid->increment_y, half_cell_dim);
+ add_v3_fl(egrid->increment_y, -1.0f);
+ mul_m4_v3(ob->obmat, egrid->increment_y);
+ sub_v3_v3(egrid->increment_y, egrid->corner);
+
+ copy_v3_fl3(egrid->increment_z, 0.0f, 0.0f, cell_dim[2]);
+ add_v3_v3(egrid->increment_z, half_cell_dim);
+ add_v3_fl(egrid->increment_z, -1.0f);
+ mul_m4_v3(ob->obmat, egrid->increment_z);
+ sub_v3_v3(egrid->increment_z, egrid->corner);
+
+ copy_v3_v3_int(egrid->resolution, &probe->grid_resolution_x);
+
+ /* Visibility bias */
+ egrid->visibility_bias = 0.05f * probe->vis_bias;
+ egrid->visibility_bleed = probe->vis_bleedbias;
+ egrid->visibility_range = (
+ sqrtf(max_fff(len_squared_v3(egrid->increment_x),
+ len_squared_v3(egrid->increment_y),
+ len_squared_v3(egrid->increment_z))) + 1.0f);
+
+ /* Debug Display */
+ if (DRW_state_draw_support() &&
+ (probe->flag & LIGHTPROBE_FLAG_SHOW_DATA))
+ {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_grid_display_sh, psl->probe_display);
+ DRW_shgroup_uniform_int(grp, "offset", &egrid->offset, 1);
+ DRW_shgroup_uniform_ivec3(grp, "grid_resolution", egrid->resolution, 1);
+ DRW_shgroup_uniform_vec3(grp, "corner", egrid->corner, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_x", egrid->increment_x, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_y", egrid->increment_y, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_z", egrid->increment_z, 1);
+ DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &sldata->irradiance_pool);
+ DRW_shgroup_uniform_float(grp, "sphere_size", &probe->data_draw_size, 1);
+ DRW_shgroup_call_instances_add(grp, DRW_cache_sphere_get(), NULL, (uint *)&ped->num_cell);
+ }
+ }
+}
+
+void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+
+ /* Setup enough layers. */
+ /* Free textures if number mismatch. */
+ if (pinfo->num_cube != pinfo->cache_num_cube) {
+ DRW_TEXTURE_FREE_SAFE(sldata->probe_pool);
+ pinfo->cache_num_cube = pinfo->num_cube;
+ }
+
+ if (pinfo->num_planar != pinfo->cache_num_planar) {
+ DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_pool);
+ DRW_TEXTURE_FREE_SAFE(vedata->txl->planar_depth);
+ pinfo->cache_num_planar = pinfo->num_planar;
+ }
+
+ int irr_size[3];
+ irradiance_pool_size_get(common_data->prb_irradiance_vis_size, pinfo->total_irradiance_samples, irr_size);
+
+ if ((irr_size[0] != pinfo->cache_irradiance_size[0]) ||
+ (irr_size[1] != pinfo->cache_irradiance_size[1]) ||
+ (irr_size[2] != pinfo->cache_irradiance_size[2]))
+ {
+ DRW_TEXTURE_FREE_SAFE(sldata->irradiance_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->irradiance_rt);
+ copy_v3_v3_int(pinfo->cache_irradiance_size, irr_size);
+ }
+
+ /* XXX this should be run each frame as it ensure planar_depth is set */
+ planar_pool_ensure_alloc(vedata, pinfo->num_planar);
+
+ if (!sldata->probe_pool) {
+ sldata->probe_pool = DRW_texture_create_2D_array(pinfo->cubemap_res, pinfo->cubemap_res, max_ff(1, pinfo->num_cube),
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL);
+ if (sldata->probe_filter_fb) {
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
+ }
+ /* Tag probes to refresh */
+ pinfo->update_world |= PROBE_UPDATE_CUBE;
+ }
+
+ if ((pinfo->update_world & PROBE_UPDATE_CUBE) != 0) {
+ common_data->prb_num_render_cube = 0;
+ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ ped->need_update = true;
+ ped->ready_to_shade = false;
+ ped->probe_id = 0;
+ }
+ }
+
+#ifdef IRRADIANCE_SH_L2
+ /* we need a signed format for Spherical Harmonics */
+ int irradiance_format = GPU_RGBA16F;
+#else
+ int irradiance_format = GPU_RGBA8;
+#endif
+
+ if (!sldata->irradiance_pool || !sldata->irradiance_rt) {
+ if (!sldata->irradiance_pool) {
+ sldata->irradiance_pool = DRW_texture_create_2D_array(irr_size[0], irr_size[1], irr_size[2],
+ irradiance_format, DRW_TEX_FILTER, NULL);
+ }
+ if (!sldata->irradiance_rt) {
+ sldata->irradiance_rt = DRW_texture_create_2D_array(irr_size[0], irr_size[1], irr_size[2],
+ irradiance_format, DRW_TEX_FILTER, NULL);
+ }
+ /* Tag probes to refresh */
+ pinfo->update_world |= PROBE_UPDATE_GRID;
+ pinfo->grid_initialized = false;
+ }
+
+ if ((pinfo->update_world & PROBE_UPDATE_GRID) != 0) {
+ common_data->prb_num_render_grid = 0;
+ pinfo->updated_bounce = 0;
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_PROBE); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ ped->need_update = true;
+ ped->updated_cells = 0;
+ }
+ }
+
+ if (common_data->prb_num_render_grid > pinfo->num_grid) {
+ /* This can happen when deleting a probe. */
+ common_data->prb_num_render_grid = pinfo->num_grid;
+ }
+
+ EEVEE_planar_reflections_cache_finish(sldata, vedata->stl);
+
+ EEVEE_lightprobes_updates(sldata, vedata->psl, vedata->stl);
+
+ DRW_uniformbuffer_update(sldata->probe_ubo, &sldata->probes->probe_data);
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+}
+
+static void downsample_planar(void *vedata, int level)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+ const float *size = DRW_viewport_size_get();
+ copy_v2_v2(stl->g_data->planar_texel_size, size);
+ for (int i = 0; i < level - 1; ++i) {
+ stl->g_data->planar_texel_size[0] /= 2.0f;
+ stl->g_data->planar_texel_size[1] /= 2.0f;
+ min_ff(floorf(stl->g_data->planar_texel_size[0]), 1.0f);
+ min_ff(floorf(stl->g_data->planar_texel_size[1]), 1.0f);
+ }
+ invert_v2(stl->g_data->planar_texel_size);
+
+ DRW_draw_pass(psl->probe_planar_downsample_ps);
+}
+
+/* Glossy filter probe_rt to probe_pool at index probe_idx */
+static void glossy_filter_probe(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl, int probe_idx, float intensity)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ pinfo->intensity_fac = intensity;
+
+ /* Max lod used from the render target probe */
+ pinfo->lod_rt_max = floorf(log2f(pinfo->target_size)) - 2.0f;
+
+ /* Start fresh */
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE
+ });
+
+ /* 2 - Let gpu create Mipmaps for Filtered Importance Sampling. */
+ /* Bind next framebuffer to be able to gen. mips for probe_rt. */
+ EEVEE_downsample_cube_buffer(vedata, sldata->probe_rt, (int)(pinfo->lod_rt_max));
+
+ /* 3 - Render to probe array to the specified layer, do prefiltering. */
+ float mipsize = pinfo->cubemap_res;
+ const int maxlevel = (int)floorf(log2f(pinfo->cubemap_res));
+ const int min_lod_level = 3;
+ for (int i = 0; i < maxlevel - min_lod_level; i++) {
+ float bias = (i == 0) ? -1.0f : 1.0f;
+ pinfo->texel_size = 1.0f / mipsize;
+ pinfo->padding_size = powf(2.0f, (float)(maxlevel - min_lod_level - 1 - i));
+ /* XXX : WHY THE HECK DO WE NEED THIS ??? */
+ /* padding is incorrect without this! float precision issue? */
+ if (pinfo->padding_size > 32) {
+ pinfo->padding_size += 5;
+ }
+ if (pinfo->padding_size > 16) {
+ pinfo->padding_size += 4;
+ }
+ else if (pinfo->padding_size > 8) {
+ pinfo->padding_size += 2;
+ }
+ else if (pinfo->padding_size > 4) {
+ pinfo->padding_size += 1;
+ }
+ pinfo->layer = probe_idx;
+ pinfo->roughness = (float)i / ((float)maxlevel - 4.0f);
+ pinfo->roughness *= pinfo->roughness; /* Disney Roughness */
+ pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */
+ CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */
+
+#if 1 /* Variable Sample count (fast) */
+ switch (i) {
+ case 0: pinfo->samples_ct = 1.0f; break;
+ case 1: pinfo->samples_ct = 16.0f; break;
+ case 2: pinfo->samples_ct = 32.0f; break;
+ case 3: pinfo->samples_ct = 64.0f; break;
+ default: pinfo->samples_ct = 128.0f; break;
+ }
+#else /* Constant Sample count (slow) */
+ pinfo->samples_ct = 1024.0f;
+#endif
+
+ pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
+ pinfo->lodfactor = bias + 0.5f * log((float)(pinfo->target_size * pinfo->target_size) * pinfo->invsamples_ct) / log(2);
+
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_MIP(sldata->probe_pool, i)
+ });
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ GPU_framebuffer_viewport_set(sldata->probe_filter_fb, 0, 0, mipsize, mipsize);
+ DRW_draw_pass(psl->probe_glossy_compute);
+
+ mipsize /= 2;
+ CLAMP_MIN(mipsize, 1);
+ }
+ /* For shading, save max level of the octahedron map */
+ sldata->common_data.prb_lod_cube_max = (float)(maxlevel - min_lod_level) - 1.0f;
+}
+
+/* Diffuse filter probe_rt to irradiance_pool at index probe_idx */
+static void diffuse_filter_probe(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, EEVEE_PassList *psl, int offset,
+ float clipsta, float clipend, float vis_range, float vis_blur, float intensity)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ pinfo->intensity_fac = intensity;
+
+ int pool_size[3];
+ irradiance_pool_size_get(common_data->prb_irradiance_vis_size, pinfo->total_irradiance_samples, pool_size);
+
+ /* find cell position on the virtual 3D texture */
+ /* NOTE : Keep in sync with load_irradiance_cell() */
+#if defined(IRRADIANCE_SH_L2)
+ int size[2] = {3, 3};
+#elif defined(IRRADIANCE_CUBEMAP)
+ int size[2] = {8, 8};
+ pinfo->samples_ct = 1024.0f;
+#elif defined(IRRADIANCE_HL2)
+ int size[2] = {3, 2};
+ pinfo->samples_ct = 1024.0f;
+#endif
+
+ int cell_per_row = pool_size[0] / size[0];
+ int x = size[0] * (offset % cell_per_row);
+ int y = size[1] * (offset / cell_per_row);
+
+#ifndef IRRADIANCE_SH_L2
+ /* Tweaking parameters to balance perf. vs precision */
+ const float bias = 0.0f;
+ pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
+ pinfo->lodfactor = bias + 0.5f * log((float)(pinfo->target_size * pinfo->target_size) * pinfo->invsamples_ct) / log(2);
+ pinfo->lod_rt_max = floorf(log2f(pinfo->target_size)) - 2.0f;
+#else
+ pinfo->shres = 32; /* Less texture fetches & reduce branches */
+ pinfo->lod_rt_max = 2.0f; /* Improve cache reuse */
+#endif
+
+ /* Start fresh */
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE
+ });
+
+ /* 4 - Compute spherical harmonics */
+ EEVEE_downsample_cube_buffer(vedata, sldata->probe_rt, (int)(pinfo->lod_rt_max));
+
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_LAYER(sldata->irradiance_rt, 0)
+ });
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ GPU_framebuffer_viewport_set(sldata->probe_filter_fb, x, y, size[0], size[1]);
+ DRW_draw_pass(psl->probe_diffuse_compute);
+
+ /* World irradiance have no visibility */
+ if (offset > 0) {
+ /* Compute visibility */
+ pinfo->samples_ct = 512.0f; /* TODO refine */
+ pinfo->invsamples_ct = 1.0f / pinfo->samples_ct;
+ pinfo->shres = common_data->prb_irradiance_vis_size;
+ pinfo->visibility_range = vis_range;
+ pinfo->visibility_blur = vis_blur;
+ pinfo->near_clip = -clipsta;
+ pinfo->far_clip = -clipend;
+ pinfo->texel_size = 1.0f / (float)common_data->prb_irradiance_vis_size;
+
+ int cell_per_col = pool_size[1] / common_data->prb_irradiance_vis_size;
+ cell_per_row = pool_size[0] / common_data->prb_irradiance_vis_size;
+ x = common_data->prb_irradiance_vis_size * (offset % cell_per_row);
+ y = common_data->prb_irradiance_vis_size * ((offset / cell_per_row) % cell_per_col);
+ int layer = 1 + ((offset / cell_per_row) / cell_per_col);
+ const int vis_size = common_data->prb_irradiance_vis_size;
+
+ GPU_framebuffer_ensure_config(&sldata->probe_filter_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_LAYER(sldata->irradiance_rt, layer)
+ });
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ GPU_framebuffer_viewport_set(sldata->probe_filter_fb, x, y, vis_size, vis_size);
+ DRW_draw_pass(psl->probe_visibility_compute);
+ }
+}
+
+/* Render the scene to the probe_rt texture. */
+static void render_scene_to_probe(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ const float pos[3], float clipsta, float clipend)
+{
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ DRWMatrixState matstate;
+ float (*viewmat)[4] = matstate.mat[DRW_MAT_VIEW];
+ float (*viewinv)[4] = matstate.mat[DRW_MAT_VIEWINV];
+ float (*persmat)[4] = matstate.mat[DRW_MAT_PERS];
+ float (*persinv)[4] = matstate.mat[DRW_MAT_PERSINV];
+ float (*winmat)[4] = matstate.mat[DRW_MAT_WIN];
+ float (*wininv)[4] = matstate.mat[DRW_MAT_WININV];
+
+ float posmat[4][4];
+ unit_m4(posmat);
+
+ /* Move to capture position */
+ negate_v3_v3(posmat[3], pos);
+
+ /* 1 - Render to each cubeface individually.
+ * We do this instead of using geometry shader because a) it's faster,
+ * b) it's easier than fixing the nodetree shaders (for view dependant effects). */
+ pinfo->layer = 0;
+ perspective_m4(winmat, -clipsta, clipsta, -clipsta, clipsta, clipsta, clipend);
+
+ /* Avoid using the texture attached to framebuffer when rendering. */
+ /* XXX */
+ GPUTexture *tmp_planar_pool = txl->planar_pool;
+ GPUTexture *tmp_maxz = txl->maxzbuffer;
+ txl->planar_pool = e_data.planar_pool_placeholder;
+ txl->maxzbuffer = e_data.depth_placeholder;
+
+ DRW_stats_group_start("Cubemap Render");
+
+ /* Update common uniforms */
+ DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
+
+ for (int i = 0; i < 6; ++i) {
+ /* Recompute only on 1st drawloop. */
+ pinfo->vis_data.cached = (i != 0);
+
+ DRW_stats_group_start("Cubemap Face");
+
+ /* Setup custom matrices */
+ mul_m4_m4m4(viewmat, cubefacemat[i], posmat);
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(persinv, persmat);
+ invert_m4_m4(viewinv, viewmat);
+ invert_m4_m4(wininv, winmat);
+
+ DRW_viewport_matrix_override_set_all(&matstate);
+
+ /* Be sure that cascaded shadow maps are updated. */
+ EEVEE_draw_shadows(sldata, psl);
+
+ GPU_framebuffer_bind(sldata->probe_face_fb[i]);
+ GPU_framebuffer_clear_depth(sldata->probe_face_fb[i], 1.0);
+
+ /* Depth prepass */
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+
+ DRW_draw_pass(psl->probe_background);
+
+ // EEVEE_create_minmax_buffer(vedata, sldata->probe_depth_rt);
+
+ /* Rebind Target FB */
+ GPU_framebuffer_bind(sldata->probe_face_fb[i]);
+
+ /* Shading pass */
+ EEVEE_draw_default_passes(psl);
+ DRW_draw_pass(psl->material_pass);
+ DRW_draw_pass(psl->sss_pass); /* Only output standard pass */
+
+ DRW_stats_group_end();
+ }
+
+ DRW_stats_group_end();
+
+ /* Make sure no aditionnal visibility check runs after this. */
+ pinfo->vis_data.collection = NULL;
+
+ /* Restore */
+ txl->planar_pool = tmp_planar_pool;
+ txl->maxzbuffer = tmp_maxz;
+}
+
+static void render_scene_to_planar(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, int layer,
+ EEVEE_LightProbeEngineData *ped)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ float (*viewmat)[4] = ped->mats.mat[DRW_MAT_VIEW];
+ float (*viewinv)[4] = ped->mats.mat[DRW_MAT_VIEWINV];
+ float (*persmat)[4] = ped->mats.mat[DRW_MAT_PERS];
+ float (*persinv)[4] = ped->mats.mat[DRW_MAT_PERSINV];
+ float (*winmat)[4] = ped->mats.mat[DRW_MAT_WIN];
+ float (*wininv)[4] = ped->mats.mat[DRW_MAT_WININV];
+
+ invert_m4_m4(viewinv, viewmat);
+ invert_m4_m4(persinv, persmat);
+ invert_m4_m4(wininv, winmat);
+
+ DRW_stats_group_start("Planar Reflection");
+
+ DRW_viewport_matrix_override_set_all(&ped->mats);
+
+ /* Don't reuse previous visibility. */
+ pinfo->vis_data.cached = false;
+
+ /* Be sure that cascaded shadow maps are updated. */
+ EEVEE_draw_shadows(sldata, psl);
+
+ /* Since we are rendering with an inverted view matrix, we need
+ * to invert the facing for backface culling to be the same. */
+ DRW_state_invert_facing();
+ /* Set clipping plan */
+ copy_v4_v4(sldata->clip_data.clip_planes[0], ped->planer_eq_offset);
+ DRW_uniformbuffer_update(sldata->clip_ubo, &sldata->clip_data);
+ DRW_state_clip_planes_count_set(1);
+
+ GPU_framebuffer_ensure_config(&fbl->planarref_fb, {
+ GPU_ATTACHMENT_TEXTURE_LAYER(txl->planar_depth, layer),
+ GPU_ATTACHMENT_TEXTURE_LAYER(txl->planar_pool, layer)
+ });
+
+ GPU_framebuffer_bind(fbl->planarref_fb);
+ GPU_framebuffer_clear_depth(fbl->planarref_fb, 1.0);
+
+ /* Avoid using the texture attached to framebuffer when rendering. */
+ /* XXX */
+ GPUTexture *tmp_planar_pool = txl->planar_pool;
+ GPUTexture *tmp_planar_depth = txl->planar_depth;
+ txl->planar_pool = e_data.planar_pool_placeholder;
+ txl->planar_depth = e_data.depth_array_placeholder;
+
+ /* Slight modification: we handle refraction as normal
+ * shading and don't do SSRefraction. */
+
+ /* Depth prepass */
+ DRW_draw_pass(psl->depth_pass_clip);
+ DRW_draw_pass(psl->depth_pass_clip_cull);
+ DRW_draw_pass(psl->refract_depth_pass);
+ DRW_draw_pass(psl->refract_depth_pass_cull);
+
+ /* Background */
+ DRW_draw_pass(psl->probe_background);
+
+ EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer);
+
+ /* Compute GTAO Horizons */
+ EEVEE_occlusion_compute(sldata, vedata, tmp_planar_depth, layer);
+
+ /* Rebind Planar FB */
+ GPU_framebuffer_bind(fbl->planarref_fb);
+
+ /* Shading pass */
+ EEVEE_draw_default_passes(psl);
+ DRW_draw_pass(psl->material_pass);
+ DRW_draw_pass(psl->sss_pass); /* Only output standard pass */
+ DRW_draw_pass(psl->refract_pass);
+
+ /* Transparent */
+ if (DRW_state_is_image_render()) {
+ /* Do the reordering only for offline because it can be costly. */
+ DRW_pass_sort_shgroup_z(psl->transparent_pass);
+ }
+ DRW_draw_pass(psl->transparent_pass);
+
+ DRW_state_invert_facing();
+ DRW_state_clip_planes_reset();
+
+ DRW_stats_group_end();
+
+ /* Make sure no aditionnal visibility check runs after this. */
+ pinfo->vis_data.collection = NULL;
+
+ /* Restore */
+ txl->planar_pool = tmp_planar_pool;
+ txl->planar_depth = tmp_planar_depth;
+}
+
+static void render_world_to_probe(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ DRWMatrixState matstate;
+ float (*viewmat)[4] = matstate.mat[DRW_MAT_VIEW];
+ float (*viewinv)[4] = matstate.mat[DRW_MAT_VIEWINV];
+ float (*persmat)[4] = matstate.mat[DRW_MAT_PERS];
+ float (*persinv)[4] = matstate.mat[DRW_MAT_PERSINV];
+ float (*winmat)[4] = matstate.mat[DRW_MAT_WIN];
+ float (*wininv)[4] = matstate.mat[DRW_MAT_WININV];
+
+ /* For world probe, we don't need to clear since we render the background directly. */
+ pinfo->layer = 0;
+
+ perspective_m4(winmat, -0.1f, 0.1f, -0.1f, 0.1f, 0.1f, 1.0f);
+ invert_m4_m4(wininv, winmat);
+
+ for (int i = 0; i < 6; ++i) {
+ /* Setup custom matrices */
+ copy_m4_m4(viewmat, cubefacemat[i]);
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(persinv, persmat);
+ invert_m4_m4(viewinv, viewmat);
+ DRW_viewport_matrix_override_set_all(&matstate);
+
+ GPU_framebuffer_bind(sldata->probe_face_fb[i]);
+ GPU_framebuffer_clear_depth(sldata->probe_face_fb[i], 1.0f);
+ DRW_draw_pass(psl->probe_background);
+ }
+}
+
+static void lightprobe_cell_grid_location_get(EEVEE_LightGrid *egrid, int cell_idx, float r_local_cell[3])
+{
+ /* Keep in sync with lightprobe_grid_display_vert */
+ r_local_cell[2] = (float)(cell_idx % egrid->resolution[2]);
+ r_local_cell[1] = (float)((cell_idx / egrid->resolution[2]) % egrid->resolution[1]);
+ r_local_cell[0] = (float)(cell_idx / (egrid->resolution[2] * egrid->resolution[1]));
+}
+
+static void lightprobe_cell_world_location_get(EEVEE_LightGrid *egrid, float local_cell[3], float r_pos[3])
+{
+ float tmp[3];
+
+ copy_v3_v3(r_pos, egrid->corner);
+ mul_v3_v3fl(tmp, egrid->increment_x, local_cell[0]);
+ add_v3_v3(r_pos, tmp);
+ mul_v3_v3fl(tmp, egrid->increment_y, local_cell[1]);
+ add_v3_v3(r_pos, tmp);
+ mul_v3_v3fl(tmp, egrid->increment_z, local_cell[2]);
+ add_v3_v3(r_pos, tmp);
+}
+
+static void lightprobes_refresh_world(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ DRWMatrixState saved_mats;
+
+ /* We need to save the Matrices before overidding them */
+ DRW_viewport_matrix_get_all(&saved_mats);
+
+ render_world_to_probe(sldata, psl);
+ if (pinfo->update_world & PROBE_UPDATE_CUBE) {
+ glossy_filter_probe(sldata, vedata, psl, 0, 1.0);
+ common_data->prb_num_render_cube = 1;
+ }
+ if (pinfo->update_world & PROBE_UPDATE_GRID) {
+ diffuse_filter_probe(sldata, vedata, psl, 0, 0.0, 0.0, 0.0, 0.0, 1.0);
+
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ common_data->prb_num_render_grid = 1;
+ /* Reset volume history. */
+ stl->effects->volume_current_sample = -1;
+ common_data->vol_history_alpha = 0.0f;
+ }
+ pinfo->update_world = 0;
+ DRW_viewport_request_redraw();
+ /* Do not let this frame accumulate. */
+ stl->effects->taa_current_sample = 1;
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+}
+
+static void lightprobes_refresh_initialize_grid(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_PassList *psl = vedata->psl;
+ if (pinfo->grid_initialized) {
+ /* Grid is already initialized, nothing to do. */
+ return;
+ }
+ /* Flood fill with world irradiance. */
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+
+ pinfo->grid_initialized = true;
+}
+
+void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ Object *ob;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ DRWMatrixState saved_mats;
+
+ if (pinfo->num_planar == 0) {
+ /* Disable SSR if we cannot read previous frame */
+ common_data->ssr_toggle = vedata->stl->g_data->valid_double_buffer;
+ common_data->prb_num_planar = 0;
+ return;
+ }
+
+ EEVEE_planar_reflections_updates(sldata);
+ DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data);
+
+ /* We need to save the Matrices before overidding them */
+ DRW_viewport_matrix_get_all(&saved_mats);
+
+ /* Temporary Remove all planar reflections (avoid lag effect). */
+ common_data->prb_num_planar = 0;
+ /* Turn off ssr to avoid black specular */
+ common_data->ssr_toggle = false;
+ common_data->sss_toggle = false;
+
+ DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
+
+ for (int i = 0; (ob = pinfo->probes_planar_ref[i]) && (i < MAX_PLANAR); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ LightProbe *prb = (LightProbe *)ob->data;
+ pinfo->vis_data.collection = prb->visibility_grp;
+ pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
+ render_scene_to_planar(sldata, vedata, i, ped);
+ }
+
+ /* Restore */
+ common_data->prb_num_planar = pinfo->num_planar;
+ common_data->ssr_toggle = true;
+ common_data->sss_toggle = true;
+
+ /* Prefilter for SSR */
+ if ((vedata->stl->effects->enabled_effects & EFFECT_SSR) != 0) {
+ const int max_lod = 9;
+ DRW_stats_group_start("Planar Probe Downsample");
+
+ GPU_framebuffer_ensure_config(&fbl->planar_downsample_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->planar_pool)
+ });
+ GPU_framebuffer_recursive_downsample(fbl->planar_downsample_fb, max_lod, &downsample_planar, vedata);
+ /* For shading, save max level of the planar map */
+ common_data->prb_lod_planar_max = (float)(max_lod);
+ DRW_stats_group_end();
+ }
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+
+ if (DRW_state_is_image_render()) {
+ /* Sort transparents because planar reflections could have re-sorted them. */
+ DRW_pass_sort_shgroup_z(vedata->psl->transparent_pass);
+ }
+
+ /* Disable SSR if we cannot read previous frame */
+ common_data->ssr_toggle = vedata->stl->g_data->valid_double_buffer;
+}
+
+static void lightprobes_refresh_cube(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+ for (int i = 1; (ob = pinfo->probes_cube_ref[i]) && (i < MAX_PROBE); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ if (!ped->need_update) {
+ continue;
+ }
+ LightProbe *prb = (LightProbe *)ob->data;
+ pinfo->vis_data.collection = prb->visibility_grp;
+ pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
+ render_scene_to_probe(sldata, vedata, ob->obmat[3], prb->clipsta, prb->clipend);
+ glossy_filter_probe(sldata, vedata, psl, i, prb->intensity);
+ ped->need_update = false;
+ ped->probe_id = i;
+ if (!ped->ready_to_shade) {
+ common_data->prb_num_render_cube++;
+ ped->ready_to_shade = true;
+ }
+#if 0
+ printf("Update Cubemap %d\n", i);
+#endif
+ DRW_viewport_request_redraw();
+ /* Do not let this frame accumulate. */
+ stl->effects->taa_current_sample = 1;
+ /* Only do one probe per frame */
+ return;
+ }
+
+ pinfo->do_cube_update = false;
+}
+
+static void lightprobes_refresh_all_no_world(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ Object *ob;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ if (draw_ctx->evil_C != NULL) {
+ /* Only compute probes if not navigating or in playback */
+ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
+ if (((rv3d->rflag & RV3D_NAVIGATING) != 0) || ED_screen_animation_no_scrub(wm) != NULL) {
+ return;
+ }
+ }
+ /* We need to save the Matrices before overidding them */
+ DRWMatrixState saved_mats;
+ DRW_viewport_matrix_get_all(&saved_mats);
+ /* Make sure grid is initialized. */
+ lightprobes_refresh_initialize_grid(sldata, vedata);
+ /* Reflection probes depend on diffuse lighting thus on irradiance grid,
+ * so update them first. */
+ while (pinfo->updated_bounce < pinfo->num_bounce) {
+ common_data->prb_num_render_grid = pinfo->num_grid;
+ /* TODO(sergey): This logic can be split into smaller functions. */
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ if (!ped->need_update) {
+ continue;
+ }
+ EEVEE_LightGrid *egrid = &pinfo->grid_data[i];
+ LightProbe *prb = (LightProbe *)ob->data;
+ /* Find the next cell corresponding to the current level. */
+ bool valid_cell = false;
+ int cell_id = ped->updated_cells;
+ float pos[3], grid_loc[3];
+ /* Other levels */
+ int current_stride = 1 << max_ii(0, ped->max_lvl - ped->updated_lvl);
+ int prev_stride = current_stride << 1;
+ bool do_rendering = true;
+ while (!valid_cell) {
+ cell_id = ped->updated_cells;
+ lightprobe_cell_grid_location_get(egrid, cell_id, grid_loc);
+ if (ped->updated_lvl == 0 && cell_id == 0) {
+ valid_cell = true;
+ ped->updated_cells = ped->num_cell;
+ continue;
+ }
+ else if (((((int)grid_loc[0] % current_stride) == 0) &&
+ (((int)grid_loc[1] % current_stride) == 0) &&
+ (((int)grid_loc[2] % current_stride) == 0)) &&
+ !((((int)grid_loc[0] % prev_stride) == 0) &&
+ (((int)grid_loc[1] % prev_stride) == 0) &&
+ (((int)grid_loc[2] % prev_stride) == 0)))
+ {
+ valid_cell = true;
+ }
+ ped->updated_cells++;
+ if (ped->updated_cells > ped->num_cell) {
+ do_rendering = false;
+ break;
+ }
+ }
+ if (do_rendering) {
+ lightprobe_cell_world_location_get(egrid, grid_loc, pos);
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+ /* Temporary Remove all probes. */
+ int tmp_num_render_grid = common_data->prb_num_render_grid;
+ int tmp_num_render_cube = common_data->prb_num_render_cube;
+ int tmp_num_planar = common_data->prb_num_planar;
+ float tmp_level_bias = egrid->level_bias;
+ common_data->prb_num_render_cube = 0;
+ common_data->prb_num_planar = 0;
+ /* Use light from previous bounce when capturing radiance. */
+ if (pinfo->updated_bounce == 0) {
+ /* But not on first bounce. */
+ common_data->prb_num_render_grid = 0;
+ }
+ else {
+ /* Remove bias */
+ egrid->level_bias = (float)(1 << 0);
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+ }
+ pinfo->vis_data.collection = prb->visibility_grp;
+ pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
+ render_scene_to_probe(sldata, vedata, pos, prb->clipsta, prb->clipend);
+ diffuse_filter_probe(sldata, vedata, psl, egrid->offset + cell_id,
+ prb->clipsta, prb->clipend, egrid->visibility_range, prb->vis_blur,
+ prb->intensity);
+ /* To see what is going on. */
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+ /* Restore */
+ common_data->prb_num_render_cube = tmp_num_render_cube;
+ pinfo->num_planar = tmp_num_planar;
+ if (pinfo->updated_bounce == 0) {
+ common_data->prb_num_render_grid = tmp_num_render_grid;
+ }
+ else {
+ egrid->level_bias = tmp_level_bias;
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+ }
+#if 0
+ printf("Updated Grid %d : cell %d / %d, bounce %d / %d\n",
+ i, cell_id + 1, ped->num_cell, pinfo->updated_bounce + 1, pinfo->num_bounce);
+#endif
+ }
+ if (ped->updated_cells >= ped->num_cell) {
+ ped->updated_lvl++;
+ ped->updated_cells = 0;
+ if (ped->updated_lvl > ped->max_lvl) {
+ ped->need_update = false;
+ }
+ egrid->level_bias = (float)(1 << max_ii(0, ped->max_lvl - ped->updated_lvl + 1));
+ DRW_uniformbuffer_update(sldata->grid_ubo, &sldata->probes->grid_data);
+ }
+ /* Only do one probe per frame */
+ DRW_viewport_request_redraw();
+ /* Do not let this frame accumulate. */
+ stl->effects->taa_current_sample = 1;
+ /* Reset volume history. */
+ stl->effects->volume_current_sample = -1;
+ common_data->vol_history_alpha = 0.0f;
+ /* Restore matrices */
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+ return;
+ }
+
+ pinfo->updated_bounce++;
+ common_data->prb_num_render_grid = pinfo->num_grid;
+
+ if (pinfo->updated_bounce < pinfo->num_bounce) {
+ /* Retag all grids to update for next bounce */
+ for (int i = 1; (ob = pinfo->probes_grid_ref[i]) && (i < MAX_GRID); i++) {
+ EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_ensure(ob);
+ ped->need_update = true;
+ ped->updated_cells = 0;
+ ped->updated_lvl = 0;
+ }
+ /* Reset the next buffer so we can see the progress. */
+ /* irradiance_rt is already the next rt because of the previous SWAP */
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->irradiance_rt, 0, 0);
+ GPU_framebuffer_bind(sldata->probe_filter_fb);
+ DRW_draw_pass(psl->probe_grid_fill);
+
+ GPU_framebuffer_texture_attach(sldata->probe_filter_fb, sldata->probe_pool, 0, 0);
+ /* Swap AFTER */
+ SWAP(GPUTexture *, sldata->irradiance_pool, sldata->irradiance_rt);
+ }
+ }
+ /* Refresh cube probe when needed. */
+ lightprobes_refresh_cube(sldata, vedata);
+ /* Restore matrices */
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+}
+
+bool EEVEE_lightprobes_all_probes_ready(EEVEE_ViewLayerData *sldata, EEVEE_Data *UNUSED(vedata))
+{
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ return ((pinfo->do_cube_update == false) &&
+ (pinfo->updated_bounce == pinfo->num_bounce) &&
+ (common_data->prb_num_render_cube == pinfo->num_cube));
+}
+
+void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_LightProbesInfo *pinfo = sldata->probes;
+
+ /* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */
+ common_data->spec_toggle = false;
+ common_data->ssr_toggle = false;
+ common_data->sss_toggle = false;
+
+ /* Disable AO until we find a way to hide really bad discontinuities between cubefaces. */
+ float tmp_ao_dist = common_data->ao_dist;
+ float tmp_ao_settings = common_data->ao_settings;
+ common_data->ao_settings = 0.0f;
+ common_data->ao_dist = 0.0f;
+
+ /* Render world in priority */
+ if (pinfo->update_world) {
+ lightprobes_refresh_world(sldata, vedata);
+ }
+ else if (EEVEE_lightprobes_all_probes_ready(sldata, vedata) == false && pinfo->all_materials_updated) {
+ lightprobes_refresh_all_no_world(sldata, vedata);
+ }
+
+ /* Restore */
+ common_data->spec_toggle = true;
+ common_data->ssr_toggle = true;
+ common_data->sss_toggle = true;
+ common_data->ao_dist = tmp_ao_dist;
+ common_data->ao_settings = tmp_ao_settings;
+}
+
+void EEVEE_lightprobes_free(void)
+{
+ MEM_SAFE_FREE(e_data.format_probe_display_cube);
+ MEM_SAFE_FREE(e_data.format_probe_display_planar);
+ DRW_SHADER_FREE_SAFE(e_data.probe_default_sh);
+ DRW_SHADER_FREE_SAFE(e_data.probe_default_studiolight_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_grid_display_sh);
+ DRW_SHADER_FREE_SAFE(e_data.probe_planar_display_sh);
+ DRW_SHADER_FREE_SAFE(e_data.probe_planar_downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.probe_cube_display_sh);
+ DRW_TEXTURE_FREE_SAFE(e_data.hammersley);
+ DRW_TEXTURE_FREE_SAFE(e_data.planar_pool_placeholder);
+ DRW_TEXTURE_FREE_SAFE(e_data.depth_placeholder);
+ DRW_TEXTURE_FREE_SAFE(e_data.depth_array_placeholder);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
new file mode 100644
index 00000000000..dd69e19e7c1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -0,0 +1,1248 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_lights.c
+ * \ingroup DNA
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_rect.h"
+
+#include "BKE_object.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_engine.h"
+#include "eevee_private.h"
+
+#define SHADOW_CASTER_ALLOC_CHUNK 16
+
+static struct {
+ struct GPUShader *shadow_sh;
+ struct GPUShader *shadow_store_cube_sh[SHADOW_METHOD_MAX];
+ struct GPUShader *shadow_store_cascade_sh[SHADOW_METHOD_MAX];
+ struct GPUShader *shadow_copy_cube_sh[SHADOW_METHOD_MAX];
+ struct GPUShader *shadow_copy_cascade_sh[SHADOW_METHOD_MAX];
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_shadow_vert_glsl[];
+extern char datatoc_shadow_frag_glsl[];
+extern char datatoc_shadow_store_frag_glsl[];
+extern char datatoc_shadow_copy_frag_glsl[];
+extern char datatoc_concentric_samples_lib_glsl[];
+
+/* Prototype */
+static void eevee_light_setup(Object *ob, EEVEE_Light *evli);
+
+/* *********** LIGHT BITS *********** */
+static void lightbits_set_single(EEVEE_LightBits *bitf, uint idx, bool val)
+{
+ if (val) {
+ bitf->fields[idx / 8] |= (1 << (idx % 8));
+ }
+ else {
+ bitf->fields[idx / 8] &= ~(1 << (idx % 8));
+ }
+}
+
+static void lightbits_set_all(EEVEE_LightBits *bitf, bool val)
+{
+ memset(bitf, (val) ? 0xFF : 0x00, sizeof(EEVEE_LightBits));
+}
+
+static void lightbits_or(EEVEE_LightBits *r, const EEVEE_LightBits *v)
+{
+ for (int i = 0; i < MAX_LIGHTBITS_FIELDS; ++i) {
+ r->fields[i] |= v->fields[i];
+ }
+}
+
+static bool lightbits_get(const EEVEE_LightBits *r, uint idx)
+{
+ return r->fields[idx / 8] & (1 << (idx % 8));
+}
+
+static void lightbits_convert(
+ EEVEE_LightBits *r, const EEVEE_LightBits *bitf, const int *light_bit_conv_table, uint table_length)
+{
+ for (int i = 0; i < table_length; ++i) {
+ if (lightbits_get(bitf, i) != 0) {
+ if (light_bit_conv_table[i] >= 0) {
+ r->fields[i / 8] |= (1 << (i % 8));
+ }
+ }
+ }
+}
+
+/* *********** FUNCTIONS *********** */
+
+void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
+{
+ const uint shadow_ubo_size = sizeof(EEVEE_Shadow) * MAX_SHADOW +
+ sizeof(EEVEE_ShadowCube) * MAX_SHADOW_CUBE +
+ sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (!e_data.shadow_sh) {
+ e_data.shadow_sh = DRW_shader_create(
+ datatoc_shadow_vert_glsl, NULL, datatoc_shadow_frag_glsl, NULL);
+ }
+
+ if (!sldata->lamps) {
+ sldata->lamps = MEM_callocN(sizeof(EEVEE_LampsInfo), "EEVEE_LampsInfo");
+ sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL);
+ sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL);
+ sldata->shadow_render_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_ShadowRender), NULL);
+
+ for (int i = 0; i < 2; ++i) {
+ sldata->shcasters_buffers[i].shadow_casters = MEM_callocN(sizeof(EEVEE_ShadowCaster) * SHADOW_CASTER_ALLOC_CHUNK, "EEVEE_ShadowCaster buf");
+ sldata->shcasters_buffers[i].flags = MEM_callocN(sizeof(sldata->shcasters_buffers[0].flags) * SHADOW_CASTER_ALLOC_CHUNK, "EEVEE_shcast_buffer flags buf");
+ sldata->shcasters_buffers[i].alloc_count = SHADOW_CASTER_ALLOC_CHUNK;
+ sldata->shcasters_buffers[i].count = 0;
+ }
+
+ sldata->lamps->shcaster_frontbuffer = &sldata->shcasters_buffers[0];
+ sldata->lamps->shcaster_backbuffer = &sldata->shcasters_buffers[1];
+ }
+
+ /* Flip buffers */
+ SWAP(EEVEE_ShadowCasterBuffer *, sldata->lamps->shcaster_frontbuffer, sldata->lamps->shcaster_backbuffer);
+
+ const int sh_method = scene_eval->eevee.shadow_method;
+ int sh_cube_size = scene_eval->eevee.shadow_cube_size;
+ int sh_cascade_size = scene_eval->eevee.shadow_cascade_size;
+ const bool sh_high_bitdepth = (scene_eval->eevee.flag & SCE_EEVEE_SHADOW_HIGH_BITDEPTH) != 0;
+
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ if ((linfo->shadow_cube_size != sh_cube_size) ||
+ (linfo->shadow_method != sh_method) ||
+ (linfo->shadow_high_bitdepth != sh_high_bitdepth))
+ {
+ BLI_assert((sh_cube_size > 0) && (sh_cube_size <= 4096));
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_target);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_blur);
+
+ /* Compute adequate size for the octahedral map. */
+ linfo->shadow_cube_store_size = (int)ceil(sqrt((sh_cube_size * sh_cube_size) * 6.0f));
+
+ CLAMP(linfo->shadow_cube_store_size, 1, 4096);
+ CLAMP(sh_cube_size, 1, 4096);
+
+ linfo->shadow_render_data.cube_texel_size = 1.0f / sh_cube_size;
+ }
+
+ if ((linfo->shadow_cascade_size != sh_cascade_size) ||
+ (linfo->shadow_method != sh_method) ||
+ (linfo->shadow_high_bitdepth != sh_high_bitdepth))
+ {
+ BLI_assert((sh_cascade_size > 0) && (sh_cascade_size <= 4096));
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_target);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_blur);
+
+ CLAMP(sh_cascade_size, 1, 4096);
+ }
+
+ linfo->shadow_high_bitdepth = sh_high_bitdepth;
+ linfo->shadow_method = sh_method;
+ linfo->shadow_cube_size = sh_cube_size;
+ linfo->shadow_cascade_size = sh_cascade_size;
+
+ /* only compile the ones needed. reduce startup time. */
+ if ((sh_method == SHADOW_ESM) && !e_data.shadow_store_cube_sh[SHADOW_ESM]) {
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl);
+ char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.shadow_store_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define ESM\n");
+ e_data.shadow_store_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define ESM\n"
+ "#define CSM\n");
+ MEM_freeN(store_shadow_shader_str);
+
+ e_data.shadow_copy_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define ESM\n"
+ "#define COPY\n");
+ e_data.shadow_copy_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define ESM\n"
+ "#define COPY\n"
+ "#define CSM\n");
+ }
+ else if ((sh_method == SHADOW_VSM) && !e_data.shadow_store_cube_sh[SHADOW_VSM]) {
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl);
+ char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.shadow_store_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define VSM\n");
+ e_data.shadow_store_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define VSM\n"
+ "#define CSM\n");
+ MEM_freeN(store_shadow_shader_str);
+
+ e_data.shadow_copy_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define VSM\n"
+ "#define COPY\n");
+ e_data.shadow_copy_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define VSM\n"
+ "#define COPY\n"
+ "#define CSM\n");
+ }
+}
+
+void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ linfo->shcaster_frontbuffer->count = 0;
+ linfo->num_light = 0;
+ linfo->num_cube_layer = 0;
+ linfo->num_cascade_layer = 0;
+ linfo->gpu_cube_ct = linfo->gpu_cascade_ct = linfo->gpu_shadow_ct = 0;
+ linfo->cpu_cube_ct = linfo->cpu_cascade_ct = 0;
+ memset(linfo->light_ref, 0, sizeof(linfo->light_ref));
+ memset(linfo->shadow_cube_ref, 0, sizeof(linfo->shadow_cube_ref));
+ memset(linfo->shadow_cascade_ref, 0, sizeof(linfo->shadow_cascade_ref));
+ memset(linfo->new_shadow_id, -1, sizeof(linfo->new_shadow_id));
+
+ /* Shadow Casters: Reset flags. */
+ memset(linfo->shcaster_backbuffer->flags, (char)SHADOW_CASTER_PRUNED, linfo->shcaster_backbuffer->alloc_count);
+ memset(linfo->shcaster_frontbuffer->flags, 0x00, linfo->shcaster_frontbuffer->alloc_count);
+
+ {
+ psl->shadow_cube_store_pass = DRW_pass_create("Shadow Storage Pass", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(
+ e_data.shadow_store_cube_sh[linfo->shadow_method], psl->shadow_cube_store_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cube_blur);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->shadow_cascade_store_pass = DRW_pass_create("Shadow Cascade Storage Pass", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(
+ e_data.shadow_store_cascade_sh[linfo->shadow_method], psl->shadow_cascade_store_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cascade_blur);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_int(grp, "cascadeId", &linfo->current_shadow_cascade, 1);
+ DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->shadow_cube_copy_pass = DRW_pass_create("Shadow Copy Pass", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(
+ e_data.shadow_copy_cube_sh[linfo->shadow_method], psl->shadow_cube_copy_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cube_target);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
+ DRW_shgroup_uniform_int(grp, "faceId", &linfo->current_shadow_face, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->shadow_cascade_copy_pass = DRW_pass_create("Shadow Cascade Copy Pass", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(
+ e_data.shadow_copy_cascade_sh[linfo->shadow_method], psl->shadow_cascade_copy_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_cascade_target);
+ DRW_shgroup_uniform_block(grp, "shadow_render_block", sldata->shadow_render_ubo);
+ DRW_shgroup_uniform_float(grp, "shadowFilterSize", &linfo->filter_size, 1);
+ DRW_shgroup_uniform_int(grp, "cascadeId", &linfo->current_shadow_cascade, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->shadow_pass = DRW_pass_create("Shadow Pass", state);
+
+ stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
+ }
+}
+
+void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ /* Step 1 find all lamps in the scene and setup them */
+ if (linfo->num_light >= MAX_LIGHT) {
+ printf("Too many lamps in the scene !!!\n");
+ }
+ else {
+ Lamp *la = (Lamp *)ob->data;
+ EEVEE_Light *evli = linfo->light_data + linfo->num_light;
+ eevee_light_setup(ob, evli);
+
+ /* We do not support shadowmaps for dupli lamps. */
+ if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
+ linfo->num_light++;
+ return;
+ }
+
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+
+ /* Save previous shadow id. */
+ int prev_cube_sh_id = led->prev_cube_shadow_id;
+
+ /* Default light without shadows */
+ led->data.ld.shadow_id = -1;
+ led->prev_cube_shadow_id = -1;
+
+ if (la->mode & LA_SHADOW) {
+ if (la->type == LA_SUN) {
+ int sh_nbr = 1; /* TODO : MSM */
+ int cascade_nbr = la->cascade_count;
+
+ if ((linfo->gpu_cascade_ct + sh_nbr) <= MAX_SHADOW_CASCADE) {
+ /* Save Light object. */
+ linfo->shadow_cascade_ref[linfo->cpu_cascade_ct] = ob;
+
+ /* Store indices. */
+ EEVEE_ShadowCascadeData *data = &led->data.scad;
+ data->shadow_id = linfo->gpu_shadow_ct;
+ data->cascade_id = linfo->gpu_cascade_ct;
+ data->layer_id = linfo->num_cascade_layer;
+
+ /* Increment indices. */
+ linfo->gpu_shadow_ct += 1;
+ linfo->gpu_cascade_ct += sh_nbr;
+ linfo->num_cascade_layer += sh_nbr * cascade_nbr;
+
+ linfo->cpu_cascade_ct += 1;
+ }
+ }
+ else if (la->type == LA_SPOT || la->type == LA_LOCAL || la->type == LA_AREA) {
+ int sh_nbr = 1; /* TODO : MSM */
+
+ if ((linfo->gpu_cube_ct + sh_nbr) <= MAX_SHADOW_CUBE) {
+ /* Save Light object. */
+ linfo->shadow_cube_ref[linfo->cpu_cube_ct] = ob;
+
+ /* For light update tracking. */
+ if ((prev_cube_sh_id >= 0) &&
+ (prev_cube_sh_id < linfo->shcaster_backbuffer->count))
+ {
+ linfo->new_shadow_id[prev_cube_sh_id] = linfo->cpu_cube_ct;
+ }
+ led->prev_cube_shadow_id = linfo->cpu_cube_ct;
+
+ /* Saving lamp bounds for later. */
+ BLI_assert(linfo->cpu_cube_ct >= 0 && linfo->cpu_cube_ct < MAX_LIGHT);
+ copy_v3_v3(linfo->shadow_bounds[linfo->cpu_cube_ct].center, ob->obmat[3]);
+ linfo->shadow_bounds[linfo->cpu_cube_ct].radius = la->clipend;
+
+ EEVEE_ShadowCubeData *data = &led->data.scd;
+ /* Store indices. */
+ data->shadow_id = linfo->gpu_shadow_ct;
+ data->cube_id = linfo->gpu_cube_ct;
+ data->layer_id = linfo->num_cube_layer;
+
+ /* Increment indices. */
+ linfo->gpu_shadow_ct += 1;
+ linfo->gpu_cube_ct += sh_nbr;
+ linfo->num_cube_layer += sh_nbr;
+
+ linfo->cpu_cube_ct += 1;
+ }
+ }
+ }
+
+ led->data.ld.light_id = linfo->num_light;
+ linfo->light_ref[linfo->num_light] = ob;
+ linfo->num_light++;
+ }
+}
+
+/* Add a shadow caster to the shadowpasses */
+void EEVEE_lights_cache_shcaster_add(
+ EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_StorageList *stl, struct Gwn_Batch *geom, Object *ob)
+{
+ DRW_shgroup_call_object_add(
+ stl->g_data->shadow_shgrp,
+ geom, ob);
+}
+
+void EEVEE_lights_cache_shcaster_material_add(
+ EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl, struct GPUMaterial *gpumat,
+ struct Gwn_Batch *geom, struct Object *ob, float *alpha_threshold)
+{
+ /* TODO / PERF : reuse the same shading group for objects with the same material */
+ DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass);
+
+ if (grp == NULL) return;
+
+ if (alpha_threshold != NULL)
+ DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
+
+ DRW_shgroup_call_object_add(grp, geom, ob);
+}
+
+/* Make that object update shadow casting lamps inside its influence bounding box. */
+void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object *ob)
+{
+ if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
+ /* TODO: Special case for dupli objects because we cannot save the object pointer. */
+ return;
+ }
+
+ EEVEE_ObjectEngineData *oedata = EEVEE_object_data_ensure(ob);
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
+ EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
+ int past_id = oedata->shadow_caster_id;
+
+ /* Update flags in backbuffer. */
+ if (past_id > -1 && past_id < backbuffer->count) {
+ backbuffer->flags[past_id] &= ~SHADOW_CASTER_PRUNED;
+
+ if (oedata->need_update) {
+ backbuffer->flags[past_id] |= SHADOW_CASTER_UPDATED;
+ }
+ }
+
+ /* Update id. */
+ oedata->shadow_caster_id = frontbuffer->count++;
+
+ /* Make sure shadow_casters is big enough. */
+ if (oedata->shadow_caster_id >= frontbuffer->alloc_count) {
+ frontbuffer->alloc_count += SHADOW_CASTER_ALLOC_CHUNK;
+ frontbuffer->shadow_casters = MEM_reallocN(frontbuffer->shadow_casters, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
+ frontbuffer->flags = MEM_reallocN(frontbuffer->flags, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
+ }
+
+ EEVEE_ShadowCaster *shcaster = frontbuffer->shadow_casters + oedata->shadow_caster_id;
+
+ if (oedata->need_update) {
+ frontbuffer->flags[oedata->shadow_caster_id] = SHADOW_CASTER_UPDATED;
+ }
+
+ /* Update World AABB in frontbuffer. */
+ BoundBox *bb = BKE_object_boundbox_get(ob);
+ float min[3], max[3];
+ INIT_MINMAX(min, max);
+ for (int i = 0; i < 8; ++i) {
+ float vec[3];
+ copy_v3_v3(vec, bb->vec[i]);
+ mul_m4_v3(ob->obmat, vec);
+ minmax_v3v3_v3(min, max, vec);
+ }
+
+ EEVEE_BoundBox *aabb = &shcaster->bbox;
+ add_v3_v3v3(aabb->center, min, max);
+ mul_v3_fl(aabb->center, 0.5f);
+ sub_v3_v3v3(aabb->halfdim, aabb->center, max);
+
+ aabb->halfdim[0] = fabsf(aabb->halfdim[0]);
+ aabb->halfdim[1] = fabsf(aabb->halfdim[1]);
+ aabb->halfdim[2] = fabsf(aabb->halfdim[2]);
+
+ oedata->need_update = false;
+}
+
+void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ GPUTextureFormat shadow_pool_format = GPU_R32F;
+
+ sldata->common_data.la_num_light = linfo->num_light;
+
+ /* Setup enough layers. */
+ /* Free textures if number mismatch. */
+ if (linfo->num_cube_layer != linfo->cache_num_cube_layer) {
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);
+ linfo->cache_num_cube_layer = linfo->num_cube_layer;
+ linfo->update_flag |= LIGHT_UPDATE_SHADOW_CUBE;
+ }
+
+ if (linfo->num_cascade_layer != linfo->cache_num_cascade_layer) {
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
+ linfo->cache_num_cascade_layer = linfo->num_cascade_layer;
+ }
+
+ switch (linfo->shadow_method) {
+ case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_R32F : GPU_R16F); break;
+ case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_RG32F : GPU_RG16F); break;
+ default:
+ BLI_assert(!"Incorrect Shadow Method");
+ break;
+ }
+
+ /* Cubemaps */
+ if (!sldata->shadow_cube_target) {
+ sldata->shadow_cube_target = DRW_texture_create_cube(
+ linfo->shadow_cube_size, GPU_DEPTH_COMPONENT24, 0, NULL);
+ sldata->shadow_cube_blur = DRW_texture_create_cube(
+ linfo->shadow_cube_size, shadow_pool_format, DRW_TEX_FILTER, NULL);
+ }
+ if (!sldata->shadow_cube_pool) {
+ sldata->shadow_cube_pool = DRW_texture_create_2D_array(
+ linfo->shadow_cube_store_size, linfo->shadow_cube_store_size, max_ii(1, linfo->num_cube_layer),
+ shadow_pool_format, DRW_TEX_FILTER, NULL);
+ }
+ GPU_framebuffer_ensure_config(&sldata->shadow_cube_target_fb, {
+ GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_target)
+ });
+ GPU_framebuffer_ensure_config(&sldata->shadow_cube_store_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(sldata->shadow_cube_pool)
+ });
+
+ /* CSM */
+ if (!sldata->shadow_cascade_target) {
+ sldata->shadow_cascade_target = DRW_texture_create_2D_array(
+ linfo->shadow_cascade_size, linfo->shadow_cascade_size, MAX_CASCADE_NUM, GPU_DEPTH_COMPONENT24, 0, NULL);
+ sldata->shadow_cascade_blur = DRW_texture_create_2D_array(
+ linfo->shadow_cascade_size, linfo->shadow_cascade_size, MAX_CASCADE_NUM, shadow_pool_format, DRW_TEX_FILTER, NULL);
+ }
+ if (!sldata->shadow_cascade_pool) {
+ sldata->shadow_cascade_pool = DRW_texture_create_2D_array(
+ linfo->shadow_cascade_size, linfo->shadow_cascade_size, max_ii(1, linfo->num_cascade_layer),
+ shadow_pool_format, DRW_TEX_FILTER, NULL);
+ }
+ GPU_framebuffer_ensure_config(&sldata->shadow_cascade_target_fb, {
+ GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_target)
+ });
+ GPU_framebuffer_ensure_config(&sldata->shadow_cascade_store_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(sldata->shadow_cascade_pool)
+ });
+
+ /* Update Lamps UBOs. */
+ EEVEE_lights_update(sldata);
+}
+
+/* Update buffer with lamp data */
+static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
+{
+ Lamp *la = (Lamp *)ob->data;
+ float mat[4][4], scale[3], power;
+
+ /* Position */
+ copy_v3_v3(evli->position, ob->obmat[3]);
+
+ /* Color */
+ copy_v3_v3(evli->color, &la->r);
+
+ evli->spec = la->spec_fac;
+
+ /* Influence Radius */
+ evli->dist = la->dist;
+
+ /* Vectors */
+ normalize_m4_m4_ex(mat, ob->obmat, scale);
+ copy_v3_v3(evli->forwardvec, mat[2]);
+ normalize_v3(evli->forwardvec);
+ negate_v3(evli->forwardvec);
+
+ copy_v3_v3(evli->rightvec, mat[0]);
+ normalize_v3(evli->rightvec);
+
+ copy_v3_v3(evli->upvec, mat[1]);
+ normalize_v3(evli->upvec);
+
+ /* Spot size & blend */
+ if (la->type == LA_SPOT) {
+ evli->sizex = scale[0] / scale[2];
+ evli->sizey = scale[1] / scale[2];
+ evli->spotsize = cosf(la->spotsize * 0.5f);
+ evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
+ evli->radius = max_ff(0.001f, la->area_size);
+ }
+ else if (la->type == LA_AREA) {
+ evli->sizex = max_ff(0.0001f, la->area_size * scale[0] * 0.5f);
+ if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
+ evli->sizey = max_ff(0.0001f, la->area_sizey * scale[1] * 0.5f);
+ }
+ else {
+ evli->sizey = max_ff(0.0001f, la->area_size * scale[1] * 0.5f);
+ }
+ }
+ else {
+ evli->radius = max_ff(0.001f, la->area_size);
+ }
+
+ /* Lamp Type */
+ evli->lamptype = (float)la->type;
+
+ /* Make illumination power constant */
+ if (la->type == LA_AREA) {
+ power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */
+ 80.0f; /* XXX : Empirical, Fit cycles power */
+ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
+ evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
+ /* Scale power to account for the lower area of the ellipse compared to the surrouding rectangle. */
+ power *= 4.0f / M_PI;
+ }
+ }
+ else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
+ power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(4*r²*Pi²) */
+ M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
+
+ /* for point lights (a.k.a radius == 0.0) */
+ // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
+ }
+ else {
+ power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI) * /* 1/(r²*Pi) */
+ 12.5f; /* XXX : Empirical, Fit cycles power */
+ }
+ mul_v3_fl(evli->color, power * la->energy);
+
+ /* No shadow by default */
+ evli->shadowid = -1.0f;
+}
+
+static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led)
+{
+ EEVEE_ShadowCubeData *sh_data = &led->data.scd;
+ EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
+ EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id;
+ EEVEE_ShadowCube *cube_data = linfo->shadow_cube_data + sh_data->cube_id;
+ Lamp *la = (Lamp *)ob->data;
+
+ int sh_nbr = 1; /* TODO: MSM */
+
+ for (int i = 0; i < sh_nbr; ++i) {
+ /* TODO : choose MSM sample point here. */
+ copy_v3_v3(cube_data->position, ob->obmat[3]);
+ }
+
+ ubo_data->bias = 0.05f * la->bias;
+ ubo_data->near = la->clipsta;
+ ubo_data->far = la->clipend;
+ ubo_data->exp = (linfo->shadow_method == SHADOW_VSM) ? la->bleedbias : la->bleedexp;
+
+ evli->shadowid = (float)(sh_data->shadow_id);
+ ubo_data->shadow_start = (float)(sh_data->layer_id);
+ ubo_data->data_start = (float)(sh_data->cube_id);
+ ubo_data->multi_shadow_count = (float)(sh_nbr);
+ ubo_data->shadow_blur = la->soft * 0.02f; /* Used by translucence shadowmap blur */
+
+ ubo_data->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f;
+ ubo_data->contact_bias = 0.05f * la->contact_bias;
+ ubo_data->contact_spread = la->contact_spread;
+ ubo_data->contact_thickness = la->contact_thickness;
+}
+
+#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
+
+static double round_to_digits(double value, int digits)
+{
+ double factor = pow(10.0, digits - ceil(log10(fabs(value))));
+ return round(value * factor) / factor;
+}
+
+static void frustum_min_bounding_sphere(const float corners[8][3], float r_center[3], float *r_radius)
+{
+#if 0 /* Simple solution but waste too much space. */
+ float minvec[3], maxvec[3];
+
+ /* compute the bounding box */
+ INIT_MINMAX(minvec, maxvec);
+ for (int i = 0; i < 8; ++i) {
+ minmax_v3v3_v3(minvec, maxvec, corners[i]);
+ }
+
+ /* compute the bounding sphere of this box */
+ r_radius = len_v3v3(minvec, maxvec) * 0.5f;
+ add_v3_v3v3(r_center, minvec, maxvec);
+ mul_v3_fl(r_center, 0.5f);
+#else
+ /* Find averaged center. */
+ zero_v3(r_center);
+ for (int i = 0; i < 8; ++i) {
+ add_v3_v3(r_center, corners[i]);
+ }
+ mul_v3_fl(r_center, 1.0f / 8.0f);
+
+ /* Search the largest distance from the sphere center. */
+ *r_radius = 0.0f;
+ for (int i = 0; i < 8; ++i) {
+ float rad = len_squared_v3v3(corners[i], r_center);
+ if (rad > *r_radius) {
+ *r_radius = rad;
+ }
+ }
+
+ /* TODO try to reduce the radius further by moving the center.
+ * Remember we need a __stable__ solution! */
+
+ /* Try to reduce float imprecision leading to shimmering. */
+ *r_radius = (float)round_to_digits(sqrtf(*r_radius), 3);
+#endif
+}
+
+static void eevee_shadow_cascade_setup(
+ Object *ob, EEVEE_LampsInfo *linfo, EEVEE_LampEngineData *led,
+ DRWMatrixState *saved_mats, float view_near, float view_far)
+{
+ Lamp *la = (Lamp *)ob->data;
+
+ /* Camera Matrices */
+ float (*persinv)[4] = saved_mats->mat[DRW_MAT_PERSINV];
+ float (*vp_projmat)[4] = saved_mats->mat[DRW_MAT_WIN];
+ bool is_persp = DRW_viewport_is_persp_get();
+
+ /* Lamps Matrices */
+ int sh_nbr = 1; /* TODO : MSM */
+ int cascade_nbr = la->cascade_count;
+
+ EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
+ EEVEE_Light *evli = linfo->light_data + sh_data->light_id;
+ EEVEE_Shadow *ubo_data = linfo->shadow_data + sh_data->shadow_id;
+ EEVEE_ShadowCascade *cascade_data = linfo->shadow_cascade_data + sh_data->cascade_id;
+
+ /* obmat = Object Space > World Space */
+ /* viewmat = World Space > View Space */
+ float (*viewmat)[4] = sh_data->viewmat;
+#if 0 /* done at culling time */
+ normalize_m4_m4(viewmat, ob->obmat);
+#endif
+ invert_m4(viewmat);
+ invert_m4_m4(sh_data->viewinv, viewmat);
+
+ /* The technique consists into splitting
+ * the view frustum into several sub-frustum
+ * that are individually receiving one shadow map */
+
+ float csm_start, csm_end;
+
+ if (is_persp) {
+ csm_start = view_near;
+ csm_end = max_ff(view_far, -la->cascade_max_dist);
+ /* Avoid artifacts */
+ csm_end = min_ff(view_near, csm_end);
+ }
+ else {
+ csm_start = -view_far;
+ csm_end = view_far;
+ }
+
+ /* init near/far */
+ for (int c = 0; c < MAX_CASCADE_NUM; ++c) {
+ cascade_data->split_start[c] = csm_end;
+ cascade_data->split_end[c] = csm_end;
+ }
+
+ /* Compute split planes */
+ float splits_start_ndc[MAX_CASCADE_NUM];
+ float splits_end_ndc[MAX_CASCADE_NUM];
+
+ {
+ /* Nearest plane */
+ float p[4] = {1.0f, 1.0f, csm_start, 1.0f};
+ /* TODO: we don't need full m4 multiply here */
+ mul_m4_v4(vp_projmat, p);
+ splits_start_ndc[0] = p[2];
+ if (is_persp) {
+ splits_start_ndc[0] /= p[3];
+ }
+ }
+
+ {
+ /* Farthest plane */
+ float p[4] = {1.0f, 1.0f, csm_end, 1.0f};
+ /* TODO: we don't need full m4 multiply here */
+ mul_m4_v4(vp_projmat, p);
+ splits_end_ndc[cascade_nbr - 1] = p[2];
+ if (is_persp) {
+ splits_end_ndc[cascade_nbr - 1] /= p[3];
+ }
+ }
+
+ cascade_data->split_start[0] = csm_start;
+ cascade_data->split_end[cascade_nbr - 1] = csm_end;
+
+ for (int c = 1; c < cascade_nbr; ++c) {
+ /* View Space */
+ float linear_split = LERP(((float)(c) / (float)cascade_nbr), csm_start, csm_end);
+ float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr);
+
+ if (is_persp) {
+ cascade_data->split_start[c] = LERP(la->cascade_exponent, linear_split, exp_split);
+ }
+ else {
+ cascade_data->split_start[c] = linear_split;
+ }
+ cascade_data->split_end[c - 1] = cascade_data->split_start[c];
+
+ /* Add some overlap for smooth transition */
+ cascade_data->split_start[c] = LERP(la->cascade_fade, cascade_data->split_end[c - 1],
+ (c > 1) ? cascade_data->split_end[c - 2] : cascade_data->split_start[0]);
+
+ /* NDC Space */
+ {
+ float p[4] = {1.0f, 1.0f, cascade_data->split_start[c], 1.0f};
+ /* TODO: we don't need full m4 multiply here */
+ mul_m4_v4(vp_projmat, p);
+ splits_start_ndc[c] = p[2];
+
+ if (is_persp) {
+ splits_start_ndc[c] /= p[3];
+ }
+ }
+
+ {
+ float p[4] = {1.0f, 1.0f, cascade_data->split_end[c - 1], 1.0f};
+ /* TODO: we don't need full m4 multiply here */
+ mul_m4_v4(vp_projmat, p);
+ splits_end_ndc[c - 1] = p[2];
+
+ if (is_persp) {
+ splits_end_ndc[c - 1] /= p[3];
+ }
+ }
+ }
+
+ /* Set last cascade split fade distance into the first split_start. */
+ float prev_split = (cascade_nbr > 1) ? cascade_data->split_end[cascade_nbr - 2] : cascade_data->split_start[0];
+ cascade_data->split_start[0] = LERP(la->cascade_fade, cascade_data->split_end[cascade_nbr - 1], prev_split);
+
+ /* For each cascade */
+ for (int c = 0; c < cascade_nbr; ++c) {
+ float (*projmat)[4] = sh_data->projmat[c];
+ /* Given 8 frustum corners */
+ float corners[8][3] = {
+ /* Near Cap */
+ {-1.0f, -1.0f, splits_start_ndc[c]},
+ { 1.0f, -1.0f, splits_start_ndc[c]},
+ {-1.0f, 1.0f, splits_start_ndc[c]},
+ { 1.0f, 1.0f, splits_start_ndc[c]},
+ /* Far Cap */
+ {-1.0f, -1.0f, splits_end_ndc[c]},
+ { 1.0f, -1.0f, splits_end_ndc[c]},
+ {-1.0f, 1.0f, splits_end_ndc[c]},
+ { 1.0f, 1.0f, splits_end_ndc[c]}
+ };
+
+ /* Transform them into world space */
+ for (int i = 0; i < 8; ++i) {
+ mul_project_m4_v3(persinv, corners[i]);
+ }
+
+ float center[3];
+ frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c]));
+
+ /* Project into lightspace */
+ mul_mat3_m4_v3(viewmat, center);
+
+ /* Snap projection center to nearest texel to cancel shimmering. */
+ float shadow_origin[2], shadow_texco[2];
+ /* Light to texture space. */
+ mul_v2_v2fl(shadow_origin, center, linfo->shadow_cascade_size / (2.0f * sh_data->radius[c]));
+
+ /* Find the nearest texel. */
+ shadow_texco[0] = roundf(shadow_origin[0]);
+ shadow_texco[1] = roundf(shadow_origin[1]);
+
+ /* Compute offset. */
+ sub_v2_v2(shadow_texco, shadow_origin);
+ mul_v2_fl(shadow_texco, (2.0f * sh_data->radius[c]) / linfo->shadow_cascade_size); /* Texture to light space. */
+
+ /* Apply offset. */
+ add_v2_v2(center, shadow_texco);
+
+ /* Expand the projection to cover frustum range */
+ rctf rect_cascade;
+ BLI_rctf_init_pt_radius(&rect_cascade, center, sh_data->radius[c]);
+ orthographic_m4(projmat,
+ rect_cascade.xmin, rect_cascade.xmax,
+ rect_cascade.ymin, rect_cascade.ymax,
+ la->clipsta, la->clipend);
+
+ mul_m4_m4m4(sh_data->viewprojmat[c], projmat, viewmat);
+ mul_m4_m4m4(cascade_data->shadowmat[c], texcomat, sh_data->viewprojmat[c]);
+ }
+
+ ubo_data->bias = 0.05f * la->bias;
+ ubo_data->near = la->clipsta;
+ ubo_data->far = la->clipend;
+ ubo_data->exp = (linfo->shadow_method == SHADOW_VSM) ? la->bleedbias : la->bleedexp;
+
+ evli->shadowid = (float)(sh_data->shadow_id);
+ ubo_data->shadow_start = (float)(sh_data->layer_id);
+ ubo_data->data_start = (float)(sh_data->cascade_id);
+ ubo_data->multi_shadow_count = (float)(sh_nbr);
+ ubo_data->shadow_blur = la->soft * 0.02f; /* Used by translucence shadowmap blur */
+
+ ubo_data->contact_dist = (la->mode & LA_SHAD_CONTACT) ? la->contact_dist : 0.0f;
+ ubo_data->contact_bias = 0.05f * la->contact_bias;
+ ubo_data->contact_spread = la->contact_spread;
+ ubo_data->contact_thickness = la->contact_thickness;
+}
+
+/* Used for checking if object is inside the shadow volume. */
+static bool sphere_bbox_intersect(const EEVEE_BoundSphere *bs, const EEVEE_BoundBox *bb)
+{
+ /* We are testing using a rougher AABB vs AABB test instead of full AABB vs Sphere. */
+ /* TODO test speed with AABB vs Sphere. */
+ bool x = fabsf(bb->center[0] - bs->center[0]) <= (bb->halfdim[0] + bs->radius);
+ bool y = fabsf(bb->center[1] - bs->center[1]) <= (bb->halfdim[1] + bs->radius);
+ bool z = fabsf(bb->center[2] - bs->center[2]) <= (bb->halfdim[2] + bs->radius);
+
+ return x && y && z;
+}
+
+void EEVEE_lights_update(EEVEE_ViewLayerData *sldata)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ Object *ob;
+ int i;
+ char *flag;
+ EEVEE_ShadowCaster *shcaster;
+ EEVEE_BoundSphere *bsphere;
+ EEVEE_ShadowCasterBuffer *frontbuffer = linfo->shcaster_frontbuffer;
+ EEVEE_ShadowCasterBuffer *backbuffer = linfo->shcaster_backbuffer;
+
+ EEVEE_LightBits update_bits = {{0}};
+ if ((linfo->update_flag & LIGHT_UPDATE_SHADOW_CUBE) != 0) {
+ /* Update all lights. */
+ lightbits_set_all(&update_bits, true);
+ }
+ else {
+ /* Search for deleted shadow casters and if shcaster WAS in shadow radius. */
+ /* No need to run this if we already update all lamps. */
+ EEVEE_LightBits past_bits = {{0}};
+ EEVEE_LightBits curr_bits = {{0}};
+ shcaster = backbuffer->shadow_casters;
+ flag = backbuffer->flags;
+ for (i = 0; i < backbuffer->count; ++i, ++flag, ++shcaster) {
+ /* If the shadowcaster has been deleted or updated. */
+ if (*flag != 0) {
+ /* Add the lamps that were intersecting with its BBox. */
+ lightbits_or(&past_bits, &shcaster->bits);
+ }
+ }
+ /* Convert old bits to new bits and add result to final update bits. */
+ /* NOTE: This might be overkill since all lights are tagged to refresh if
+ * the light count changes. */
+ lightbits_convert(&curr_bits, &past_bits, linfo->new_shadow_id, MAX_LIGHT);
+ lightbits_or(&update_bits, &curr_bits);
+ }
+
+ /* Search for updates in current shadow casters. */
+ shcaster = frontbuffer->shadow_casters;
+ flag = frontbuffer->flags;
+ for (i = 0; i < frontbuffer->count; i++, flag++, shcaster++) {
+ /* Run intersection checks to fill the bitfields. */
+ bsphere = linfo->shadow_bounds;
+ for (int j = 0; j < linfo->cpu_cube_ct; j++, bsphere++) {
+ bool iter = sphere_bbox_intersect(bsphere, &shcaster->bbox);
+ lightbits_set_single(&shcaster->bits, j, iter);
+ }
+ /* Only add to final bits if objects has been updated. */
+ if (*flag != 0) {
+ lightbits_or(&update_bits, &shcaster->bits);
+ }
+ }
+
+ /* Setup shadow cube in UBO and tag for update if necessary. */
+ for (i = 0; (i < MAX_SHADOW_CUBE) && (ob = linfo->shadow_cube_ref[i]); i++) {
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+
+ eevee_shadow_cube_setup(ob, linfo, led);
+ if (lightbits_get(&update_bits, i) != 0) {
+ led->need_update = true;
+ }
+ }
+
+ /* Resize shcasters buffers if too big. */
+ if (frontbuffer->alloc_count - frontbuffer->count > SHADOW_CASTER_ALLOC_CHUNK) {
+ frontbuffer->alloc_count = (frontbuffer->count / SHADOW_CASTER_ALLOC_CHUNK) * SHADOW_CASTER_ALLOC_CHUNK;
+ frontbuffer->alloc_count += (frontbuffer->count % SHADOW_CASTER_ALLOC_CHUNK != 0) ? SHADOW_CASTER_ALLOC_CHUNK : 0;
+ frontbuffer->shadow_casters = MEM_reallocN(frontbuffer->shadow_casters, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
+ frontbuffer->flags = MEM_reallocN(frontbuffer->flags, sizeof(EEVEE_ShadowCaster) * frontbuffer->alloc_count);
+ }
+}
+
+/* this refresh lamps shadow buffers */
+void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
+{
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ Object *ob;
+ int i;
+
+ DRWMatrixState saved_mats;
+
+ /* Precompute all shadow/view test before rendering and trashing the culling cache. */
+ bool cube_visible[MAX_SHADOW_CUBE];
+ for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
+ Lamp *la = (Lamp *)ob->data;
+ BoundSphere bsphere = {
+ .center = {ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]},
+ .radius = la->dist
+ };
+ cube_visible[i] = DRW_culling_sphere_test(&bsphere);
+ }
+ bool cascade_visible[MAX_SHADOW_CASCADE];
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
+ EEVEE_ShadowCascadeData *sh_data = &led->data.scad;
+ float plane[4];
+ normalize_m4_m4(sh_data->viewmat, ob->obmat);
+ plane_from_point_normal_v3(plane, sh_data->viewmat[3], sh_data->viewmat[2]);
+ /* TODO: check against near/far instead of "local Z = 0" plane.
+ * Or even the cascades AABB. */
+ cascade_visible[i] = DRW_culling_plane_test(plane);
+ }
+
+ /* We need to save the Matrices before overidding them */
+ DRW_viewport_matrix_get_all(&saved_mats);
+
+ /* Cube Shadow Maps */
+ DRW_stats_group_start("Cube Shadow Maps");
+ /* Render each shadow to one layer of the array */
+ for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ Lamp *la = (Lamp *)ob->data;
+
+ if (!led->need_update || !cube_visible[i]) {
+ continue;
+ }
+
+ DRWMatrixState render_mats;
+ float (*winmat)[4] = render_mats.mat[DRW_MAT_WIN];
+ float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
+ float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
+
+ EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+ EEVEE_ShadowCubeData *evscd = &led->data.scd;
+
+ perspective_m4(winmat, -la->clipsta, la->clipsta, -la->clipsta, la->clipsta, la->clipsta, la->clipend);
+
+ srd->clip_near = la->clipsta;
+ srd->clip_far = la->clipend;
+ copy_v3_v3(srd->position, ob->obmat[3]);
+
+ srd->stored_texel_size = 1.0 / (float)linfo->shadow_cube_store_size;
+
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
+
+ /* Render shadow cube */
+ /* Render 6 faces separatly: seems to be faster for the general case.
+ * The only time it's more beneficial is when the CPU culling overhead
+ * outweight the instancing overhead. which is rarelly the case. */
+ for (int j = 0; j < 6; j++) {
+ /* TODO optimize */
+ float tmp[4][4];
+ unit_m4(tmp);
+ negate_v3_v3(tmp[3], srd->position);
+ mul_m4_m4m4(viewmat, cubefacemat[j], tmp);
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_WININV], winmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_PERSINV], persmat);
+
+ DRW_viewport_matrix_override_set_all(&render_mats);
+
+ GPU_framebuffer_texture_cubeface_attach(sldata->shadow_cube_target_fb,
+ sldata->shadow_cube_target, 0, j, 0);
+ GPU_framebuffer_bind(sldata->shadow_cube_target_fb);
+ GPU_framebuffer_clear_depth(sldata->shadow_cube_target_fb, 1.0f);
+ DRW_draw_pass(psl->shadow_pass);
+ }
+
+ /* 0.001f is arbitrary, but it should be relatively small so that filter size is not too big. */
+ float filter_texture_size = la->soft * 0.001f;
+ float filter_pixel_size = ceil(filter_texture_size / srd->cube_texel_size);
+ linfo->filter_size = srd->cube_texel_size * ((filter_pixel_size > 1.0f) ? 1.5f : 0.0f);
+
+ /* TODO: OPTI: Filter all faces in one/two draw call */
+ /* TODO: OPTI: Don't do this intermediate step if no filter is needed. */
+ for (linfo->current_shadow_face = 0;
+ linfo->current_shadow_face < 6;
+ linfo->current_shadow_face++)
+ {
+ /* Copy using a small 3x3 box filter */
+ GPU_framebuffer_texture_cubeface_attach(sldata->shadow_cube_store_fb, sldata->shadow_cube_blur, 0,
+ linfo->current_shadow_face, 0);
+ GPU_framebuffer_bind(sldata->shadow_cube_store_fb);
+ DRW_draw_pass(psl->shadow_cube_copy_pass);
+ }
+
+ /* Push it to shadowmap array */
+
+ /* Adjust constants if concentric samples change. */
+ const float max_filter_size = 7.5f;
+ const float magic = 4.5f; /* Dunno why but that works. */
+ const int max_sample = 256;
+
+ if (filter_pixel_size > 2.0f) {
+ linfo->filter_size = srd->cube_texel_size * max_filter_size * magic;
+ filter_pixel_size = max_ff(0.0f, filter_pixel_size - 3.0f);
+ /* Compute number of concentric samples. Depends directly on filter size. */
+ float pix_size_sqr = filter_pixel_size * filter_pixel_size;
+ srd->shadow_samples_ct = min_ii(max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr));
+ }
+ else {
+ linfo->filter_size = 0.0f;
+ srd->shadow_samples_ct = 4;
+ }
+ srd->shadow_inv_samples_ct = 1.0f / (float)srd->shadow_samples_ct;
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, srd);
+
+ GPU_framebuffer_texture_layer_attach(sldata->shadow_cube_store_fb, sldata->shadow_cube_pool, 0, evscd->layer_id, 0);
+ GPU_framebuffer_bind(sldata->shadow_cube_store_fb);
+ DRW_draw_pass(psl->shadow_cube_store_pass);
+
+ led->need_update = false;
+ }
+ linfo->update_flag &= ~LIGHT_UPDATE_SHADOW_CUBE;
+ DRW_stats_group_end();
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+ float near = DRW_viewport_near_distance_get();
+ float far = DRW_viewport_far_distance_get();
+
+ /* Cascaded Shadow Maps */
+ DRW_stats_group_start("Cascaded Shadow Maps");
+ for (i = 0; (ob = linfo->shadow_cascade_ref[i]) && (i < MAX_SHADOW_CASCADE); i++) {
+ if (!cascade_visible[i]) {
+ continue;
+ }
+
+ EEVEE_LampEngineData *led = EEVEE_lamp_data_ensure(ob);
+ Lamp *la = (Lamp *)ob->data;
+
+ EEVEE_ShadowCascadeData *evscd = &led->data.scad;
+ EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
+
+ DRWMatrixState render_mats;
+ float (*winmat)[4] = render_mats.mat[DRW_MAT_WIN];
+ float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
+ float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
+
+ eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, far);
+
+ srd->clip_near = la->clipsta;
+ srd->clip_far = la->clipend;
+ srd->stored_texel_size = 1.0 / (float)linfo->shadow_cascade_size;
+
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
+
+ copy_m4_m4(viewmat, evscd->viewmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_VIEWINV], viewmat);
+
+ /* Render shadow cascades */
+ /* Render cascade separatly: seems to be faster for the general case.
+ * The only time it's more beneficial is when the CPU culling overhead
+ * outweight the instancing overhead. which is rarelly the case. */
+ for (int j = 0; j < la->cascade_count; j++) {
+ copy_m4_m4(winmat, evscd->projmat[j]);
+ copy_m4_m4(persmat, evscd->viewprojmat[j]);
+ invert_m4_m4(render_mats.mat[DRW_MAT_WININV], winmat);
+ invert_m4_m4(render_mats.mat[DRW_MAT_PERSINV], persmat);
+
+ DRW_viewport_matrix_override_set_all(&render_mats);
+
+ GPU_framebuffer_texture_layer_attach(sldata->shadow_cascade_target_fb,
+ sldata->shadow_cascade_target, 0, j, 0);
+ GPU_framebuffer_bind(sldata->shadow_cascade_target_fb);
+ GPU_framebuffer_clear_depth(sldata->shadow_cascade_target_fb, 1.0f);
+ DRW_draw_pass(psl->shadow_pass);
+ }
+
+ /* TODO: OPTI: Filter all cascade in one/two draw call */
+ for (linfo->current_shadow_cascade = 0;
+ linfo->current_shadow_cascade < la->cascade_count;
+ ++linfo->current_shadow_cascade)
+ {
+ /* 0.01f factor to convert to percentage */
+ float filter_texture_size = la->soft * 0.01f / evscd->radius[linfo->current_shadow_cascade];
+ float filter_pixel_size = ceil(linfo->shadow_cascade_size * filter_texture_size);
+
+ /* Copy using a small 3x3 box filter */
+ /* NOTE: We always do it in the case of CSM because of artifacts in the farthest cascade. */
+ linfo->filter_size = srd->stored_texel_size;
+ GPU_framebuffer_texture_layer_attach(
+ sldata->shadow_cascade_store_fb, sldata->shadow_cascade_blur, 0, linfo->current_shadow_cascade, 0);
+ GPU_framebuffer_bind(sldata->shadow_cascade_store_fb);
+ DRW_draw_pass(psl->shadow_cascade_copy_pass);
+
+ /* Push it to shadowmap array and blur more */
+
+ /* Adjust constants if concentric samples change. */
+ const float max_filter_size = 7.5f;
+ const float magic = 3.2f; /* Arbitrary: less banding */
+ const int max_sample = 256;
+
+ if (filter_pixel_size > 2.0f) {
+ linfo->filter_size = srd->stored_texel_size * max_filter_size * magic;
+ filter_pixel_size = max_ff(0.0f, filter_pixel_size - 3.0f);
+ /* Compute number of concentric samples. Depends directly on filter size. */
+ float pix_size_sqr = filter_pixel_size * filter_pixel_size;
+ srd->shadow_samples_ct = min_ii(max_sample, 4 + 8 * (int)filter_pixel_size + 4 * (int)(pix_size_sqr));
+ }
+ else {
+ linfo->filter_size = 0.0f;
+ srd->shadow_samples_ct = 4;
+ }
+ srd->shadow_inv_samples_ct = 1.0f / (float)srd->shadow_samples_ct;
+ DRW_uniformbuffer_update(sldata->shadow_render_ubo, &linfo->shadow_render_data);
+
+ int layer = evscd->layer_id + linfo->current_shadow_cascade;
+ GPU_framebuffer_texture_layer_attach(sldata->shadow_cascade_store_fb, sldata->shadow_cascade_pool, 0, layer, 0);
+ GPU_framebuffer_bind(sldata->shadow_cascade_store_fb);
+ DRW_draw_pass(psl->shadow_cascade_store_pass);
+ }
+ }
+
+ DRW_stats_group_end();
+
+ DRW_viewport_matrix_override_set_all(&saved_mats);
+
+ DRW_uniformbuffer_update(sldata->light_ubo, &linfo->light_data);
+ DRW_uniformbuffer_update(sldata->shadow_ubo, &linfo->shadow_data); /* Update all data at once */
+}
+
+void EEVEE_lights_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
+ for (int i = 0; i < SHADOW_METHOD_MAX; ++i) {
+ DRW_SHADER_FREE_SAFE(e_data.shadow_store_cube_sh[i]);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_store_cascade_sh[i]);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cube_sh[i]);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_copy_cascade_sh[i]);
+ }
+}
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
new file mode 100644
index 00000000000..0e0bea53927
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -0,0 +1,151 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_lookdev.c
+ * \ingroup draw_engine
+ */
+#include "DRW_render.h"
+
+#include "BKE_camera.h"
+#include "BKE_studiolight.h"
+
+#include "DNA_screen_types.h"
+#include "DNA_world_types.h"
+
+#include "eevee_private.h"
+
+void EEVEE_lookdev_cache_init(
+ EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass,
+ World *world, EEVEE_LightProbesInfo *pinfo)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ if (LOOK_DEV_MODE_ENABLED(v3d)) {
+ StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATION_WORLD);
+ if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ GPUTexture *tex;
+
+ *grp = DRW_shgroup_create(shader, pass);
+ axis_angle_to_mat3_single(stl->g_data->studiolight_matrix, 'Z', v3d->shading.studiolight_rot_z);
+ DRW_shgroup_uniform_mat3(*grp, "StudioLightMatrix", stl->g_data->studiolight_matrix);
+
+ DRW_shgroup_uniform_vec3(*grp, "color", &world->horr, 1);
+ DRW_shgroup_uniform_float(*grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(*grp, geom, NULL);
+ if (!pinfo) {
+ /* Do not fadeout when doing probe rendering, only when drawing the background */
+ DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1);
+
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
+ tex = sl->equirectangular_irradiance_gputexture;
+ }
+ else {
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
+ tex = sl->equirectangular_radiance_gputexture;
+ }
+ DRW_shgroup_uniform_texture(*grp, "image", tex);
+
+ /* Do we need to recalc the lightprobes? */
+ if (pinfo &&
+ ((pinfo->studiolight_index != sl->index) ||
+ (pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)))
+ {
+ pinfo->update_world |= PROBE_UPDATE_ALL;
+ pinfo->studiolight_index = sl->index;
+ pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
+ pinfo->prev_wo_sh_compiled = false;
+ pinfo->prev_world = NULL;
+ }
+ }
+ }
+}
+
+void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (psl->lookdev_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) {
+ DRW_stats_group_start("Look Dev");
+ CameraParams params;
+ BKE_camera_params_init(&params);
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ARegion *ar = draw_ctx->ar;
+
+ BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
+ params.is_ortho = true;
+ params.ortho_scale = 4.0f;
+ params.zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
+ params.offsetx = 0.0f;
+ params.offsety = 0.0f;
+ params.shiftx = 0.0f;
+ params.shifty = 0.0f;
+ params.clipsta = 0.001f;
+ params.clipend = 20.0f;
+ BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+ BKE_camera_params_compute_matrix(&params);
+
+ const float *viewport_size = DRW_viewport_size_get();
+ int viewport_inset_x = viewport_size[0] / 4;
+ int viewport_inset_y = viewport_size[1] / 4;
+
+ EEVEE_CommonUniformBuffer *common = &sldata->common_data;
+ common->la_num_light = 0;
+ common->prb_num_planar = 0;
+ common->prb_num_render_cube = 1;
+ common->prb_num_render_grid = 1;
+ common->ao_dist = 0.0f;
+ common->ao_factor = 0.0f;
+ common->ao_settings = 0.0f;
+ DRW_uniformbuffer_update(sldata->common_ubo, common);
+
+ /* override matrices */
+ float winmat[4][4];
+ float winmat_inv[4][4];
+ copy_m4_m4(winmat, params.winmat);
+ invert_m4_m4(winmat_inv, winmat);
+ DRW_viewport_matrix_override_set(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(winmat_inv, DRW_MAT_WININV);
+ float viewmat[4][4];
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ float persmat[4][4];
+ float persmat_inv[4][4];
+ mul_m4_m4m4(persmat, winmat, viewmat);
+ invert_m4_m4(persmat_inv, persmat);
+ DRW_viewport_matrix_override_set(persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(persmat_inv, DRW_MAT_PERSINV);
+
+ GPUFrameBuffer *fb = effects->final_fb;
+ GPU_framebuffer_bind(fb);
+ GPU_framebuffer_viewport_set(fb, viewport_size[0] - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
+ DRW_draw_pass(psl->lookdev_pass);
+
+ DRW_viewport_matrix_override_unset_all();
+ DRW_stats_group_end();
+ }
+}
diff --git a/source/blender/draw/engines/eevee/eevee_lut.h b/source/blender/draw/engines/eevee/eevee_lut.h
new file mode 100644
index 00000000000..da765b3e53a
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_lut.h
@@ -0,0 +1,16926 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Clement Foucault.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file eevee_lut.h
+ * \ingroup gpu
+ */
+
+#ifndef __EEVEE_LUT_H__
+#define __EEVEE_LUT_H__
+
+static float ltc_mat_ggx[64 * 64 * 4] = {
+ 0.000200, -0.000000, 1.000000, -0.000000, 0.000504, -0.000000, 1.000000, -0.000000, 0.002016,
+ -0.000000, 1.000000, -0.000000, 0.004535, -0.000000, 1.000000, -0.000000, 0.008063, -0.000000,
+ 1.000000, -0.000000, 0.012598, -0.000000, 1.000000, -0.000000, 0.018141, -0.000000, 1.000000,
+ -0.000000, 0.024692, -0.000000, 1.000000, -0.000000, 0.032252, -0.000000, 1.000000, -0.000000,
+ 0.040821, -0.000000, 1.000000, -0.000000, 0.050400, -0.000000, 1.000000, -0.000000, 0.060989,
+ -0.000000, 1.000000, -0.000000, 0.072591, -0.000000, 1.000000, -0.000000, 0.085206, -0.000000,
+ 1.000000, -0.000000, 0.098836, -0.000000, 1.000000, -0.000000, 0.113483, -0.000000, 1.000000,
+ -0.000000, 0.129147, -0.000000, 1.000000, -0.000000, 0.145828, -0.000000, 1.000000, -0.000000,
+ 0.163499, -0.000000, 1.000000, -0.000000, 0.181972, -0.000000, 1.000000, -0.000000, 0.199498,
+ -0.000000, 1.000000, -0.000000, 0.220031, -0.000000, 1.000000, -0.000000, 0.241588, -0.000000,
+ 1.000000, -0.000000, 0.264120, -0.000000, 1.000000, -0.000000, 0.287521, -0.000000, 1.000000,
+ -0.000000, 0.311478, -0.000000, 1.000000, -0.000000, 0.335127, -0.000000, 1.000000, -0.000000,
+ 0.359811, -0.000000, 1.000000, -0.000000, 0.386446, -0.000000, 1.000000, -0.000000, 0.413161,
+ -0.000000, 1.000000, -0.000000, 0.439142, -0.000000, 1.000000, -0.000000, 0.467039, -0.000000,
+ 1.000000, -0.000000, 0.495170, -0.000000, 1.000000, -0.000000, 0.522324, -0.000000, 1.000000,
+ -0.000000, 0.551482, -0.000000, 1.000000, -0.000000, 0.579621, -0.000000, 1.000000, -0.000000,
+ 0.608255, -0.000000, 1.000000, -0.000000, 0.636515, -0.000000, 1.000000, -0.000000, 0.664835,
+ -0.000000, 1.000000, -0.000000, 0.692549, -0.000000, 1.000000, -0.000000, 0.720375, -0.000000,
+ 1.000000, -0.000000, 0.747238, -0.000000, 1.000000, -0.000000, 0.773956, -0.000000, 1.000000,
+ -0.000000, 0.799879, -0.000000, 1.000000, -0.000000, 0.824889, -0.000000, 1.000000, -0.000000,
+ 0.849357, -0.000000, 1.000000, -0.000000, 0.873016, -0.000000, 1.000000, -0.000000, 0.895670,
+ -0.000000, 1.000000, -0.000000, 0.917194, -0.000000, 1.000000, -0.000000, 0.937978, -0.000000,
+ 1.000000, -0.000000, 0.957872, -0.000000, 1.000000, -0.000000, 0.976736, -0.000000, 1.000000,
+ -0.000000, 0.994433, -0.000000, 1.000000, -0.000000, 1.011206, -0.000000, 1.000000, -0.000000,
+ 1.026820, -0.000000, 1.000000, -0.000000, 1.041720, -0.000000, 1.000000, -0.000000, 1.055657,
+ -0.000000, 1.000000, -0.000000, 1.068642, -0.000000, 1.000000, -0.000000, 1.080646, -0.000000,
+ 1.000000, -0.000000, 1.091637, -0.000000, 1.000000, -0.000000, 1.101837, -0.000000, 1.000000,
+ -0.000000, 1.111292, -0.000000, 1.000000, -0.000000, 1.120025, -0.000000, 1.000000, -0.000000,
+ 1.127918, -0.000000, 1.000000, -0.000000, 0.000200, -0.000005, 1.000623, 0.024938, 0.000504,
+ -0.000013, 1.000643, 0.024938, 0.002016, -0.000050, 1.000618, 0.024938, 0.004535, -0.000113,
+ 1.000621, 0.024938, 0.008063, -0.000201, 1.000746, 0.024938, 0.012596, -0.000314, 1.000463,
+ 0.024937, 0.018140, -0.000452, 1.000511, 0.024939, 0.024693, -0.000616, 1.000541, 0.024938,
+ 0.032253, -0.000804, 1.000684, 0.024938, 0.040815, -0.001018, 1.000524, 0.024940, 0.050399,
+ -0.001257, 1.000582, 0.024937, 0.060989, -0.001521, 1.000655, 0.024937, 0.072591, -0.001810,
+ 1.000608, 0.024938, 0.085204, -0.002125, 1.000622, 0.024939, 0.098835, -0.002465, 1.000632,
+ 0.024937, 0.113483, -0.002830, 1.000640, 0.024939, 0.129143, -0.003220, 1.000568, 0.024938,
+ 0.145830, -0.003633, 1.000635, 0.024938, 0.163497, -0.004062, 1.000626, 0.024938, 0.181956,
+ -0.004424, 1.000612, 0.024924, 0.199791, -0.004593, 1.000627, 0.024890, 0.220029, -0.005480,
+ 1.000594, 0.024935, 0.241586, -0.006010, 1.000616, 0.024933, 0.264115, -0.006550, 1.000607,
+ 0.024927, 0.287514, -0.007072, 1.000595, 0.024909, 0.311455, -0.007472, 1.000616, 0.024872,
+ 0.335083, -0.007491, 1.000589, 0.024755, 0.359805, -0.008810, 1.000601, 0.024877, 0.386438,
+ -0.009282, 1.000640, 0.024824, 0.413131, -0.009534, 1.000599, 0.024708, 0.439249, -0.009701,
+ 1.000497, 0.024573, 0.466997, -0.010878, 1.000467, 0.024652, 0.495138, -0.010959, 1.000539,
+ 0.024455, 0.522654, -0.011386, 1.000518, 0.024318, 0.551415, -0.012022, 1.000533, 0.024216,
+ 0.579610, -0.011805, 1.000495, 0.023867, 0.608185, -0.012773, 1.000474, 0.023834, 0.636492,
+ -0.012377, 1.000488, 0.023327, 0.664826, -0.013172, 1.000576, 0.023205, 0.692674, -0.012847,
+ 1.000505, 0.022708, 0.720341, -0.013141, 1.000424, 0.022349, 0.747373, -0.013227, 1.000449,
+ 0.021871, 0.773980, -0.012739, 1.000478, 0.021171, 0.799839, -0.012999, 1.000396, 0.020606,
+ 0.825113, -0.012727, 1.000425, 0.020006, 0.849579, -0.012170, 1.000469, 0.019089, 0.873046,
+ -0.011855, 1.000411, 0.018291, 0.895777, -0.011711, 1.000426, 0.017534, 0.917518, -0.011107,
+ 1.000373, 0.016542, 0.938264, -0.010439, 1.000322, 0.015512, 0.958032, -0.009807, 1.000324,
+ 0.014491, 0.976838, -0.009268, 1.000341, 0.013468, 0.994631, -0.008662, 1.000318, 0.012376,
+ 1.011434, -0.007923, 1.000289, 0.011187, 1.027169, -0.007132, 1.000216, 0.010078, 1.041929,
+ -0.006332, 1.000096, 0.008924, 1.055767, -0.005554, 1.000156, 0.007770, 1.068595, -0.004811,
+ 1.000084, 0.006611, 1.080612, -0.003950, 1.000047, 0.005485, 1.091785, -0.003174, 1.000109,
+ 0.004352, 1.101998, -0.002363, 1.000029, 0.003180, 1.111423, -0.001552, 0.999985, 0.002091,
+ 1.120007, -0.000786, 0.999947, 0.000991, 1.127918, 0.000004, 1.000000, -0.000004, 0.000200,
+ -0.000010, 1.002495, 0.049907, 0.000504, -0.000025, 1.002476, 0.049908, 0.002016, -0.000101,
+ 1.002500, 0.049908, 0.004535, -0.000226, 1.002487, 0.049908, 0.008062, -0.000402, 1.002364,
+ 0.049908, 0.012598, -0.000629, 1.002412, 0.049908, 0.018140, -0.000905, 1.002379, 0.049908,
+ 0.024691, -0.001232, 1.002490, 0.049907, 0.032251, -0.001610, 1.002398, 0.049908, 0.040821,
+ -0.002037, 1.002392, 0.049908, 0.050398, -0.002515, 1.002431, 0.049907, 0.060989, -0.003044,
+ 1.002475, 0.049908, 0.072592, -0.003623, 1.002546, 0.049907, 0.085204, -0.004252, 1.002467,
+ 0.049907, 0.098832, -0.004932, 1.002450, 0.049908, 0.113481, -0.005663, 1.002482, 0.049907,
+ 0.129145, -0.006443, 1.002443, 0.049907, 0.145825, -0.007271, 1.002495, 0.049906, 0.163491,
+ -0.008128, 1.002475, 0.049903, 0.181911, -0.008826, 1.002459, 0.049879, 0.200065, -0.009285,
+ 1.002443, 0.049824, 0.220025, -0.010966, 1.002450, 0.049897, 0.241581, -0.012025, 1.002463,
+ 0.049893, 0.264099, -0.013105, 1.002395, 0.049881, 0.287493, -0.014145, 1.002390, 0.049855,
+ 0.311399, -0.014925, 1.002414, 0.049769, 0.335096, -0.015239, 1.002363, 0.049591, 0.359815,
+ -0.017559, 1.002415, 0.049777, 0.386365, -0.018554, 1.002354, 0.049675, 0.413017, -0.019043,
+ 1.002297, 0.049444, 0.439519, -0.019815, 1.002284, 0.049253, 0.466938, -0.021741, 1.002307,
+ 0.049327, 0.494999, -0.021887, 1.002181, 0.048922, 0.522922, -0.022844, 1.002107, 0.048677,
+ 0.551270, -0.024014, 1.002101, 0.048478, 0.579771, -0.024156, 1.002060, 0.047904, 0.608156,
+ -0.025317, 1.002077, 0.047594, 0.636662, -0.025321, 1.001975, 0.046876, 0.664846, -0.026018,
+ 1.001992, 0.046354, 0.692877, -0.026041, 1.001846, 0.045504, 0.720316, -0.026252, 1.001846,
+ 0.044655, 0.747658, -0.026159, 1.001931, 0.043670, 0.774252, -0.026086, 1.001845, 0.042515,
+ 0.800179, -0.025653, 1.001794, 0.041211, 0.825525, -0.025170, 1.001787, 0.039823, 0.850013,
+ -0.024788, 1.001806, 0.038409, 0.873593, -0.023992, 1.001688, 0.036767, 0.896343, -0.022985,
+ 1.001666, 0.034900, 0.918062, -0.022005, 1.001548, 0.033010, 0.938928, -0.021110, 1.001503,
+ 0.031143, 0.958667, -0.019893, 1.001341, 0.029059, 0.977457, -0.018546, 1.001194, 0.026888,
+ 0.995243, -0.017152, 1.001095, 0.024713, 1.012023, -0.015750, 1.001100, 0.022496, 1.027614,
+ -0.014289, 1.000851, 0.020153, 1.042389, -0.012688, 1.000724, 0.017839, 1.056161, -0.011118,
+ 1.000572, 0.015529, 1.068968, -0.009540, 1.000407, 0.013240, 1.080866, -0.007963, 1.000258,
+ 0.010940, 1.091944, -0.006416, 1.000254, 0.008716, 1.102104, -0.004771, 1.000175, 0.006434,
+ 1.111571, -0.003056, 1.000148, 0.004169, 1.120084, -0.001458, 1.000050, 0.002033, 1.127981,
+ 0.000021, 0.999987, -0.000027, 0.000200, -0.000015, 1.005620, 0.074940, 0.000504, -0.000038,
+ 1.005650, 0.074939, 0.002016, -0.000151, 1.005613, 0.074939, 0.004535, -0.000340, 1.005618,
+ 0.074939, 0.008062, -0.000604, 1.005614, 0.074939, 0.012597, -0.000944, 1.005616, 0.074940,
+ 0.018141, -0.001359, 1.005558, 0.074939, 0.024695, -0.001851, 1.005495, 0.074940, 0.032253,
+ -0.002417, 1.005616, 0.074939, 0.040822, -0.003059, 1.005591, 0.074940, 0.050399, -0.003777,
+ 1.005596, 0.074940, 0.060989, -0.004570, 1.005599, 0.074939, 0.072591, -0.005440, 1.005616,
+ 0.074940, 0.085203, -0.006385, 1.005616, 0.074939, 0.098833, -0.007406, 1.005595, 0.074938,
+ 0.113481, -0.008502, 1.005605, 0.074938, 0.129147, -0.009674, 1.005605, 0.074937, 0.145817,
+ -0.010916, 1.005513, 0.074937, 0.163485, -0.012199, 1.005579, 0.074928, 0.181824, -0.013172,
+ 1.005552, 0.074885, 0.200274, -0.014100, 1.005524, 0.074825, 0.220017, -0.016464, 1.005529,
+ 0.074928, 0.241568, -0.018052, 1.005490, 0.074914, 0.264084, -0.019671, 1.005457, 0.074898,
+ 0.287450, -0.021217, 1.005431, 0.074860, 0.311281, -0.022341, 1.005395, 0.074717, 0.335228,
+ -0.023296, 1.005320, 0.074526, 0.360047, -0.025965, 1.005302, 0.074649, 0.386273, -0.027808,
+ 1.005285, 0.074575, 0.412855, -0.028504, 1.005167, 0.074237, 0.439705, -0.030007, 1.005129,
+ 0.074013, 0.466975, -0.032263, 1.005082, 0.073967, 0.494874, -0.032931, 1.004960, 0.073475,
+ 0.523066, -0.034348, 1.004834, 0.073084, 0.551198, -0.035739, 1.004806, 0.072657, 0.579889,
+ -0.036575, 1.004687, 0.072029, 0.608282, -0.037434, 1.004605, 0.071309, 0.636812, -0.038323,
+ 1.004589, 0.070507, 0.665010, -0.038676, 1.004403, 0.069424, 0.693063, -0.039237, 1.004340,
+ 0.068370, 0.720750, -0.039332, 1.004224, 0.066988, 0.747911, -0.039179, 1.004117, 0.065447,
+ 0.774576, -0.039110, 1.004035, 0.063838, 0.800737, -0.038542, 1.004027, 0.061923, 0.825966,
+ -0.037966, 1.003825, 0.059859, 0.850534, -0.036943, 1.003786, 0.057529, 0.874289, -0.035853,
+ 1.003560, 0.055081, 0.897152, -0.034730, 1.003549, 0.052476, 0.919029, -0.033242, 1.003454,
+ 0.049647, 0.939851, -0.031508, 1.003215, 0.046670, 0.959599, -0.029695, 1.002916, 0.043588,
+ 0.978293, -0.027845, 1.002720, 0.040401, 0.996085, -0.025775, 1.002445, 0.037060, 1.012768,
+ -0.023607, 1.002133, 0.033726, 1.028404, -0.021374, 1.001822, 0.030217, 1.043150, -0.019108,
+ 1.001602, 0.026820, 1.056760, -0.016823, 1.001274, 0.023372, 1.069471, -0.014378, 1.000964,
+ 0.019891, 1.081283, -0.011884, 1.000684, 0.016405, 1.092238, -0.009398, 1.000514, 0.012950,
+ 1.102384, -0.007030, 1.000319, 0.009579, 1.111737, -0.004751, 1.000225, 0.006384, 1.120274,
+ -0.002404, 1.000046, 0.003192, 1.128182, 0.000031, 1.000020, 0.000033, 0.000200, -0.000020,
+ 1.010006, 0.100065, 0.000504, -0.000050, 1.009927, 0.100065, 0.002016, -0.000202, 1.010026,
+ 0.100064, 0.004535, -0.000454, 1.010018, 0.100065, 0.008062, -0.000807, 1.009891, 0.100064,
+ 0.012599, -0.001261, 1.010175, 0.100064, 0.018141, -0.001815, 1.010067, 0.100065, 0.024692,
+ -0.002471, 1.010014, 0.100066, 0.032251, -0.003227, 1.009950, 0.100065, 0.040818, -0.004084,
+ 1.009963, 0.100067, 0.050401, -0.005043, 1.010032, 0.100064, 0.060988, -0.006102, 1.009979,
+ 0.100064, 0.072588, -0.007263, 1.009984, 0.100063, 0.085205, -0.008525, 1.010023, 0.100063,
+ 0.098832, -0.009888, 1.009960, 0.100062, 0.113479, -0.011352, 1.009974, 0.100063, 0.129142,
+ -0.012916, 1.009945, 0.100062, 0.145817, -0.014573, 1.009924, 0.100058, 0.163468, -0.016276,
+ 1.009912, 0.100050, 0.181674, -0.017411, 1.009859, 0.099975, 0.200435, -0.019002, 1.009842,
+ 0.099932, 0.220005, -0.021978, 1.009820, 0.100043, 0.241550, -0.024096, 1.009778, 0.100031,
+ 0.264058, -0.026250, 1.009765, 0.100002, 0.287399, -0.028286, 1.009724, 0.099939, 0.311134,
+ -0.029698, 1.009596, 0.099748, 0.335350, -0.031442, 1.009508, 0.099582, 0.360295, -0.034401,
+ 1.009475, 0.099613, 0.386112, -0.037030, 1.009329, 0.099558, 0.412733, -0.038163, 1.009250,
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+ 0.587878, 1.147359, -0.335186, 1.377588, 0.532130, 1.169881, -0.309040, 1.313673, 0.478843,
+ 1.200554, -0.284590, 1.257256, 0.426855, 1.232047, -0.259332, 1.208431, 0.376125, 1.275402,
+ -0.235215, 1.174692, 0.326614, 1.306595, -0.207508, 1.141042, 0.281524, 1.334304, -0.178290,
+ 1.111778, 0.238694, 1.364678, -0.148530, 1.090976, 0.198549, 1.387168, -0.117114, 1.069308,
+ 0.158529, 1.408657, -0.084977, 1.050625, 0.118042, 1.426214, -0.052052, 1.031444, 0.076541,
+ 1.444257, -0.018653, 1.014298, 0.034061, 1.460618, 0.015206, 0.999413, -0.008132, 0.000100,
+ -0.002003, 20.052612, 20.032721, 0.000297, -0.005947, 59.540512, 20.033842, 0.002022,
+ -0.040439, 404.848511, 20.032743, 0.004588, -0.090999, 403.741241, 19.910591, 0.008769,
+ -0.169802, 441.471558, 19.572552, 0.013708, -0.253629, 411.667816, 19.145721, 0.020331,
+ -0.349396, 371.322571, 18.591049, 0.030259, -0.468121, 385.816498, 18.331083, 0.045190,
+ -0.611444, 391.924133, 15.807686, 0.058476, -0.676875, 319.638641, 16.947781, 0.079894,
+ -0.781421, 278.804260, 17.512903, 0.103871, -0.855116, 235.999786, 16.290295, 0.131756,
+ -0.915747, 197.168076, 14.956566, 0.163487, -0.966333, 163.452347, 13.608010, 0.198693,
+ -1.008386, 135.632706, 12.299661, 0.236157, -1.039862, 111.919281, 11.088790, 0.274579,
+ -1.059988, 92.136581, 9.983883, 0.317164, -1.084069, 77.063034, 9.008505, 0.357624, -1.092124,
+ 63.963051, 8.127298, 0.399009, -1.097560, 53.483341, 7.347628, 0.441182, -1.100981, 45.052429,
+ 6.658191, 0.481606, -1.097318, 37.932640, 6.047333, 0.524253, -1.096570, 32.395638, 5.505878,
+ 0.564351, -1.088739, 27.679380, 5.018494, 0.600843, -1.073396, 23.611519, 4.580770, 0.635527,
+ -1.055024, 20.207081, 4.194785, 0.672045, -1.039775, 17.469036, 3.847436, 0.698372, -1.009545,
+ 14.928226, 3.532546, 0.729336, -0.987168, 12.953170, 3.248834, 0.761147, -0.966299, 11.346271,
+ 2.994166, 0.782270, -0.932841, 9.813129, 2.762244, 0.811832, -0.910431, 8.672224, 2.549933,
+ 0.832053, -0.878369, 7.578633, 2.363132, 0.849383, -0.844673, 6.648379, 2.189266, 0.866020,
+ -0.811703, 5.850784, 2.031716, 0.893083, -0.789181, 5.273372, 1.884480, 0.909212, -0.757541,
+ 4.700618, 1.750298, 0.923169, -0.725157, 4.196640, 1.627590, 0.937112, -0.693769, 3.764841,
+ 1.514906, 0.961901, -0.670828, 3.444598, 1.406839, 0.975245, -0.640240, 3.120745, 1.307873,
+ 0.989696, -0.611032, 2.840732, 1.216417, 1.002057, -0.581144, 2.591596, 1.132553, 1.014022,
+ -0.551620, 2.373820, 1.051695, 1.025307, -0.522268, 2.177992, 0.977500, 1.052190, -0.500826,
+ 2.042511, 0.904301, 1.064408, -0.472355, 1.891934, 0.837557, 1.077876, -0.444815, 1.761054,
+ 0.773004, 1.088939, -0.416531, 1.638939, 0.713958, 1.118551, -0.395057, 1.555724, 0.652485,
+ 1.134469, -0.368289, 1.465490, 0.596330, 1.162778, -0.345095, 1.390977, 0.539703, 1.185298,
+ -0.319527, 1.321225, 0.486250, 1.208419, -0.293590, 1.259318, 0.434178, 1.261013, -0.273471,
+ 1.219767, 0.382032, 1.297811, -0.248226, 1.176422, 0.334190, 1.326591, -0.220354, 1.139881,
+ 0.289075, 1.357918, -0.191937, 1.111418, 0.246259, 1.387590, -0.162282, 1.086511, 0.205129,
+ 1.415797, -0.131515, 1.067072, 0.165601, 1.440194, -0.099555, 1.047799, 0.125462, 1.465600,
+ -0.066957, 1.030406, 0.084082, 1.487714, -0.033496, 1.013889, 0.041981, 1.509947, 0.000663,
+ 0.998773, -0.000485, 0.000100, -0.004009, 40.102047, 40.087105, 0.000228, -0.009141, 91.431366,
+ 40.074432, 0.001522, -0.060544, 605.651733, 39.918827, 0.004919, -0.188871, 1712.982300,
+ 38.873421, 0.009053, -0.320325, 1583.453125, 39.715633, 0.015375, -0.471415, 1486.033691,
+ 39.162876, 0.029306, -0.735111, 1751.701050, 28.083200, 0.043450, -0.859759, 1392.475220,
+ 24.599945, 0.079075, -1.220033, 1629.972656, 18.507019, 0.090130, -1.091255, 940.347351,
+ 17.961655, 0.098008, -0.945965, 425.901093, 24.478010, 0.138246, -1.084105, 416.823944,
+ 20.003433, 0.174489, -1.133148, 302.730042, 18.550846, 0.207969, -1.138483, 242.853577,
+ 15.923334, 0.249132, -1.168197, 191.649445, 13.940813, 0.291391, -1.187038, 152.910309,
+ 12.263267, 0.332856, -1.192793, 121.905075, 10.822873, 0.377473, -1.202846, 99.145561,
+ 9.618412, 0.422601, -1.208871, 81.343315, 8.591735, 0.465276, -1.204545, 66.742569, 7.692911,
+ 0.504710, -1.190839, 54.787876, 6.915612, 0.544909, -1.178827, 45.507313, 6.242786, 0.582125,
+ -1.160590, 37.819912, 5.651690, 0.620694, -1.145481, 31.926588, 5.123660, 0.659127, -1.130178,
+ 27.147310, 4.669475, 0.684358, -1.093728, 22.650702, 4.258717, 0.719453, -1.074591, 19.454103,
+ 3.901225, 0.751695, -1.051678, 16.735672, 3.576870, 0.775082, -1.017716, 14.281039, 3.287471,
+ 0.796233, -0.982759, 12.261332, 3.023708, 0.827404, -0.961227, 10.767912, 2.787740, 0.848149,
+ -0.928433, 9.371350, 2.570737, 0.864891, -0.892838, 8.142364, 2.379204, 0.880979, -0.858193,
+ 7.118954, 2.204470, 0.910434, -0.837281, 6.389041, 2.041554, 0.925396, -0.803638, 5.643217,
+ 1.893353, 0.942463, -0.772925, 5.031223, 1.757331, 0.955217, -0.739720, 4.486978, 1.633572,
+ 0.968570, -0.708048, 4.014621, 1.520414, 0.981672, -0.677109, 3.617768, 1.412506, 0.992829,
+ -0.645712, 3.258773, 1.317079, 1.021270, -0.625746, 3.006640, 1.222611, 1.031247, -0.594628,
+ 2.733073, 1.137911, 1.043581, -0.565540, 2.498495, 1.058439, 1.055930, -0.536962, 2.289843,
+ 0.984428, 1.066727, -0.508076, 2.108603, 0.912794, 1.081225, -0.481297, 1.951454, 0.845536,
+ 1.088198, -0.451563, 1.801891, 0.782718, 1.123316, -0.433247, 1.704316, 0.721664, 1.133206,
+ -0.404812, 1.586153, 0.662761, 1.152889, -0.379901, 1.490958, 0.606866, 1.188158, -0.359421,
+ 1.415730, 0.550666, 1.217064, -0.336049, 1.344172, 0.496748, 1.257727, -0.314816, 1.283196,
+ 0.443538, 1.286647, -0.289530, 1.225903, 0.394018, 1.308729, -0.262053, 1.173928, 0.346255,
+ 1.351453, -0.237704, 1.139992, 0.300393, 1.380284, -0.209733, 1.105997, 0.256661, 1.414621,
+ -0.181613, 1.082109, 0.215429, 1.453045, -0.152797, 1.063853, 0.177098, 1.481066, -0.121803,
+ 1.043185, 0.137203, 1.514113, -0.090250, 1.027072, 0.096998, 1.547317, -0.057603, 1.012551,
+ 0.055328, 1.577983, -0.023799, 0.999267, 0.013094, 0.000108, -0.124970, 1249.704346,
+ 1249.703491, 0.000140, -0.119585, 1195.855469, 1195.854370, 0.003995, -0.927433, 9274.246094,
+ 232.443573, 0.012013, -1.131580, 11315.999023, 98.211105, 0.023892, -1.216018, 12162.739258,
+ 67.214500, 0.047506, -1.517865, 15186.294922, 42.410069, 0.082523, -1.812564, 18145.718750,
+ 24.421545, 0.112452, -1.805072, 11112.966797, 18.450365, 0.164460, -2.016784, 8086.032715,
+ 14.043465, 0.195870, -1.898199, 4245.658203, 13.178202, 0.197797, -1.556158, 1315.561768,
+ 30.760096, 0.219540, -1.433455, 802.380371, 25.037956, 0.268696, -1.483235, 579.715515,
+ 20.975695, 0.265968, -1.261051, 386.583649, 12.017023, 0.325369, -1.343349, 316.795959,
+ 12.612406, 0.387968, -1.411606, 232.491623, 13.296940, 0.435543, -1.411236, 181.515228,
+ 11.646996, 0.482729, -1.405722, 143.425354, 10.265131, 0.531742, -1.402782, 114.920082,
+ 9.114828, 0.559383, -1.346165, 88.589005, 8.089214, 0.607851, -1.342407, 73.056610, 7.249064,
+ 0.656928, -1.338238, 60.826897, 6.531094, 0.681212, -1.285692, 48.727219, 5.868711, 0.729238,
+ -1.279951, 41.256016, 5.324553, 0.751172, -1.230045, 33.728260, 4.816513, 0.773107, -1.184288,
+ 27.913816, 4.377203, 0.815726, -1.171653, 24.065962, 3.999965, 0.837886, -1.130636, 20.254860,
+ 3.658493, 0.857674, -1.089071, 17.138168, 3.347930, 0.876120, -1.048303, 14.572968, 3.072666,
+ 0.893935, -1.009040, 12.496377, 2.825165, 0.927998, -0.989064, 11.040731, 2.605520, 0.928445,
+ -0.935017, 9.365102, 2.401481, 0.945279, -0.899993, 8.177711, 2.222282, 0.959378, -0.863854,
+ 7.155303, 2.059342, 0.971761, -0.827684, 6.284632, 1.909314, 0.987812, -0.795878, 5.583837,
+ 1.771094, 1.001958, -0.763540, 4.962345, 1.645968, 1.014357, -0.730897, 4.435898, 1.527438,
+ 1.025946, -0.698675, 3.973241, 1.421337, 1.036435, -0.666662, 3.568025, 1.323677, 1.046807,
+ -0.635466, 3.218647, 1.232678, 1.052974, -0.602660, 2.902273, 1.147675, 1.086089, -0.585364,
+ 2.694939, 1.068352, 1.094660, -0.554784, 2.454491, 0.993445, 1.117131, -0.531500, 2.270746,
+ 0.923758, 1.114009, -0.496581, 2.063934, 0.858381, 1.137328, -0.473914, 1.917990, 0.794980,
+ 1.158671, -0.450127, 1.786523, 0.735697, 1.177878, -0.425306, 1.662454, 0.677498, 1.207510,
+ -0.403797, 1.559058, 0.621762, 1.244496, -0.383812, 1.466801, 0.566190, 1.240412, -0.351080,
+ 1.366853, 0.514288, 1.321257, -0.341200, 1.309808, 0.464621, 1.336512, -0.312710, 1.241822,
+ 0.413228, 1.365047, -0.286935, 1.186612, 0.366092, 1.418984, -0.265184, 1.152120, 0.321528,
+ 1.388864, -0.227750, 1.089937, 0.271827, 1.464383, -0.207168, 1.077271, 0.232838, 1.473125,
+ -0.175770, 1.041835, 0.193289, 1.542908, -0.150424, 1.036794, 0.156153, 1.563005, -0.118748,
+ 1.013029, 0.114866, 1.637048, -0.089604, 1.013493, 0.076804, 1.670777, -0.056398, 0.999208,
+ 0.032691,
+};
+static float ltc_mag_ggx[64 * 64] = {
+ 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000,
+ 1.000000, 1.000000, 1.000000, 0.999995, 0.999990, 0.999971, 0.999937, 0.999853, 0.999670,
+ 0.999138, 0.996746, 0.979578, 0.979309, 0.978836, 0.977972, 0.976223, 0.972205, 0.962466,
+ 0.953919, 0.949829, 0.942492, 0.929870, 0.921319, 0.911112, 0.896015, 0.885105, 0.869971,
+ 0.855017, 0.838328, 0.821241, 0.802352, 0.783873, 0.763309, 0.743058, 0.721929, 0.699755,
+ 0.677721, 0.655456, 0.632681, 0.609629, 0.586831, 0.564287, 0.541772, 0.519428, 0.497353,
+ 0.475624, 0.454606, 0.434099, 0.414085, 0.394605, 0.375698, 0.357386, 0.339871, 0.323085,
+ 0.306905, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000,
+ 0.999999, 0.999999, 0.999998, 0.999995, 0.999990, 0.999980, 0.999959, 0.999923, 0.999842,
+ 0.999660, 0.999119, 0.996613, 0.981824, 0.979298, 0.978826, 0.977957, 0.976184, 0.972091,
+ 0.962188, 0.953875, 0.949746, 0.942335, 0.930166, 0.921211, 0.910927, 0.896979, 0.884940,
+ 0.869864, 0.854835, 0.838200, 0.821049, 0.802552, 0.783659, 0.763512, 0.742927, 0.721715,
+ 0.699938, 0.677775, 0.655246, 0.632555, 0.609805, 0.586996, 0.564225, 0.541606, 0.519346,
+ 0.497419, 0.475863, 0.454738, 0.434099, 0.414003, 0.394547, 0.375747, 0.357564, 0.340012,
+ 0.323099, 0.306861, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000,
+ 1.000000, 1.000000, 0.999999, 0.999998, 0.999995, 0.999991, 0.999979, 0.999959, 0.999917,
+ 0.999839, 0.999648, 0.999074, 0.996168, 0.983770, 0.979279, 0.978800, 0.977905, 0.976058,
+ 0.971727, 0.962120, 0.953901, 0.949485, 0.941859, 0.930911, 0.920853, 0.910394, 0.897600,
+ 0.884427, 0.870101, 0.854522, 0.838325, 0.820754, 0.802707, 0.783223, 0.763605, 0.742872,
+ 0.721565, 0.699935, 0.677726, 0.655242, 0.632580, 0.609766, 0.586946, 0.564275, 0.541759,
+ 0.519467, 0.497478, 0.475886, 0.454794, 0.434233, 0.414207, 0.394751, 0.375892, 0.357683,
+ 0.340146, 0.323287, 0.307095, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000,
+ 1.000000, 0.999999, 0.999999, 0.999998, 0.999996, 0.999992, 0.999987, 0.999975, 0.999953,
+ 0.999913, 0.999830, 0.999630, 0.998993, 0.995279, 0.985142, 0.979252, 0.978754, 0.977821,
+ 0.975838, 0.971088, 0.962563, 0.954785, 0.949048, 0.941052, 0.931420, 0.920812, 0.909750,
+ 0.897867, 0.883856, 0.870091, 0.854353, 0.838166, 0.820661, 0.802465, 0.783308, 0.763346,
+ 0.742734, 0.721608, 0.699747, 0.677626, 0.655245, 0.632547, 0.609793, 0.587044, 0.564340,
+ 0.541779, 0.519529, 0.497633, 0.476114, 0.455030, 0.434430, 0.414406, 0.394974, 0.376154,
+ 0.357979, 0.340443, 0.323572, 0.307379, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000,
+ 1.000000, 1.000000, 1.000000, 0.999998, 0.999998, 0.999996, 0.999991, 0.999984, 0.999970,
+ 0.999946, 0.999905, 0.999815, 0.999599, 0.998856, 0.993704, 0.986135, 0.979212, 0.978690,
+ 0.977691, 0.975504, 0.970133, 0.962951, 0.955649, 0.948405, 0.940418, 0.931660, 0.920881,
+ 0.909376, 0.897785, 0.883844, 0.869756, 0.854326, 0.837732, 0.820617, 0.802053, 0.783195,
+ 0.763119, 0.742610, 0.721344, 0.699709, 0.677624, 0.655114, 0.632523, 0.609812, 0.587052,
+ 0.564417, 0.541966, 0.519751, 0.497824, 0.476309, 0.455271, 0.434735, 0.414736, 0.395317,
+ 0.376524, 0.358364, 0.340852, 0.323988, 0.307786, 1.000000, 1.000000, 1.000000, 1.000000,
+ 1.000000, 1.000000, 0.999999, 0.999999, 0.999997, 0.999996, 0.999994, 0.999989, 0.999980,
+ 0.999965, 0.999940, 0.999895, 0.999796, 0.999559, 0.998638, 0.992774, 0.986878, 0.980297,
+ 0.978602, 0.977514, 0.975026, 0.969169, 0.963214, 0.956267, 0.947689, 0.940054, 0.931637,
+ 0.920678, 0.908990, 0.897349, 0.883905, 0.869139, 0.854177, 0.837476, 0.820295, 0.801977,
+ 0.782798, 0.762978, 0.742418, 0.721193, 0.699560, 0.677402, 0.655108, 0.632543, 0.609804,
+ 0.587158, 0.564557, 0.542096, 0.519908, 0.498088, 0.476632, 0.455623, 0.435104, 0.415161,
+ 0.395783, 0.377005, 0.358843, 0.341345, 0.324529, 0.308355, 1.000000, 1.000000, 1.000000,
+ 1.000000, 1.000000, 0.999999, 0.999999, 0.999998, 0.999997, 0.999992, 0.999991, 0.999985,
+ 0.999977, 0.999959, 0.999935, 0.999878, 0.999773, 0.999505, 0.998284, 0.992353, 0.987457,
+ 0.981665, 0.978492, 0.977277, 0.974360, 0.968716, 0.963373, 0.956629, 0.947397, 0.939657,
+ 0.931339, 0.920588, 0.908975, 0.896712, 0.883763, 0.868890, 0.853731, 0.837333, 0.819702,
+ 0.801738, 0.782454, 0.762712, 0.742024, 0.721037, 0.699325, 0.677359, 0.655030, 0.632439,
+ 0.609869, 0.587221, 0.564663, 0.542328, 0.520220, 0.498400, 0.476997, 0.456053, 0.435593,
+ 0.415658, 0.396300, 0.377577, 0.359473, 0.342004, 0.325170, 0.308997, 1.000000, 1.000000,
+ 1.000000, 1.000000, 1.000000, 0.999999, 0.999998, 0.999998, 0.999996, 0.999993, 0.999988,
+ 0.999981, 0.999971, 0.999951, 0.999921, 0.999863, 0.999748, 0.999433, 0.997681, 0.992120,
+ 0.987920, 0.982864, 0.978353, 0.976961, 0.973451, 0.968396, 0.963400, 0.956680, 0.947529,
+ 0.939151, 0.930747, 0.920511, 0.908867, 0.896142, 0.883335, 0.868764, 0.853025, 0.837015,
+ 0.819452, 0.801249, 0.782176, 0.762345, 0.741843, 0.720721, 0.699135, 0.677194, 0.654889,
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+ 0.999972, 0.999915, 0.999790, 0.999562, 0.999168, 0.997237, 0.995672, 0.994074, 0.991220,
+ 0.987792, 0.983822, 0.978599, 0.972804, 0.965718, 0.958053, 0.949460, 0.940503, 0.931011,
+ 0.921608, 0.912409, 0.903378, 0.894606, 0.886369, 0.878756, 0.871573, 0.864862, 0.858421,
+ 0.852541, 0.846802, 0.841027, 0.835206, 0.829628, 0.823730, 0.817415, 0.810655, 0.803873,
+ 0.796659, 0.788887, 0.780940, 0.772537, 0.763507, 0.754487, 0.745163, 0.735572, 0.725687,
+ 0.715611, 0.705398, 0.695418, 0.685592, 0.676518, 0.667304, 0.657875, 0.648182, 0.638235,
+ 0.628062, 0.617813, 0.607283, 0.596552, 0.585770, 0.575033, 0.564153, 1.000000, 1.000000,
+ 0.999995, 0.999970, 0.999898, 0.999748, 0.999472, 0.998969, 0.996528, 0.995102, 0.992701,
+ 0.989963, 0.985981, 0.981194, 0.975183, 0.968501, 0.960502, 0.952012, 0.942861, 0.933376,
+ 0.923506, 0.914042, 0.904921, 0.896282, 0.887987, 0.880341, 0.873536, 0.867293, 0.861556,
+ 0.856148, 0.850987, 0.846352, 0.841684, 0.836880, 0.832036, 0.827091, 0.821900, 0.816206,
+ 0.810042, 0.803629, 0.796918, 0.789653, 0.781915, 0.774014, 0.765530, 0.756526, 0.747669,
+ 0.738342, 0.728770, 0.718942, 0.708942, 0.698855, 0.688933, 0.679131, 0.669855, 0.660811,
+ 0.651549, 0.642127, 0.632454, 0.622651, 0.612709, 0.602606, 0.592344, 0.581877, 1.000000,
+ 0.999999, 0.999993, 0.999963, 0.999874, 0.999691, 0.999350, 0.998431, 0.995873, 0.994456,
+ 0.991327, 0.987798, 0.983232, 0.977500, 0.970828, 0.962815, 0.954228, 0.944752, 0.935126,
+ 0.925179, 0.915102, 0.905763, 0.897087, 0.888933, 0.881452, 0.874687, 0.868716, 0.863585,
+ 0.858931, 0.854662, 0.850569, 0.846719, 0.843151, 0.839426, 0.835588, 0.831443, 0.827004,
+ 0.822395, 0.817254, 0.811630, 0.805464, 0.799124, 0.792382, 0.785091, 0.777315, 0.769360,
+ 0.760908, 0.751957, 0.743128, 0.733917, 0.724340, 0.714713, 0.704721, 0.694835, 0.684862,
+ 0.675099, 0.665570, 0.656644, 0.647651, 0.638581, 0.629337, 0.619926, 0.610358, 0.600707,
+ 1.000000, 1.000000, 0.999990, 0.999953, 0.999843, 0.999613, 0.999186, 0.997025, 0.995317,
+ 0.992850, 0.989760, 0.985270, 0.979807, 0.973049, 0.965228, 0.956248, 0.946394, 0.936324,
+ 0.926124, 0.915808, 0.905942, 0.897060, 0.889001, 0.881755, 0.875351, 0.869688, 0.864736,
+ 0.860745, 0.857305, 0.854190, 0.851261, 0.848484, 0.845642, 0.842948, 0.840060, 0.836901,
+ 0.833379, 0.829393, 0.825103, 0.820431, 0.815288, 0.809575, 0.803326, 0.796949, 0.790174,
+ 0.782873, 0.775048, 0.767139, 0.758772, 0.750019, 0.741120, 0.732127, 0.722743, 0.713225,
+ 0.703637, 0.693768, 0.684016, 0.674277, 0.664703, 0.655328, 0.646550, 0.637812, 0.629036,
+ 0.620129, 1.000000, 1.000000, 0.999988, 0.999933, 0.999800, 0.999508, 0.998917, 0.996236,
+ 0.994617, 0.991176, 0.987089, 0.981880, 0.974966, 0.967156, 0.957914, 0.947585, 0.936937,
+ 0.926318, 0.915662, 0.905567, 0.896223, 0.888166, 0.881117, 0.875079, 0.869981, 0.865675,
+ 0.862091, 0.859183, 0.856981, 0.855065, 0.853273, 0.851572, 0.849782, 0.847768, 0.845668,
+ 0.843345, 0.840703, 0.837646, 0.834094, 0.830030, 0.825631, 0.820873, 0.815619, 0.809856,
+ 0.803578, 0.797096, 0.790359, 0.783152, 0.775507, 0.767504, 0.759411, 0.750982, 0.742208,
+ 0.733383, 0.724445, 0.715190, 0.705827, 0.696440, 0.686773, 0.677242, 0.667735, 0.658471,
+ 0.649236, 0.640305, 1.000000, 0.999999, 0.999984, 0.999918, 0.999737, 0.999350, 0.997576,
+ 0.995476, 0.992614, 0.988817, 0.983601, 0.976880, 0.968694, 0.959092, 0.948297, 0.936831,
+ 0.925592, 0.914494, 0.904159, 0.894643, 0.886417, 0.879620, 0.874023, 0.869533, 0.865967,
+ 0.863238, 0.861113, 0.859527, 0.858367, 0.857594, 0.856882, 0.856172, 0.855316, 0.854197,
+ 0.852818, 0.851062, 0.849046, 0.846747, 0.844043, 0.840842, 0.837164, 0.832985, 0.828344,
+ 0.823544, 0.818276, 0.812543, 0.806374, 0.799838, 0.793170, 0.786246, 0.778956, 0.771297,
+ 0.763278, 0.755252, 0.746984, 0.738445, 0.729688, 0.721045, 0.712189, 0.703099, 0.694045,
+ 0.684930, 0.675601, 0.666480, 1.000000, 0.999999, 0.999978, 0.999888, 0.999639, 0.999093,
+ 0.996310, 0.994405, 0.990527, 0.985186, 0.978518, 0.969748, 0.959597, 0.948104, 0.935724,
+ 0.923704, 0.912023, 0.901356, 0.891850, 0.883847, 0.877280, 0.872289, 0.868583, 0.865913,
+ 0.864098, 0.862993, 0.862356, 0.862125, 0.862107, 0.862168, 0.862359, 0.862490, 0.862430,
+ 0.862063, 0.861431, 0.860386, 0.858950, 0.857090, 0.854848, 0.852381, 0.849503, 0.846167,
+ 0.842399, 0.838194, 0.833566, 0.828579, 0.823464, 0.817951, 0.812079, 0.805873, 0.799320,
+ 0.792533, 0.785715, 0.778636, 0.771260, 0.763618, 0.755719, 0.747815, 0.739825, 0.731602,
+ 0.723212, 0.714845, 0.706465, 0.697933, 1.000000, 0.999998, 0.999969, 0.999836, 0.999475,
+ 0.997943, 0.995219, 0.991760, 0.986663, 0.979592, 0.970218, 0.959155, 0.946575, 0.933047,
+ 0.920022, 0.907749, 0.896801, 0.887506, 0.880077, 0.874322, 0.870126, 0.867481, 0.865949,
+ 0.865293, 0.865287, 0.865746, 0.866502, 0.867439, 0.868442, 0.869382, 0.870161, 0.870782,
+ 0.871303, 0.871511, 0.871427, 0.870978, 0.870136, 0.868892, 0.867248, 0.865209, 0.862775,
+ 0.859944, 0.857004, 0.853671, 0.849984, 0.845927, 0.841518, 0.836774, 0.831750, 0.826407,
+ 0.821001, 0.815333, 0.809412, 0.803238, 0.796802, 0.790204, 0.783457, 0.776713, 0.769749,
+ 0.762596, 0.755239, 0.747690, 0.740127, 0.732595, 1.000000, 0.999997, 0.999950, 0.999744,
+ 0.999162, 0.996124, 0.992844, 0.987757, 0.980062, 0.969642, 0.957087, 0.942735, 0.927747,
+ 0.913622, 0.900889, 0.890115, 0.881584, 0.875288, 0.870926, 0.868307, 0.867033, 0.866972,
+ 0.867692, 0.868950, 0.870549, 0.872320, 0.874144, 0.875947, 0.877674, 0.879192, 0.880478,
+ 0.881539, 0.882307, 0.882739, 0.882902, 0.882847, 0.882461, 0.881725, 0.880636, 0.879197,
+ 0.877422, 0.875296, 0.872849, 0.870076, 0.866988, 0.863637, 0.860159, 0.856475, 0.852525,
+ 0.848328, 0.843883, 0.839198, 0.834322, 0.829221, 0.823907, 0.818461, 0.812972, 0.807316,
+ 0.801474, 0.795459, 0.789276, 0.783025, 0.776615, 0.770223, 0.999999, 0.999994, 0.999909,
+ 0.999536, 0.997195, 0.994123, 0.988168, 0.979344, 0.967003, 0.951763, 0.934724, 0.917948,
+ 0.902918, 0.890432, 0.880902, 0.874401, 0.870394, 0.868503, 0.868209, 0.869062, 0.870725,
+ 0.873006, 0.875558, 0.878230, 0.880893, 0.883445, 0.885832, 0.888059, 0.890058, 0.891782,
+ 0.893247, 0.894460, 0.895397, 0.896023, 0.896380, 0.896433, 0.896198, 0.895673, 0.894865,
+ 0.893908, 0.892700, 0.891224, 0.889501, 0.887539, 0.885336, 0.882903, 0.880244, 0.877373,
+ 0.874296, 0.871019, 0.867549, 0.863933, 0.860153, 0.856355, 0.852395, 0.848277, 0.844006,
+ 0.839587, 0.835045, 0.830378, 0.825579, 0.820649, 0.815592, 0.810432, 0.999998, 0.999988,
+ 0.999795, 0.998892, 0.994635, 0.987290, 0.975397, 0.958508, 0.938352, 0.917733, 0.899800,
+ 0.885878, 0.876516, 0.871200, 0.869099, 0.869317, 0.871112, 0.873870, 0.877160, 0.880682,
+ 0.884228, 0.887737, 0.891076, 0.894161, 0.896981, 0.899543, 0.901847, 0.903882, 0.905672,
+ 0.907188, 0.908451, 0.909480, 0.910289, 0.910878, 0.911259, 0.911430, 0.911396, 0.911154,
+ 0.910712, 0.910081, 0.909266, 0.908264, 0.907094, 0.905752, 0.904244, 0.902577, 0.900799,
+ 0.898931, 0.896923, 0.894782, 0.892513, 0.890117, 0.887600, 0.884968, 0.882222, 0.879369,
+ 0.876408, 0.873345, 0.870183, 0.866926, 0.863575, 0.860160, 0.856672, 0.853098, 0.999991,
+ 0.999947, 0.999158, 0.992842, 0.980107, 0.957230, 0.928231, 0.901539, 0.882688, 0.872588,
+ 0.869394, 0.870671, 0.874458, 0.879378, 0.884639, 0.889770, 0.894601, 0.898972, 0.902930,
+ 0.906456, 0.909568, 0.912329, 0.914750, 0.916893, 0.918774, 0.920429, 0.921868, 0.923110,
+ 0.924185, 0.925089, 0.925842, 0.926457, 0.926934, 0.927285, 0.927522, 0.927639, 0.927650,
+ 0.927553, 0.927356, 0.927061, 0.926671, 0.926187, 0.925617, 0.924962, 0.924224, 0.923409,
+ 0.922519, 0.921555, 0.920521, 0.919419, 0.918252, 0.917021, 0.915729, 0.914377, 0.912967,
+ 0.911503, 0.909984, 0.908414, 0.906791, 0.905122, 0.903401, 0.901637, 0.899826, 0.897972,
+ 0.987461, 0.940121, 0.871507, 0.898572, 0.916705, 0.926425, 0.931922, 0.935265, 0.937431,
+ 0.938899, 0.939950, 0.940717, 0.941301, 0.941754, 0.942111, 0.942397, 0.942631, 0.942823,
+ 0.942983, 0.943117, 0.943231, 0.943329, 0.943412, 0.943484, 0.943545, 0.943599, 0.943644,
+ 0.943682, 0.943716, 0.943744, 0.943766, 0.943785, 0.943799, 0.943808, 0.943815, 0.943818,
+ 0.943818, 0.943814, 0.943807, 0.943797, 0.943784, 0.943769, 0.943751, 0.943730, 0.943707,
+ 0.943681, 0.943652, 0.943623, 0.943589, 0.943554, 0.943518, 0.943479, 0.943438, 0.943396,
+ 0.943351, 0.943305, 0.943257, 0.943207, 0.943156, 0.943104, 0.943049, 0.942993, 0.942936,
+ 0.942877,
+};
+
+static float bsdf_split_sum_ggx[64 * 64 * 2] = {
+ 1.000000f, 0.000000f, 1.000000f, 0.000000f, 1.000000f, 0.000000f, 1.000000f, 0.000000f,
+ 1.000000f, 0.000000f, 1.000000f, 0.000000f, 0.999512f, 0.000000f, 0.999512f, 0.000000f,
+ 0.999512f, 0.000000f, 0.999023f, 0.000001f, 0.999023f, 0.000001f, 0.998535f, 0.000001f,
+ 0.998047f, 0.000001f, 0.997559f, 0.000002f, 0.997070f, 0.000003f, 0.996094f, 0.000004f,
+ 0.994629f, 0.000004f, 0.993652f, 0.000006f, 0.991699f, 0.000007f, 0.989746f, 0.000008f,
+ 0.987305f, 0.000010f, 0.984375f, 0.000012f, 0.980957f, 0.000013f, 0.977539f, 0.000016f,
+ 0.973145f, 0.000018f, 0.967773f, 0.000020f, 0.961914f, 0.000023f, 0.955566f, 0.000025f,
+ 0.947754f, 0.000028f, 0.939941f, 0.000031f, 0.930664f, 0.000033f, 0.920410f, 0.000036f,
+ 0.909180f, 0.000039f, 0.896973f, 0.000042f, 0.884277f, 0.000044f, 0.870117f, 0.000047f,
+ 0.854980f, 0.000049f, 0.838867f, 0.000051f, 0.821777f, 0.000053f, 0.803711f, 0.000055f,
+ 0.785156f, 0.000057f, 0.765625f, 0.000058f, 0.745605f, 0.000059f, 0.724609f, 0.000060f,
+ 0.703613f, 0.000061f, 0.681641f, 0.000061f, 0.659668f, 0.000061f, 0.637695f, 0.000061f,
+ 0.615234f, 0.000061f, 0.592773f, 0.000060f, 0.570801f, 0.000060f, 0.548340f, 0.000059f,
+ 0.526855f, 0.000058f, 0.504883f, 0.000057f, 0.483887f, 0.000055f, 0.462891f, 0.000054f,
+ 0.442627f, 0.000053f, 0.422607f, 0.000051f, 0.403320f, 0.000050f, 0.384766f, 0.000048f,
+ 0.366455f, 0.000046f, 0.348877f, 0.000045f, 0.332031f, 0.000043f, 0.315918f, 0.000041f,
+ 0.999512f, 0.000000f, 0.999512f, 0.000000f, 1.000000f, 0.000000f, 1.000000f, 0.000000f,
+ 0.999512f, 0.000000f, 1.000000f, 0.000000f, 0.999512f, 0.000000f, 0.999512f, 0.000000f,
+ 0.999512f, 0.000000f, 0.999023f, 0.000001f, 0.999023f, 0.000001f, 0.998535f, 0.000002f,
+ 0.998047f, 0.000003f, 0.997559f, 0.000004f, 0.997070f, 0.000005f, 0.996094f, 0.000006f,
+ 0.994629f, 0.000008f, 0.993164f, 0.000010f, 0.991699f, 0.000012f, 0.989746f, 0.000015f,
+ 0.987305f, 0.000018f, 0.984375f, 0.000020f, 0.980957f, 0.000024f, 0.977051f, 0.000027f,
+ 0.972168f, 0.000031f, 0.967285f, 0.000035f, 0.961426f, 0.000039f, 0.954590f, 0.000043f,
+ 0.947266f, 0.000048f, 0.938965f, 0.000052f, 0.929199f, 0.000057f, 0.919434f, 0.000061f,
+ 0.908203f, 0.000065f, 0.895996f, 0.000069f, 0.882812f, 0.000073f, 0.868652f, 0.000077f,
+ 0.853027f, 0.000080f, 0.837402f, 0.000083f, 0.820312f, 0.000086f, 0.802246f, 0.000088f,
+ 0.783691f, 0.000090f, 0.764160f, 0.000092f, 0.744141f, 0.000093f, 0.723633f, 0.000093f,
+ 0.702637f, 0.000094f, 0.681152f, 0.000094f, 0.659180f, 0.000093f, 0.637207f, 0.000093f,
+ 0.615234f, 0.000091f, 0.593262f, 0.000090f, 0.571289f, 0.000088f, 0.549316f, 0.000087f,
+ 0.527344f, 0.000085f, 0.505859f, 0.000082f, 0.485107f, 0.000080f, 0.464355f, 0.000078f,
+ 0.444336f, 0.000075f, 0.424561f, 0.000072f, 0.405273f, 0.000070f, 0.386719f, 0.000067f,
+ 0.368652f, 0.000065f, 0.351318f, 0.000062f, 0.334473f, 0.000059f, 0.318115f, 0.000057f,
+ 0.999512f, 0.000000f, 0.999512f, 0.000000f, 0.999512f, 0.000000f, 1.000000f, 0.000000f,
+ 0.999512f, 0.000000f, 0.999512f, 0.000000f, 0.999512f, 0.000001f, 0.999512f, 0.000001f,
+ 0.999512f, 0.000001f, 0.999512f, 0.000003f, 0.999023f, 0.000002f, 0.998535f, 0.000004f,
+ 0.998047f, 0.000005f, 0.997559f, 0.000007f, 0.997070f, 0.000009f, 0.996094f, 0.000011f,
+ 0.994629f, 0.000013f, 0.993164f, 0.000017f, 0.991211f, 0.000020f, 0.989258f, 0.000024f,
+ 0.986816f, 0.000028f, 0.983887f, 0.000033f, 0.980469f, 0.000038f, 0.976562f, 0.000043f,
+ 0.971680f, 0.000049f, 0.966797f, 0.000055f, 0.960449f, 0.000062f, 0.953613f, 0.000068f,
+ 0.946289f, 0.000075f, 0.937500f, 0.000081f, 0.928223f, 0.000088f, 0.917969f, 0.000094f,
+ 0.906738f, 0.000100f, 0.894531f, 0.000106f, 0.880859f, 0.000111f, 0.866699f, 0.000116f,
+ 0.851562f, 0.000120f, 0.835449f, 0.000124f, 0.818359f, 0.000127f, 0.800781f, 0.000130f,
+ 0.782227f, 0.000132f, 0.762695f, 0.000134f, 0.742676f, 0.000134f, 0.722656f, 0.000135f,
+ 0.701660f, 0.000134f, 0.680176f, 0.000133f, 0.658691f, 0.000132f, 0.636719f, 0.000130f,
+ 0.615234f, 0.000128f, 0.593262f, 0.000125f, 0.571289f, 0.000123f, 0.549805f, 0.000119f,
+ 0.528320f, 0.000116f, 0.507324f, 0.000112f, 0.486328f, 0.000109f, 0.466064f, 0.000105f,
+ 0.446045f, 0.000101f, 0.426514f, 0.000097f, 0.407471f, 0.000093f, 0.388916f, 0.000089f,
+ 0.370850f, 0.000085f, 0.353516f, 0.000082f, 0.336914f, 0.000078f, 0.320557f, 0.000074f,
+ 1.000000f, 0.000000f, 0.999512f, 0.000000f, 0.999512f, 0.000000f, 0.999512f, 0.000000f,
+ 1.000000f, 0.000000f, 1.000000f, 0.000001f, 0.999512f, 0.000001f, 0.999512f, 0.000002f,
+ 0.999512f, 0.000002f, 0.999023f, 0.000003f, 0.999023f, 0.000005f, 0.998535f, 0.000006f,
+ 0.998535f, 0.000008f, 0.997559f, 0.000011f, 0.997070f, 0.000014f, 0.996094f, 0.000017f,
+ 0.994629f, 0.000020f, 0.993164f, 0.000026f, 0.991211f, 0.000030f, 0.989258f, 0.000036f,
+ 0.986816f, 0.000043f, 0.983398f, 0.000050f, 0.979980f, 0.000058f, 0.976074f, 0.000066f,
+ 0.971191f, 0.000074f, 0.965820f, 0.000082f, 0.959961f, 0.000093f, 0.952637f, 0.000101f,
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+ 0.745117f, 0.094604f, 0.747559f, 0.087891f, 0.747070f, 0.081726f, 0.747070f, 0.075989f,
+ 0.744141f, 0.070679f, 0.742676f, 0.065796f, 0.739258f, 0.061218f, 0.735840f, 0.056976f,
+ 0.730957f, 0.053070f, 0.725586f, 0.049438f, 0.719727f, 0.046082f, 0.713867f, 0.042938f,
+ 0.706543f, 0.040070f, 0.699219f, 0.037384f, 0.690918f, 0.034882f, 0.682617f, 0.032562f,
+ 0.673828f, 0.030426f, 0.664551f, 0.028442f, 0.654785f, 0.026581f, 0.645020f, 0.024857f,
+ 0.634766f, 0.023254f, 0.624023f, 0.021774f, 0.613281f, 0.020386f, 0.602051f, 0.019089f,
+ 0.590820f, 0.017899f, 0.579590f, 0.016769f, 0.567871f, 0.015732f, 0.556641f, 0.014755f,
+ 0.305420f, 0.694336f, 0.305420f, 0.694336f, 0.305664f, 0.693848f, 0.306641f, 0.691895f,
+ 0.308105f, 0.687988f, 0.311279f, 0.681152f, 0.316162f, 0.669922f, 0.321777f, 0.654297f,
+ 0.330078f, 0.632812f, 0.344238f, 0.606934f, 0.353027f, 0.578125f, 0.367432f, 0.547852f,
+ 0.385498f, 0.517578f, 0.405273f, 0.487793f, 0.422852f, 0.458496f, 0.448730f, 0.431152f,
+ 0.473633f, 0.404541f, 0.493896f, 0.379639f, 0.519531f, 0.355469f, 0.539551f, 0.332520f,
+ 0.563477f, 0.310791f, 0.583008f, 0.290283f, 0.604004f, 0.270752f, 0.626953f, 0.252686f,
+ 0.642090f, 0.235352f, 0.657715f, 0.218994f, 0.672852f, 0.203857f, 0.686523f, 0.189575f,
+ 0.699219f, 0.176270f, 0.707031f, 0.163818f, 0.717285f, 0.152344f, 0.723633f, 0.141602f,
+ 0.730469f, 0.131592f, 0.739258f, 0.122375f, 0.741699f, 0.113708f, 0.745605f, 0.105713f,
+ 0.747559f, 0.098267f, 0.748047f, 0.091370f, 0.749023f, 0.085022f, 0.748535f, 0.079102f,
+ 0.747070f, 0.073608f, 0.746582f, 0.068542f, 0.742188f, 0.063843f, 0.739258f, 0.059448f,
+ 0.734375f, 0.055420f, 0.730469f, 0.051666f, 0.724609f, 0.048187f, 0.717773f, 0.044952f,
+ 0.710938f, 0.041962f, 0.704102f, 0.039154f, 0.695801f, 0.036591f, 0.687988f, 0.034180f,
+ 0.679199f, 0.031952f, 0.670410f, 0.029892f, 0.660645f, 0.027969f, 0.650879f, 0.026184f,
+ 0.640625f, 0.024521f, 0.630371f, 0.022964f, 0.619629f, 0.021515f, 0.608887f, 0.020172f,
+ 0.598145f, 0.018921f, 0.586914f, 0.017761f, 0.575195f, 0.016663f, 0.563965f, 0.015656f,
+ 0.244995f, 0.754395f, 0.245117f, 0.754395f, 0.245483f, 0.753418f, 0.246704f, 0.750977f,
+ 0.249634f, 0.745117f, 0.253662f, 0.734863f, 0.260010f, 0.717773f, 0.268555f, 0.694336f,
+ 0.277344f, 0.665527f, 0.292480f, 0.632812f, 0.309814f, 0.599121f, 0.331787f, 0.565918f,
+ 0.352539f, 0.533203f, 0.376465f, 0.501953f, 0.405518f, 0.472412f, 0.433838f, 0.444336f,
+ 0.456787f, 0.417236f, 0.488281f, 0.391357f, 0.510254f, 0.366211f, 0.540039f, 0.343018f,
+ 0.564941f, 0.320557f, 0.579590f, 0.299561f, 0.606445f, 0.279541f, 0.627441f, 0.260498f,
+ 0.638184f, 0.242676f, 0.666504f, 0.226074f, 0.670898f, 0.210327f, 0.687988f, 0.195801f,
+ 0.700684f, 0.182129f, 0.706055f, 0.169312f, 0.718262f, 0.157471f, 0.727539f, 0.146362f,
+ 0.735840f, 0.136108f, 0.738770f, 0.126587f, 0.743164f, 0.117737f, 0.746582f, 0.109497f,
+ 0.751953f, 0.101868f, 0.751953f, 0.094788f, 0.753906f, 0.088257f, 0.752930f, 0.082153f,
+ 0.750977f, 0.076538f, 0.749512f, 0.071289f, 0.745605f, 0.066406f, 0.742188f, 0.061951f,
+ 0.738281f, 0.057770f, 0.734375f, 0.053894f, 0.729004f, 0.050293f, 0.722656f, 0.046967f,
+ 0.715332f, 0.043854f, 0.708496f, 0.040985f, 0.701172f, 0.038330f, 0.693359f, 0.035828f,
+ 0.684570f, 0.033539f, 0.676270f, 0.031403f, 0.666992f, 0.029404f, 0.657227f, 0.027542f,
+ 0.646973f, 0.025818f, 0.636719f, 0.024200f, 0.626465f, 0.022705f, 0.615723f, 0.021301f,
+ 0.604980f, 0.020004f, 0.593750f, 0.018784f, 0.582520f, 0.017654f, 0.571289f, 0.016586f,
+ 0.180542f, 0.818848f, 0.180664f, 0.818848f, 0.181274f, 0.817383f, 0.183350f, 0.812988f,
+ 0.187134f, 0.802734f, 0.193237f, 0.784180f, 0.201416f, 0.757324f, 0.214355f, 0.723145f,
+ 0.231445f, 0.685547f, 0.248901f, 0.648438f, 0.272217f, 0.611816f, 0.302979f, 0.577148f,
+ 0.329834f, 0.544922f, 0.364258f, 0.514160f, 0.394043f, 0.484619f, 0.425781f, 0.456055f,
+ 0.456543f, 0.428467f, 0.481934f, 0.402344f, 0.512207f, 0.376709f, 0.540039f, 0.352783f,
+ 0.566406f, 0.329346f, 0.579102f, 0.307617f, 0.607910f, 0.286865f, 0.627930f, 0.267822f,
+ 0.645996f, 0.249512f, 0.661621f, 0.232178f, 0.677734f, 0.216309f, 0.691406f, 0.201172f,
+ 0.702637f, 0.187256f, 0.711426f, 0.174194f, 0.721680f, 0.161987f, 0.730957f, 0.150879f,
+ 0.736328f, 0.140259f, 0.742188f, 0.130493f, 0.746582f, 0.121582f, 0.750488f, 0.113159f,
+ 0.751953f, 0.105347f, 0.752930f, 0.098083f, 0.756836f, 0.091370f, 0.755859f, 0.085144f,
+ 0.755371f, 0.079346f, 0.752441f, 0.073975f, 0.750488f, 0.069031f, 0.746582f, 0.064392f,
+ 0.743652f, 0.060120f, 0.737793f, 0.056152f, 0.733398f, 0.052460f, 0.727051f, 0.049011f,
+ 0.720215f, 0.045837f, 0.713867f, 0.042847f, 0.706543f, 0.040100f, 0.699219f, 0.037537f,
+ 0.690430f, 0.035156f, 0.682129f, 0.032928f, 0.672852f, 0.030884f, 0.663086f, 0.028961f,
+ 0.653809f, 0.027161f, 0.644043f, 0.025497f, 0.633301f, 0.023941f, 0.622559f, 0.022491f,
+ 0.612305f, 0.021133f, 0.601074f, 0.019867f, 0.590332f, 0.018692f, 0.579102f, 0.017578f,
+ 0.111816f, 0.888184f, 0.112000f, 0.887207f, 0.112976f, 0.883789f, 0.115845f, 0.873047f,
+ 0.122864f, 0.849609f, 0.133301f, 0.813477f, 0.147217f, 0.770996f, 0.167236f, 0.728027f,
+ 0.196411f, 0.688965f, 0.222290f, 0.653320f, 0.258057f, 0.619629f, 0.293457f, 0.587402f,
+ 0.328613f, 0.556152f, 0.361328f, 0.524902f, 0.392578f, 0.495850f, 0.430420f, 0.466064f,
+ 0.459961f, 0.437744f, 0.482422f, 0.410889f, 0.511230f, 0.385010f, 0.536621f, 0.359863f,
+ 0.568848f, 0.336182f, 0.592773f, 0.313721f, 0.614258f, 0.293213f, 0.626953f, 0.273193f,
+ 0.646484f, 0.254639f, 0.657227f, 0.237427f, 0.683105f, 0.221191f, 0.693359f, 0.205933f,
+ 0.698242f, 0.191772f, 0.709473f, 0.178589f, 0.724609f, 0.166260f, 0.733398f, 0.154907f,
+ 0.739746f, 0.144165f, 0.745605f, 0.134399f, 0.750977f, 0.125122f, 0.753906f, 0.116577f,
+ 0.754883f, 0.108704f, 0.758301f, 0.101257f, 0.759766f, 0.094482f, 0.757812f, 0.088074f,
+ 0.759766f, 0.082092f, 0.758301f, 0.076660f, 0.756348f, 0.071594f, 0.752441f, 0.066833f,
+ 0.748047f, 0.062469f, 0.741699f, 0.058380f, 0.736816f, 0.054596f, 0.732910f, 0.051086f,
+ 0.726074f, 0.047791f, 0.719727f, 0.044769f, 0.711914f, 0.041901f, 0.704590f, 0.039276f,
+ 0.696289f, 0.036804f, 0.688477f, 0.034546f, 0.678711f, 0.032410f, 0.669922f, 0.030411f,
+ 0.660156f, 0.028564f, 0.650391f, 0.026840f, 0.640625f, 0.025223f, 0.630371f, 0.023727f,
+ 0.619629f, 0.022324f, 0.608887f, 0.020996f, 0.597656f, 0.019775f, 0.586914f, 0.018631f,
+ 0.038452f, 0.960938f, 0.039124f, 0.957520f, 0.042480f, 0.933594f, 0.051575f, 0.879395f,
+ 0.069275f, 0.824219f, 0.091064f, 0.785156f, 0.126343f, 0.753906f, 0.154419f, 0.725586f,
+ 0.192139f, 0.695312f, 0.234375f, 0.663086f, 0.273438f, 0.630371f, 0.305908f, 0.597656f,
+ 0.338379f, 0.565430f, 0.379150f, 0.532227f, 0.413818f, 0.501465f, 0.444336f, 0.471191f,
+ 0.471436f, 0.442383f, 0.504395f, 0.414795f, 0.531250f, 0.388672f, 0.547363f, 0.364014f,
+ 0.579590f, 0.340088f, 0.603516f, 0.317627f, 0.622559f, 0.297119f, 0.635742f, 0.276855f,
+ 0.669434f, 0.258301f, 0.670410f, 0.241089f, 0.685547f, 0.224854f, 0.699219f, 0.209717f,
+ 0.712402f, 0.195190f, 0.720703f, 0.182373f, 0.729980f, 0.169678f, 0.746582f, 0.158325f,
+ 0.744629f, 0.147705f, 0.748535f, 0.137695f, 0.760254f, 0.128296f, 0.757812f, 0.119629f,
+ 0.761230f, 0.111755f, 0.762207f, 0.104248f, 0.764160f, 0.097290f, 0.763184f, 0.090881f,
+ 0.762207f, 0.084900f, 0.760742f, 0.079285f, 0.759766f, 0.074097f, 0.755859f, 0.069275f,
+ 0.752930f, 0.064758f, 0.747559f, 0.060669f, 0.742676f, 0.056793f, 0.737305f, 0.053131f,
+ 0.731445f, 0.049774f, 0.725586f, 0.046661f, 0.718262f, 0.043732f, 0.710449f, 0.041077f,
+ 0.702637f, 0.038544f, 0.694336f, 0.036163f, 0.685547f, 0.033966f, 0.676758f, 0.031921f,
+ 0.667480f, 0.030014f, 0.657715f, 0.028229f, 0.647461f, 0.026566f, 0.637207f, 0.025009f,
+ 0.626953f, 0.023544f, 0.616699f, 0.022186f, 0.605957f, 0.020920f, 0.594727f, 0.019730f
+};
+
+static float ltc_disk_integral[64 * 64] = {
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.015873f, 0.047619f, 0.079365f, 0.111111f, 0.142857f, 0.174603f, 0.206349f, 0.238095f,
+ 0.269841f, 0.301587f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460317f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000148f, 0.002454f, 0.008675f, 0.019560f,
+ 0.035433f, 0.056294f, 0.081819f, 0.111259f, 0.142857f, 0.174603f, 0.206349f, 0.238095f,
+ 0.269841f, 0.301587f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460317f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000002f, 0.000761f, 0.003673f, 0.009403f, 0.018333f, 0.030683f,
+ 0.046556f, 0.065952f, 0.088768f, 0.114784f, 0.143618f, 0.174606f, 0.206349f, 0.238095f,
+ 0.269841f, 0.301587f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460318f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000039f, 0.000969f, 0.003703f, 0.008684f, 0.016189f, 0.026395f, 0.039409f,
+ 0.055282f, 0.074014f, 0.095554f, 0.119795f, 0.146560f, 0.175573f, 0.206388f, 0.238095f,
+ 0.269841f, 0.301587f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460317f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000047f, 0.000895f, 0.003265f, 0.007514f, 0.013873f, 0.022495f, 0.033483f, 0.046897f,
+ 0.062770f, 0.081102f, 0.101860f, 0.124985f, 0.150372f, 0.177868f, 0.207245f, 0.238143f,
+ 0.269841f, 0.301587f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460317f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000028f,
+ 0.000695f, 0.002655f, 0.006230f, 0.011623f, 0.018976f, 0.028384f, 0.039915f, 0.053606f,
+ 0.069479f, 0.087534f, 0.107749f, 0.130087f, 0.154481f, 0.180833f, 0.209005f, 0.238791f,
+ 0.269869f, 0.301587f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460317f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000007f, 0.000465f,
+ 0.002017f, 0.004975f, 0.009533f, 0.015821f, 0.023934f, 0.033937f, 0.045874f, 0.059772f,
+ 0.075645f, 0.093493f, 0.113302f, 0.135045f, 0.158678f, 0.184136f, 0.211325f, 0.240113f,
+ 0.270306f, 0.301594f, 0.333333f, 0.365079f, 0.396825f, 0.428571f, 0.460317f, 0.492064f,
+ 0.523810f, 0.555556f, 0.587302f, 0.619048f, 0.650794f, 0.682540f, 0.714286f, 0.746032f,
+ 0.777778f, 0.809524f, 0.841270f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000260f, 0.001426f,
+ 0.003823f, 0.007642f, 0.013012f, 0.020025f, 0.028745f, 0.039218f, 0.051475f, 0.065535f,
+ 0.081408f, 0.099094f, 0.118583f, 0.139856f, 0.162882f, 0.187615f, 0.213991f, 0.241918f,
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+ 0.005248f, 0.008982f, 0.013608f, 0.019058f, 0.025269f, 0.032188f, 0.039767f, 0.047967f,
+ 0.056752f, 0.066093f, 0.075963f, 0.086340f, 0.097203f, 0.108537f, 0.120325f, 0.132554f,
+ 0.145215f, 0.158296f, 0.171790f, 0.185691f, 0.199993f, 0.214691f, 0.229782f, 0.245265f,
+ 0.261138f, 0.277401f, 0.294056f, 0.311104f, 0.328548f, 0.346394f, 0.364645f, 0.383310f,
+ 0.402396f, 0.421912f, 0.441870f, 0.462283f, 0.483165f, 0.504535f, 0.526410f, 0.548816f,
+ 0.571776f, 0.595323f, 0.619489f, 0.644317f, 0.669852f, 0.696148f, 0.723267f, 0.751280f,
+ 0.780258f, 0.810268f, 0.841311f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000156f, 0.001209f, 0.003349f,
+ 0.006531f, 0.010672f, 0.015691f, 0.021515f, 0.028080f, 0.035332f, 0.043225f, 0.051717f,
+ 0.060775f, 0.070370f, 0.080474f, 0.091067f, 0.102128f, 0.113641f, 0.125591f, 0.137965f,
+ 0.150754f, 0.163947f, 0.177537f, 0.191516f, 0.205881f, 0.220626f, 0.235749f, 0.251248f,
+ 0.267121f, 0.283368f, 0.299992f, 0.316992f, 0.334374f, 0.352140f, 0.370296f, 0.388849f,
+ 0.407807f, 0.427178f, 0.446974f, 0.467207f, 0.487892f, 0.509046f, 0.530687f, 0.552839f,
+ 0.575527f, 0.598780f, 0.622634f, 0.647128f, 0.672308f, 0.698231f, 0.724958f, 0.752563f,
+ 0.781127f, 0.810733f, 0.841426f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000374f, 0.001821f, 0.004389f,
+ 0.008001f, 0.012559f, 0.017979f, 0.024182f, 0.031106f, 0.038695f, 0.046903f, 0.055690f,
+ 0.065023f, 0.074872f, 0.085211f, 0.096020f, 0.107279f, 0.118971f, 0.131084f, 0.143604f,
+ 0.156521f, 0.169825f, 0.183510f, 0.197569f, 0.211997f, 0.226789f, 0.241944f, 0.257458f,
+ 0.273331f, 0.289563f, 0.306154f, 0.323108f, 0.340426f, 0.358113f, 0.376175f, 0.394616f,
+ 0.413445f, 0.432671f, 0.452305f, 0.472358f, 0.492845f, 0.513783f, 0.535189f, 0.557087f,
+ 0.579500f, 0.602459f, 0.625997f, 0.650154f, 0.674976f, 0.700518f, 0.726845f, 0.754032f,
+ 0.782167f, 0.811344f, 0.841644f, 0.873016f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000020f, 0.000719f, 0.002598f, 0.005618f,
+ 0.009675f, 0.014663f, 0.020490f, 0.027080f, 0.034367f, 0.042297f, 0.050824f, 0.059909f,
+ 0.069517f, 0.079622f, 0.090198f, 0.101224f, 0.112682f, 0.124555f, 0.136831f, 0.149496f,
+ 0.162542f, 0.175958f, 0.189739f, 0.203877f, 0.218368f, 0.233208f, 0.248393f, 0.263923f,
+ 0.279796f, 0.296012f, 0.312573f, 0.329479f, 0.346734f, 0.364342f, 0.382307f, 0.400637f,
+ 0.419337f, 0.438418f, 0.457889f, 0.477761f, 0.498050f, 0.518770f, 0.539940f, 0.561581f,
+ 0.583718f, 0.606380f, 0.629599f, 0.653415f, 0.677874f, 0.703030f, 0.728948f, 0.755706f,
+ 0.783396f, 0.812121f, 0.841989f, 0.873035f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000114f, 0.001215f, 0.003561f, 0.007056f,
+ 0.011574f, 0.017003f, 0.023248f, 0.030232f, 0.037888f, 0.046164f, 0.055014f, 0.064399f,
+ 0.074287f, 0.084650f, 0.095464f, 0.106709f, 0.118367f, 0.130423f, 0.142862f, 0.155674f,
+ 0.168849f, 0.182378f, 0.196255f, 0.210473f, 0.225027f, 0.239915f, 0.255132f, 0.270678f,
+ 0.286551f, 0.302751f, 0.319280f, 0.336138f, 0.353330f, 0.370858f, 0.388728f, 0.406944f,
+ 0.425515f, 0.444449f, 0.463756f, 0.483447f, 0.503535f, 0.524036f, 0.544968f, 0.566350f,
+ 0.588208f, 0.610569f, 0.633466f, 0.656936f, 0.681025f, 0.705788f, 0.731289f, 0.757606f,
+ 0.784834f, 0.813085f, 0.842485f, 0.873130f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000324f, 0.001887f, 0.004735f, 0.008727f,
+ 0.013724f, 0.019607f, 0.026280f, 0.033666f, 0.041699f, 0.050326f, 0.059504f, 0.069194f,
+ 0.079365f, 0.089989f, 0.101045f, 0.112512f, 0.124372f, 0.136611f, 0.149216f, 0.162176f,
+ 0.175482f, 0.189125f, 0.203098f, 0.217396f, 0.232015f, 0.246950f, 0.262200f, 0.277761f,
+ 0.293634f, 0.309819f, 0.326315f, 0.343126f, 0.360254f, 0.377701f, 0.395474f, 0.413577f,
+ 0.432018f, 0.450804f, 0.469944f, 0.489451f, 0.509337f, 0.529617f, 0.550307f, 0.571428f,
+ 0.593003f, 0.615059f, 0.637628f, 0.660746f, 0.684460f, 0.708820f, 0.733893f, 0.759756f,
+ 0.786505f, 0.814259f, 0.843157f, 0.873340f, 0.904762f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000003f, 0.000683f, 0.002764f, 0.006148f, 0.010661f,
+ 0.016155f, 0.022506f, 0.029620f, 0.037417f, 0.045835f, 0.054821f, 0.064333f, 0.074333f,
+ 0.084792f, 0.095683f, 0.106984f, 0.118675f, 0.130741f, 0.143166f, 0.155939f, 0.169049f,
+ 0.182487f, 0.196245f, 0.210317f, 0.224697f, 0.239380f, 0.254364f, 0.269646f, 0.285223f,
+ 0.301096f, 0.317265f, 0.333729f, 0.350491f, 0.367554f, 0.384920f, 0.402594f, 0.420582f,
+ 0.438891f, 0.457527f, 0.476499f, 0.495820f, 0.515500f, 0.535555f, 0.556000f, 0.576855f,
+ 0.598143f, 0.619888f, 0.642123f, 0.664883f, 0.688211f, 0.712160f, 0.736792f, 0.762186f,
+ 0.788439f, 0.815672f, 0.844034f, 0.873699f, 0.904765f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000066f, 0.001228f, 0.003880f, 0.007835f, 0.012895f,
+ 0.018905f, 0.025742f, 0.033309f, 0.041530f, 0.050342f, 0.059696f, 0.069550f, 0.079868f,
+ 0.090620f, 0.101783f, 0.113333f, 0.125254f, 0.137529f, 0.150144f, 0.163088f, 0.176351f,
+ 0.189924f, 0.203799f, 0.217970f, 0.232433f, 0.247182f, 0.262216f, 0.277530f, 0.293124f,
+ 0.308997f, 0.325149f, 0.341581f, 0.358294f, 0.375290f, 0.392573f, 0.410148f, 0.428019f,
+ 0.446192f, 0.464676f, 0.483478f, 0.502608f, 0.522079f, 0.541905f, 0.562100f, 0.582684f,
+ 0.603677f, 0.625106f, 0.646998f, 0.669390f, 0.692324f, 0.715849f, 0.740028f, 0.764937f,
+ 0.790673f, 0.817358f, 0.845150f, 0.874244f, 0.904828f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000260f, 0.002001f, 0.005278f, 0.009840f, 0.015475f,
+ 0.022025f, 0.029365f, 0.037402f, 0.046060f, 0.055280f, 0.065013f, 0.075218f, 0.085861f,
+ 0.096916f, 0.108356f, 0.120163f, 0.132319f, 0.144808f, 0.157618f, 0.170737f, 0.184155f,
+ 0.197866f, 0.211861f, 0.226134f, 0.240682f, 0.255499f, 0.270583f, 0.285931f, 0.301542f,
+ 0.317415f, 0.333550f, 0.349948f, 0.366610f, 0.383539f, 0.400738f, 0.418210f, 0.435961f,
+ 0.453997f, 0.472324f, 0.490951f, 0.509887f, 0.529144f, 0.548735f, 0.568674f, 0.588979f,
+ 0.609671f, 0.630773f, 0.652314f, 0.674328f, 0.696854f, 0.719942f, 0.743651f, 0.768057f,
+ 0.793253f, 0.819363f, 0.846547f, 0.875017f, 0.905021f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000642f, 0.003053f, 0.007010f, 0.012219f, 0.018462f,
+ 0.025577f, 0.033444f, 0.041970f, 0.051082f, 0.060724f, 0.070849f, 0.081417f, 0.092397f,
+ 0.103763f, 0.115491f, 0.127562f, 0.139960f, 0.152670f, 0.165679f, 0.178979f, 0.192558f,
+ 0.206410f, 0.220529f, 0.234907f, 0.249542f, 0.264428f, 0.279564f, 0.294947f, 0.310575f,
+ 0.326448f, 0.342566f, 0.358929f, 0.375540f, 0.392399f, 0.409511f, 0.426878f, 0.444506f,
+ 0.462400f, 0.480566f, 0.499013f, 0.517749f, 0.536785f, 0.556134f, 0.575809f, 0.595827f,
+ 0.616207f, 0.636973f, 0.658150f, 0.679772f, 0.701876f, 0.724509f, 0.747730f, 0.771609f,
+ 0.796240f, 0.821743f, 0.848280f, 0.876069f, 0.905404f, 0.936508f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000020f, 0.001278f, 0.004450f, 0.009147f, 0.015050f, 0.021937f,
+ 0.029649f, 0.038068f, 0.047106f, 0.056694f, 0.066777f, 0.077310f, 0.088257f, 0.099588f,
+ 0.111277f, 0.123304f, 0.135650f, 0.148299f, 0.161237f, 0.174455f, 0.187941f, 0.201687f,
+ 0.215687f, 0.229933f, 0.244420f, 0.259145f, 0.274103f, 0.289293f, 0.304711f, 0.320357f,
+ 0.336230f, 0.352330f, 0.368658f, 0.385214f, 0.402002f, 0.419023f, 0.436282f, 0.453782f,
+ 0.471529f, 0.489528f, 0.507788f, 0.526317f, 0.545124f, 0.564221f, 0.583621f, 0.603341f,
+ 0.623397f, 0.643812f, 0.664611f, 0.685824f, 0.707488f, 0.729646f, 0.752354f, 0.775680f,
+ 0.799715f, 0.824574f, 0.850417f, 0.877466f, 0.906040f, 0.936528f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000183f, 0.002253f, 0.006282f, 0.011786f, 0.018436f, 0.026011f,
+ 0.034358f, 0.043364f, 0.052944f, 0.063033f, 0.073580f, 0.084544f, 0.095889f, 0.107588f,
+ 0.119617f, 0.131957f, 0.144591f, 0.157503f, 0.170682f, 0.184117f, 0.197799f, 0.211720f,
+ 0.225873f, 0.240253f, 0.254854f, 0.269673f, 0.284707f, 0.299953f, 0.315408f, 0.331073f,
+ 0.346946f, 0.363028f, 0.379318f, 0.395818f, 0.412530f, 0.429457f, 0.446602f, 0.463968f,
+ 0.481561f, 0.499386f, 0.517450f, 0.535761f, 0.554328f, 0.573162f, 0.592275f, 0.611681f,
+ 0.631398f, 0.651445f, 0.671845f, 0.692628f, 0.713827f, 0.735484f, 0.757650f, 0.780390f,
+ 0.803789f, 0.827960f, 0.853056f, 0.879298f, 0.907014f, 0.936691f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.000617f, 0.003679f, 0.008674f, 0.015068f, 0.022531f, 0.030851f,
+ 0.039880f, 0.049515f, 0.059675f, 0.070300f, 0.081343f, 0.092764f, 0.104533f, 0.116624f,
+ 0.129015f, 0.141687f, 0.154626f, 0.167818f, 0.181252f, 0.194918f, 0.208807f, 0.222913f,
+ 0.237229f, 0.251750f, 0.266473f, 0.281392f, 0.296505f, 0.311811f, 0.327306f, 0.342991f,
+ 0.358864f, 0.374925f, 0.391176f, 0.407616f, 0.424249f, 0.441076f, 0.458100f, 0.475324f,
+ 0.492754f, 0.510394f, 0.528251f, 0.546331f, 0.564644f, 0.583198f, 0.602005f, 0.621078f,
+ 0.640434f, 0.660089f, 0.680066f, 0.700390f, 0.721094f, 0.742215f, 0.763800f, 0.785912f,
+ 0.808628f, 0.832055f, 0.856338f, 0.881690f, 0.908441f, 0.937125f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000000f, 0.001477f, 0.005732f, 0.011826f, 0.019212f, 0.027573f, 0.036710f,
+ 0.046487f, 0.056807f, 0.067598f, 0.078806f, 0.090386f, 0.102304f, 0.114532f, 0.127047f,
+ 0.139828f, 0.152861f, 0.166130f, 0.179624f, 0.193332f, 0.207247f, 0.221360f, 0.235666f,
+ 0.250158f, 0.264832f, 0.279684f, 0.294711f, 0.309911f, 0.325280f, 0.340819f, 0.356524f,
+ 0.372397f, 0.388438f, 0.404645f, 0.421022f, 0.437569f, 0.454287f, 0.471181f, 0.488253f,
+ 0.505507f, 0.522947f, 0.540580f, 0.558412f, 0.576449f, 0.594701f, 0.613178f, 0.631892f,
+ 0.650856f, 0.670088f, 0.689606f, 0.709434f, 0.729600f, 0.750138f, 0.771093f, 0.792519f,
+ 0.814488f, 0.837097f, 0.860481f, 0.884842f, 0.910494f, 0.937985f, 0.968254f, 1.000000f,
+ 0.000000f, 0.000096f, 0.003012f, 0.008704f, 0.016071f, 0.024590f, 0.033968f, 0.044025f,
+ 0.054641f, 0.065728f, 0.077225f, 0.089081f, 0.101260f, 0.113731f, 0.126469f, 0.139454f,
+ 0.152670f, 0.166101f, 0.179736f, 0.193565f, 0.207578f, 0.221769f, 0.236130f, 0.250656f,
+ 0.265343f, 0.280187f, 0.295183f, 0.310330f, 0.325624f, 0.341065f, 0.356650f, 0.372380f,
+ 0.388253f, 0.404269f, 0.420430f, 0.436735f, 0.453187f, 0.469786f, 0.486536f, 0.503439f,
+ 0.520498f, 0.537717f, 0.555102f, 0.572657f, 0.590390f, 0.608307f, 0.626419f, 0.644733f,
+ 0.663264f, 0.682025f, 0.701032f, 0.720308f, 0.739875f, 0.759764f, 0.780014f, 0.800673f,
+ 0.821803f, 0.843492f, 0.865860f, 0.889087f, 0.913466f, 0.939520f, 0.968350f, 1.000000f,
+ 0.000000f, 0.000727f, 0.005696f, 0.013170f, 0.022074f, 0.031940f, 0.042520f, 0.053660f,
+ 0.065258f, 0.077243f, 0.089562f, 0.102175f, 0.115050f, 0.128164f, 0.141495f, 0.155026f,
+ 0.168745f, 0.182639f, 0.196699f, 0.210915f, 0.225282f, 0.239792f, 0.254440f, 0.269223f,
+ 0.284135f, 0.299174f, 0.314337f, 0.329622f, 0.345026f, 0.360549f, 0.376189f, 0.391946f,
+ 0.407819f, 0.423808f, 0.439914f, 0.456137f, 0.472479f, 0.488940f, 0.505523f, 0.522230f,
+ 0.539064f, 0.556028f, 0.573125f, 0.590361f, 0.607741f, 0.625270f, 0.642957f, 0.660809f,
+ 0.678836f, 0.697050f, 0.715465f, 0.734098f, 0.752968f, 0.772101f, 0.791529f, 0.811290f,
+ 0.831438f, 0.852044f, 0.873210f, 0.895090f, 0.917932f, 0.942204f, 0.968981f, 1.000000f,
+ 0.000000f, 0.002796f, 0.010764f, 0.020645f, 0.031576f, 0.043202f, 0.055340f, 0.067877f,
+ 0.080740f, 0.093877f, 0.107250f, 0.120832f, 0.134598f, 0.148533f, 0.162620f, 0.176849f,
+ 0.191210f, 0.205694f, 0.220294f, 0.235005f, 0.249820f, 0.264737f, 0.279751f, 0.294859f,
+ 0.310058f, 0.325346f, 0.340721f, 0.356181f, 0.371725f, 0.387353f, 0.403063f, 0.418854f,
+ 0.434727f, 0.450682f, 0.466718f, 0.482837f, 0.499038f, 0.515324f, 0.531695f, 0.548153f,
+ 0.564700f, 0.581338f, 0.598070f, 0.614900f, 0.631830f, 0.648865f, 0.666011f, 0.683273f,
+ 0.700659f, 0.718176f, 0.735834f, 0.753646f, 0.771625f, 0.789790f, 0.808162f, 0.826771f,
+ 0.845654f, 0.864863f, 0.884472f, 0.904592f, 0.925407f, 0.947271f, 0.971050f, 1.000000f,
+ 0.000000f, 0.015873f, 0.031746f, 0.047619f, 0.063492f, 0.079365f, 0.095238f, 0.111111f,
+ 0.126984f, 0.142857f, 0.158730f, 0.174603f, 0.190476f, 0.206349f, 0.222222f, 0.238095f,
+ 0.253968f, 0.269841f, 0.285714f, 0.301587f, 0.317460f, 0.333333f, 0.349206f, 0.365079f,
+ 0.380952f, 0.396825f, 0.412698f, 0.428571f, 0.444444f, 0.460317f, 0.476190f, 0.492063f,
+ 0.507937f, 0.523810f, 0.539683f, 0.555556f, 0.571429f, 0.587302f, 0.603175f, 0.619048f,
+ 0.634921f, 0.650794f, 0.666667f, 0.682540f, 0.698413f, 0.714286f, 0.730159f, 0.746032f,
+ 0.761905f, 0.777778f, 0.793651f, 0.809524f, 0.825397f, 0.841270f, 0.857143f, 0.873016f,
+ 0.888889f, 0.904762f, 0.920635f, 0.936508f, 0.952381f, 0.968254f, 0.984127f, 1.000000f
+};
+
+static float btdf_split_sum_ggx[32][64 * 64] = {
+ {
+ 0.000000f, 1.000000f, 0.999512f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 0.999512f, 1.000000f,
+ 1.000000f, 0.999512f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 0.999512f, 1.000000f, 1.000000f,
+ 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 1.000000f, 0.999512f, 1.000000f,
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+ 0.010201f, 0.010841f, 0.011467f, 0.012192f, 0.013138f, 0.013969f, 0.014931f, 0.016113f, 0.017380f, 0.018936f, 0.020630f, 0.022751f,
+ 0.025208f, 0.027924f, 0.031311f, 0.034851f, 0.038879f, 0.043274f, 0.356689f, 0.426270f, 0.443848f, 0.451660f, 0.456055f, 0.459473f,
+ 0.000482f, 0.000542f, 0.000723f, 0.000822f, 0.000881f, 0.001025f, 0.001100f, 0.001209f, 0.001249f, 0.001355f, 0.001522f, 0.001599f,
+ 0.001708f, 0.001836f, 0.001918f, 0.001970f, 0.002129f, 0.002251f, 0.002357f, 0.002522f, 0.002636f, 0.002768f, 0.002911f, 0.003056f,
+ 0.003237f, 0.003393f, 0.003605f, 0.003771f, 0.003994f, 0.004234f, 0.004444f, 0.004635f, 0.004932f, 0.005150f, 0.005486f, 0.005779f,
+ 0.006081f, 0.006458f, 0.006775f, 0.007179f, 0.007668f, 0.008110f, 0.008690f, 0.009209f, 0.009926f, 0.010551f, 0.011330f, 0.012184f,
+ 0.013184f, 0.014297f, 0.015610f, 0.017181f, 0.019165f, 0.021500f, 0.024384f, 0.027618f, 0.031372f, 0.035614f, 0.345459f, 0.417236f,
+ 0.435303f, 0.443604f, 0.448730f, 0.451904f, 0.000240f, 0.000479f, 0.000533f, 0.000625f, 0.000716f, 0.000746f, 0.000857f, 0.000835f,
+ 0.000941f, 0.001024f, 0.001104f, 0.001155f, 0.001204f, 0.001282f, 0.001396f, 0.001453f, 0.001554f, 0.001627f, 0.001737f, 0.001787f,
+ 0.001894f, 0.002012f, 0.002119f, 0.002218f, 0.002335f, 0.002453f, 0.002611f, 0.002714f, 0.002848f, 0.003050f, 0.003168f, 0.003395f,
+ 0.003529f, 0.003740f, 0.003963f, 0.004158f, 0.004429f, 0.004688f, 0.004982f, 0.005280f, 0.005600f, 0.005959f, 0.006340f, 0.006775f,
+ 0.007252f, 0.007748f, 0.008369f, 0.008980f, 0.009705f, 0.010513f, 0.011513f, 0.012665f, 0.014069f, 0.015869f, 0.018158f, 0.020950f,
+ 0.024338f, 0.028366f, 0.335205f, 0.408203f, 0.427002f, 0.435547f, 0.441162f, 0.445312f, 0.000138f, 0.000265f, 0.000381f, 0.000386f,
+ 0.000465f, 0.000556f, 0.000558f, 0.000597f, 0.000659f, 0.000748f, 0.000770f, 0.000786f, 0.000829f, 0.000904f, 0.000940f, 0.001021f,
+ 0.001043f, 0.001139f, 0.001201f, 0.001253f, 0.001327f, 0.001396f, 0.001481f, 0.001555f, 0.001637f, 0.001712f, 0.001813f, 0.001899f,
+ 0.002005f, 0.002140f, 0.002220f, 0.002348f, 0.002462f, 0.002600f, 0.002733f, 0.002932f, 0.003075f, 0.003279f, 0.003452f, 0.003630f,
+ 0.003872f, 0.004166f, 0.004436f, 0.004742f, 0.005077f, 0.005459f, 0.005848f, 0.006310f, 0.006874f, 0.007492f, 0.008171f, 0.009026f,
+ 0.009995f, 0.011307f, 0.013008f, 0.015343f, 0.018265f, 0.021881f, 0.323486f, 0.399170f, 0.418945f, 0.428467f, 0.434326f, 0.437988f,
+ 0.000165f, 0.000260f, 0.000287f, 0.000296f, 0.000331f, 0.000339f, 0.000360f, 0.000395f, 0.000442f, 0.000482f, 0.000487f, 0.000551f,
+ 0.000546f, 0.000611f, 0.000640f, 0.000667f, 0.000711f, 0.000742f, 0.000775f, 0.000816f, 0.000876f, 0.000916f, 0.000974f, 0.001015f,
+ 0.001081f, 0.001123f, 0.001195f, 0.001267f, 0.001317f, 0.001388f, 0.001459f, 0.001558f, 0.001630f, 0.001718f, 0.001804f, 0.001916f,
+ 0.002033f, 0.002148f, 0.002295f, 0.002455f, 0.002583f, 0.002754f, 0.002941f, 0.003134f, 0.003386f, 0.003639f, 0.003910f, 0.004215f,
+ 0.004597f, 0.005013f, 0.005520f, 0.006130f, 0.006821f, 0.007690f, 0.008789f, 0.010452f, 0.012909f, 0.016174f, 0.312012f, 0.390381f,
+ 0.410645f, 0.420654f, 0.426270f, 0.430664f, 0.000057f, 0.000171f, 0.000164f, 0.000170f, 0.000211f, 0.000213f, 0.000229f, 0.000247f,
+ 0.000267f, 0.000279f, 0.000289f, 0.000317f, 0.000349f, 0.000364f, 0.000390f, 0.000407f, 0.000427f, 0.000467f, 0.000476f, 0.000521f,
+ 0.000537f, 0.000561f, 0.000578f, 0.000626f, 0.000667f, 0.000714f, 0.000729f, 0.000753f, 0.000806f, 0.000855f, 0.000911f, 0.000945f,
+ 0.001004f, 0.001054f, 0.001112f, 0.001172f, 0.001251f, 0.001333f, 0.001406f, 0.001489f, 0.001595f, 0.001694f, 0.001811f, 0.001952f,
+ 0.002090f, 0.002243f, 0.002453f, 0.002638f, 0.002888f, 0.003143f, 0.003489f, 0.003870f, 0.004353f, 0.004921f, 0.005672f, 0.006664f,
+ 0.008423f, 0.011230f, 0.301758f, 0.381104f, 0.402832f, 0.413330f, 0.418457f, 0.423828f, 0.000096f, 0.000112f, 0.000097f, 0.000090f,
+ 0.000113f, 0.000119f, 0.000144f, 0.000149f, 0.000151f, 0.000158f, 0.000181f, 0.000184f, 0.000179f, 0.000201f, 0.000224f, 0.000216f,
+ 0.000237f, 0.000255f, 0.000263f, 0.000276f, 0.000297f, 0.000308f, 0.000332f, 0.000347f, 0.000369f, 0.000395f, 0.000408f, 0.000422f,
+ 0.000447f, 0.000471f, 0.000500f, 0.000531f, 0.000554f, 0.000583f, 0.000617f, 0.000660f, 0.000690f, 0.000739f, 0.000795f, 0.000833f,
+ 0.000885f, 0.000948f, 0.001022f, 0.001085f, 0.001175f, 0.001262f, 0.001371f, 0.001487f, 0.001633f, 0.001778f, 0.001986f, 0.002218f,
+ 0.002502f, 0.002865f, 0.003330f, 0.003979f, 0.004932f, 0.007000f, 0.291260f, 0.372070f, 0.394043f, 0.404541f, 0.412109f, 0.416260f,
+ 0.000000f, 0.000056f, 0.000049f, 0.000061f, 0.000064f, 0.000061f, 0.000062f, 0.000071f, 0.000072f, 0.000088f, 0.000083f, 0.000086f,
+ 0.000097f, 0.000094f, 0.000098f, 0.000105f, 0.000116f, 0.000122f, 0.000126f, 0.000134f, 0.000137f, 0.000143f, 0.000150f, 0.000164f,
+ 0.000171f, 0.000183f, 0.000188f, 0.000204f, 0.000214f, 0.000224f, 0.000236f, 0.000255f, 0.000258f, 0.000277f, 0.000293f, 0.000315f,
+ 0.000328f, 0.000349f, 0.000376f, 0.000396f, 0.000426f, 0.000454f, 0.000486f, 0.000521f, 0.000563f, 0.000605f, 0.000657f, 0.000714f,
+ 0.000791f, 0.000866f, 0.000977f, 0.001085f, 0.001243f, 0.001441f, 0.001703f, 0.002058f, 0.002573f, 0.003740f, 0.280029f, 0.362793f,
+ 0.385742f, 0.397217f, 0.404297f, 0.408936f, 0.000058f, 0.000038f, 0.000031f, 0.000027f, 0.000025f, 0.000026f, 0.000025f, 0.000024f,
+ 0.000024f, 0.000027f, 0.000030f, 0.000038f, 0.000032f, 0.000035f, 0.000040f, 0.000041f, 0.000044f, 0.000045f, 0.000045f, 0.000047f,
+ 0.000052f, 0.000058f, 0.000061f, 0.000059f, 0.000065f, 0.000067f, 0.000069f, 0.000073f, 0.000078f, 0.000083f, 0.000089f, 0.000091f,
+ 0.000099f, 0.000103f, 0.000106f, 0.000114f, 0.000124f, 0.000132f, 0.000141f, 0.000150f, 0.000158f, 0.000164f, 0.000180f, 0.000193f,
+ 0.000205f, 0.000225f, 0.000245f, 0.000267f, 0.000297f, 0.000329f, 0.000365f, 0.000416f, 0.000479f, 0.000563f, 0.000676f, 0.000839f,
+ 0.001088f, 0.001589f, 0.270264f, 0.353760f, 0.377197f, 0.390137f, 0.396973f, 0.402100f, 0.000030f, 0.000019f, 0.000016f, 0.000014f,
+ 0.000013f, 0.000012f, 0.000011f, 0.000011f, 0.000010f, 0.000010f, 0.000009f, 0.000009f, 0.000009f, 0.000008f, 0.000007f, 0.000009f,
+ 0.000009f, 0.000008f, 0.000009f, 0.000010f, 0.000011f, 0.000012f, 0.000012f, 0.000014f, 0.000014f, 0.000014f, 0.000015f, 0.000018f,
+ 0.000017f, 0.000017f, 0.000019f, 0.000020f, 0.000022f, 0.000022f, 0.000023f, 0.000026f, 0.000028f, 0.000027f, 0.000030f, 0.000032f,
+ 0.000035f, 0.000038f, 0.000040f, 0.000042f, 0.000045f, 0.000049f, 0.000055f, 0.000060f, 0.000065f, 0.000074f, 0.000078f, 0.000095f,
+ 0.000109f, 0.000129f, 0.000160f, 0.000205f, 0.000284f, 0.000452f, 0.259766f, 0.345703f, 0.369629f, 0.382812f, 0.390625f, 0.395264f,
+ 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000001f, 0.000001f, 0.000001f, 0.000001f,
+ 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f,
+ 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f,
+ 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000001f, 0.000002f, 0.000002f, 0.000002f, 0.000002f, 0.000002f, 0.000002f,
+ 0.000002f, 0.000003f, 0.000003f, 0.000004f, 0.000004f, 0.000005f, 0.000006f, 0.000009f, 0.000012f, 0.000026f, 0.249878f, 0.336182f,
+ 0.362061f, 0.374512f, 0.382080f, 0.387695f,
+ }
+};
+
+/* 4 different blue noise, one per channel */
+static float blue_noise[64 * 64][4] = {
+ {0.367188f, 0.855469f, 0.523438f, 0.375000f}, {0.242188f, 0.699219f, 0.164062f, 0.292969f},
+ {0.828125f, 0.257812f, 0.449219f, 0.679688f}, {0.128906f, 0.523438f, 0.058594f, 0.164062f},
+ {0.214844f, 0.648438f, 0.750000f, 0.492188f}, {0.535156f, 0.226562f, 0.492188f, 0.429688f},
+ {0.050781f, 0.425781f, 0.886719f, 0.019531f}, {0.199219f, 0.785156f, 0.378906f, 0.984375f},
+ {0.390625f, 0.039062f, 0.222656f, 0.777344f}, {0.574219f, 0.460938f, 0.687500f, 0.085938f},
+ {0.757812f, 0.117188f, 0.968750f, 0.343750f}, {0.109375f, 0.398438f, 0.500000f, 0.871094f},
+ {0.871094f, 0.796875f, 0.628906f, 0.132812f}, {0.289062f, 0.480469f, 0.851562f, 0.484375f},
+ {0.519531f, 0.035156f, 0.234375f, 0.832031f}, {0.390625f, 0.558594f, 0.738281f, 0.636719f},
+ {0.015625f, 0.648438f, 0.910156f, 0.507812f}, {0.199219f, 0.257812f, 0.640625f, 0.578125f},
+ {0.359375f, 0.976562f, 0.855469f, 0.726562f}, {0.523438f, 0.445312f, 0.335938f, 0.304688f},
+ {0.046875f, 0.296875f, 0.921875f, 0.687500f}, {0.476562f, 0.929688f, 0.777344f, 0.164062f},
+ {0.726562f, 0.515625f, 0.398438f, 0.781250f}, {0.652344f, 0.156250f, 0.191406f, 0.015625f},
+ {0.300781f, 0.695312f, 0.011719f, 0.417969f}, {0.433594f, 0.882812f, 0.738281f, 0.843750f},
+ {0.890625f, 0.308594f, 0.523438f, 0.496094f}, {0.589844f, 0.730469f, 0.050781f, 0.886719f},
+ {0.738281f, 0.539062f, 0.683594f, 0.640625f}, {0.421875f, 0.191406f, 0.265625f, 0.996094f},
+ {0.609375f, 0.339844f, 0.617188f, 0.066406f}, {0.371094f, 0.398438f, 0.378906f, 0.898438f},
+ {0.937500f, 0.578125f, 0.136719f, 0.136719f}, {0.453125f, 0.820312f, 0.664062f, 0.968750f},
+ {0.828125f, 0.070312f, 0.316406f, 0.328125f}, {0.558594f, 0.714844f, 0.593750f, 0.714844f},
+ {0.351562f, 0.781250f, 0.355469f, 0.804688f}, {0.203125f, 0.398438f, 0.214844f, 0.519531f},
+ {0.785156f, 0.207031f, 0.398438f, 0.453125f}, {0.617188f, 0.289062f, 0.281250f, 0.257812f},
+ {0.171875f, 0.609375f, 0.792969f, 0.027344f}, {0.539062f, 0.871094f, 0.007812f, 0.886719f},
+ {0.019531f, 0.246094f, 0.226562f, 0.363281f}, {0.988281f, 0.582031f, 0.777344f, 0.054688f},
+ {0.468750f, 0.933594f, 0.312500f, 0.246094f}, {0.218750f, 0.015625f, 0.851562f, 0.167969f},
+ {0.566406f, 0.699219f, 0.519531f, 0.902344f}, {0.125000f, 0.507812f, 0.136719f, 0.386719f},
+ {0.296875f, 0.812500f, 0.558594f, 0.203125f}, {0.402344f, 0.199219f, 0.058594f, 0.875000f},
+ {0.898438f, 0.386719f, 0.664062f, 0.660156f}, {0.027344f, 0.078125f, 0.296875f, 0.453125f},
+ {0.667969f, 0.828125f, 0.808594f, 0.171875f}, {0.257812f, 0.535156f, 0.464844f, 0.914062f},
+ {0.597656f, 0.363281f, 0.886719f, 0.718750f}, {0.332031f, 0.042969f, 0.683594f, 0.003906f},
+ {0.632812f, 0.480469f, 0.429688f, 0.425781f}, {0.226562f, 0.910156f, 0.566406f, 0.558594f},
+ {0.496094f, 0.062500f, 0.863281f, 0.226562f}, {0.105469f, 0.976562f, 0.707031f, 0.941406f},
+ {0.394531f, 0.203125f, 0.285156f, 0.277344f}, {0.003906f, 0.804688f, 0.781250f, 0.050781f},
+ {0.210938f, 0.289062f, 0.117188f, 0.601562f}, {0.972656f, 0.179688f, 0.589844f, 0.144531f},
+ {0.152344f, 0.359375f, 0.730469f, 0.449219f}, {0.765625f, 0.105469f, 0.292969f, 0.101562f},
+ {0.519531f, 0.812500f, 0.617188f, 0.976562f}, {0.988281f, 0.960938f, 0.902344f, 0.054688f},
+ {0.457031f, 0.738281f, 0.335938f, 0.875000f}, {0.871094f, 0.121094f, 0.195312f, 0.210938f},
+ {0.781250f, 0.296875f, 0.539062f, 0.585938f}, {0.636719f, 0.667969f, 0.621094f, 0.328125f},
+ {0.324219f, 0.929688f, 0.855469f, 0.148438f}, {0.984375f, 0.718750f, 0.421875f, 0.824219f},
+ {0.500000f, 0.308594f, 0.757812f, 0.699219f}, {0.664062f, 0.214844f, 0.269531f, 0.558594f},
+ {0.414062f, 0.984375f, 0.074219f, 0.757812f}, {0.589844f, 0.339844f, 0.925781f, 0.273438f},
+ {0.089844f, 0.847656f, 0.316406f, 0.398438f}, {0.695312f, 0.921875f, 0.460938f, 0.890625f},
+ {0.894531f, 0.093750f, 0.113281f, 0.347656f}, {0.562500f, 0.386719f, 0.289062f, 0.964844f},
+ {0.121094f, 0.820312f, 0.003906f, 0.214844f}, {0.765625f, 0.187500f, 0.710938f, 0.914062f},
+ {0.878906f, 0.773438f, 0.445312f, 0.078125f}, {0.218750f, 0.117188f, 0.613281f, 0.617188f},
+ {0.085938f, 0.652344f, 0.996094f, 0.339844f}, {0.863281f, 0.359375f, 0.496094f, 0.531250f},
+ {0.148438f, 0.437500f, 0.320312f, 0.695312f}, {0.503906f, 0.613281f, 0.792969f, 0.082031f},
+ {0.097656f, 0.109375f, 0.960938f, 0.238281f}, {0.246094f, 0.914062f, 0.414062f, 0.328125f},
+ {0.011719f, 0.648438f, 0.828125f, 0.738281f}, {0.980469f, 0.457031f, 0.343750f, 0.117188f},
+ {0.140625f, 0.937500f, 0.976562f, 0.601562f}, {0.234375f, 0.867188f, 0.574219f, 0.230469f},
+ {0.542969f, 0.519531f, 0.902344f, 0.402344f}, {0.027344f, 0.300781f, 0.253906f, 0.503906f},
+ {0.757812f, 0.964844f, 0.949219f, 0.058594f}, {0.152344f, 0.234375f, 0.039062f, 0.925781f},
+ {0.687500f, 0.628906f, 0.492188f, 0.386719f}, {0.929688f, 0.546875f, 0.667969f, 0.109375f},
+ {0.269531f, 0.136719f, 0.964844f, 0.617188f}, {0.320312f, 0.464844f, 0.542969f, 0.972656f},
+ {0.960938f, 0.960938f, 0.171875f, 0.093750f}, {0.355469f, 0.523438f, 0.429688f, 0.765625f},
+ {0.246094f, 0.328125f, 0.992188f, 0.496094f}, {0.648438f, 0.074219f, 0.097656f, 0.605469f},
+ {0.144531f, 0.648438f, 0.476562f, 0.808594f}, {0.855469f, 0.832031f, 0.195312f, 0.546875f},
+ {0.925781f, 0.414062f, 0.960938f, 0.675781f}, {0.000000f, 0.113281f, 0.746094f, 0.835938f},
+ {0.828125f, 0.324219f, 0.613281f, 0.500000f}, {0.699219f, 0.738281f, 0.332031f, 0.125000f},
+ {0.542969f, 0.906250f, 0.898438f, 0.250000f}, {0.105469f, 0.632812f, 0.511719f, 0.062500f},
+ {0.433594f, 0.273438f, 0.097656f, 0.816406f}, {0.511719f, 0.707031f, 0.593750f, 0.632812f},
+ {0.179688f, 0.980469f, 0.367188f, 0.335938f}, {0.882812f, 0.113281f, 0.031250f, 0.980469f},
+ {0.410156f, 0.656250f, 0.253906f, 0.675781f}, {0.039062f, 0.300781f, 0.785156f, 0.800781f},
+ {0.695312f, 0.382812f, 0.386719f, 0.156250f}, {0.847656f, 0.457031f, 0.000000f, 0.847656f},
+ {0.945312f, 0.542969f, 0.664062f, 0.683594f}, {0.730469f, 0.707031f, 0.238281f, 0.535156f},
+ {0.472656f, 0.921875f, 0.871094f, 0.910156f}, {0.867188f, 0.601562f, 0.031250f, 0.812500f},
+ {0.632812f, 0.769531f, 0.925781f, 0.625000f}, {0.433594f, 0.558594f, 0.078125f, 0.851562f},
+ {0.015625f, 0.187500f, 0.792969f, 0.515625f}, {0.343750f, 0.386719f, 0.562500f, 0.773438f},
+ {0.679688f, 0.035156f, 0.121094f, 0.347656f}, {0.300781f, 0.582031f, 0.703125f, 0.660156f},
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+ {0.945312f, 0.953125f, 0.437500f, 0.527344f}, {0.042969f, 0.292969f, 0.535156f, 0.828125f},
+ {0.492188f, 0.617188f, 0.175781f, 0.730469f}, {0.332031f, 0.785156f, 0.886719f, 0.351562f},
+ {0.875000f, 0.984375f, 0.226562f, 0.179688f}, {0.062500f, 0.269531f, 0.839844f, 0.039062f},
+ {0.292969f, 0.875000f, 0.960938f, 0.421875f}, {0.917969f, 0.175781f, 0.167969f, 0.867188f},
+ {0.714844f, 0.324219f, 0.753906f, 0.000000f}, {0.593750f, 0.582031f, 0.523438f, 0.671875f},
+ {0.421875f, 0.089844f, 0.117188f, 0.910156f}, {0.136719f, 0.652344f, 0.730469f, 0.402344f},
+ {0.750000f, 0.363281f, 0.335938f, 0.179688f}, {0.906250f, 0.824219f, 0.660156f, 0.550781f},
+ {0.199219f, 0.976562f, 0.128906f, 0.128906f}, {0.101562f, 0.125000f, 0.714844f, 0.664062f},
+ {0.800781f, 0.378906f, 0.257812f, 0.296875f}, {0.515625f, 0.890625f, 0.027344f, 0.773438f},
+ {0.414062f, 0.605469f, 0.082031f, 0.351562f}, {0.070312f, 0.765625f, 0.804688f, 0.585938f},
+ {0.187500f, 0.433594f, 0.910156f, 0.968750f}, {0.796875f, 0.031250f, 0.468750f, 0.726562f},
+ {0.457031f, 0.589844f, 0.156250f, 0.410156f}, {0.160156f, 0.312500f, 0.257812f, 0.949219f},
+ {0.718750f, 0.785156f, 0.027344f, 0.363281f}, {0.773438f, 0.210938f, 0.554688f, 0.863281f},
+ {0.476562f, 0.683594f, 0.335938f, 0.488281f}, {0.007812f, 0.765625f, 0.839844f, 0.769531f},
+ {0.707031f, 0.859375f, 0.488281f, 0.605469f}, {0.445312f, 0.406250f, 0.230469f, 0.082031f},
+ {0.566406f, 0.675781f, 0.746094f, 0.464844f}, {0.757812f, 0.582031f, 0.957031f, 0.023438f},
+ {0.925781f, 0.843750f, 0.066406f, 0.183594f}, {0.281250f, 0.367188f, 0.429688f, 0.976562f},
+ {0.125000f, 0.957031f, 0.644531f, 0.324219f}, {0.421875f, 0.746094f, 0.757812f, 0.214844f},
+ {0.675781f, 0.410156f, 0.976562f, 0.933594f}, {0.074219f, 0.914062f, 0.851562f, 0.558594f},
+ {0.617188f, 0.070312f, 0.667969f, 0.238281f}, {0.910156f, 0.457031f, 0.246094f, 0.742188f},
+ {0.285156f, 0.335938f, 0.824219f, 0.636719f}, {0.722656f, 0.832031f, 0.007812f, 0.828125f},
+ {0.816406f, 0.949219f, 0.289062f, 0.273438f}, {0.925781f, 0.152344f, 0.148438f, 0.675781f},
+ {0.085938f, 0.359375f, 0.789062f, 0.187500f}, {0.277344f, 0.640625f, 0.585938f, 0.507812f},
+ {0.164062f, 0.867188f, 0.105469f, 0.640625f}, {0.457031f, 0.570312f, 0.183594f, 0.050781f},
+ {0.789062f, 0.675781f, 0.371094f, 0.203125f}, {0.050781f, 0.164062f, 0.675781f, 0.996094f},
+ {0.726562f, 0.718750f, 0.152344f, 0.316406f}, {0.992188f, 0.210938f, 0.578125f, 0.066406f},
+ {0.464844f, 0.894531f, 0.386719f, 0.242188f}, {0.792969f, 0.500000f, 0.203125f, 0.140625f},
+ {0.925781f, 0.687500f, 0.527344f, 0.414062f}, {0.644531f, 0.062500f, 0.132812f, 0.824219f},
+ {0.289062f, 0.847656f, 0.234375f, 0.492188f}, {0.390625f, 0.570312f, 0.054688f, 0.394531f},
+ {0.554688f, 0.042969f, 0.546875f, 0.890625f}, {0.917969f, 0.796875f, 0.695312f, 0.589844f},
+ {0.203125f, 0.207031f, 0.839844f, 0.273438f}, {0.773438f, 0.484375f, 0.355469f, 0.960938f},
+ {0.699219f, 0.035156f, 0.593750f, 0.152344f}, {0.171875f, 0.410156f, 0.218750f, 0.050781f},
+ {0.289062f, 0.824219f, 0.921875f, 0.406250f}, {0.851562f, 0.078125f, 0.765625f, 0.261719f},
+ {0.781250f, 0.703125f, 0.066406f, 0.457031f}, {0.105469f, 0.000000f, 0.460938f, 0.546875f},
+ {0.695312f, 0.140625f, 0.734375f, 0.792969f}, {0.187500f, 0.660156f, 0.515625f, 0.632812f},
+ {0.636719f, 0.433594f, 0.085938f, 0.257812f}, {0.402344f, 0.500000f, 0.425781f, 0.562500f},
+ {0.003906f, 0.019531f, 0.890625f, 0.214844f}, {0.878906f, 0.953125f, 0.816406f, 0.156250f},
+ {0.503906f, 0.847656f, 0.058594f, 0.835938f}, {0.062500f, 0.746094f, 0.617188f, 0.738281f},
+ {0.839844f, 0.058594f, 0.902344f, 0.312500f}, {0.691406f, 0.171875f, 0.496094f, 0.640625f},
+ {0.390625f, 0.417969f, 0.378906f, 0.433594f}, {0.593750f, 0.742188f, 0.578125f, 0.945312f},
+ {0.734375f, 0.484375f, 0.917969f, 0.722656f}, {0.316406f, 0.289062f, 0.667969f, 0.113281f},
+ {0.675781f, 0.164062f, 0.429688f, 0.460938f}, {0.972656f, 0.984375f, 0.371094f, 0.628906f},
+ {0.628906f, 0.257812f, 0.218750f, 0.015625f}, {0.242188f, 0.656250f, 0.773438f, 0.320312f},
+ {0.589844f, 0.957031f, 0.984375f, 0.777344f}, {0.957031f, 0.492188f, 0.402344f, 0.550781f},
+ {0.359375f, 0.144531f, 0.726562f, 0.105469f}, {0.859375f, 0.425781f, 0.203125f, 0.582031f},
+ {0.113281f, 0.921875f, 0.128906f, 0.261719f}, {0.933594f, 0.253906f, 0.628906f, 0.144531f},
+ {0.812500f, 0.570312f, 0.992188f, 0.890625f}, {0.148438f, 0.179688f, 0.093750f, 0.308594f},
+ {0.894531f, 0.734375f, 0.160156f, 0.734375f}, {0.339844f, 0.269531f, 0.343750f, 0.628906f},
+ {0.621094f, 0.089844f, 0.500000f, 0.394531f}, {0.523438f, 0.644531f, 0.906250f, 0.773438f},
+ {0.796875f, 0.507812f, 0.203125f, 0.480469f}, {0.582031f, 0.042969f, 0.367188f, 0.710938f},
+};
+
+#endif /* __EEVEE_LUT_H__ */
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
new file mode 100644
index 00000000000..85c312d311c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -0,0 +1,1745 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_materials.c
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_ghash.h"
+#include "BLI_alloca.h"
+#include "BLI_rand.h"
+#include "BLI_string_utils.h"
+
+#include "BKE_particle.h"
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+#include "BKE_studiolight.h"
+
+#include "DNA_world_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_view3d_types.h"
+
+#include "GPU_material.h"
+
+#include "eevee_engine.h"
+#include "eevee_lut.h"
+#include "eevee_private.h"
+
+/* *********** STATIC *********** */
+static struct {
+ char *frag_shader_lib;
+ char *vert_shader_str;
+ char *volume_shader_lib;
+
+ struct GPUShader *default_prepass_sh;
+ struct GPUShader *default_prepass_clip_sh;
+ struct GPUShader *default_hair_prepass_sh;
+ struct GPUShader *default_hair_prepass_clip_sh;
+ struct GPUShader *default_lit[VAR_MAT_MAX];
+ struct GPUShader *default_background;
+ struct GPUShader *default_studiolight_background;
+ struct GPUShader *update_noise_sh;
+
+ /* 64*64 array texture containing all LUTs and other utilitarian arrays.
+ * Packing enables us to same precious textures slots. */
+ struct GPUTexture *util_tex;
+ struct GPUTexture *noise_tex;
+
+ uint sss_count;
+
+ float alpha_hash_offset;
+ float noise_offsets[3];
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_lamps_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_lut_frag_glsl[];
+extern char datatoc_btdf_lut_frag_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_direct_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_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[];
+
+extern Material defmaterial;
+extern GlobalsUboStorage ts;
+
+/* *********** FUNCTIONS *********** */
+
+#if 0 /* Used only to generate the LUT values */
+static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
+{
+ struct GPUTexture *tex;
+ struct GPUFrameBuffer *fb = NULL;
+ static float samples_ct = 8192.0f;
+ static float inv_samples_ct = 1.0f / 8192.0f;
+
+ char *lib_str = BLI_string_joinN(
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_bsdf_sampling_lib_glsl);
+
+ 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");
+
+ DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
+ DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+
+ float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
+
+ tex = DRW_texture_create_2D(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels);
+
+ DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER};
+ GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
+
+ GPU_framebuffer_bind(fb);
+ DRW_draw_pass(pass);
+
+ float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data);
+
+ printf("{");
+ for (int i = 0; i < w*h * 3; i+=3) {
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, ", data[i], data[i+1]); i+=3;
+ printf("%ff, %ff, \n", data[i], data[i+1]);
+ }
+ printf("}");
+
+ MEM_freeN(texels);
+ MEM_freeN(data);
+
+ return tex;
+}
+
+static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
+{
+ struct GPUTexture *tex;
+ struct GPUTexture *hammersley = create_hammersley_sample_texture(8192);
+ struct GPUFrameBuffer *fb = NULL;
+ static float samples_ct = 8192.0f;
+ static float a2 = 0.0f;
+ static float inv_samples_ct = 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");
+
+ MEM_freeN(frag_str);
+
+ DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_float(grp, "a2", &a2, 1);
+ DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1);
+ DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1);
+ DRW_shgroup_uniform_texture(grp, "texHammersley", hammersley);
+ DRW_shgroup_uniform_texture(grp, "utilTex", e_data.util_tex);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRW_shgroup_call_add(grp, geom, NULL);
+
+ float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
+
+ tex = DRW_texture_create_2D(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels);
+
+ DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER};
+ GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
+
+ GPU_framebuffer_bind(fb);
+
+ float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
+
+ float inc = 1.0f / 31.0f;
+ float roughness = 1e-8f - inc;
+ FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w");
+ fprintf(f, "static float btdf_split_sum_ggx[32][64 * 64] = {\n");
+ do {
+ roughness += inc;
+ CLAMP(roughness, 1e-4f, 1.0f);
+ a2 = powf(roughness, 4.0f);
+ DRW_draw_pass(pass);
+
+ GPU_framebuffer_read_data(0, 0, w, h, 3, 0, data);
+
+#if 1
+ fprintf(f, "\t{\n\t\t");
+ for (int i = 0; i < w*h * 3; i+=3) {
+ fprintf(f, "%ff,", data[i]);
+ if (((i/3)+1) % 12 == 0) fprintf(f, "\n\t\t");
+ else fprintf(f, " ");
+ }
+ fprintf(f, "\n\t},\n");
+#else
+ for (int i = 0; i < w*h * 3; i+=3) {
+ if (data[i] < 0.01) printf(" ");
+ else if (data[i] < 0.3) printf(".");
+ else if (data[i] < 0.6) printf("+");
+ else if (data[i] < 0.9) printf("%%");
+ else printf("#");
+ if ((i/3+1) % 64 == 0) printf("\n");
+ }
+#endif
+
+ } while (roughness < 1.0f);
+ fprintf(f, "\n};\n");
+
+ fclose(f);
+
+ MEM_freeN(texels);
+ MEM_freeN(data);
+
+ return tex;
+}
+#endif
+/* XXX TODO define all shared resources in a shared place without duplication */
+struct GPUTexture *EEVEE_materials_get_util_tex(void)
+{
+ return e_data.util_tex;
+}
+
+static int eevee_material_shadow_option(int shadow_method)
+{
+ switch (shadow_method) {
+ case SHADOW_ESM: return VAR_MAT_ESM;
+ case SHADOW_VSM: return VAR_MAT_VSM;
+ default:
+ BLI_assert(!"Incorrect Shadow Method");
+ break;
+ }
+
+ return 0;
+}
+
+static char *eevee_get_defines(int options)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+ BLI_dynstr_appendf(ds, SHADER_DEFINES);
+
+ if ((options & VAR_MAT_MESH) != 0) {
+ BLI_dynstr_appendf(ds, "#define MESH_SHADER\n");
+ }
+ if ((options & VAR_MAT_HAIR) != 0) {
+ BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n");
+ }
+ if ((options & VAR_MAT_PROBE) != 0) {
+ BLI_dynstr_appendf(ds, "#define PROBE_CAPTURE\n");
+ }
+ if ((options & VAR_MAT_FLAT) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_FLAT_NORMAL\n");
+ }
+ if ((options & VAR_MAT_CLIP) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_CLIP\n");
+ }
+ if ((options & VAR_MAT_SHADOW) != 0) {
+ BLI_dynstr_appendf(ds, "#define SHADOW_SHADER\n");
+ }
+ if ((options & VAR_MAT_HASH) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_HASH\n");
+ }
+ if ((options & VAR_MAT_BLEND) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND\n");
+ }
+ if ((options & VAR_MAT_MULT) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_MULTIPLY\n");
+ }
+ if ((options & VAR_MAT_REFRACT) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_REFRACTION\n");
+ }
+ if ((options & VAR_MAT_SSS) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_SSS\n");
+ }
+ if ((options & VAR_MAT_SSSALBED) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_SSS_ALBEDO\n");
+ }
+ if ((options & VAR_MAT_TRANSLUC) != 0) {
+ BLI_dynstr_appendf(ds, "#define USE_TRANSLUCENCY\n");
+ }
+ if ((options & VAR_MAT_VSM) != 0) {
+ BLI_dynstr_appendf(ds, "#define SHADOW_VSM\n");
+ }
+ if ((options & VAR_MAT_ESM) != 0) {
+ BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n");
+ }
+ if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
+ BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
+ }
+ if ((options & VAR_MAT_LOOKDEV) != 0) {
+ BLI_dynstr_appendf(ds, "#define LOOKDEV\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return str;
+}
+
+static char *eevee_get_volume_defines(int options)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+ BLI_dynstr_appendf(ds, SHADER_DEFINES);
+ BLI_dynstr_appendf(ds, "#define VOLUMETRICS\n");
+
+ if ((options & VAR_MAT_VOLUME) != 0) {
+ BLI_dynstr_appendf(ds, "#define MESH_SHADER\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return str;
+}
+
+/**
+ * ssr_id can be null to disable ssr contribution.
+ **/
+static void add_standard_uniforms(
+ DRWShadingGroup *shgrp, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
+{
+ if (ssr_id == NULL) {
+ static int no_ssr = -1.0f;
+ ssr_id = &no_ssr;
+ }
+
+ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(shgrp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(shgrp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_block(shgrp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
+
+ /* TODO if glossy or diffuse bsdf */
+ if (true) {
+ DRW_shgroup_uniform_texture(shgrp, "utilTex", e_data.util_tex);
+ DRW_shgroup_uniform_texture_ref(shgrp, "shadowCubeTexture", &sldata->shadow_cube_pool);
+ DRW_shgroup_uniform_texture_ref(shgrp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
+ DRW_shgroup_uniform_texture_ref(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
+
+ if ((vedata->stl->effects->enabled_effects & EFFECT_GTAO) != 0) {
+ DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->stl->effects->gtao_horizons);
+ }
+ else {
+ /* Use maxzbuffer as fallback to avoid sampling problem on certain platform, see: T52593 */
+ DRW_shgroup_uniform_texture_ref(shgrp, "horizonBuffer", &vedata->txl->maxzbuffer);
+ }
+ }
+
+ /* TODO if diffuse bsdf */
+ if (true) {
+ DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &sldata->irradiance_pool);
+ }
+
+ /* TODO if glossy bsdf */
+ if (true) {
+ DRW_shgroup_uniform_texture_ref(shgrp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_texture_ref(shgrp, "probePlanars", &vedata->txl->planar_pool);
+ DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
+ }
+
+ if (use_ssrefraction) {
+ BLI_assert(refract_depth != NULL);
+ DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
+ DRW_shgroup_uniform_texture_ref(shgrp, "colorBuffer", &vedata->txl->refract_color);
+ }
+
+ if ((vedata->stl->effects->enabled_effects & EFFECT_VOLUMETRIC) != 0 &&
+ use_alpha_blend)
+ {
+ /* Do not use history buffers as they already have been swapped */
+ DRW_shgroup_uniform_texture_ref(shgrp, "inScattering", &vedata->txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(shgrp, "inTransmittance", &vedata->txl->volume_transmittance);
+ }
+}
+
+static void create_default_shader(int options)
+{
+ char *frag_str = BLI_string_joinN(
+ e_data.frag_shader_lib,
+ datatoc_default_frag_glsl);
+
+ char *defines = eevee_get_defines(options);
+
+ e_data.default_lit[options] = DRW_shader_create(e_data.vert_shader_str, NULL, frag_str, defines);
+
+ MEM_freeN(defines);
+ MEM_freeN(frag_str);
+}
+
+static void eevee_init_noise_texture(void)
+{
+ e_data.noise_tex = DRW_texture_create_2D(64, 64, GPU_RGBA16F, 0, (float *)blue_noise);
+}
+
+static void eevee_init_util_texture(void)
+{
+ const int layers = 3 + 16;
+ float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * 64 * 64 * layers, "utils texels");
+ float (*texels_layer)[4] = texels;
+
+ /* Copy ltc_mat_ggx into 1st layer */
+ memcpy(texels_layer, ltc_mat_ggx, sizeof(float[4]) * 64 * 64);
+ texels_layer += 64 * 64;
+
+ /* Copy bsdf_split_sum_ggx into 2nd layer red and green channels.
+ Copy ltc_mag_ggx into 2nd layer blue channel. */
+ for (int i = 0; i < 64 * 64; i++) {
+ texels_layer[i][0] = bsdf_split_sum_ggx[i * 2 + 0];
+ texels_layer[i][1] = bsdf_split_sum_ggx[i * 2 + 1];
+ texels_layer[i][2] = ltc_mag_ggx[i];
+ texels_layer[i][3] = ltc_disk_integral[i];
+ }
+ texels_layer += 64 * 64;
+
+ /* Copy blue noise in 3rd layer */
+ for (int i = 0; i < 64 * 64; i++) {
+ texels_layer[i][0] = blue_noise[i][0];
+ texels_layer[i][1] = blue_noise[i][2];
+ texels_layer[i][2] = cosf(blue_noise[i][1] * 2.0f * M_PI);
+ texels_layer[i][3] = sinf(blue_noise[i][1] * 2.0f * M_PI);
+ }
+ texels_layer += 64 * 64;
+
+ /* Copy Refraction GGX LUT in layer 4 - 20 */
+ for (int j = 0; j < 16; ++j) {
+ for (int i = 0; i < 64 * 64; i++) {
+ texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i];
+ texels_layer[i][1] = btdf_split_sum_ggx[j * 2][i];
+ texels_layer[i][2] = btdf_split_sum_ggx[j * 2][i];
+ texels_layer[i][3] = btdf_split_sum_ggx[j * 2][i];
+ }
+ texels_layer += 64 * 64;
+ }
+
+ e_data.util_tex = DRW_texture_create_2D_array(
+ 64, 64, layers, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
+
+ MEM_freeN(texels);
+}
+
+void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3])
+{
+ e_data.noise_offsets[0] = offsets[0];
+ e_data.noise_offsets[1] = offsets[1];
+ e_data.noise_offsets[2] = offsets[2];
+
+ /* Attach & detach because we don't currently support multiple FB per texture,
+ * and this would be the case for multiple viewport. */
+ GPU_framebuffer_bind(fbl->update_noise_fb);
+ DRW_draw_pass(psl->update_noise_pass);
+}
+
+static 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_StorageList *stl, EEVEE_FramebufferList *fbl)
+{
+ if (!e_data.frag_shader_lib) {
+ /* Shaders */
+ 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_irradiance_lib_glsl,
+ datatoc_lightprobe_lib_glsl,
+ datatoc_ltc_lib_glsl,
+ datatoc_bsdf_direct_lib_glsl,
+ datatoc_lamps_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_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_irradiance_lib_glsl,
+ datatoc_lightprobe_lib_glsl,
+ datatoc_ltc_lib_glsl,
+ datatoc_bsdf_direct_lib_glsl,
+ datatoc_lamps_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.default_background = DRW_shader_create(
+ datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl,
+ NULL);
+
+ e_data.default_studiolight_background = DRW_shader_create(
+ datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl,
+ "#define LOOKDEV\n");
+
+ e_data.default_prepass_sh = DRW_shader_create(
+ datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
+ NULL);
+
+ e_data.default_prepass_clip_sh = DRW_shader_create(
+ datatoc_prepass_vert_glsl, NULL, datatoc_prepass_frag_glsl,
+ "#define CLIP_PLANES\n");
+
+ char *vert_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_hair_lib_glsl,
+ datatoc_prepass_vert_glsl);
+
+ e_data.default_hair_prepass_sh = DRW_shader_create(
+ vert_str, NULL, datatoc_prepass_frag_glsl,
+ "#define HAIR_SHADER\n");
+
+ e_data.default_hair_prepass_clip_sh = DRW_shader_create(
+ vert_str, NULL, datatoc_prepass_frag_glsl,
+ "#define HAIR_SHADER\n"
+ "#define CLIP_PLANES\n");
+
+ MEM_freeN(vert_str);
+
+ e_data.update_noise_sh = DRW_shader_create_fullscreen(
+ datatoc_update_noise_frag_glsl, NULL);
+
+ eevee_init_util_texture();
+ eevee_init_noise_texture();
+ }
+
+ if (!DRW_state_is_image_render() &&
+ ((stl->effects->enabled_effects & EFFECT_TAA) == 0))
+ {
+ e_data.alpha_hash_offset = 0.0f;
+ }
+ else {
+ double r;
+ BLI_halton_1D(5, 0.0, stl->effects->taa_current_sample - 1, &r);
+ e_data.alpha_hash_offset = (float)r;
+ }
+
+ {
+ /* Update view_vecs */
+ float invproj[4][4], winmat[4][4];
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(invproj, DRW_MAT_WININV);
+
+ EEVEE_update_viewvecs(invproj, winmat, sldata->common_data.view_vecs);
+ }
+
+ {
+ /* Update noise Framebuffer. */
+ GPU_framebuffer_ensure_config(&fbl->update_noise_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE_LAYER(e_data.util_tex, 2)
+ });
+ }
+}
+
+struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, World *wo)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ const int options = VAR_WORLD_PROBE;
+
+ GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
+ SHADER_DEFINES "#define PROBE_CAPTURE\n");
+}
+
+struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, World *wo)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_WORLD_BACKGROUND;
+
+ GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+ return DRW_shader_create_from_world(
+ scene, wo, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
+ SHADER_DEFINES "#define WORLD_BACKGROUND\n");
+}
+
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *wo)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_WORLD_VOLUME;
+
+ GPUMaterial *mat = DRW_shader_find_from_world(wo, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+
+ char *defines = eevee_get_volume_defines(options);
+
+ mat = DRW_shader_create_from_world(
+ scene, wo, engine, options,
+ datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_mesh_get(
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
+ bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method)
+{
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_MESH;
+
+ if (use_blend) options |= VAR_MAT_BLEND;
+ if (use_multiply) options |= VAR_MAT_MULT;
+ if (use_refract) options |= VAR_MAT_REFRACT;
+ if (use_sss) options |= VAR_MAT_SSS;
+ if (use_sss && effects->sss_separate_albedo) options |= VAR_MAT_SSSALBED;
+ if (use_translucency) options |= VAR_MAT_TRANSLUC;
+ if (((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_blend) options |= VAR_MAT_VOLUME;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ e_data.vert_shader_str, NULL, e_data.frag_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_mesh_volume_get(struct Scene *scene, Material *ma)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_VOLUME;
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
+
+ char *defines = eevee_get_volume_defines(options);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ datatoc_volumetric_vert_glsl, datatoc_volumetric_geom_glsl, e_data.volume_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_mesh_depth_get(
+ struct Scene *scene, Material *ma,
+ bool use_hashed_alpha, bool is_shadow)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_MESH;
+
+ if (use_hashed_alpha) {
+ options |= VAR_MAT_HASH;
+ }
+ else {
+ options |= VAR_MAT_CLIP;
+ }
+
+ if (is_shadow)
+ options |= VAR_MAT_SHADOW;
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+
+ char *frag_str = BLI_string_joinN(
+ e_data.frag_shader_lib,
+ datatoc_prepass_frag_glsl);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ (is_shadow) ? datatoc_shadow_vert_glsl : e_data.vert_shader_str,
+ NULL,
+ frag_str,
+ defines);
+
+ MEM_freeN(frag_str);
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+struct GPUMaterial *EEVEE_material_hair_get(
+ struct Scene *scene, Material *ma, int shadow_method)
+{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_MAT_MESH | VAR_MAT_HAIR;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options);
+ if (mat) {
+ return mat;
+ }
+
+ char *defines = eevee_get_defines(options);
+
+ mat = DRW_shader_create_from_material(
+ scene, ma, engine, options,
+ e_data.vert_shader_str, NULL, e_data.frag_shader_lib,
+ defines);
+
+ MEM_freeN(defines);
+
+ return mat;
+}
+
+/**
+ * Create a default shading group inside the given pass.
+ **/
+static struct DRWShadingGroup *EEVEE_default_shading_group_create(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
+ bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr, int shadow_method)
+{
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ static int ssr_id;
+ ssr_id = (use_ssr) ? 1 : -1;
+ int options = VAR_MAT_MESH;
+
+ if (is_hair) options |= VAR_MAT_HAIR;
+ if (is_flat_normal) options |= VAR_MAT_FLAT;
+ if (use_blend) options |= VAR_MAT_BLEND;
+ if (((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_blend) options |= VAR_MAT_VOLUME;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ if (e_data.default_lit[options] == NULL) {
+ create_default_shader(options);
+ }
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
+
+ return shgrp;
+}
+
+/**
+ * Create a default shading group inside the default pass without standard uniforms.
+ **/
+static struct DRWShadingGroup *EEVEE_default_shading_group_get(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ Object *ob, ParticleSystem *psys, ModifierData *md,
+ bool is_hair, bool is_flat_normal, bool use_ssr, int shadow_method)
+{
+ static int ssr_id;
+ ssr_id = (use_ssr) ? 1 : -1;
+ int options = VAR_MAT_MESH;
+
+ BLI_assert(!is_hair || (ob && psys && md));
+
+ if (is_hair) options |= VAR_MAT_HAIR;
+ if (is_flat_normal) options |= VAR_MAT_FLAT;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ if (e_data.default_lit[options] == NULL) {
+ create_default_shader(options);
+ }
+
+ if (vedata->psl->default_pass[options] == NULL) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
+
+ /* XXX / WATCH: This creates non persistent binds for the ubos and textures.
+ * But it's currently OK because the following shgroups does not add any bind.
+ * EDIT: THIS IS NOT THE CASE FOR HAIRS !!! DUMMY!!! */
+ if (!is_hair) {
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ }
+ }
+
+ if (is_hair) {
+ DRWShadingGroup *shgrp = DRW_shgroup_hair_create(ob, psys, md,
+ vedata->psl->default_pass[options], vedata->psl->hair_tf_pass,
+ e_data.default_lit[options]);
+ add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
+ return shgrp;
+ }
+ else {
+ return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
+ }
+}
+
+/**
+ * Create a default shading group inside the lookdev pass without standard uniforms.
+ **/
+static struct DRWShadingGroup *EEVEE_lookdev_shading_group_get(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ bool use_ssr, int shadow_method)
+{
+ static int ssr_id;
+ ssr_id = (use_ssr) ? 1 : -1;
+ int options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
+
+ options |= eevee_material_shadow_option(shadow_method);
+
+ if (e_data.default_lit[options] == NULL) {
+ create_default_shader(options);
+ }
+
+ if (vedata->psl->lookdev_pass == NULL) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_CULL_BACK;
+ vedata->psl->lookdev_pass = DRW_pass_create("LookDev Pass", state);
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
+ /* XXX / WATCH: This creates non persistent binds for the ubos and textures.
+ * But it's currently OK because the following shgroups does not add any bind. */
+ add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
+ }
+
+ return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->lookdev_pass);
+}
+void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+ /* Create Material Ghash */
+ {
+ stl->g_data->material_hash = BLI_ghash_ptr_new("Eevee_material ghash");
+ stl->g_data->hair_material_hash = BLI_ghash_ptr_new("Eevee_hair_material ghash");
+ }
+
+ {
+ psl->background_pass = DRW_pass_create("Background Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
+
+ struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+ DRWShadingGroup *grp = NULL;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ World *wo = scene->world;
+
+ float *col = ts.colorBackground;
+
+ /* LookDev */
+ EEVEE_lookdev_cache_init(vedata, &grp, e_data.default_studiolight_background, psl->background_pass, wo, NULL);
+ /* END */
+
+ if (!grp && wo) {
+ col = &wo->horr;
+
+ if (wo->use_nodes && wo->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ struct GPUMaterial *gpumat = EEVEE_material_world_background_get(scene, wo);
+
+ switch (GPU_material_status(gpumat)) {
+ case GPU_MAT_SUCCESS:
+ grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ break;
+ case GPU_MAT_QUEUED:
+ sldata->probes->all_materials_updated = false;
+ /* TODO Bypass probe compilation. */
+ col = compile_col;
+ break;
+ case GPU_MAT_FAILED:
+ default:
+ col = error_col;
+ break;
+ }
+ }
+ }
+
+ /* Fallback if shader fails or if not using nodetree. */
+ if (grp == NULL) {
+ grp = DRW_shgroup_create(e_data.default_background, psl->background_pass);
+ DRW_shgroup_uniform_vec3(grp, "color", col, 1);
+ DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
+ DRW_shgroup_call_add(grp, geom, NULL);
+ }
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->depth_pass = DRW_pass_create("Depth Pass", state);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state);
+ stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state);
+ stl->g_data->depth_shgrp_clip = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->depth_pass_clip);
+ DRW_shgroup_uniform_block(stl->g_data->depth_shgrp_clip, "clip_block", sldata->clip_ubo);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK;
+ psl->depth_pass_clip_cull = DRW_pass_create("Depth Pass Cull Clip", state);
+ stl->g_data->depth_shgrp_clip_cull = DRW_shgroup_create(
+ e_data.default_prepass_clip_sh, psl->depth_pass_clip_cull);
+ DRW_shgroup_uniform_block(stl->g_data->depth_shgrp_clip_cull, "clip_block", sldata->clip_ubo);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->material_pass = DRW_pass_create("Material Shader Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->refract_depth_pass = DRW_pass_create("Refract Depth Pass", state);
+ stl->g_data->refract_depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->refract_depth_pass);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->refract_depth_pass_cull = DRW_pass_create("Refract Depth Pass Cull", state);
+ stl->g_data->refract_depth_shgrp_cull = DRW_shgroup_create(
+ e_data.default_prepass_sh, psl->refract_depth_pass_cull);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->refract_depth_pass_clip = DRW_pass_create("Refract Depth Pass Clip", state);
+ stl->g_data->refract_depth_shgrp_clip = DRW_shgroup_create(
+ e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip);
+ DRW_shgroup_uniform_block(stl->g_data->refract_depth_shgrp_clip, "clip_block", sldata->clip_ubo);
+
+ state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_CULL_BACK;
+ psl->refract_depth_pass_clip_cull = DRW_pass_create("Refract Depth Pass Cull Clip", state);
+ stl->g_data->refract_depth_shgrp_clip_cull = DRW_shgroup_create(
+ e_data.default_prepass_clip_sh, psl->refract_depth_pass_clip_cull);
+ DRW_shgroup_uniform_block(stl->g_data->refract_depth_shgrp_clip_cull, "clip_block", sldata->clip_ubo);
+ }
+
+ {
+ DRWState state = (
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
+ DRW_STATE_WIRE);
+ psl->refract_pass = DRW_pass_create("Opaque Refraction Pass", state);
+ }
+
+ {
+ DRWState state = (
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
+ DRW_STATE_WIRE | DRW_STATE_WRITE_STENCIL);
+ psl->sss_pass = DRW_pass_create("Subsurface Pass", state);
+ e_data.sss_count = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
+ psl->transparent_pass = DRW_pass_create("Material Transparent Pass", state);
+ }
+
+ {
+ psl->update_noise_pass = DRW_pass_create("Update Noise Pass", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.update_noise_sh, psl->update_noise_pass);
+ DRW_shgroup_uniform_texture(grp, "blueNoise", e_data.noise_tex);
+ DRW_shgroup_uniform_vec3(grp, "offsets", e_data.noise_offsets, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+ {
+ psl->hair_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_TRANS_FEEDBACK);
+ }
+}
+
+#define ADD_SHGROUP_CALL(shgrp, ob, geom, oedata) do { \
+ if (is_sculpt_mode_draw) { \
+ DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); \
+ } \
+ else { \
+ if (oedata) { \
+ DRW_shgroup_call_object_add_with_callback(shgrp, geom, ob, EEVEE_lightprobes_obj_visibility_cb, oedata); \
+ } \
+ else { \
+ DRW_shgroup_call_object_add(shgrp, geom, ob); \
+ } \
+ } \
+} while (0)
+
+#define ADD_SHGROUP_CALL_SAFE(shgrp, ob, geom, oedata) do { \
+ if (shgrp) { \
+ ADD_SHGROUP_CALL(shgrp, ob, geom, oedata); \
+ } \
+} while (0)
+
+typedef struct EeveeMaterialShadingGroups {
+ struct DRWShadingGroup *shading_grp;
+ struct DRWShadingGroup *depth_grp;
+ struct DRWShadingGroup *depth_clip_grp;
+} EeveeMaterialShadingGroups;
+
+static void material_opaque(
+ Material *ma, GHash *material_hash, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ bool do_cull, bool use_flat_nor, struct GPUMaterial **gpumat, struct GPUMaterial **gpumat_depth,
+ struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth, struct DRWShadingGroup **shgrp_depth_clip)
+{
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ float *color_p = &ma->r;
+ float *metal_p = &ma->ray_mirror;
+ float *spec_p = &ma->spec;
+ float *rough_p = &ma->gloss_mir;
+
+ const bool use_gpumat = (ma->use_nodes && ma->nodetree);
+ const bool use_refract = ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
+ ((effects->enabled_effects & EFFECT_REFRACT) != 0);
+ const bool use_sss = ((ma->blend_flag & MA_BL_SS_SUBSURFACE) != 0) &&
+ ((effects->enabled_effects & EFFECT_SSS) != 0);
+ const bool use_translucency = use_sss && ((ma->blend_flag & MA_BL_TRANSLUCENCY) != 0);
+
+ EeveeMaterialShadingGroups *emsg = BLI_ghash_lookup(material_hash, (const void *)ma);
+
+ if (emsg) {
+ *shgrp = emsg->shading_grp;
+ *shgrp_depth = emsg->depth_grp;
+ *shgrp_depth_clip = emsg->depth_clip_grp;
+
+ /* This will have been created already, just perform a lookup. */
+ *gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
+ scene, ma, vedata, false, false, use_refract, use_sss, use_translucency, linfo->shadow_method) : NULL;
+ *gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
+ scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
+ return;
+ }
+
+ if (use_gpumat) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ static float half = 0.5f;
+
+ /* Shading */
+ *gpumat = EEVEE_material_mesh_get(
+ scene, ma, vedata, false, false, use_refract,
+ use_sss, use_translucency, linfo->shadow_method);
+
+ GPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
+
+ /* Alpha CLipped : Discard pixel from depth pass, then
+ * fail the depth test for shading. */
+ if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) {
+ *gpumat_depth = EEVEE_material_mesh_depth_get(scene, ma, (ma->blend_method == MA_BM_HASHED), false);
+
+ GPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth);
+ if (status_mat_depth != GPU_MAT_SUCCESS) {
+ /* Mixing both flags. If depth shader fails, show it to the user by not using
+ * the surface shader. */
+ status_mat_surface = status_mat_depth;
+ }
+ else if (use_refract) {
+ *shgrp_depth = DRW_shgroup_material_create(
+ *gpumat_depth, (do_cull) ? psl->refract_depth_pass_cull : psl->refract_depth_pass);
+ *shgrp_depth_clip = DRW_shgroup_material_create(
+ *gpumat_depth, (do_cull) ? psl->refract_depth_pass_clip_cull : psl->refract_depth_pass_clip);
+ }
+ else {
+ *shgrp_depth = DRW_shgroup_material_create(
+ *gpumat_depth, (do_cull) ? psl->depth_pass_cull : psl->depth_pass);
+ *shgrp_depth_clip = DRW_shgroup_material_create(
+ *gpumat_depth, (do_cull) ? psl->depth_pass_clip_cull : psl->depth_pass_clip);
+ }
+
+ if (*shgrp_depth != NULL) {
+ add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
+ add_standard_uniforms(*shgrp_depth_clip, sldata, vedata, NULL, NULL, false, false);
+
+ if (ma->blend_method == MA_BM_CLIP) {
+ DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
+ DRW_shgroup_uniform_float(*shgrp_depth_clip, "alphaThreshold", &ma->alpha_threshold, 1);
+ }
+ else if (ma->blend_method == MA_BM_HASHED) {
+ DRW_shgroup_uniform_float(*shgrp_depth, "hashAlphaOffset", &e_data.alpha_hash_offset, 1);
+ DRW_shgroup_uniform_float(*shgrp_depth_clip, "hashAlphaOffset", &e_data.alpha_hash_offset, 1);
+ }
+ }
+ }
+
+ switch (status_mat_surface) {
+ case GPU_MAT_SUCCESS:
+ {
+ static int no_ssr = -1;
+ static int first_ssr = 1;
+ int *ssr_id = (((effects->enabled_effects & EFFECT_SSR) != 0) && !use_refract) ? &first_ssr : &no_ssr;
+
+ *shgrp = DRW_shgroup_material_create(
+ *gpumat,
+ (use_refract) ? psl->refract_pass :
+ (use_sss) ? psl->sss_pass : psl->material_pass);
+ add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
+
+ if (use_sss) {
+ struct GPUTexture *sss_tex_profile = NULL;
+ struct GPUUniformBuffer *sss_profile = GPU_material_sss_profile_get(
+ *gpumat,
+ stl->effects->sss_sample_count,
+ &sss_tex_profile);
+
+ if (sss_profile) {
+ if (use_translucency) {
+ DRW_shgroup_uniform_block(*shgrp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_texture(*shgrp, "sssTexProfile", sss_tex_profile);
+ }
+
+ /* Limit of 8 bit stencil buffer. ID 255 is refraction. */
+ if (e_data.sss_count < 254) {
+ DRW_shgroup_stencil_mask(*shgrp, e_data.sss_count + 1);
+ EEVEE_subsurface_add_pass(sldata, vedata, e_data.sss_count + 1, sss_profile);
+ e_data.sss_count++;
+ }
+ else {
+ /* TODO : display message. */
+ printf("Error: Too many different Subsurface shader in the scene.\n");
+ }
+ }
+ }
+ break;
+ }
+ case GPU_MAT_QUEUED:
+ {
+ sldata->probes->all_materials_updated = false;
+ /* TODO Bypass probe compilation. */
+ color_p = compile_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ case GPU_MAT_FAILED:
+ default:
+ color_p = error_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ }
+
+ /* Fallback to default shader */
+ if (*shgrp == NULL) {
+ bool use_ssr = ((effects->enabled_effects & EFFECT_SSR) != 0);
+ *shgrp = EEVEE_default_shading_group_get(sldata, vedata,
+ NULL, NULL, NULL,
+ false, use_flat_nor, use_ssr, linfo->shadow_method);
+ DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
+ DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
+ DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
+ DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
+ }
+
+ /* Fallback default depth prepass */
+ if (*shgrp_depth == NULL) {
+ if (use_refract) {
+ *shgrp_depth = (do_cull) ? stl->g_data->refract_depth_shgrp_cull : stl->g_data->refract_depth_shgrp;
+ *shgrp_depth_clip = (do_cull) ? stl->g_data->refract_depth_shgrp_clip_cull : stl->g_data->refract_depth_shgrp_clip;
+ }
+ else {
+ *shgrp_depth = (do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
+ *shgrp_depth_clip = (do_cull) ? stl->g_data->depth_shgrp_clip_cull : stl->g_data->depth_shgrp_clip;
+ }
+ }
+
+ emsg = MEM_mallocN(sizeof(EeveeMaterialShadingGroups), "EeveeMaterialShadingGroups");
+ emsg->shading_grp = *shgrp;
+ emsg->depth_grp = *shgrp_depth;
+ emsg->depth_clip_grp = *shgrp_depth_clip;
+ BLI_ghash_insert(material_hash, ma, emsg);
+}
+
+static void material_transparent(
+ Material *ma, EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
+ bool do_cull, bool use_flat_nor,
+ struct GPUMaterial **gpumat, struct DRWShadingGroup **shgrp, struct DRWShadingGroup **shgrp_depth)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+
+ const bool use_refract = (
+ ((ma->blend_flag & MA_BL_SS_REFRACTION) != 0) &&
+ ((stl->effects->enabled_effects & EFFECT_REFRACT) != 0)
+ );
+ float *color_p = &ma->r;
+ float *metal_p = &ma->ray_mirror;
+ float *spec_p = &ma->spec;
+ float *rough_p = &ma->gloss_mir;
+
+ if (ma->use_nodes && ma->nodetree) {
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ static float half = 0.5f;
+
+ /* Shading */
+ *gpumat = EEVEE_material_mesh_get(
+ scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract,
+ false, false, linfo->shadow_method);
+
+ switch (GPU_material_status(*gpumat)) {
+ case GPU_MAT_SUCCESS:
+ {
+ static int ssr_id = -1; /* TODO transparent SSR */
+ bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
+
+ *shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
+ add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
+ break;
+ }
+ case GPU_MAT_QUEUED:
+ {
+ sldata->probes->all_materials_updated = false;
+ /* TODO Bypass probe compilation. */
+ color_p = compile_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ case GPU_MAT_FAILED:
+ default:
+ color_p = error_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ }
+
+ /* Fallback to default shader */
+ if (*shgrp == NULL) {
+ *shgrp = EEVEE_default_shading_group_create(
+ sldata, vedata, psl->transparent_pass,
+ false, use_flat_nor, true, false, linfo->shadow_method);
+ DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
+ DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
+ DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
+ DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
+ }
+
+ const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKSIDE) != 0);
+
+ DRWState all_state = (
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY
+ );
+
+ DRWState cur_state = DRW_STATE_WRITE_COLOR;
+ cur_state |= (use_prepass) ? DRW_STATE_DEPTH_EQUAL : DRW_STATE_DEPTH_LESS_EQUAL;
+ cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
+
+ switch (ma->blend_method) {
+ case MA_BM_ADD:
+ cur_state |= DRW_STATE_ADDITIVE;
+ break;
+ case MA_BM_MULTIPLY:
+ cur_state |= DRW_STATE_MULTIPLY;
+ break;
+ case MA_BM_BLEND:
+ cur_state |= DRW_STATE_BLEND;
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ /* Disable other blend modes and use the one we want. */
+ DRW_shgroup_state_disable(*shgrp, all_state);
+ DRW_shgroup_state_enable(*shgrp, cur_state);
+
+ /* Depth prepass */
+ if (use_prepass) {
+ *shgrp_depth = DRW_shgroup_create(e_data.default_prepass_clip_sh, psl->transparent_pass);
+ DRW_shgroup_uniform_block(*shgrp_depth, "clip_block", sldata->clip_ubo);
+
+ cur_state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ cur_state |= (do_cull) ? DRW_STATE_CULL_BACK : 0;
+
+ DRW_shgroup_state_disable(*shgrp_depth, all_state);
+ DRW_shgroup_state_enable(*shgrp_depth, cur_state);
+ }
+}
+
+void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, bool *cast_shadow)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ GHash *material_hash = stl->g_data->material_hash;
+
+ const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+#if 0
+ const bool is_sculpt_mode_draw = is_sculpt_mode && (draw_ctx->v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0;
+#else
+ /* For now just force fully shaded with eevee when supported. */
+ const bool is_sculpt_mode_draw =
+ is_sculpt_mode &&
+ ((ob->sculpt && ob->sculpt->pbvh) && (BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES));
+#endif
+ const bool is_default_mode_shader = is_sculpt_mode;
+
+ /* First get materials for this mesh. */
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ const int materials_len = MAX2(1, (is_sculpt_mode_draw ? 1 : ob->totcol));
+
+ struct DRWShadingGroup **shgrp_array = BLI_array_alloca(shgrp_array, materials_len);
+ struct DRWShadingGroup **shgrp_depth_array = BLI_array_alloca(shgrp_depth_array, materials_len);
+ struct DRWShadingGroup **shgrp_depth_clip_array = BLI_array_alloca(shgrp_depth_clip_array, materials_len);
+
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len);
+
+ bool use_flat_nor = false;
+
+ if (is_default_mode_shader) {
+ if (is_sculpt_mode_draw) {
+ use_flat_nor = DRW_object_is_flat_normal(ob);
+ }
+ }
+
+ for (int i = 0; i < materials_len; ++i) {
+ Material *ma;
+
+ if (is_sculpt_mode_draw) {
+ ma = NULL;
+ }
+ else {
+ ma = give_current_material(ob, i + 1);
+ }
+
+ gpumat_array[i] = NULL;
+ gpumat_depth_array[i] = NULL;
+ shgrp_array[i] = NULL;
+ shgrp_depth_array[i] = NULL;
+ shgrp_depth_clip_array[i] = NULL;
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
+ switch (ma->blend_method) {
+ case MA_BM_SOLID:
+ case MA_BM_CLIP:
+ case MA_BM_HASHED:
+ material_opaque(ma, material_hash, sldata, vedata, do_cull, use_flat_nor,
+ &gpumat_array[i], &gpumat_depth_array[i],
+ &shgrp_array[i], &shgrp_depth_array[i], &shgrp_depth_clip_array[i]);
+ break;
+ case MA_BM_ADD:
+ case MA_BM_MULTIPLY:
+ case MA_BM_BLEND:
+ material_transparent(ma, sldata, vedata, do_cull, use_flat_nor,
+ &gpumat_array[i], &shgrp_array[i], &shgrp_depth_array[i]);
+ break;
+ default:
+ BLI_assert(0);
+ break;
+ }
+ }
+
+ if (is_sculpt_mode && is_sculpt_mode_draw == false) {
+ DRW_cache_mesh_sculpt_coords_ensure(ob);
+ }
+
+ /* Only support single volume material for now. */
+ /* XXX We rely on the previously compiled surface shader
+ * to know if the material has a "volume nodetree".
+ */
+ bool use_volume_material = (gpumat_array[0] && GPU_material_use_domain_volume(gpumat_array[0]));
+
+ /* Get per-material split surface */
+ char *auto_layer_names;
+ int *auto_layer_is_srgb;
+ int auto_layer_count;
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
+ ob, gpumat_array, materials_len,
+ &auto_layer_names,
+ &auto_layer_is_srgb,
+ &auto_layer_count);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ EEVEE_ObjectEngineData *oedata = NULL;
+ Material *ma = give_current_material(ob, i + 1);
+
+ if (ma == NULL)
+ ma = &defmaterial;
+
+ /* Do not render surface if we are rendering a volume object
+ * and do not have a surface closure. */
+ if (use_volume_material &&
+ (gpumat_array[i] && !GPU_material_use_domain_surface(gpumat_array[i])))
+ {
+ continue;
+ }
+
+ /* XXX TODO rewrite this to include the dupli objects.
+ * This means we cannot exclude dupli objects from reflections!!! */
+ if ((ob->base_flag & BASE_FROMDUPLI) == 0) {
+ oedata = EEVEE_object_data_ensure(ob);
+ oedata->ob = ob;
+ oedata->test_data = &sldata->probes->vis_data;
+ }
+
+ /* Shading pass */
+ ADD_SHGROUP_CALL(shgrp_array[i], ob, mat_geom[i], oedata);
+
+ /* Depth Prepass */
+ ADD_SHGROUP_CALL_SAFE(shgrp_depth_array[i], ob, mat_geom[i], oedata);
+ ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata);
+
+ char *name = auto_layer_names;
+ for (int j = 0; j < auto_layer_count; ++j) {
+ /* TODO don't add these uniform when not needed (default pass shaders). */
+ if (shgrp_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ if (shgrp_depth_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_depth_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ if (shgrp_depth_clip_array[i]) {
+ DRW_shgroup_uniform_bool(shgrp_depth_clip_array[i], name, &auto_layer_is_srgb[j], 1);
+ }
+ /* Go to next layer name. */
+ while (*name != '\0') { name++; }
+ name += 1;
+ }
+
+ /* Shadow Pass */
+ if (ma->use_nodes && ma->nodetree && (ma->blend_method != MA_BM_SOLID)) {
+ struct GPUMaterial *gpumat;
+ switch (ma->blend_shadow) {
+ case MA_BS_SOLID:
+ EEVEE_lights_cache_shcaster_add(
+ sldata, stl, mat_geom[i], ob);
+ *cast_shadow = true;
+ break;
+ case MA_BS_CLIP:
+ gpumat = EEVEE_material_mesh_depth_get(scene, ma, false, true);
+ EEVEE_lights_cache_shcaster_material_add(
+ sldata, psl, gpumat, mat_geom[i], ob, &ma->alpha_threshold);
+ *cast_shadow = true;
+ break;
+ case MA_BS_HASHED:
+ gpumat = EEVEE_material_mesh_depth_get(scene, ma, true, true);
+ EEVEE_lights_cache_shcaster_material_add(
+ sldata, psl, gpumat, mat_geom[i], ob, NULL);
+ *cast_shadow = true;
+ break;
+ case MA_BS_NONE:
+ default:
+ break;
+ }
+ }
+ else {
+ EEVEE_lights_cache_shcaster_add(sldata, stl, mat_geom[i], ob);
+ *cast_shadow = true;
+ }
+ }
+ }
+
+ /* Volumetrics */
+ if (((stl->effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) && use_volume_material) {
+ EEVEE_volumes_cache_object_add(sldata, vedata, scene, ob);
+ }
+ }
+
+ if (ob->type == OB_MESH) {
+ if (ob != draw_ctx->object_edit) {
+ material_hash = stl->g_data->hair_material_hash;
+ for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
+ if (md->type != eModifierType_ParticleSystem) {
+ continue;
+ }
+ ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ continue;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+ if (draw_as != PART_DRAW_PATH) {
+ continue;
+ }
+
+ DRWShadingGroup *shgrp = NULL;
+ Material *ma = give_current_material(ob, part->omat);
+
+ if (ma == NULL) {
+ ma = &defmaterial;
+ }
+
+ float *color_p = &ma->r;
+ float *metal_p = &ma->ray_mirror;
+ float *spec_p = &ma->spec;
+ float *rough_p = &ma->gloss_mir;
+
+ shgrp = DRW_shgroup_hair_create(
+ ob, psys, md,
+ psl->depth_pass, psl->hair_tf_pass,
+ e_data.default_hair_prepass_sh);
+
+ shgrp = DRW_shgroup_hair_create(
+ ob, psys, md,
+ psl->depth_pass_clip, psl->hair_tf_pass,
+ e_data.default_hair_prepass_clip_sh);
+ DRW_shgroup_uniform_block(shgrp, "clip_block", sldata->clip_ubo);
+
+ shgrp = NULL;
+ if (ma->use_nodes && ma->nodetree) {
+ static float half = 0.5f;
+ static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float compile_col[3] = {0.5f, 0.5f, 0.5f};
+ struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma, sldata->lamps->shadow_method);
+
+ switch (GPU_material_status(gpumat)) {
+ case GPU_MAT_SUCCESS:
+ {
+ shgrp = DRW_shgroup_material_hair_create(
+ ob, psys, md,
+ psl->material_pass, psl->hair_tf_pass,
+ gpumat);
+ add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
+ break;
+ }
+ case GPU_MAT_QUEUED:
+ {
+ sldata->probes->all_materials_updated = false;
+ color_p = compile_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ case GPU_MAT_FAILED:
+ default:
+ color_p = error_col;
+ metal_p = spec_p = rough_p = &half;
+ break;
+ }
+ }
+
+ /* Fallback to default shader */
+ if (shgrp == NULL) {
+ bool use_ssr = ((stl->effects->enabled_effects & EFFECT_SSR) != 0);
+ shgrp = EEVEE_default_shading_group_get(sldata, vedata,
+ ob, psys, md,
+ true, false, use_ssr,
+ sldata->lamps->shadow_method);
+ DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
+ DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
+ DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);
+ DRW_shgroup_uniform_float(shgrp, "roughness", rough_p, 1);
+ }
+ }
+ }
+ }
+}
+
+void EEVEE_materials_cache_finish(EEVEE_Data *vedata)
+{
+ EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
+
+ /* Look-Dev */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
+ if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ EEVEE_LampsInfo *linfo = sldata->lamps;
+ struct Gwn_Batch *sphere = DRW_cache_sphere_get();
+ static float mat1[4][4];
+ static float color[3] = {0.8f, 0.8f, 0.8f};
+ static float metallic_on = 1.0f;
+ static float metallic_off = 0.00f;
+ static float specular_off = 0.5f;
+ static float specular_on = 1.0f;
+ static float roughness_off = 0.05f;
+ static float roughness_on = 1.00f;
+
+ float view_mat[4][4];
+ DRW_viewport_matrix_get(view_mat, DRW_MAT_VIEWINV);
+
+ DRWShadingGroup *shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method);
+ DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1);
+ DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_on, 1);
+ DRW_shgroup_uniform_float(shgrp, "specular", &specular_on, 1);
+ DRW_shgroup_uniform_float(shgrp, "roughness", &roughness_off, 1);
+ unit_m4(mat1);
+ mul_m4_m4m4(mat1, mat1, view_mat);
+ translate_m4(mat1, -1.5f, 0.0f, -5.0f);
+ DRW_shgroup_call_add(shgrp, sphere, mat1);
+
+ shgrp = EEVEE_lookdev_shading_group_get(sldata, vedata, false, linfo->shadow_method);
+ DRW_shgroup_uniform_vec3(shgrp, "basecol", color, 1);
+ DRW_shgroup_uniform_float(shgrp, "metallic", &metallic_off, 1);
+ DRW_shgroup_uniform_float(shgrp, "specular", &specular_off, 1);
+ DRW_shgroup_uniform_float(shgrp, "roughness", &roughness_on, 1);
+ translate_m4(mat1, 3.0f, 0.0f, 0.0f);
+ DRW_shgroup_call_add(shgrp, sphere, mat1);
+ }
+ /* END */
+
+ BLI_ghash_free(stl->g_data->material_hash, NULL, MEM_freeN);
+ BLI_ghash_free(stl->g_data->hair_material_hash, NULL, NULL);
+}
+
+void EEVEE_materials_free(void)
+{
+ for (int i = 0; i < VAR_MAT_MAX; ++i) {
+ DRW_SHADER_FREE_SAFE(e_data.default_lit[i]);
+ }
+ MEM_SAFE_FREE(e_data.frag_shader_lib);
+ MEM_SAFE_FREE(e_data.vert_shader_str);
+ MEM_SAFE_FREE(e_data.volume_shader_lib);
+ DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_hair_prepass_clip_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_prepass_clip_sh);
+ DRW_SHADER_FREE_SAFE(e_data.default_background);
+ DRW_SHADER_FREE_SAFE(e_data.default_studiolight_background);
+ DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
+ DRW_TEXTURE_FREE_SAFE(e_data.util_tex);
+ DRW_TEXTURE_FREE_SAFE(e_data.noise_tex);
+}
+
+void EEVEE_draw_default_passes(EEVEE_PassList *psl)
+{
+ for (int i = 0; i < VAR_MAT_MAX; ++i) {
+ if (psl->default_pass[i]) {
+ DRW_draw_pass(psl->default_pass[i]);
+ }
+ }
+}
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
new file mode 100644
index 00000000000..de9582611ec
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -0,0 +1,139 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_mist.c
+ * \ingroup draw_engine
+ *
+ * Implementation of Blender Mist pass.
+ * IMPORTANT: This is a "post process" of the Z depth so it will lack any transparent objects.
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_world_types.h"
+
+#include "BLI_string_utils.h"
+
+#include "eevee_private.h"
+
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_effect_mist_frag_glsl[];
+
+static struct {
+ struct GPUShader *mist_sh;
+} e_data = {NULL}; /* Engine data */
+
+void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+ Scene *scene = draw_ctx->scene;
+
+ 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);
+
+ e_data.mist_sh = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
+
+ MEM_freeN(frag_str);
+ }
+
+ /* Create FrameBuffer. */
+ DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+
+ GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->mist_accum)
+ });
+
+ /* Clear texture. */
+ GPU_framebuffer_bind(fbl->mist_accum_fb);
+ GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear);
+
+ /* Mist settings. */
+ if (scene && scene->world) {
+ g_data->mist_start = scene->world->miststa;
+ g_data->mist_inv_dist = (scene->world->mistdist > 0.0f) ? 1.0f / scene->world->mistdist : 0.0f;
+
+ switch (scene->world->mistype) {
+ case WO_MIST_QUADRATIC:
+ g_data->mist_falloff = 2.0f;
+ break;
+ case WO_MIST_LINEAR:
+ g_data->mist_falloff = 1.0f;
+ break;
+ case WO_MIST_INVERSE_QUADRATIC:
+ g_data->mist_falloff = 0.5f;
+ break;
+ }
+ }
+ else {
+ float near = -sldata->common_data.view_vecs[0][2];
+ float range = sldata->common_data.view_vecs[1][2];
+ /* Fallback */
+ g_data->mist_start = near;
+ g_data->mist_inv_dist = 1.0f / fabsf(range);
+ g_data->mist_falloff = 1.0f;
+ }
+
+ /* XXX ??!! WHY? If not it does not match cycles. */
+ g_data->mist_falloff *= 0.5f;
+
+ /* Create Pass and shgroup. */
+ psl->mist_accum_ps = DRW_pass_create("Mist Accum", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.mist_sh, psl->mist_accum_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_vec3(grp, "mistSettings", &g_data->mist_start, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+}
+
+void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ if (fbl->mist_accum_fb != NULL) {
+ GPU_framebuffer_bind(fbl->mist_accum_fb);
+ DRW_draw_pass(psl->mist_accum_ps);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_mist_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.mist_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
new file mode 100644
index 00000000000..b2ea9ff4229
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -0,0 +1,215 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_motion_blur.c
+ * \ingroup draw_engine
+ *
+ * Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+#include "BKE_camera.h"
+#include "BKE_object.h"
+#include "BKE_animsys.h"
+#include "BKE_screen.h"
+
+#include "DNA_anim_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_screen_types.h"
+
+#include "ED_screen.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+static struct {
+ /* Motion Blur */
+ struct GPUShader *motion_blur_sh;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_effect_motion_blur_frag_glsl[];
+
+static void eevee_motion_blur_camera_get_matrix_at_time(
+ Scene *scene,
+ ARegion *ar, RegionView3D *rv3d, View3D *v3d,
+ Object *camera,
+ float time,
+ float r_mat[4][4])
+{
+ float obmat[4][4];
+
+ /* HACK */
+ Object cam_cpy; Camera camdata_cpy;
+ memcpy(&cam_cpy, camera, sizeof(cam_cpy));
+ memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy));
+ cam_cpy.data = &camdata_cpy;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ /* Past matrix */
+ /* FIXME : This is a temporal solution that does not take care of parent animations */
+ /* Recalc Anim manualy */
+ BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
+ BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
+ BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
+
+ /* Compute winmat */
+ CameraParams params;
+ BKE_camera_params_init(&params);
+
+ if (v3d != NULL) {
+ BKE_camera_params_from_view3d(&params, draw_ctx->depsgraph, v3d, rv3d);
+ BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+ }
+ else {
+ BKE_camera_params_from_object(&params, &cam_cpy);
+ BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+ }
+
+ BKE_camera_params_compute_matrix(&params);
+
+ /* FIXME Should be done per view (MULTIVIEW) */
+ normalize_m4_m4(obmat, cam_cpy.obmat);
+ invert_m4(obmat);
+ mul_m4_m4m4(r_mat, params.winmat, obmat);
+}
+
+static void eevee_create_shader_motion_blur(void)
+{
+ e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
+}
+
+int EEVEE_motion_blur_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, Object *camera)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+ Scene *scene = draw_ctx->scene;
+
+ View3D *v3d = draw_ctx->v3d;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ARegion *ar = draw_ctx->ar;
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
+ /* Update Motion Blur Matrices */
+ if (camera) {
+ float persmat[4][4];
+ float ctime = DEG_get_ctime(draw_ctx->depsgraph);
+ float delta = scene_eval->eevee.motion_blur_shutter;
+ Object *ob_camera_eval = DEG_get_evaluated_object(draw_ctx->depsgraph, camera);
+
+ /* Current matrix */
+ eevee_motion_blur_camera_get_matrix_at_time(
+ scene,
+ ar, rv3d, v3d,
+ ob_camera_eval,
+ ctime,
+ effects->current_ndc_to_world);
+
+ /* Viewport Matrix */
+ DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
+
+ /* Only continue if camera is not being keyed */
+ if (DRW_state_is_image_render() ||
+ compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f))
+ {
+ /* Past matrix */
+ eevee_motion_blur_camera_get_matrix_at_time(
+ scene,
+ ar, rv3d, v3d,
+ ob_camera_eval,
+ ctime - delta,
+ effects->past_world_to_ndc);
+
+#if 0 /* for future high quality blur */
+ /* Future matrix */
+ eevee_motion_blur_camera_get_matrix_at_time(
+ scene,
+ ar, rv3d, v3d,
+ ob_camera_eval,
+ ctime + delta,
+ effects->future_world_to_ndc);
+#endif
+ invert_m4(effects->current_ndc_to_world);
+
+ effects->motion_blur_samples = scene_eval->eevee.motion_blur_samples;
+
+ if (!e_data.motion_blur_sh) {
+ eevee_create_shader_motion_blur();
+ }
+
+ return EFFECT_MOTION_BLUR | EFFECT_POST_BUFFER;
+ }
+ }
+ }
+
+ return 0;
+}
+
+void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
+ psl->motion_blur = DRW_pass_create("Motion Blur", DRW_STATE_WRITE_COLOR);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.motion_blur_sh, psl->motion_blur);
+ DRW_shgroup_uniform_int(grp, "samples", &effects->motion_blur_samples, 1);
+ DRW_shgroup_uniform_mat4(grp, "currInvViewProjMatrix", effects->current_ndc_to_world);
+ DRW_shgroup_uniform_mat4(grp, "pastViewProjMatrix", effects->past_world_to_ndc);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+}
+
+void EEVEE_motion_blur_draw(EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ /* Motion Blur */
+ if ((effects->enabled_effects & EFFECT_MOTION_BLUR) != 0) {
+ GPU_framebuffer_bind(effects->target_buffer);
+ DRW_draw_pass(psl->motion_blur);
+ SWAP_BUFFERS();
+ }
+}
+
+void EEVEE_motion_blur_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
new file mode 100644
index 00000000000..f39fbe33a71
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -0,0 +1,305 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_occlusion.c
+ * \ingroup draw_engine
+ *
+ * Implementation of the screen space Ground Truth Ambient Occlusion.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_string_utils.h"
+
+#include "DNA_anim_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+
+#include "eevee_private.h"
+
+static struct {
+ /* Ground Truth Ambient Occlusion */
+ struct GPUShader *gtao_sh;
+ struct GPUShader *gtao_layer_sh;
+ struct GPUShader *gtao_debug_sh;
+ struct GPUTexture *src_depth;
+} 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_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);
+}
+
+int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
+ const float *viewport_size = DRW_viewport_size_get();
+ const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ /* Shaders */
+ if (!e_data.gtao_sh) {
+ eevee_create_shader_occlusion();
+ }
+
+ common_data->ao_dist = scene_eval->eevee.gtao_distance;
+ common_data->ao_factor = scene_eval->eevee.gtao_factor;
+ common_data->ao_quality = 1.0f - scene_eval->eevee.gtao_quality;
+
+ common_data->ao_settings = 1.0f; /* USE_AO */
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BENT_NORMALS) {
+ common_data->ao_settings += 2.0f; /* USE_BENT_NORMAL */
+ }
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) {
+ common_data->ao_settings += 4.0f; /* USE_DENOISE */
+ }
+
+ common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f;
+
+ effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->gtao_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons)
+ });
+
+ if (G.debug_value == 6) {
+ effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->gtao_debug_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_debug)
+ });
+ }
+ else {
+ effects->gtao_horizons_debug = NULL;
+ }
+
+ return EFFECT_GTAO | EFFECT_NORMAL_BUFFER;
+ }
+
+ /* Cleanup */
+ effects->gtao_horizons = NULL;
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
+ common_data->ao_settings = 0.0f;
+
+ return 0;
+}
+
+void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+
+ GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->ao_accum)
+ });
+
+ /* Clear texture. */
+ GPU_framebuffer_bind(fbl->ao_accum_fb);
+ GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
+
+ /* Accumulation pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
+ psl->ao_accum_ps = DRW_pass_create("AO Accum", state);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_accum_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
+ DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->ao_accum);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->ao_accum_fb);
+ }
+}
+
+void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
+ /** Occlusion algorithm overview
+ *
+ * We separate the computation into 2 steps.
+ *
+ * - First we scan the neighborhood pixels to find the maximum horizon angle.
+ * We save this angle in a RG8 array texture.
+ *
+ * - Then we use this angle to compute occlusion with the shading normal at
+ * the shading stage. This let us do correct shadowing for each diffuse / specular
+ * lobe present in the shader using the correct normal.
+ **/
+ psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &effects->ao_src_depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->ao_horizon_search_layer = DRW_pass_create("GTAO Horizon Search Layer", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.gtao_layer_sh, psl->ao_horizon_search_layer);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBufferLayered", &effects->ao_src_depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_int(grp, "layer", &stl->effects->ao_depth_layer, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ if (G.debug_value == 6) {
+ psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
+ DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ }
+}
+
+void EEVEE_occlusion_compute(
+ EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
+ DRW_stats_group_start("GTAO Horizon Scan");
+ effects->ao_src_depth = depth_src;
+ effects->ao_depth_layer = layer;
+
+ GPU_framebuffer_bind(fbl->gtao_fb);
+
+ if (layer >= 0) {
+ DRW_draw_pass(psl->ao_horizon_search_layer);
+ }
+ else {
+ DRW_draw_pass(psl->ao_horizon_search);
+ }
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if (((effects->enabled_effects & EFFECT_GTAO) != 0) && (G.debug_value == 6)) {
+ DRW_stats_group_start("GTAO Debug");
+
+ GPU_framebuffer_bind(fbl->gtao_debug_fb);
+ DRW_draw_pass(psl->ao_horizon_debug);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ if (fbl->ao_accum_fb != NULL) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* Update the min_max/horizon buffers so the refracion materials appear in it. */
+ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
+ EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
+
+ GPU_framebuffer_bind(fbl->ao_accum_fb);
+ DRW_draw_pass(psl->ao_accum_ps);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_occlusion_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
+ DRW_SHADER_FREE_SAFE(e_data.gtao_layer_sh);
+ DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
new file mode 100644
index 00000000000..8aca79255b0
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -0,0 +1,991 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_private.h
+ * \ingroup DNA
+ */
+
+#ifndef __EEVEE_PRIVATE_H__
+#define __EEVEE_PRIVATE_H__
+
+struct Object;
+struct EEVEE_BoundSphere;
+struct EEVEE_ShadowCasterBuffer;
+struct RenderLayer;
+struct RenderResult;
+
+extern struct DrawEngineType draw_engine_eevee_type;
+
+/* Minimum UBO is 16384 bytes */
+#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */
+#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */
+#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */
+#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */
+#define MAX_CASCADE_NUM 4
+#define MAX_SHADOW 256 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */
+#define MAX_SHADOW_CASCADE 8
+#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
+#define MAX_BLOOM_STEP 16
+
+/* Only define one of these. */
+// #define IRRADIANCE_SH_L2
+// #define IRRADIANCE_CUBEMAP
+#define IRRADIANCE_HL2
+
+#if defined(IRRADIANCE_SH_L2)
+# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
+#elif defined(IRRADIANCE_CUBEMAP)
+# define SHADER_IRRADIANCE "#define IRRADIANCE_CUBEMAP\n"
+#elif defined(IRRADIANCE_HL2)
+# define SHADER_IRRADIANCE "#define IRRADIANCE_HL2\n"
+#endif
+
+#define SHADER_DEFINES \
+ "#define EEVEE_ENGINE\n" \
+ "#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
+ "#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
+ "#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
+ "#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
+ "#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
+ "#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
+ "#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
+ "#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \
+ SHADER_IRRADIANCE
+
+#define SWAP_DOUBLE_BUFFERS() { \
+ if (effects->swap_double_buffer) { \
+ SWAP(struct GPUFrameBuffer *, fbl->main_fb, fbl->double_buffer_fb); \
+ SWAP(struct GPUFrameBuffer *, fbl->main_color_fb, fbl->double_buffer_color_fb); \
+ SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
+ effects->swap_double_buffer = false; \
+ } \
+} ((void)0)
+
+#define SWAP_BUFFERS() { \
+ if (effects->target_buffer == fbl->effect_color_fb) { \
+ SWAP_DOUBLE_BUFFERS(); \
+ effects->source_buffer = txl->color_post; \
+ effects->target_buffer = fbl->main_color_fb; \
+ } \
+ else { \
+ SWAP_DOUBLE_BUFFERS(); \
+ effects->source_buffer = txl->color; \
+ effects->target_buffer = fbl->effect_color_fb; \
+ } \
+} ((void)0)
+
+#define OVERLAY_ENABLED(v3d) ((v3d) && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0)
+#define LOOK_DEV_MODE_ENABLED(v3d) ((v3d) && (v3d->drawtype == OB_MATERIAL))
+#define LOOK_DEV_OVERLAY_ENABLED(v3d) (LOOK_DEV_MODE_ENABLED(v3d) && OVERLAY_ENABLED(v3d) && ((v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV) > 0))
+#define USE_SCENE_LIGHT(v3d) ((!v3d) || (!LOOK_DEV_MODE_ENABLED(v3d)) || ((LOOK_DEV_MODE_ENABLED(v3d) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHT))))
+
+/* World shader variations */
+enum {
+ VAR_WORLD_BACKGROUND = 0,
+ VAR_WORLD_PROBE = 1,
+ VAR_WORLD_VOLUME = 2,
+};
+
+/* Material shader variations */
+enum {
+ VAR_MAT_MESH = (1 << 0),
+ VAR_MAT_PROBE = (1 << 1),
+ VAR_MAT_HAIR = (1 << 2),
+ VAR_MAT_FLAT = (1 << 3),
+ VAR_MAT_BLEND = (1 << 4),
+ VAR_MAT_VSM = (1 << 5),
+ VAR_MAT_ESM = (1 << 6),
+ VAR_MAT_VOLUME = (1 << 7),
+ VAR_MAT_LOOKDEV = (1 << 8),
+ /* Max number of variation */
+ /* IMPORTANT : Leave it last and set
+ * it's value accordingly. */
+ VAR_MAT_MAX = (1 << 9),
+ /* These are options that are not counted in VAR_MAT_MAX
+ * because they are not cumulative with the others above. */
+ VAR_MAT_CLIP = (1 << 10),
+ VAR_MAT_HASH = (1 << 11),
+ VAR_MAT_MULT = (1 << 12),
+ VAR_MAT_SHADOW = (1 << 13),
+ VAR_MAT_REFRACT = (1 << 14),
+ VAR_MAT_SSS = (1 << 15),
+ VAR_MAT_TRANSLUC = (1 << 16),
+ VAR_MAT_SSSALBED = (1 << 17),
+};
+
+typedef struct EEVEE_BoundSphere {
+ float center[3], radius;
+} EEVEE_BoundSphere;
+
+typedef struct EEVEE_BoundBox {
+ float center[3], halfdim[3];
+} EEVEE_BoundBox;
+
+typedef struct EEVEE_PassList {
+ /* Shadows */
+ struct DRWPass *shadow_pass;
+ struct DRWPass *shadow_cube_copy_pass;
+ struct DRWPass *shadow_cube_store_pass;
+ struct DRWPass *shadow_cascade_copy_pass;
+ struct DRWPass *shadow_cascade_store_pass;
+
+ /* Probes */
+ struct DRWPass *probe_background;
+ struct DRWPass *probe_glossy_compute;
+ struct DRWPass *probe_diffuse_compute;
+ struct DRWPass *probe_visibility_compute;
+ struct DRWPass *probe_grid_fill;
+ struct DRWPass *probe_display;
+ struct DRWPass *probe_planar_downsample_ps;
+
+ /* Effects */
+ struct DRWPass *ao_horizon_search;
+ struct DRWPass *ao_horizon_search_layer;
+ struct DRWPass *ao_horizon_debug;
+ struct DRWPass *ao_accum_ps;
+ struct DRWPass *mist_accum_ps;
+ struct DRWPass *motion_blur;
+ struct DRWPass *bloom_blit;
+ struct DRWPass *bloom_downsample_first;
+ struct DRWPass *bloom_downsample;
+ struct DRWPass *bloom_upsample;
+ struct DRWPass *bloom_resolve;
+ struct DRWPass *dof_down;
+ struct DRWPass *dof_scatter;
+ struct DRWPass *dof_resolve;
+ struct DRWPass *volumetric_world_ps;
+ struct DRWPass *volumetric_objects_ps;
+ struct DRWPass *volumetric_scatter_ps;
+ struct DRWPass *volumetric_integration_ps;
+ struct DRWPass *volumetric_resolve_ps;
+ struct DRWPass *ssr_raytrace;
+ struct DRWPass *ssr_resolve;
+ struct DRWPass *sss_blur_ps;
+ struct DRWPass *sss_resolve_ps;
+ struct DRWPass *sss_accum_ps;
+ struct DRWPass *color_downsample_ps;
+ struct DRWPass *color_downsample_cube_ps;
+ struct DRWPass *velocity_resolve;
+ struct DRWPass *taa_resolve;
+
+ /* HiZ */
+ struct DRWPass *minz_downlevel_ps;
+ struct DRWPass *maxz_downlevel_ps;
+ struct DRWPass *minz_downdepth_ps;
+ struct DRWPass *maxz_downdepth_ps;
+ struct DRWPass *minz_downdepth_layer_ps;
+ struct DRWPass *maxz_downdepth_layer_ps;
+ struct DRWPass *minz_copydepth_ps;
+ struct DRWPass *maxz_copydepth_ps;
+
+ struct DRWPass *depth_pass;
+ struct DRWPass *depth_pass_cull;
+ struct DRWPass *depth_pass_clip;
+ struct DRWPass *depth_pass_clip_cull;
+ struct DRWPass *refract_depth_pass;
+ struct DRWPass *refract_depth_pass_cull;
+ struct DRWPass *refract_depth_pass_clip;
+ struct DRWPass *refract_depth_pass_clip_cull;
+ struct DRWPass *default_pass[VAR_MAT_MAX];
+ struct DRWPass *sss_pass;
+ struct DRWPass *material_pass;
+ struct DRWPass *refract_pass;
+ struct DRWPass *transparent_pass;
+ struct DRWPass *background_pass;
+ struct DRWPass *update_noise_pass;
+ struct DRWPass *lookdev_pass;
+ struct DRWPass *hair_tf_pass;
+} EEVEE_PassList;
+
+typedef struct EEVEE_FramebufferList {
+ /* Effects */
+ struct GPUFrameBuffer *gtao_fb;
+ struct GPUFrameBuffer *gtao_debug_fb;
+ struct GPUFrameBuffer *downsample_fb;
+ struct GPUFrameBuffer *bloom_blit_fb;
+ struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
+ struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
+ struct GPUFrameBuffer *sss_blur_fb;
+ struct GPUFrameBuffer *sss_resolve_fb;
+ struct GPUFrameBuffer *sss_clear_fb;
+ struct GPUFrameBuffer *sss_accum_fb;
+ struct GPUFrameBuffer *dof_down_fb;
+ struct GPUFrameBuffer *dof_scatter_fb;
+ struct GPUFrameBuffer *volumetric_fb;
+ struct GPUFrameBuffer *volumetric_scat_fb;
+ struct GPUFrameBuffer *volumetric_integ_fb;
+ struct GPUFrameBuffer *screen_tracing_fb;
+ struct GPUFrameBuffer *refract_fb;
+ struct GPUFrameBuffer *mist_accum_fb;
+ struct GPUFrameBuffer *ao_accum_fb;
+ struct GPUFrameBuffer *velocity_resolve_fb;
+
+ struct GPUFrameBuffer *update_noise_fb;
+
+ struct GPUFrameBuffer *planarref_fb;
+ struct GPUFrameBuffer *planar_downsample_fb;
+
+ struct GPUFrameBuffer *main_fb;
+ struct GPUFrameBuffer *main_color_fb;
+ struct GPUFrameBuffer *effect_fb;
+ struct GPUFrameBuffer *effect_color_fb;
+ struct GPUFrameBuffer *double_buffer_fb;
+ struct GPUFrameBuffer *double_buffer_color_fb;
+ struct GPUFrameBuffer *double_buffer_depth_fb;
+} EEVEE_FramebufferList;
+
+typedef struct EEVEE_TextureList {
+ /* Effects */
+ struct GPUTexture *color_post; /* R16_G16_B16 */
+ struct GPUTexture *mist_accum;
+ struct GPUTexture *ao_accum;
+ struct GPUTexture *sss_dir_accum;
+ struct GPUTexture *sss_col_accum;
+ struct GPUTexture *refract_color;
+
+ struct GPUTexture *volume_prop_scattering;
+ struct GPUTexture *volume_prop_extinction;
+ struct GPUTexture *volume_prop_emission;
+ struct GPUTexture *volume_prop_phase;
+ struct GPUTexture *volume_scatter;
+ struct GPUTexture *volume_transmittance;
+ struct GPUTexture *volume_scatter_history;
+ struct GPUTexture *volume_transmittance_history;
+
+ struct GPUTexture *planar_pool;
+ struct GPUTexture *planar_depth;
+
+ struct GPUTexture *maxzbuffer;
+
+ struct GPUTexture *color; /* R16_G16_B16 */
+ struct GPUTexture *color_double_buffer;
+ struct GPUTexture *depth_double_buffer;
+} EEVEE_TextureList;
+
+typedef struct EEVEE_StorageList {
+ /* Effects */
+ struct EEVEE_EffectsInfo *effects;
+
+ struct EEVEE_PrivateData *g_data;
+
+} EEVEE_StorageList;
+
+/* ************ LIGHT UBO ************* */
+typedef struct EEVEE_Light {
+ float position[3], dist;
+ float color[3], spec;
+ float spotsize, spotblend, radius, shadowid;
+ float rightvec[3], sizex;
+ float upvec[3], sizey;
+ float forwardvec[3], lamptype;
+} EEVEE_Light;
+
+/* Special type for elliptic area lamps, matches lamps_lib.glsl */
+#define LAMPTYPE_AREA_ELLIPSE 100.0f
+
+typedef struct EEVEE_Shadow {
+ float near, far, bias, exp;
+ float shadow_start, data_start, multi_shadow_count, shadow_blur;
+ float contact_dist, contact_bias, contact_spread, contact_thickness;
+} EEVEE_Shadow;
+
+typedef struct EEVEE_ShadowCube {
+ float position[3], pad;
+} EEVEE_ShadowCube;
+
+typedef struct EEVEE_ShadowCascade {
+ float shadowmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC->Tex : used for sampling the shadow map. */
+ float split_start[4];
+ float split_end[4];
+} EEVEE_ShadowCascade;
+
+typedef struct EEVEE_ShadowRender {
+ float position[3], pad;
+ float cube_texel_size;
+ float stored_texel_size;
+ float clip_near;
+ float clip_far;
+ int shadow_samples_ct;
+ float shadow_inv_samples_ct;
+} EEVEE_ShadowRender;
+
+/* This is just a really long bitflag with special function to access it. */
+#define MAX_LIGHTBITS_FIELDS (MAX_LIGHT / 8)
+typedef struct EEVEE_LightBits {
+ unsigned char fields[MAX_LIGHTBITS_FIELDS];
+} EEVEE_LightBits;
+
+typedef struct EEVEE_ShadowCaster {
+ struct EEVEE_LightBits bits;
+ struct EEVEE_BoundBox bbox;
+} EEVEE_ShadowCaster;
+
+typedef struct EEVEE_ShadowCasterBuffer {
+ struct EEVEE_ShadowCaster *shadow_casters;
+ char *flags;
+ uint alloc_count;
+ uint count;
+} EEVEE_ShadowCasterBuffer;
+
+/* ************ LIGHT DATA ************* */
+typedef struct EEVEE_LampsInfo {
+ int num_light, cache_num_light;
+ int num_cube_layer, cache_num_cube_layer;
+ int num_cascade_layer, cache_num_cascade_layer;
+ int gpu_cube_ct, gpu_cascade_ct, gpu_shadow_ct;
+ int cpu_cube_ct, cpu_cascade_ct;
+ int update_flag;
+ int shadow_cube_size, shadow_cascade_size, shadow_method;
+ bool shadow_high_bitdepth;
+ int shadow_cube_store_size;
+ int current_shadow_cascade;
+ int current_shadow_face;
+ uint shadow_instance_count;
+ float filter_size;
+ /* List of lights in the scene. */
+ /* XXX This is fragile, can get out of sync quickly. */
+ struct Object *light_ref[MAX_LIGHT];
+ struct Object *shadow_cube_ref[MAX_SHADOW_CUBE];
+ struct Object *shadow_cascade_ref[MAX_SHADOW_CASCADE];
+ /* UBO Storage : data used by UBO */
+ struct EEVEE_Light light_data[MAX_LIGHT];
+ struct EEVEE_ShadowRender shadow_render_data;
+ struct EEVEE_Shadow shadow_data[MAX_SHADOW];
+ struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE];
+ struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
+ /* Lights tracking */
+ int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
+ struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */
+ /* Pointers only. */
+ struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
+ struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
+} EEVEE_LampsInfo;
+
+/* EEVEE_LampsInfo->shadow_casters_flag */
+enum {
+ SHADOW_CASTER_PRUNED = (1 << 0),
+ SHADOW_CASTER_UPDATED = (1 << 1),
+};
+
+/* EEVEE_LampsInfo->update_flag */
+enum {
+ LIGHT_UPDATE_SHADOW_CUBE = (1 << 0),
+};
+
+/* ************ PROBE UBO ************* */
+typedef struct EEVEE_LightProbe {
+ float position[3], parallax_type;
+ float attenuation_fac;
+ float attenuation_type;
+ float pad3[2];
+ float attenuationmat[4][4];
+ float parallaxmat[4][4];
+} EEVEE_LightProbe;
+
+typedef struct EEVEE_LightGrid {
+ float mat[4][4];
+ int resolution[3], offset;
+ float corner[3], attenuation_scale;
+ float increment_x[3], attenuation_bias; /* world space vector between 2 opposite cells */
+ float increment_y[3], level_bias;
+ float increment_z[3], pad4;
+ float visibility_bias, visibility_bleed, visibility_range, pad5;
+} EEVEE_LightGrid;
+
+typedef struct EEVEE_PlanarReflection {
+ float plane_equation[4];
+ float clip_vec_x[3], attenuation_scale;
+ float clip_vec_y[3], attenuation_bias;
+ float clip_edge_x_pos, clip_edge_x_neg;
+ float clip_edge_y_pos, clip_edge_y_neg;
+ float facing_scale, facing_bias, pad[2];
+ float reflectionmat[4][4];
+} EEVEE_PlanarReflection;
+
+/* ************ PROBE DATA ************* */
+
+typedef struct EEVEE_LightProbeVisTest {
+ bool invert;
+ bool cached; /* Reuse last test results */
+ struct Collection *collection; /* Skip test if NULL */
+} EEVEE_LightProbeVisTest;
+
+typedef struct EEVEE_LightProbesInfo {
+ int num_cube, cache_num_cube;
+ int num_grid, cache_num_grid;
+ int num_planar, cache_num_planar;
+ int total_irradiance_samples; /* Total for all grids */
+ int cache_irradiance_size[3];
+ int update_flag;
+ int updated_bounce;
+ int num_bounce;
+ int cubemap_res;
+ int target_size;
+ int grid_initialized;
+ struct World *prev_world;
+ int update_world;
+ bool prev_wo_sh_compiled;
+ bool do_cube_update;
+ bool all_materials_updated;
+ /* For rendering probes */
+ float probemat[6][4][4];
+ int layer;
+ float texel_size;
+ float padding_size;
+ float samples_ct;
+ float invsamples_ct;
+ float near_clip;
+ float far_clip;
+ float roughness;
+ float lodfactor;
+ float lod_rt_max, lod_cube_max, lod_planar_max;
+ float visibility_range;
+ float visibility_blur;
+ float intensity_fac;
+ int shres;
+ int studiolight_index;
+ float studiolight_rot_z;
+ /* List of probes in the scene. */
+ /* XXX This is fragile, can get out of sync quickly. */
+ struct Object *probes_cube_ref[MAX_PROBE];
+ struct Object *probes_grid_ref[MAX_GRID];
+ struct Object *probes_planar_ref[MAX_PLANAR];
+ /* UBO Storage : data used by UBO */
+ struct EEVEE_LightProbe probe_data[MAX_PROBE];
+ struct EEVEE_LightGrid grid_data[MAX_GRID];
+ struct EEVEE_PlanarReflection planar_data[MAX_PLANAR];
+ /* Probe Visibility Collection */
+ EEVEE_LightProbeVisTest vis_data;
+} EEVEE_LightProbesInfo;
+
+/* EEVEE_LightProbesInfo->update_flag */
+enum {
+ PROBE_UPDATE_CUBE = (1 << 0),
+ PROBE_UPDATE_GRID = (1 << 1),
+ PROBE_UPDATE_ALL = 0xFFFFFF,
+};
+
+/* ************ EFFECTS DATA ************* */
+
+typedef enum EEVEE_EffectsFlag {
+ EFFECT_MOTION_BLUR = (1 << 0),
+ EFFECT_BLOOM = (1 << 1),
+ EFFECT_DOF = (1 << 2),
+ EFFECT_VOLUMETRIC = (1 << 3),
+ EFFECT_SSR = (1 << 4),
+ EFFECT_DOUBLE_BUFFER = (1 << 5), /* Not really an effect but a feature */
+ EFFECT_REFRACT = (1 << 6),
+ EFFECT_GTAO = (1 << 7),
+ EFFECT_TAA = (1 << 8),
+ EFFECT_POST_BUFFER = (1 << 9), /* Not really an effect but a feature */
+ EFFECT_NORMAL_BUFFER = (1 << 10), /* Not really an effect but a feature */
+ EFFECT_SSS = (1 << 11),
+ EFFECT_VELOCITY_BUFFER = (1 << 12), /* Not really an effect but a feature */
+ EFFECT_TAA_REPROJECT = (1 << 13), /* should be mutually exclusive with EFFECT_TAA */
+ EFFECT_DEPTH_DOUBLE_BUFFER = (1 << 14), /* Not really an effect but a feature */
+} EEVEE_EffectsFlag;
+
+typedef struct EEVEE_EffectsInfo {
+ EEVEE_EffectsFlag enabled_effects;
+ bool swap_double_buffer;
+ /* SSSS */
+ int sss_sample_count;
+ bool sss_separate_albedo;
+ struct GPUTexture *sss_data; /* Textures from pool */
+ struct GPUTexture *sss_albedo;
+ struct GPUTexture *sss_blur;
+ struct GPUTexture *sss_stencil;
+ /* Volumetrics */
+ int volume_current_sample;
+ /* SSR */
+ bool reflection_trace_full;
+ int ssr_neighbor_ofs;
+ int ssr_halfres_ofs[2];
+ struct GPUTexture *ssr_normal_input; /* Textures from pool */
+ struct GPUTexture *ssr_specrough_input;
+ struct GPUTexture *ssr_hit_output;
+ struct GPUTexture *ssr_pdf_output;
+ /* Temporal Anti Aliasing */
+ int taa_reproject_sample;
+ int taa_current_sample;
+ int taa_render_sample;
+ int taa_total_sample;
+ float taa_alpha;
+ bool prev_drw_support;
+ float prev_drw_persmat[4][4];
+ float overide_persmat[4][4];
+ float overide_persinv[4][4];
+ float overide_winmat[4][4];
+ float overide_wininv[4][4];
+ /* Ambient Occlusion */
+ int ao_depth_layer;
+ struct GPUTexture *ao_src_depth; /* pointer copy */
+ struct GPUTexture *gtao_horizons; /* Textures from pool */
+ struct GPUTexture *gtao_horizons_debug;
+ /* Motion Blur */
+ float current_ndc_to_world[4][4];
+ float past_world_to_ndc[4][4];
+ int motion_blur_samples;
+ /* Velocity Pass */
+ float velocity_curr_persinv[4][4];
+ float velocity_past_persmat[4][4];
+ struct GPUTexture *velocity_tx; /* Texture from pool */
+ /* Depth Of Field */
+ float dof_near_far[2];
+ float dof_params[3];
+ float dof_bokeh[4];
+ float dof_bokeh_sides[4];
+ int dof_target_size[2];
+ struct GPUTexture *dof_down_near; /* Textures from pool */
+ struct GPUTexture *dof_down_far;
+ struct GPUTexture *dof_coc;
+ struct GPUTexture *dof_blur;
+ /* Other */
+ float prev_persmat[4][4];
+ /* Bloom */
+ int bloom_iteration_ct;
+ float source_texel_size[2];
+ float blit_texel_size[2];
+ float downsamp_texel_size[MAX_BLOOM_STEP][2];
+ float bloom_color[3];
+ float bloom_clamp;
+ float bloom_sample_scale;
+ float bloom_curve_threshold[4];
+ float unf_source_texel_size[2];
+ struct GPUTexture *bloom_blit; /* Textures from pool */
+ struct GPUTexture *bloom_downsample[MAX_BLOOM_STEP];
+ struct GPUTexture *bloom_upsample[MAX_BLOOM_STEP - 1];
+ struct GPUTexture *unf_source_buffer; /* pointer copy */
+ struct GPUTexture *unf_base_buffer; /* pointer copy */
+ /* Not alloced, just a copy of a *GPUtexture in EEVEE_TextureList. */
+ struct GPUTexture *source_buffer; /* latest updated texture */
+ struct GPUFrameBuffer *target_buffer; /* next target to render to */
+ struct GPUTexture *final_tx; /* Final color to transform to display color space. */
+ struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachement. */
+} EEVEE_EffectsInfo;
+
+/* ***************** COMMON DATA **************** */
+
+/* Common uniform buffer containing all "constant" data over the whole drawing pipeline. */
+/* !! CAUTION !!
+ * - [i]vec3 need to be paded to [i]vec4 (even in ubo declaration).
+ * - Make sure that [i]vec4 start at a multiple of 16 bytes.
+ * - Arrays of vec2/vec3 are padded as arrays of vec4.
+ * - 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 -- */
+ float ao_dist, pad1, ao_factor, pad2; /* vec4 */
+ float ao_offset, ao_bounce_fac, ao_quality, ao_settings; /* vec4 */
+ /* Volumetric */
+ /* -- 16 byte aligned -- */
+ int vol_tex_size[3], pad3; /* ivec3 */
+ float vol_depth_param[3], pad4; /* vec3 */
+ float vol_inv_tex_size[3], pad5; /* vec3 */
+ float vol_jitter[3], pad6; /* vec3 */
+ float vol_coord_scale[2], pad7[2]; /* vec2 */
+ /* -- 16 byte aligned -- */
+ float vol_history_alpha; /* float */
+ float vol_light_clamp; /* float */
+ float vol_shadow_steps; /* float */
+ int vol_use_lights; /* bool */
+ /* Screen Space Reflections */
+ /* -- 16 byte aligned -- */
+ float ssr_quality, ssr_thickness, ssr_pixelsize[2]; /* vec4 */
+ float ssr_border_fac; /* float */
+ float ssr_max_roughness; /* float */
+ float ssr_firefly_fac; /* float */
+ float ssr_brdf_bias; /* float */
+ int ssr_toggle; /* bool */
+ /* SubSurface Scattering */
+ float sss_jitter_threshold; /* float */
+ int sss_toggle; /* bool */
+ /* Specular */
+ int spec_toggle; /* bool */
+ /* Lamps */
+ int la_num_light; /* int */
+ /* Probes */
+ int prb_num_planar; /* int */
+ int prb_num_render_cube; /* int */
+ int prb_num_render_grid; /* int */
+ int prb_irradiance_vis_size; /* int */
+ float prb_lod_cube_max; /* float */
+ float prb_lod_planar_max; /* float */
+} EEVEE_CommonUniformBuffer;
+
+/* ***************** CLIP PLANES DATA **************** */
+
+typedef struct EEVEE_ClipPlanesUniformBuffer {
+ float clip_planes[1][4]; /* must be less than MAX_CLIP_PLANES */
+} EEVEE_ClipPlanesUniformBuffer;
+
+/* ************** SCENE LAYER DATA ************** */
+typedef struct EEVEE_ViewLayerData {
+ /* Lamps */
+ struct EEVEE_LampsInfo *lamps;
+
+ struct GPUUniformBuffer *light_ubo;
+ struct GPUUniformBuffer *shadow_ubo;
+ struct GPUUniformBuffer *shadow_render_ubo;
+ struct GPUUniformBuffer *shadow_samples_ubo;
+
+ struct GPUFrameBuffer *shadow_cube_target_fb;
+ struct GPUFrameBuffer *shadow_cube_store_fb;
+ struct GPUFrameBuffer *shadow_cascade_target_fb;
+ struct GPUFrameBuffer *shadow_cascade_store_fb;
+
+ struct GPUTexture *shadow_cube_target;
+ struct GPUTexture *shadow_cube_blur;
+ struct GPUTexture *shadow_cascade_target;
+ struct GPUTexture *shadow_cascade_blur;
+ struct GPUTexture *shadow_cube_pool;
+ struct GPUTexture *shadow_cascade_pool;
+
+ struct EEVEE_ShadowCasterBuffer shcasters_buffers[2];
+
+ /* Probes */
+ struct EEVEE_LightProbesInfo *probes;
+
+ struct GPUUniformBuffer *probe_ubo;
+ struct GPUUniformBuffer *grid_ubo;
+ struct GPUUniformBuffer *planar_ubo;
+
+ struct GPUFrameBuffer *probe_filter_fb;
+ struct GPUFrameBuffer *probe_face_fb[6];
+
+ struct GPUTexture *probe_rt;
+ struct GPUTexture *probe_depth_rt;
+ struct GPUTexture *probe_pool;
+ struct GPUTexture *irradiance_pool;
+ struct GPUTexture *irradiance_rt;
+
+ /* Common Uniform Buffer */
+ struct EEVEE_CommonUniformBuffer common_data;
+ struct GPUUniformBuffer *common_ubo;
+
+ struct EEVEE_ClipPlanesUniformBuffer clip_data;
+ struct GPUUniformBuffer *clip_ubo;
+} EEVEE_ViewLayerData;
+
+/* ************ OBJECT DATA ************ */
+typedef struct EEVEE_LightData {
+ short light_id, shadow_id;
+} EEVEE_LightData;
+
+typedef struct EEVEE_ShadowCubeData {
+ short light_id, shadow_id, cube_id, layer_id;
+} EEVEE_ShadowCubeData;
+
+typedef struct EEVEE_ShadowCascadeData {
+ short light_id, shadow_id, cascade_id, layer_id;
+ float viewprojmat[MAX_CASCADE_NUM][4][4]; /* World->Lamp->NDC : used for rendering the shadow map. */
+ float projmat[MAX_CASCADE_NUM][4][4];
+ float viewmat[4][4], viewinv[4][4];
+ float radius[MAX_CASCADE_NUM];
+} EEVEE_ShadowCascadeData;
+
+/* Theses are the structs stored inside Objects.
+ * It works with even if the object is in multiple layers
+ * because we don't get the same "Object *" for each layer. */
+typedef struct EEVEE_LampEngineData {
+ ObjectEngineData engine_data;
+
+ bool need_update;
+ /* This needs to be out of the union to avoid undefined behaviour. */
+ short prev_cube_shadow_id;
+ union {
+ struct EEVEE_LightData ld;
+ struct EEVEE_ShadowCubeData scd;
+ struct EEVEE_ShadowCascadeData scad;
+ } data;
+} EEVEE_LampEngineData;
+
+typedef struct EEVEE_LightProbeEngineData {
+ ObjectEngineData engine_data;
+
+ /* NOTE: need_full_update is set by dependency graph when the probe or it's
+ * object is updated. This triggers full probe update, including it's
+ * "progressive" GI refresh.
+ *
+ * need_update is always set to truth when need_full_update is tagged, but
+ * might also be forced to be kept truth during GI refresh stages.
+ *
+ * TODO(sergey): Is there a way to avoid two flags here, or at least make
+ * it more clear what's going on here?
+ */
+ bool need_full_update;
+ bool need_update;
+
+ bool ready_to_shade;
+ int updated_cells;
+ int updated_lvl;
+ int num_cell;
+ int max_lvl;
+ int probe_id; /* Only used for display data */
+ float probe_size; /* Only used for display data */
+ DRWMatrixState mats; /* For planar probes */
+ float planer_eq_offset[4];
+ struct ListBase captured_object_list;
+} EEVEE_LightProbeEngineData;
+
+typedef struct EEVEE_ObjectEngineData {
+ ObjectEngineData engine_data;
+
+ Object *ob; /* self reference */
+ EEVEE_LightProbeVisTest *test_data;
+ bool ob_vis, ob_vis_dirty;
+
+ bool need_update;
+ uint shadow_caster_id;
+} EEVEE_ObjectEngineData;
+
+/* *********************************** */
+
+typedef struct EEVEE_Data {
+ void *engine_type;
+ EEVEE_FramebufferList *fbl;
+ EEVEE_TextureList *txl;
+ EEVEE_PassList *psl;
+ EEVEE_StorageList *stl;
+} EEVEE_Data;
+
+typedef struct EEVEE_PrivateData {
+ struct DRWShadingGroup *shadow_shgrp;
+ struct DRWShadingGroup *depth_shgrp;
+ struct DRWShadingGroup *depth_shgrp_cull;
+ struct DRWShadingGroup *depth_shgrp_clip;
+ struct DRWShadingGroup *depth_shgrp_clip_cull;
+ struct DRWShadingGroup *refract_depth_shgrp;
+ struct DRWShadingGroup *refract_depth_shgrp_cull;
+ struct DRWShadingGroup *refract_depth_shgrp_clip;
+ struct DRWShadingGroup *refract_depth_shgrp_clip_cull;
+ struct DRWShadingGroup *cube_display_shgrp;
+ struct DRWShadingGroup *planar_display_shgrp;
+ struct GHash *material_hash;
+ struct GHash *hair_material_hash;
+ float background_alpha; /* TODO find a better place for this. */
+ /* For planar probes */
+ float planar_texel_size[2];
+ /* For double buffering */
+ bool view_updated;
+ bool valid_double_buffer;
+ /* Render Matrices */
+ float persmat[4][4], persinv[4][4];
+ float viewmat[4][4], viewinv[4][4];
+ float winmat[4][4], wininv[4][4];
+ float studiolight_matrix[3][3];
+
+ /* Mist Settings */
+ float mist_start, mist_inv_dist, mist_falloff;
+} EEVEE_PrivateData; /* Transient data */
+
+/* eevee_data.c */
+EEVEE_ViewLayerData *EEVEE_view_layer_data_get(void);
+EEVEE_ViewLayerData *EEVEE_view_layer_data_ensure(void);
+EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob);
+EEVEE_ObjectEngineData *EEVEE_object_data_ensure(Object *ob);
+EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob);
+EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_ensure(Object *ob);
+EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob);
+EEVEE_LampEngineData *EEVEE_lamp_data_ensure(Object *ob);
+
+/* eevee_materials.c */
+struct GPUTexture *EEVEE_materials_get_util_tex(void); /* XXX */
+void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, EEVEE_FramebufferList *fbl);
+void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata, Object *ob, bool *cast_shadow);
+void EEVEE_materials_cache_finish(EEVEE_Data *vedata);
+struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
+struct GPUMaterial *EEVEE_material_mesh_get(
+ struct Scene *scene, Material *ma, EEVEE_Data *vedata,
+ bool use_blend, bool use_multiply, bool use_refract, bool use_sss, bool use_translucency, int shadow_method);
+struct GPUMaterial *EEVEE_material_mesh_volume_get(
+ struct Scene *scene, Material *ma);
+struct GPUMaterial *EEVEE_material_mesh_depth_get(
+ struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
+struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
+void EEVEE_materials_free(void);
+void EEVEE_draw_default_passes(EEVEE_PassList *psl);
+void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);
+
+/* eevee_lights.c */
+void EEVEE_lights_init(EEVEE_ViewLayerData *sldata);
+void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
+void EEVEE_lights_cache_shcaster_add(
+ EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, struct Gwn_Batch *geom, Object *ob);
+void EEVEE_lights_cache_shcaster_material_add(
+ EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl,
+ struct GPUMaterial *gpumat, struct Gwn_Batch *geom, struct Object *ob,
+ float *alpha_threshold);
+void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, struct Object *ob);
+void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata);
+void EEVEE_lights_update(EEVEE_ViewLayerData *sldata);
+void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
+void EEVEE_lights_free(void);
+
+/* eevee_lightprobes.c */
+bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data);
+bool EEVEE_lightprobes_all_probes_ready(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, Object *ob);
+void EEVEE_lightprobes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_lightprobes_free(void);
+
+/* eevee_depth_of_field.c */
+int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
+void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_depth_of_field_draw(EEVEE_Data *vedata);
+void EEVEE_depth_of_field_free(void);
+
+/* eevee_bloom.c */
+int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_bloom_draw(EEVEE_Data *vedata);
+void EEVEE_bloom_free(void);
+
+/* eevee_occlusion.c */
+int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
+void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_occlusion_free(void);
+
+/* eevee_screen_raytrace.c */
+int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_screen_raytrace_free(void);
+
+/* eevee_subsurface.c */
+int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_add_pass(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint sss_id, struct GPUUniformBuffer *sss_profile);
+void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_subsurface_free(void);
+
+/* eevee_motion_blur.c */
+int EEVEE_motion_blur_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
+void EEVEE_motion_blur_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_motion_blur_draw(EEVEE_Data *vedata);
+void EEVEE_motion_blur_free(void);
+
+/* eevee_mist.c */
+void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_mist_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);;
+void EEVEE_mist_free(void);
+
+/* eevee_temporal_sampling.c */
+int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_temporal_sampling_matrices_calc(
+ EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2]);
+void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata);
+void EEVEE_temporal_sampling_free(void);
+
+/* eevee_volumes.c */
+int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample);
+void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct Scene *scene, Object *ob);
+void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_free_smoke_textures(void);
+void EEVEE_volumes_free(void);
+
+/* eevee_effects.c */
+void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera);
+void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
+void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
+void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
+void EEVEE_effects_do_gtao(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_effects_free(void);
+
+/* eevee_render.c */
+void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const struct rcti *rect);
+void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
+
+/** eevee_lookdev.c */
+void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, struct World *world, EEVEE_LightProbesInfo *pinfo);
+void EEVEE_lookdev_draw_background(EEVEE_Data *vedata);
+
+/* Shadow Matrix */
+static const float texcomat[4][4] = { /* From NDC to TexCo */
+ {0.5f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.5f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.5f, 0.0f},
+ {0.5f, 0.5f, 0.5f, 1.0f}
+};
+
+/* Cubemap Matrices */
+static const float cubefacemat[6][4][4] = {
+ /* Pos X */
+ {{0.0f, 0.0f, -1.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {-1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Neg X */
+ {{0.0f, 0.0f, 1.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Pos Y */
+ {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, -1.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Neg Y */
+ {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 1.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Pos Z */
+ {{1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, -1.0f, 0.0f},
+ {0.0f, 0.0f, 0.0f, 1.0f}},
+ /* Neg Z */
+ {{-1.0f, 0.0f, 0.0f, 0.0f},
+ {0.0f, -1.0f, 0.0f, 0.0f},
+ {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
new file mode 100644
index 00000000000..6cb3fa259eb
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -0,0 +1,563 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_render.c
+ * \ingroup draw_engine
+ */
+
+/**
+ * Render functions for final render outputs.
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_node_types.h"
+#include "DNA_object_types.h"
+
+#include "BLI_rand.h"
+#include "BLI_rect.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+
+#include "RE_pipeline.h"
+
+#include "eevee_private.h"
+
+void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph)
+{
+ EEVEE_Data *vedata = (EEVEE_Data *)ved;
+ 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);
+
+ /* Init default FB and render targets:
+ * In render mode the default framebuffer is not generated
+ * because there is no viewport. So we need to manually create it or
+ * not use it. For code clarity we just allocate it make use of it. */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* TODO 32 bit depth */
+ DRW_texture_ensure_fullscreen_2D(&dtxl->depth, GPU_DEPTH24_STENCIL8, 0);
+ DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA32F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+
+ GPU_framebuffer_ensure_config(&dfbl->default_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(txl->color)
+ });
+ GPU_framebuffer_ensure_config(&fbl->main_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(txl->color)
+ });
+ GPU_framebuffer_ensure_config(&fbl->main_color_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->color)
+ });
+
+ /* Alloc transient data. */
+ if (!stl->g_data) {
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
+ }
+ EEVEE_PrivateData *g_data = stl->g_data;
+ g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
+ g_data->valid_double_buffer = 0;
+
+ /* Alloc common ubo data. */
+ if (sldata->common_ubo == NULL) {
+ sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
+ }
+ if (sldata->clip_ubo == NULL) {
+ sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
+ }
+
+ /* Set the pers & view matrix. */
+ /* 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));
+ float frame = BKE_scene_frame_get(scene);
+ RE_GetCameraWindow(engine->re, ob_camera_eval, frame, g_data->winmat);
+ RE_GetCameraModelMatrix(engine->re, ob_camera_eval, g_data->viewinv);
+
+ invert_m4_m4(g_data->viewmat, g_data->viewinv);
+ mul_m4_m4m4(g_data->persmat, g_data->winmat, g_data->viewmat);
+ invert_m4_m4(g_data->persinv, g_data->persmat);
+ invert_m4_m4(g_data->wininv, g_data->winmat);
+
+ DRW_viewport_matrix_override_set(g_data->persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(g_data->persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(g_data->winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(g_data->wininv, DRW_MAT_WININV);
+ DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
+
+ /* EEVEE_effects_init needs to go first for TAA */
+ EEVEE_effects_init(sldata, vedata, ob_camera_eval);
+ EEVEE_materials_init(sldata, stl, fbl);
+ EEVEE_lights_init(sldata);
+ EEVEE_lightprobes_init(sldata, vedata);
+
+ /* INIT CACHE */
+ EEVEE_bloom_cache_init(sldata, vedata);
+ EEVEE_depth_of_field_cache_init(sldata, vedata);
+ EEVEE_effects_cache_init(sldata, vedata);
+ EEVEE_lightprobes_cache_init(sldata, vedata);
+ EEVEE_lights_cache_init(sldata, vedata);
+ EEVEE_materials_cache_init(sldata, vedata);
+ EEVEE_motion_blur_cache_init(sldata, vedata);
+ EEVEE_occlusion_cache_init(sldata, vedata);
+ EEVEE_screen_raytrace_cache_init(sldata, vedata);
+ EEVEE_subsurface_cache_init(sldata, vedata);
+ EEVEE_temporal_sampling_cache_init(sldata, vedata);
+ EEVEE_volumes_cache_init(sldata, vedata);
+}
+
+void EEVEE_render_cache(
+ void *vedata, struct Object *ob,
+ struct RenderEngine *engine, struct Depsgraph *UNUSED(depsgraph))
+{
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+
+ char info[42];
+ BLI_snprintf(info, sizeof(info), "Syncing %s", ob->id.name + 2);
+ RE_engine_update_stats(engine, NULL, info);
+
+ if (DRW_check_object_visible_within_active_context(ob) == false) {
+ return;
+ }
+
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ bool cast_shadow;
+
+ EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
+
+ if (cast_shadow) {
+ EEVEE_lights_cache_shcaster_object_add(sldata, ob);
+ }
+ }
+ else if (ob->type == OB_LIGHTPROBE) {
+ EEVEE_lightprobes_cache_add(sldata, ob);
+ }
+ else if (ob->type == OB_LAMP) {
+ EEVEE_lights_cache_add(sldata, ob);
+ }
+}
+
+static void eevee_render_result_combined(
+ RenderLayer *rl, const char *viewname, const rcti *rect,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
+
+ GPU_framebuffer_bind(vedata->stl->effects->final_fb);
+ GPU_framebuffer_read_color(vedata->stl->effects->final_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ 4, 0, rp->rect);
+}
+
+static void eevee_render_result_subsurface(
+ RenderLayer *rl, const char *viewname, const rcti *rect,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ if (vedata->fbl->sss_accum_fb == NULL) {
+ /* SSS is not enabled. */
+ return;
+ }
+
+ if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname);
+
+ GPU_framebuffer_bind(vedata->fbl->sss_accum_fb);
+ GPU_framebuffer_read_color(vedata->fbl->sss_accum_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ 3, 1, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
+ rp->rect[i] /= (float)render_samples;
+ }
+ }
+
+ if ((view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_DIRECT, viewname);
+
+ GPU_framebuffer_bind(vedata->fbl->sss_accum_fb);
+ GPU_framebuffer_read_color(vedata->fbl->sss_accum_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ 3, 0, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
+ rp->rect[i] /= (float)render_samples;
+ }
+ }
+
+ if ((view_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT) != 0) {
+ /* Do nothing as all the lighting is in the direct pass.
+ * TODO : Separate Direct from indirect lighting. */
+ }
+}
+
+static void eevee_render_result_normal(
+ RenderLayer *rl, const char *viewname, const rcti *rect,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+
+ /* Only read the center texel. */
+ if (stl->effects->taa_current_sample > 1)
+ return;
+
+ if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
+
+ GPU_framebuffer_bind(vedata->fbl->main_fb);
+ GPU_framebuffer_read_color(vedata->fbl->main_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ 3, 1, rp->rect);
+
+ /* Convert Eevee encoded normals to Blender normals. */
+ for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
+ if (rp->rect[i] == 0.0f && rp->rect[i + 1] == 0.0f) {
+ /* If normal is not correct then do not produce NANs. */
+ continue;
+ }
+
+ float fenc[2];
+ fenc[0] = rp->rect[i + 0] * 4.0f - 2.0f;
+ fenc[1] = rp->rect[i + 1] * 4.0f - 2.0f;
+
+ float f = dot_v2v2(fenc, fenc);
+ float g = sqrtf(1.0f - f / 4.0f);
+
+ rp->rect[i + 0] = fenc[0] * g;
+ rp->rect[i + 1] = fenc[1] * g;
+ rp->rect[i + 2] = 1.0f - f / 2.0f;
+
+ mul_mat3_m4_v3(g_data->viewinv, &rp->rect[i]);
+ }
+ }
+}
+
+static void eevee_render_result_z(
+ RenderLayer *rl, const char *viewname, const rcti *rect,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+
+ /* Only read the center texel. */
+ if (stl->effects->taa_current_sample > 1)
+ return;
+
+ if ((view_layer->passflag & SCE_PASS_Z) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
+
+ GPU_framebuffer_bind(vedata->fbl->main_fb);
+ GPU_framebuffer_read_depth(vedata->fbl->main_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ rp->rect);
+
+ bool is_persp = DRW_viewport_is_persp_get();
+
+ /* Convert ogl depth [0..1] to view Z [near..far] */
+ for (int i = 0; i < rp->rectx * rp->recty; ++i) {
+ if (rp->rect[i] == 1.0f ) {
+ rp->rect[i] = 1e10f; /* Background */
+ }
+ else {
+ if (is_persp) {
+ rp->rect[i] = rp->rect[i] * 2.0f - 1.0f;
+ rp->rect[i] = g_data->winmat[3][2] / (rp->rect[i] + g_data->winmat[2][2]);
+ }
+ else {
+ rp->rect[i] = -common_data->view_vecs[0][2] + rp->rect[i] * -common_data->view_vecs[1][2];
+ }
+ }
+ }
+ }
+}
+
+static void eevee_render_result_mist(
+ RenderLayer *rl, const char *viewname, const rcti *rect,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname);
+
+ GPU_framebuffer_bind(vedata->fbl->mist_accum_fb);
+ GPU_framebuffer_read_color(vedata->fbl->mist_accum_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ 1, 0, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rp->rectx * rp->recty; i++) {
+ rp->rect[i] /= (float)render_samples;
+ }
+ }
+}
+
+static void eevee_render_result_occlusion(
+ RenderLayer *rl, const char *viewname, const rcti *rect,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ if (vedata->fbl->ao_accum_fb == NULL) {
+ /* AO is not enabled. */
+ return;
+ }
+
+ if ((view_layer->passflag & SCE_PASS_AO) != 0) {
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_AO, viewname);
+
+ GPU_framebuffer_bind(vedata->fbl->ao_accum_fb);
+ GPU_framebuffer_read_color(vedata->fbl->ao_accum_fb,
+ rect->xmin, rect->ymin,
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
+ 3, 0, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
+ rp->rect[i] = rp->rect[i + 1] = rp->rect[i + 2] = min_ff(1.0f, rp->rect[i] / (float)render_samples);
+ }
+ }
+}
+
+static void eevee_render_draw_background(EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ /* Prevent background to write to data buffers.
+ * NOTE : This also make sure the textures are bound
+ * to the right double buffer. */
+ GPU_framebuffer_ensure_config(&fbl->main_fb, {
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE
+ });
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_draw_pass(psl->background_pass);
+
+ GPU_framebuffer_ensure_config(&fbl->main_fb, {
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_TEXTURE(stl->effects->ssr_normal_input),
+ GPU_ATTACHMENT_TEXTURE(stl->effects->ssr_specrough_input),
+ GPU_ATTACHMENT_TEXTURE(stl->effects->sss_data),
+ GPU_ATTACHMENT_TEXTURE(stl->effects->sss_albedo)
+ });
+ GPU_framebuffer_bind(fbl->main_fb);
+}
+
+void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl, const rcti *rect)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ const char *viewname = RE_GetActiveRenderView(engine->re);
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ EEVEE_PrivateData *g_data = stl->g_data;
+
+ /* FINISH CACHE */
+ EEVEE_materials_cache_finish(vedata);
+ EEVEE_lights_cache_finish(sldata);
+ EEVEE_lightprobes_cache_finish(sldata, vedata);
+
+ /* Sort transparents before the loop. */
+ DRW_pass_sort_shgroup_z(psl->transparent_pass);
+
+ /* Push instances attribs to the GPU. */
+ DRW_render_instance_buffer_finish();
+
+ if ((view_layer->passflag & (SCE_PASS_SUBSURFACE_COLOR |
+ SCE_PASS_SUBSURFACE_DIRECT |
+ SCE_PASS_SUBSURFACE_INDIRECT)) != 0)
+ {
+ EEVEE_subsurface_output_init(sldata, vedata);
+ }
+
+ if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
+ EEVEE_mist_output_init(sldata, vedata);
+ }
+
+ if ((view_layer->passflag & SCE_PASS_AO) != 0) {
+ EEVEE_occlusion_output_init(sldata, vedata);
+ }
+
+ uint tot_sample = scene_eval->eevee.taa_render_samples;
+ uint render_samples = 0;
+
+ if (RE_engine_test_break(engine)) {
+ return;
+ }
+
+ while (render_samples < tot_sample && !RE_engine_test_break(engine)) {
+ float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ float clear_depth = 1.0f;
+ uint clear_stencil = 0xFF;
+ uint primes[3] = {2, 3, 7};
+ double offset[3] = {0.0, 0.0, 0.0};
+ double r[3];
+
+ /* Restore winmat before jittering again. */
+ copy_m4_m4(stl->effects->overide_winmat, g_data->winmat);
+ /* Copy previous persmat to UBO data */
+ copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
+
+ BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r);
+ EEVEE_update_noise(psl, fbl, r);
+ EEVEE_temporal_sampling_matrices_calc(stl->effects, g_data->viewmat, g_data->persmat, r);
+ EEVEE_volumes_set_jitter(sldata, stl->effects->taa_current_sample - 1);
+ EEVEE_materials_init(sldata, stl, fbl);
+
+ /* Set matrices. */
+ DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
+ DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
+
+ /* Refresh Probes */
+ while (EEVEE_lightprobes_all_probes_ready(sldata, vedata) == false) {
+ RE_engine_update_stats(engine, NULL, "Updating Probes");
+ EEVEE_lightprobes_refresh(sldata, vedata);
+ /* Refreshing probes can take some times, allow exit. */
+ if (RE_engine_test_break(engine)) {
+ return;
+ }
+ }
+ EEVEE_lightprobes_refresh_planar(sldata, vedata);
+ DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
+
+ char info[42];
+ BLI_snprintf(info, sizeof(info), "Rendering %u / %u samples", render_samples + 1, tot_sample);
+ RE_engine_update_stats(engine, NULL, info);
+
+ /* Refresh Shadows */
+ EEVEE_draw_shadows(sldata, psl);
+
+ GPU_framebuffer_bind(fbl->main_fb);
+ GPU_framebuffer_clear_color_depth_stencil(fbl->main_fb, clear_col, clear_depth, clear_stencil);
+ /* Depth prepass */
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+ /* Create minmax texture */
+ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
+ EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
+ EEVEE_volumes_compute(sldata, vedata);
+ /* Shading pass */
+ eevee_render_draw_background(vedata);
+ GPU_framebuffer_bind(fbl->main_fb);
+ EEVEE_draw_default_passes(psl);
+ DRW_draw_pass(psl->material_pass);
+ EEVEE_subsurface_data_render(sldata, vedata);
+ /* Effects pre-transparency */
+ EEVEE_subsurface_compute(sldata, vedata);
+ EEVEE_reflection_compute(sldata, vedata);
+ EEVEE_refraction_compute(sldata, vedata);
+ /* Opaque refraction */
+ DRW_draw_pass(psl->refract_depth_pass);
+ DRW_draw_pass(psl->refract_depth_pass_cull);
+ DRW_draw_pass(psl->refract_pass);
+ /* Subsurface output */
+ EEVEE_subsurface_output_accumulate(sldata, vedata);
+ /* Occlusion output */
+ EEVEE_occlusion_output_accumulate(sldata, vedata);
+ /* Result NORMAL */
+ eevee_render_result_normal(rl, viewname, rect, vedata, sldata);
+ /* Volumetrics Resolve Opaque */
+ EEVEE_volumes_resolve(sldata, vedata);
+ /* Mist output */
+ EEVEE_mist_output_accumulate(sldata, vedata);
+ /* Transparent */
+ DRW_draw_pass(psl->transparent_pass);
+ /* Result Z */
+ eevee_render_result_z(rl, viewname, rect, vedata, sldata);
+ /* Post Process */
+ EEVEE_draw_effects(sldata, vedata);
+
+ RE_engine_update_progress(engine, (float)(render_samples++) / (float)tot_sample);
+ }
+
+ eevee_render_result_combined(rl, viewname, rect, vedata, sldata);
+ eevee_render_result_subsurface(rl, viewname, rect, vedata, sldata, render_samples);
+ eevee_render_result_mist(rl, viewname, rect, vedata, sldata, render_samples);
+ eevee_render_result_occlusion(rl, viewname, rect, vedata, sldata, render_samples);
+}
+
+void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
+{
+ int type;
+
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
+
+#define CHECK_PASS(name, channels, chanid) \
+ if (view_layer->passflag & (SCE_PASS_ ## name)) { \
+ if (channels == 4) type = SOCK_RGBA; \
+ else if (channels == 3) type = SOCK_VECTOR; \
+ else type = SOCK_FLOAT; \
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_ ## name, channels, chanid, type); \
+ }
+
+ CHECK_PASS(Z, 1, "Z");
+ CHECK_PASS(MIST, 1, "Z");
+ CHECK_PASS(NORMAL, 3, "XYZ");
+ CHECK_PASS(AO, 3, "RGB");
+ CHECK_PASS(SUBSURFACE_COLOR, 3, "RGB");
+ CHECK_PASS(SUBSURFACE_DIRECT, 3, "RGB");
+
+#undef CHECK_PASS
+}
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
new file mode 100644
index 00000000000..74760b9c828
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -0,0 +1,325 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_screen_raytrace.c
+ * \ingroup draw_engine
+ *
+ * Screen space reflections and refractions techniques.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_string_utils.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+/* SSR shader variations */
+enum {
+ SSR_RESOLVE = (1 << 0),
+ SSR_FULL_TRACE = (1 << 1),
+ SSR_AO = (1 << 3),
+ SSR_MAX_SHADER = (1 << 4),
+};
+
+static struct {
+ /* Screen Space Reflection */
+ struct GPUShader *ssr_sh[SSR_MAX_SHADER];
+
+ /* Theses are just references, not actually allocated */
+ struct GPUTexture *depth_src;
+ struct GPUTexture *color_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_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_lightprobe_lib_glsl,
+ datatoc_raytrace_lib_glsl,
+ datatoc_effect_ssr_frag_glsl);
+
+ DynStr *ds_defines = BLI_dynstr_new();
+ BLI_dynstr_appendf(ds_defines, SHADER_DEFINES);
+ if (options & SSR_RESOLVE) {
+ BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n");
+ }
+ else {
+ BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n");
+ BLI_dynstr_appendf(ds_defines, "#define PLANAR_PROBE_RAYTRACE\n");
+ }
+ if (options & SSR_FULL_TRACE) {
+ BLI_dynstr_appendf(ds_defines, "#define FULLRES\n");
+ }
+ if (options & SSR_AO) {
+ BLI_dynstr_appendf(ds_defines, "#define SSR_AO\n");
+ }
+ 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);
+
+ MEM_freeN(ssr_shader_str);
+ MEM_freeN(ssr_define_str);
+ }
+
+ return e_data.ssr_sh[options];
+}
+
+int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ const float *viewport_size = DRW_viewport_size_get();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ /* Compute pixel size, (shared with contact shadows) */
+ copy_v2_v2(common_data->ssr_pixelsize, viewport_size);
+ invert_v2(common_data->ssr_pixelsize);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_SSR_ENABLED) {
+ const bool use_refraction = (scene_eval->eevee.flag & SCE_EEVEE_SSR_REFRACTION) != 0;
+
+ if (use_refraction) {
+ /* TODO: Opti: Could be shared. */
+ DRW_texture_ensure_fullscreen_2D(&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+
+ GPU_framebuffer_ensure_config(&fbl->refract_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->refract_color)
+ });
+ }
+
+ effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0;
+ common_data->ssr_thickness = scene_eval->eevee.ssr_thickness;
+ common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade;
+ common_data->ssr_firefly_fac = scene_eval->eevee.ssr_firefly_fac;
+ common_data->ssr_max_roughness = scene_eval->eevee.ssr_max_roughness;
+ common_data->ssr_quality = 1.0f - 0.95f * scene_eval->eevee.ssr_quality;
+ common_data->ssr_brdf_bias = 0.1f + common_data->ssr_quality * 0.6f; /* Range [0.1, 0.7]. */
+
+ if (common_data->ssr_firefly_fac < 1e-8f) {
+ common_data->ssr_firefly_fac = FLT_MAX;
+ }
+
+ 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 bool high_qual_input = true; /* TODO dither low quality input */
+ const GPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8;
+
+ /* MRT for the shading pass in order to output needed data for the SSR pass. */
+ effects->ssr_specrough_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format,
+ &draw_engine_eevee_type);
+
+ GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0);
+
+ /* Raytracing output */
+ effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_RG16I,
+ &draw_engine_eevee_type);
+ effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_R16F,
+ &draw_engine_eevee_type);
+
+ GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->ssr_hit_output),
+ GPU_ATTACHMENT_TEXTURE(effects->ssr_pdf_output)
+ });
+
+ /* Enable double buffering to be able to read previous frame color */
+ return EFFECT_SSR | EFFECT_NORMAL_BUFFER | EFFECT_DOUBLE_BUFFER | ((use_refraction) ? EFFECT_REFRACT : 0);
+ }
+
+ /* Cleanup to release memory */
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
+ effects->ssr_specrough_input = NULL;
+ effects->ssr_hit_output = NULL;
+ effects->ssr_pdf_output = NULL;
+
+ return 0;
+}
+
+void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
+ options |= ((effects->enabled_effects & EFFECT_GTAO) != 0) ? SSR_AO : 0;
+
+ struct GPUShader *trace_shader = eevee_effects_screen_raytrace_shader_get(options);
+ struct GPUShader *resolve_shader = eevee_effects_screen_raytrace_shader_get(SSR_RESOLVE | options);
+
+ /** Screen space raytracing overview
+ *
+ * Following Frostbite stochastic SSR.
+ *
+ * - First pass Trace rays accross the depth buffer. The hit position and pdf are
+ * recorded in a RGBA16F render target for each ray (sample).
+ *
+ * - We downsample the previous frame color buffer.
+ *
+ * - For each final pixel, we gather neighboors rays and choose a color buffer
+ * mipmap for each ray using its pdf. (filtered importance sampling)
+ * We then evaluate the lighting from the probes and mix the results together.
+ */
+ psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
+ DRW_shgroup_uniform_texture_ref(grp, "specroughBuffer", &effects->ssr_specrough_input);
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ if (!effects->reflection_trace_full) {
+ DRW_shgroup_uniform_ivec2(grp, "halfresOffset", effects->ssr_halfres_ofs, 1);
+ }
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
+ DRW_shgroup_uniform_texture_ref(grp, "specroughBuffer", &effects->ssr_specrough_input);
+ DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "probePlanars", &vedata->txl->planar_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
+ DRW_shgroup_uniform_texture_ref(grp, "hitBuffer", &effects->ssr_hit_output);
+ DRW_shgroup_uniform_texture_ref(grp, "pdfBuffer", &effects->ssr_pdf_output);
+ DRW_shgroup_uniform_texture_ref(grp, "prevColorBuffer", &txl->color_double_buffer);
+ 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, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_int(grp, "neighborOffset", &effects->ssr_neighbor_ofs, 1);
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
+ }
+
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+}
+
+void EEVEE_refraction_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
+ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->refract_fb, 0, GPU_COLOR_BIT);
+ EEVEE_downsample_buffer(vedata, txl->refract_color, 9);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ e_data.depth_src = dtxl->depth;
+
+ DRW_stats_group_start("SSR");
+
+ /* Raytrace. */
+ GPU_framebuffer_bind(fbl->screen_tracing_fb);
+ DRW_draw_pass(psl->ssr_raytrace);
+
+ EEVEE_downsample_buffer(vedata, txl->color_double_buffer, 9);
+
+ /* Resolve at fullres */
+ int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample : effects->taa_current_sample;
+ /* Doing a neighbor shift only after a few iteration. We wait for a prime number of cycles to avoid
+ * noise correlation. This reduces variance faster. */
+ effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4;
+ switch ((sample / 11) % 4) {
+ case 0:
+ effects->ssr_halfres_ofs[0] = 0;
+ effects->ssr_halfres_ofs[1] = 0;
+ break;
+ case 1:
+ effects->ssr_halfres_ofs[0] = 0;
+ effects->ssr_halfres_ofs[1] = 1;
+ break;
+ case 2:
+ effects->ssr_halfres_ofs[0] = 1;
+ effects->ssr_halfres_ofs[1] = 0;
+ break;
+ case 4:
+ effects->ssr_halfres_ofs[0] = 1;
+ effects->ssr_halfres_ofs[1] = 1;
+ break;
+ }
+ GPU_framebuffer_bind(fbl->main_color_fb);
+ DRW_draw_pass(psl->ssr_resolve);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_screen_raytrace_free(void)
+{
+ for (int i = 0; i < SSR_MAX_SHADER; ++i) {
+ DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
+ }
+}
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
new file mode 100644
index 00000000000..6ee3b9cc286
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -0,0 +1,339 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_subsurface.c
+ * \ingroup draw_engine
+ *
+ * Screen space subsurface scattering technique.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_string_utils.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+static struct {
+ struct GPUShader *sss_sh[4];
+} e_data = {{NULL}}; /* Engine data */
+
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_effect_subsurface_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);
+
+ 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_str, "#define SECOND_PASS\n"
+ "#define USE_SEP_ALBEDO\n");
+ e_data.sss_sh[3] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n"
+ "#define USE_SEP_ALBEDO\n"
+ "#define RESULT_ACCUM\n");
+
+ MEM_freeN(frag_str);
+}
+
+int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ const float *viewport_size = DRW_viewport_size_get();
+ const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_SSS_ENABLED) {
+ effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2;
+ effects->sss_separate_albedo = (scene_eval->eevee.flag & SCE_EEVEE_SSS_SEPARATE_ALBEDO) != 0;
+ common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;
+
+ /* Force separate albedo for final render */
+ if (DRW_state_is_image_render()) {
+ effects->sss_separate_albedo = true;
+ }
+
+ /* Shaders */
+ if (!e_data.sss_sh[0]) {
+ eevee_create_shader_subsurface();
+ }
+
+ /* NOTE : we need another stencil because the stencil buffer is on the same texture
+ * as the depth buffer we are sampling from. This could be avoided if the stencil is
+ * a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
+ * OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
+ effects->sss_stencil = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8,
+ &draw_engine_eevee_type);
+ effects->sss_blur = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
+ &draw_engine_eevee_type);
+ effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
+ &draw_engine_eevee_type);
+
+ GPU_framebuffer_ensure_config(&fbl->sss_blur_fb, {
+ GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
+ GPU_ATTACHMENT_TEXTURE(effects->sss_blur)
+ });
+
+ GPU_framebuffer_ensure_config(&fbl->sss_resolve_fb, {
+ GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
+ GPU_ATTACHMENT_TEXTURE(txl->color)
+ });
+
+ GPU_framebuffer_ensure_config(&fbl->sss_clear_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->sss_data)
+ });
+
+ if (effects->sss_separate_albedo) {
+ effects->sss_albedo = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F,
+ &draw_engine_eevee_type);
+ }
+ else {
+ effects->sss_albedo = NULL;
+ }
+ return EFFECT_SSS;
+ }
+
+ /* Cleanup to release memory */
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
+ effects->sss_stencil = NULL;
+ effects->sss_blur = NULL;
+ effects->sss_data = NULL;
+
+ return 0;
+}
+
+static void set_shgrp_stencil(void *UNUSED(userData), DRWShadingGroup *shgrp)
+{
+ DRW_shgroup_stencil_mask(shgrp, 255);
+}
+
+void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_SSS_ENABLED) {
+ DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0);
+ DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0);
+
+ GPU_framebuffer_ensure_config(&fbl->sss_accum_fb, {
+ GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
+ GPU_ATTACHMENT_TEXTURE(txl->sss_dir_accum),
+ GPU_ATTACHMENT_TEXTURE(txl->sss_col_accum)
+ });
+
+ /* Clear texture. */
+ 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);
+
+ /* Make the opaque refraction pass mask the sss. */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
+ DRW_STATE_WIRE | DRW_STATE_WRITE_STENCIL;
+ DRW_pass_state_set(vedata->psl->refract_pass, state);
+ DRW_pass_foreach_shgroup(vedata->psl->refract_pass, &set_shgrp_stencil, NULL);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->sss_dir_accum);
+ DRW_TEXTURE_FREE_SAFE(txl->sss_col_accum);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
+ }
+}
+
+void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_SSS) != 0) {
+ /** Screen Space SubSurface Scattering overview
+ * TODO
+ */
+ psl->sss_blur_ps = DRW_pass_create("Blur Horiz", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE | DRW_STATE_STENCIL_EQUAL;
+ psl->sss_resolve_ps = DRW_pass_create("Blur Vert", state);
+ psl->sss_accum_ps = DRW_pass_create("Resolve Accum", state);
+ }
+}
+
+void EEVEE_subsurface_add_pass(
+ EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint sss_id, struct GPUUniformBuffer *sss_profile)
+{
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_data);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ struct GPUShader *sh = (effects->sss_separate_albedo) ? e_data.sss_sh[2] : e_data.sss_sh[1];
+ grp = DRW_shgroup_create(sh, psl->sss_resolve_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ if (effects->sss_separate_albedo) {
+ DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
+ }
+
+ if (DRW_state_is_image_render()) {
+ grp = DRW_shgroup_create(e_data.sss_sh[3], psl->sss_accum_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur);
+ DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
+ DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_stencil_mask(grp, sss_id);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+}
+
+void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_SSS) != 0) {
+ 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);
+
+ GPU_framebuffer_ensure_config(&fbl->main_fb, {
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_TEXTURE(effects->sss_data),
+ GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)
+ });
+
+ GPU_framebuffer_bind(fbl->main_fb);
+ DRW_draw_pass(psl->sss_pass);
+
+ /* Restore */
+ GPU_framebuffer_ensure_config(&fbl->main_fb, {
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_LEAVE,
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_NONE
+ });
+ }
+}
+
+void EEVEE_subsurface_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_SSS) != 0) {
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ DRW_stats_group_start("SSS");
+
+ /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
+ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
+
+ /* 1. horizontal pass */
+ GPU_framebuffer_bind(fbl->sss_blur_fb);
+ GPU_framebuffer_clear_color(fbl->sss_blur_fb, clear);
+ DRW_draw_pass(psl->sss_blur_ps);
+
+ /* 2. vertical pass + Resolve */
+ GPU_framebuffer_texture_attach(fbl->sss_resolve_fb, txl->color, 0, 0);
+ GPU_framebuffer_bind(fbl->sss_resolve_fb);
+ DRW_draw_pass(psl->sss_resolve_ps);
+
+ GPU_framebuffer_bind(fbl->main_fb);
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) {
+ /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
+ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
+
+ /* Only do vertical pass + Resolve */
+ GPU_framebuffer_bind(fbl->sss_accum_fb);
+ DRW_draw_pass(psl->sss_accum_ps);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_subsurface_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]);
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]);
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[2]);
+ DRW_SHADER_FREE_SAFE(e_data.sss_sh[3]);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
new file mode 100644
index 00000000000..7cd76669fe4
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -0,0 +1,387 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_temporal_sampling.c
+ * \ingroup draw_engine
+ *
+ * Temporal super sampling technique
+ */
+
+#include "DRW_render.h"
+
+#include "ED_screen.h"
+
+#include "BLI_rand.h"
+#include "BLI_string_utils.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+#define FILTER_CDF_TABLE_SIZE 512
+
+static struct {
+ /* Temporal Anti Aliasing */
+ struct GPUShader *taa_resolve_sh;
+ struct GPUShader *taa_resolve_reproject_sh;
+
+ /* Pixel filter table: Only blackman-harris for now. */
+ float inverted_cdf[FILTER_CDF_TABLE_SIZE];
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_effect_temporal_aa_glsl[];
+
+static void eevee_create_shader_temporal_sampling(void)
+{
+ 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);
+
+ e_data.taa_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL);
+ e_data.taa_resolve_reproject_sh = DRW_shader_create_fullscreen(frag_str, "#define USE_REPROJECTION\n");
+
+ MEM_freeN(frag_str);
+}
+
+static float UNUSED_FUNCTION(filter_box)(float UNUSED(x))
+{
+ return 1.0f;
+}
+
+static float filter_blackman_harris(float x)
+{
+ /* Hardcoded 1px footprint [-0.5..0.5]. We resize later. */
+ const float width = 1.0f;
+ x = 2.0f * M_PI * (x / width + 0.5f);
+ return 0.35875f - 0.48829f * cosf(x) + 0.14128f * cosf(2.0f * x) - 0.01168f * cosf(3.0f * x);
+}
+
+/* Compute cumulative distribution function of a discrete function. */
+static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE])
+{
+ cdf[0] = 0.0f;
+ /* Actual CDF evaluation. */
+ for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) {
+ float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1);
+ cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */
+ }
+ /* Normalize the CDF. */
+ for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) {
+ cdf[u] /= cdf[FILTER_CDF_TABLE_SIZE - 1];
+ }
+ /* Just to make sure. */
+ cdf[FILTER_CDF_TABLE_SIZE - 1] = 1.0f;
+}
+
+static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE], float invert_cdf[FILTER_CDF_TABLE_SIZE])
+{
+ for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) {
+ float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1);
+ for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
+ if (cdf[i] >= x) {
+ if (i == FILTER_CDF_TABLE_SIZE - 1) {
+ invert_cdf[u] = 1.0f;
+ }
+ else {
+ float t = (x - cdf[i]) / (cdf[i + 1] - cdf[i]);
+ invert_cdf[u] = ((float)i + t) / (float)(FILTER_CDF_TABLE_SIZE - 1);
+ }
+ break;
+ }
+ }
+ }
+}
+
+/* Evaluate a discrete function table with linear interpolation. */
+static float eval_table(float *table, float x)
+{
+ CLAMP(x, 0.0f, 1.0f);
+ x = x * (FILTER_CDF_TABLE_SIZE - 1);
+
+ int index = min_ii((int)(x), FILTER_CDF_TABLE_SIZE - 1);
+ int nindex = min_ii(index + 1, FILTER_CDF_TABLE_SIZE - 1);
+ float t = x - index;
+
+ return (1.0f - t) * table[index] + t * table[nindex];
+}
+
+static void eevee_create_cdf_table_temporal_sampling(void)
+{
+ float *cdf_table = MEM_mallocN(sizeof(float) * FILTER_CDF_TABLE_SIZE, "Eevee Filter CDF table");
+
+ float filter_width = 2.0f; /* Use a 2 pixel footprint by default. */
+
+ {
+ /* Use blackman-harris filter. */
+ filter_width *= 2.0f;
+ compute_cdf(filter_blackman_harris, cdf_table);
+ }
+
+ invert_cdf(cdf_table, e_data.inverted_cdf);
+
+ /* Scale and offset table. */
+ for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
+ e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width;
+ }
+
+ MEM_freeN(cdf_table);
+}
+
+void EEVEE_temporal_sampling_matrices_calc(
+ EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2])
+{
+ const float *viewport_size = DRW_viewport_size_get();
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ RenderData *rd = &scene->r;
+
+ float filter_size = rd->gauss; /* Sigh.. Stupid legacy naming. */
+
+ float ofs_x = eval_table(e_data.inverted_cdf, (float)(ht_point[0])) * filter_size;
+ float ofs_y = eval_table(e_data.inverted_cdf, (float)(ht_point[1])) * filter_size;
+
+ window_translate_m4(
+ effects->overide_winmat, persmat,
+ ofs_x / viewport_size[0],
+ ofs_y / viewport_size[1]);
+
+ mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
+ invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
+ invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
+}
+
+int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ // EEVEE_FramebufferList *fbl = vedata->fbl;
+ // EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ int repro_flag = 0;
+
+ if (!e_data.taa_resolve_sh) {
+ eevee_create_shader_temporal_sampling();
+ eevee_create_cdf_table_temporal_sampling();
+ }
+
+ /* Reset for each "redraw". When rendering using ogl render,
+ * we accumulate the redraw inside the drawing loop in eevee_draw_background().
+ * But we do NOT accumulate between "redraw" (as in full draw manager drawloop)
+ * because the opengl render already does that. */
+ effects->taa_render_sample = 1;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (((scene_eval->eevee.taa_samples != 1) &&
+ /* FIXME the motion blur camera evaluation is tagging view_updated
+ * thus making the TAA always reset and never stopping rendering. */
+ (effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) ||
+ DRW_state_is_image_render())
+ {
+ float persmat[4][4], viewmat[4][4];
+
+ if (!DRW_state_is_image_render() &&
+ (scene_eval->eevee.flag & SCE_EEVEE_TAA_REPROJECTION))
+ {
+ repro_flag = EFFECT_TAA_REPROJECT | EFFECT_VELOCITY_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
+ effects->taa_reproject_sample = ((effects->taa_reproject_sample + 1) % 16);
+ }
+
+ /* Until we support reprojection, we need to make sure
+ * that the history buffer contains correct information. */
+ bool view_is_valid = stl->g_data->valid_double_buffer;
+
+ view_is_valid = view_is_valid && (stl->g_data->view_updated == false);
+
+ if (draw_ctx->evil_C != NULL) {
+ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
+ view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
+ }
+
+ effects->taa_total_sample = scene_eval->eevee.taa_samples;
+ MAX2(effects->taa_total_sample, 0);
+
+ DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
+ /* The view is jittered by the oglrenderer. So avoid testing in this case. */
+ if (!DRW_state_is_image_render()) {
+ view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
+ copy_m4_m4(effects->prev_drw_persmat, persmat);
+ }
+
+ /* Prevent ghosting from probe data. */
+ view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
+ effects->prev_drw_support = DRW_state_draw_support();
+
+ if (((effects->taa_total_sample == 0) || (effects->taa_current_sample < effects->taa_total_sample)) ||
+ DRW_state_is_image_render())
+ {
+ if (view_is_valid) {
+ /* OGL render already jitter the camera. */
+ if (!DRW_state_is_image_render()) {
+ effects->taa_current_sample += 1;
+ repro_flag = 0;
+
+ double ht_point[2];
+ double ht_offset[2] = {0.0, 0.0};
+ uint ht_primes[2] = {2, 3};
+
+ BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
+
+ EEVEE_temporal_sampling_matrices_calc(effects, viewmat, persmat, ht_point);
+
+ DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
+ }
+ }
+ else {
+ effects->taa_current_sample = 1;
+ }
+ }
+ else {
+ effects->taa_current_sample = 1;
+ }
+
+ return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
+ }
+
+ effects->taa_current_sample = 1;
+
+ return repro_flag;
+}
+
+void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
+ struct GPUShader *sh = (effects->enabled_effects & EFFECT_TAA_REPROJECT)
+ ? e_data.taa_resolve_reproject_sh
+ : e_data.taa_resolve_sh;
+
+ psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->taa_resolve);
+
+ DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->color_double_buffer);
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &txl->color);
+
+ if (effects->enabled_effects & EFFECT_TAA_REPROJECT) {
+ // DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ }
+ else {
+ DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
+ }
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+/* Special Swap */
+#define SWAP_BUFFER_TAA() do { \
+ SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer_fb); \
+ SWAP(struct GPUFrameBuffer *, fbl->effect_color_fb, fbl->double_buffer_color_fb); \
+ SWAP(GPUTexture *, txl->color_post, txl->color_double_buffer); \
+ effects->swap_double_buffer = false; \
+ effects->source_buffer = txl->color_double_buffer; \
+ effects->target_buffer = fbl->main_color_fb; \
+} while (0);
+
+void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
+ if ((effects->enabled_effects & EFFECT_TAA) != 0 && effects->taa_current_sample != 1) {
+ if (DRW_state_is_image_render()) {
+ /* See EEVEE_temporal_sampling_init() for more details. */
+ effects->taa_alpha = 1.0f / (float)(effects->taa_render_sample);
+ }
+ else {
+ effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
+ }
+
+ GPU_framebuffer_bind(fbl->effect_color_fb);
+ DRW_draw_pass(psl->taa_resolve);
+
+ /* Restore the depth from sample 1. */
+ if (!DRW_state_is_image_render()) {
+ GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, fbl->main_fb, 0, GPU_DEPTH_BIT);
+ }
+
+ SWAP_BUFFER_TAA();
+ }
+ else {
+ if (!DRW_state_is_image_render()) {
+ /* Do reprojection for noise reduction */
+ /* TODO : do AA jitter if in only render view. */
+ if ((effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0 &&
+ stl->g_data->valid_double_buffer)
+ {
+ GPU_framebuffer_bind(fbl->effect_color_fb);
+ DRW_draw_pass(psl->taa_resolve);
+
+ SWAP_BUFFER_TAA();
+ }
+
+ /* Save the depth buffer for the next frame.
+ * This saves us from doing anything special
+ * in the other mode engines. */
+ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->double_buffer_depth_fb, 0, GPU_DEPTH_BIT);
+ }
+ }
+
+ /* Make each loop count when doing a render. */
+ if (DRW_state_is_image_render()) {
+ effects->taa_render_sample += 1;
+ effects->taa_current_sample += 1;
+ }
+ else {
+ if ((effects->taa_total_sample == 0) ||
+ (effects->taa_current_sample < effects->taa_total_sample))
+ {
+ DRW_viewport_request_redraw();
+ }
+ }
+ }
+}
+
+void EEVEE_temporal_sampling_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh);
+}
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
new file mode 100644
index 00000000000..2d074eea522
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -0,0 +1,601 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_volumes.c
+ * \ingroup draw_engine
+ *
+ * Volumetric effects rendering using frostbite approach.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_rand.h"
+#include "BLI_string_utils.h"
+
+#include "DNA_object_force_types.h"
+#include "DNA_smoke_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+#include "BKE_modifier.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+
+#include "ED_screen.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_private.h"
+#include "GPU_draw.h"
+#include "GPU_texture.h"
+
+static struct {
+ char *volumetric_common_lib;
+ char *volumetric_common_lamps_lib;
+
+ struct GPUShader *volumetric_clear_sh;
+ struct GPUShader *volumetric_scatter_sh;
+ struct GPUShader *volumetric_scatter_with_lamps_sh;
+ struct GPUShader *volumetric_integration_sh;
+ struct GPUShader *volumetric_resolve_sh;
+
+ GPUTexture *color_src;
+ GPUTexture *depth_src;
+
+ /* List of all smoke domains rendered within this frame. */
+ ListBase smoke_domains;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_direct_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_octahedron_lib_glsl[];
+extern char datatoc_irradiance_lib_glsl[];
+extern char datatoc_lamps_lib_glsl[];
+extern char datatoc_volumetric_frag_glsl[];
+extern char datatoc_volumetric_geom_glsl[];
+extern char datatoc_volumetric_vert_glsl[];
+extern char datatoc_volumetric_resolve_frag_glsl[];
+extern char datatoc_volumetric_scatter_frag_glsl[];
+extern char datatoc_volumetric_integration_frag_glsl[];
+extern char datatoc_volumetric_lib_glsl[];
+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_lamps_lib = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_bsdf_direct_lib_glsl,
+ datatoc_octahedron_lib_glsl,
+ datatoc_irradiance_lib_glsl,
+ datatoc_lamps_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.volumetric_scatter_sh = DRW_shader_create_with_lib(
+ datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_scatter_frag_glsl,
+ e_data.volumetric_common_lamps_lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define VOLUME_SHADOW\n");
+ e_data.volumetric_scatter_with_lamps_sh = DRW_shader_create_with_lib(
+ datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_scatter_frag_glsl,
+ e_data.volumetric_common_lamps_lib,
+ SHADER_DEFINES
+ "#define VOLUMETRICS\n"
+ "#define VOLUME_LIGHTING\n"
+ "#define VOLUME_SHADOW\n");
+ e_data.volumetric_integration_sh = DRW_shader_create_with_lib(
+ datatoc_volumetric_vert_glsl,
+ datatoc_volumetric_geom_glsl,
+ datatoc_volumetric_integration_frag_glsl,
+ e_data.volumetric_common_lib, 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);
+}
+
+void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ double ht_point[3];
+ double ht_offset[3] = {0.0, 0.0};
+ uint ht_primes[3] = {3, 7, 2};
+
+ BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point);
+
+ common_data->vol_jitter[0] = (float)ht_point[0];
+ common_data->vol_jitter[1] = (float)ht_point[1];
+ common_data->vol_jitter[2] = (float)ht_point[2];
+}
+
+int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ const float *viewport_size = DRW_viewport_size_get();
+
+ BLI_listbase_clear(&e_data.smoke_domains);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_ENABLED) {
+
+ /* Shaders */
+ if (!e_data.volumetric_scatter_sh) {
+ eevee_create_shader_volumes();
+ }
+
+ const int tile_size = scene_eval->eevee.volumetric_tile_size;
+
+ /* Find Froxel Texture resolution. */
+ int tex_size[3];
+
+ tex_size[0] = (int)ceilf(fmaxf(1.0f, viewport_size[0] / (float)tile_size));
+ tex_size[1] = (int)ceilf(fmaxf(1.0f, viewport_size[1] / (float)tile_size));
+ tex_size[2] = max_ii(scene_eval->eevee.volumetric_samples, 1);
+
+ common_data->vol_coord_scale[0] = viewport_size[0] / (float)(tile_size * tex_size[0]);
+ common_data->vol_coord_scale[1] = viewport_size[1] / (float)(tile_size * tex_size[1]);
+
+ /* TODO compute snap to maxZBuffer for clustered rendering */
+
+ if ((common_data->vol_tex_size[0] != tex_size[0]) ||
+ (common_data->vol_tex_size[1] != tex_size[1]) ||
+ (common_data->vol_tex_size[2] != tex_size[2]))
+ {
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
+ common_data->vol_tex_size[0] = tex_size[0];
+ common_data->vol_tex_size[1] = tex_size[1];
+ common_data->vol_tex_size[2] = tex_size[2];
+
+ common_data->vol_inv_tex_size[0] = 1.0f / (float)(tex_size[0]);
+ common_data->vol_inv_tex_size[1] = 1.0f / (float)(tex_size[1]);
+ common_data->vol_inv_tex_size[2] = 1.0f / (float)(tex_size[2]);
+ }
+
+ /* Like frostbite's paper, 5% blend of the new frame. */
+ common_data->vol_history_alpha = (txl->volume_prop_scattering == NULL) ? 0.0f : 0.95f;
+
+ if (txl->volume_prop_scattering == NULL) {
+ /* Volume properties: We evaluate all volumetric objects
+ * and store their final properties into each froxel */
+ txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_RG16F, DRW_TEX_FILTER, NULL);
+
+ /* Volume scattering: We compute for each froxel the
+ * Scattered light towards the view. We also resolve temporal
+ * super sampling during this stage. */
+ txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+
+ /* Final integration: We compute for each froxel the
+ * amount of scattered light and extinction coef at this
+ * given depth. We use theses textures as double buffer
+ * for the volumetric history. */
+ txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
+ }
+
+ /* Temporal Super sampling jitter */
+ uint ht_primes[3] = {3, 7, 2};
+ uint current_sample = 0;
+
+ /* If TAA is in use do not use the history buffer. */
+ bool do_taa = ((effects->enabled_effects & EFFECT_TAA) != 0);
+
+ if (draw_ctx->evil_C != NULL) {
+ struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
+ do_taa = do_taa && (ED_screen_animation_no_scrub(wm) == NULL);
+ }
+
+ if (do_taa) {
+ common_data->vol_history_alpha = 0.0f;
+ current_sample = effects->taa_current_sample - 1;
+ effects->volume_current_sample = -1;
+ }
+ else {
+ const uint max_sample = (ht_primes[0] * ht_primes[1] * ht_primes[2]);
+ current_sample = effects->volume_current_sample = (effects->volume_current_sample + 1) % max_sample;
+ if (current_sample != max_sample - 1) {
+ DRW_viewport_request_redraw();
+ }
+ }
+
+ EEVEE_volumes_set_jitter(sldata, current_sample);
+
+ /* Framebuffer setup */
+ GPU_framebuffer_ensure_config(&fbl->volumetric_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_scattering),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_extinction),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_emission),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_prop_phase)
+ });
+ GPU_framebuffer_ensure_config(&fbl->volumetric_scat_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_scatter),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance)
+ });
+ GPU_framebuffer_ensure_config(&fbl->volumetric_integ_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_history),
+ GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_history)
+ });
+
+ float integration_start = scene_eval->eevee.volumetric_start;
+ float integration_end = scene_eval->eevee.volumetric_end;
+ common_data->vol_light_clamp = scene_eval->eevee.volumetric_light_clamp;
+ common_data->vol_shadow_steps = (float)scene_eval->eevee.volumetric_shadow_samples;
+ if ((scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_SHADOWS) == 0) {
+ common_data->vol_shadow_steps = 0;
+ }
+
+ if (DRW_viewport_is_persp_get()) {
+ float sample_distribution = scene_eval->eevee.volumetric_sample_distribution;
+ sample_distribution = 4.0f * (1.00001f - sample_distribution);
+
+ const float clip_start = common_data->view_vecs[0][2];
+ /* Negate */
+ float near = integration_start = min_ff(-integration_start, clip_start - 1e-4f);
+ float far = integration_end = min_ff(-integration_end, near - 1e-4f);
+
+ common_data->vol_depth_param[0] = (far - near * exp2(1.0f / sample_distribution)) / (far - near);
+ common_data->vol_depth_param[1] = (1.0f - common_data->vol_depth_param[0]) / near;
+ 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];
+ integration_start = min_ff(integration_end, clip_start);
+ integration_end = max_ff(-integration_end, clip_end);
+
+ common_data->vol_depth_param[0] = integration_start;
+ common_data->vol_depth_param[1] = integration_end;
+ common_data->vol_depth_param[2] = 1.0f / (integration_end - integration_start);
+ }
+
+ /* Disable clamp if equal to 0. */
+ if (common_data->vol_light_clamp == 0.0) {
+ common_data->vol_light_clamp = FLT_MAX;
+ }
+
+ common_data->vol_use_lights = (scene_eval->eevee.flag & SCE_EEVEE_VOLUMETRIC_LIGHTS) != 0;
+
+ return EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER;
+ }
+
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_scattering);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_extinction);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_emission);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_prop_phase);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_scatter_history);
+ DRW_TEXTURE_FREE_SAFE(txl->volume_transmittance_history);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_scat_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->volumetric_integ_fb);
+
+ return 0;
+}
+
+void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ DRWShadingGroup *grp = NULL;
+
+ /* Quick breakdown of the Volumetric rendering:
+ *
+ * The rendering is separated in 4 stages:
+ *
+ * - Material Parameters : we collect volume properties of
+ * all participating media in the scene and store them in
+ * a 3D texture aligned with the 3D frustum.
+ * This is done in 2 passes, one that clear the texture
+ * and/or evaluate the world volumes, and the 2nd one that
+ * additively render object volumes.
+ *
+ * - Light Scattering : the volume properties then are sampled
+ * and light scattering is evaluated for each cell of the
+ * volume texture. Temporal supersampling (if enabled) occurs here.
+ *
+ * - Volume Integration : the scattered light and extinction is
+ * integrated (accumulated) along the viewrays. The result is stored
+ * for every cell in another texture.
+ *
+ * - Fullscreen Resolve : From the previous stage, we get two
+ * 3D textures that contains integrated scatered light and extinction
+ * for "every" positions in the frustum. We only need to sample
+ * them and blend the scene color with thoses factors. This also
+ * work for alpha blended materials.
+ **/
+
+ /* World pass is not additive as it also clear the buffer. */
+ psl->volumetric_world_ps = DRW_pass_create("Volumetric World", DRW_STATE_WRITE_COLOR);
+
+ /* World Volumetric */
+ struct World *wo = scene->world;
+ if (wo != NULL && wo->use_nodes && wo->nodetree) {
+ struct GPUMaterial *mat = EEVEE_material_world_volume_get(scene, wo);
+
+ grp = DRW_shgroup_material_empty_tri_batch_create(mat,
+ psl->volumetric_world_ps,
+ common_data->vol_tex_size[2]);
+
+ if (grp) {
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ }
+ }
+
+ if (grp == NULL) {
+ /* If no world or volume material is present just clear the buffer with this drawcall */
+ grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_clear_sh,
+ psl->volumetric_world_ps,
+ common_data->vol_tex_size[2]);
+
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ }
+
+ /* Volumetric Objects */
+ psl->volumetric_objects_ps = DRW_pass_create("Volumetric Properties", DRW_STATE_WRITE_COLOR |
+ DRW_STATE_ADDITIVE);
+
+ struct GPUShader *scatter_sh = (common_data->vol_use_lights) ? e_data.volumetric_scatter_with_lamps_sh
+ : e_data.volumetric_scatter_sh;
+ psl->volumetric_scatter_ps = DRW_pass_create("Volumetric Scattering", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
+ common_data->vol_tex_size[2]);
+ DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &sldata->irradiance_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);
+ DRW_shgroup_uniform_texture_ref(grp, "volumePhase", &txl->volume_prop_phase);
+ DRW_shgroup_uniform_texture_ref(grp, "historyScattering", &txl->volume_scatter_history);
+ DRW_shgroup_uniform_texture_ref(grp, "historyTransmittance", &txl->volume_transmittance_history);
+ 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, "common_block", sldata->common_ubo);
+
+ psl->volumetric_integration_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_empty_tri_batch_create(e_data.volumetric_integration_sh,
+ psl->volumetric_integration_ps,
+ common_data->vol_tex_size[2]);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_transmittance);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.volumetric_resolve_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
+ DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmittance);
+ DRW_shgroup_uniform_texture_ref(grp, "inSceneColor", &e_data.color_src);
+ DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Scene *scene, Object *ob)
+{
+ float *texcoloc = NULL;
+ float *texcosize = NULL;
+ struct ModifierData *md = NULL;
+ Material *ma = give_current_material(ob, 1);
+
+ if (ma == NULL) {
+ return;
+ }
+
+ struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
+
+ DRWShadingGroup *grp = DRW_shgroup_material_empty_tri_batch_create(mat, vedata->psl->volumetric_objects_ps, sldata->common_data.vol_tex_size[2]);
+
+ /* If shader failed to compile or is currently compiling. */
+ if (grp == NULL) {
+ return;
+ }
+
+ /* Making sure it's updated. */
+ invert_m4_m4(ob->imat, ob->obmat);
+
+ BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
+
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_mat4(grp, "volumeObjectMatrix", ob->imat);
+ DRW_shgroup_uniform_vec3(grp, "volumeOrcoLoc", texcoloc, 1);
+ DRW_shgroup_uniform_vec3(grp, "volumeOrcoSize", texcosize, 1);
+
+ /* Smoke Simulation */
+ if (((ob->base_flag & BASE_FROMDUPLI) == 0) &&
+ (md = modifiers_findByType(ob, eModifierType_Smoke)) &&
+ (modifier_isEnabled(scene, md, eModifierMode_Realtime)))
+ {
+ SmokeModifierData *smd = (SmokeModifierData *)md;
+ SmokeDomainSettings *sds = smd->domain;
+ /* Don't show smoke before simulation starts, this could be made an option in the future. */
+ const bool show_smoke = (CFRA >= sds->point_cache[0]->startframe);
+
+ if (sds->fluid && show_smoke) {
+ if (!sds->wt || !(sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
+ GPU_create_smoke(smd, 0);
+ }
+ else if (sds->wt && (sds->viewsettings & MOD_SMOKE_VIEW_SHOWBIG)) {
+ GPU_create_smoke(smd, 1);
+ }
+ BLI_addtail(&e_data.smoke_domains, BLI_genericNodeN(smd));
+ }
+
+ if (sds->tex != NULL) {
+ DRW_shgroup_uniform_texture_ref(grp, "sampdensity", &sds->tex);
+ }
+ if (sds->tex_flame != NULL) {
+ DRW_shgroup_uniform_texture_ref(grp, "sampflame", &sds->tex_flame);
+ }
+
+ /* Output is such that 0..1 maps to 0..1000K */
+ DRW_shgroup_uniform_vec2(grp, "unftemperature", &sds->flame_ignition, 1);
+ }
+}
+
+void EEVEE_volumes_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ DRW_stats_group_start("Volumetrics");
+
+ /* Step 1: Participating Media Properties */
+ GPU_framebuffer_bind(fbl->volumetric_fb);
+ DRW_draw_pass(psl->volumetric_world_ps);
+ DRW_draw_pass(psl->volumetric_objects_ps);
+
+ /* Step 2: Scatter Light */
+ GPU_framebuffer_bind(fbl->volumetric_scat_fb);
+ DRW_draw_pass(psl->volumetric_scatter_ps);
+
+ /* Step 3: Integration */
+ GPU_framebuffer_bind(fbl->volumetric_integ_fb);
+ DRW_draw_pass(psl->volumetric_integration_ps);
+
+ /* Swap volume history buffers */
+ SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
+ SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
+ SWAP(GPUTexture *, txl->volume_transmittance, txl->volume_transmittance_history);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ e_data.color_src = txl->color;
+ e_data.depth_src = dtxl->depth;
+
+ /* Step 4: Apply for opaque */
+ GPU_framebuffer_bind(fbl->effect_color_fb);
+ DRW_draw_pass(psl->volumetric_resolve_ps);
+
+ /* Swap the buffers and rebind depth to the current buffer */
+ SWAP(GPUFrameBuffer *, fbl->main_fb, fbl->effect_fb);
+ SWAP(GPUFrameBuffer *, fbl->main_color_fb, fbl->effect_color_fb);
+ SWAP(GPUTexture *, txl->color, txl->color_post);
+
+ /* Restore */
+ GPU_framebuffer_texture_detach(fbl->effect_fb, dtxl->depth);
+ GPU_framebuffer_texture_attach(fbl->main_fb, dtxl->depth, 0, 0);
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_volumes_free_smoke_textures(void)
+{
+ /* Free Smoke Textures after rendering */
+ for (LinkData *link = e_data.smoke_domains.first; link; link = link->next) {
+ SmokeModifierData *smd = (SmokeModifierData *)link->data;
+ GPU_free_smoke(smd);
+ }
+ 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_lamps_lib);
+
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_clear_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_scatter_with_lamps_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_integration_sh);
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_resolve_sh);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
new file mode 100644
index 00000000000..9d27224b5c9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -0,0 +1,282 @@
+
+/* 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 */
+
+#if defined(MESH_SHADER)
+# if !defined(USE_ALPHA_HASH)
+# if !defined(USE_ALPHA_CLIP)
+# if !defined(SHADOW_SHADER)
+# if !defined(USE_MULTIPLY)
+# if !defined(USE_ALPHA_BLEND)
+# define ENABLE_DEFERED_AO
+# endif
+# endif
+# endif
+# endif
+# endif
+#endif
+
+#ifndef ENABLE_DEFERED_AO
+# if defined(STEP_RESOLVE)
+# define ENABLE_DEFERED_AO
+# endif
+#endif
+
+#define MAX_PHI_STEP 32
+#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 */
+#define USE_AO 1
+#define USE_BENT_NORMAL 2
+#define USE_DENOISE 4
+
+vec4 pack_horizons(vec4 v) { return v * 0.5 + 0.5; }
+vec4 unpack_horizons(vec4 v) { return v * 2.0 - 1.0; }
+
+/* Returns maximum screen distance an AO ray can travel for a given view depth */
+vec2 get_max_dir(float view_depth)
+{
+ float homcco = ProjectionMatrix[2][3] * view_depth + ProjectionMatrix[3][3];
+ float max_dist = aoDistance / homcco;
+ return vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * max_dist;
+}
+
+vec2 get_ao_dir(float jitter)
+{
+ /* Only half a turn because we integrate in slices. */
+ jitter *= M_PI;
+ return vec2(cos(jitter), sin(jitter));
+}
+
+void get_max_horizon_grouped(vec4 co1, vec4 co2, vec3 x, float lod, inout float h)
+{
+ co1 *= mipRatio[int(lod + 1.0)].xyxy; /* +1 because we are using half res top level */
+ co2 *= mipRatio[int(lod + 1.0)].xyxy; /* +1 because we are using half res top level */
+
+ float depth1 = textureLod(maxzBuffer, co1.xy, floor(lod)).r;
+ float depth2 = textureLod(maxzBuffer, co1.zw, floor(lod)).r;
+ float depth3 = textureLod(maxzBuffer, co2.xy, floor(lod)).r;
+ float depth4 = textureLod(maxzBuffer, co2.zw, floor(lod)).r;
+
+ vec4 len, s_h;
+
+ vec3 s1 = get_view_space_from_depth(co1.xy, depth1); /* s View coordinate */
+ vec3 omega_s1 = s1 - x;
+ len.x = length(omega_s1);
+ s_h.x = omega_s1.z / len.x;
+
+ vec3 s2 = get_view_space_from_depth(co1.zw, depth2); /* s View coordinate */
+ vec3 omega_s2 = s2 - x;
+ len.y = length(omega_s2);
+ s_h.y = omega_s2.z / len.y;
+
+ vec3 s3 = get_view_space_from_depth(co2.xy, depth3); /* s View coordinate */
+ vec3 omega_s3 = s3 - x;
+ len.z = length(omega_s3);
+ s_h.z = omega_s3.z / len.z;
+
+ vec3 s4 = get_view_space_from_depth(co2.zw, depth4); /* s View coordinate */
+ vec3 omega_s4 = s4 - x;
+ len.w = length(omega_s4);
+ s_h.w = omega_s4.z / len.w;
+
+ /* Blend weight after half the aoDistance to fade artifacts */
+ vec4 blend = saturate((1.0 - len / aoDistance) * 2.0);
+
+ h = mix(h, max(h, s_h.x), blend.x);
+ h = mix(h, max(h, s_h.y), blend.y);
+ h = mix(h, max(h, s_h.z), blend.z);
+ h = mix(h, max(h, s_h.w), blend.w);
+}
+
+vec2 search_horizon_sweep(vec2 t_phi, vec3 pos, vec2 uvs, float jitter, vec2 max_dir)
+{
+ max_dir *= max_v2(abs(t_phi));
+
+ /* Convert to pixel space. */
+ t_phi /= vec2(textureSize(maxzBuffer, 0));
+
+ /* Avoid division by 0 */
+ t_phi += vec2(1e-5);
+
+ jitter *= 0.25;
+
+ /* Compute end points */
+ vec2 corner1 = min(vec2(1.0) - uvs, max_dir); /* Top right */
+ vec2 corner2 = max(vec2(0.0) - uvs, -max_dir); /* Bottom left */
+ vec2 iter1 = corner1 / t_phi;
+ vec2 iter2 = corner2 / t_phi;
+
+ vec2 min_iter = max(-iter1, -iter2);
+ vec2 max_iter = max( iter1, iter2);
+
+ vec2 times = vec2(-min_v2(min_iter), min_v2(max_iter));
+
+ vec2 h = vec2(-1.0); /* init at cos(pi) */
+
+ /* This is freaking sexy optimized. */
+ for (float i = 0.0, ofs = 4.0, time = -1.0;
+ i < MAX_SEARCH_ITER && time > times.x;
+ i++, time -= ofs, ofs = min(exp2(MAX_LOD) * 4.0, ofs + ofs * aoQuality))
+ {
+ vec4 t = max(times.xxxx, vec4(time) - (vec4(0.25, 0.5, 0.75, 1.0) - jitter) * ofs);
+ vec4 cos1 = uvs.xyxy + t_phi.xyxy * t.xxyy;
+ vec4 cos2 = uvs.xyxy + t_phi.xyxy * t.zzww;
+ float lod = min(MAX_LOD, max(i - jitter * 4.0, 0.0) * aoQuality);
+ get_max_horizon_grouped(cos1, cos2, pos, lod, h.y);
+ }
+
+ for (float i = 0.0, ofs = 4.0, time = 1.0;
+ i < MAX_SEARCH_ITER && time < times.y;
+ i++, time += ofs, ofs = min(exp2(MAX_LOD) * 4.0, ofs + ofs * aoQuality))
+ {
+ vec4 t = min(times.yyyy, vec4(time) + (vec4(0.25, 0.5, 0.75, 1.0) - jitter) * ofs);
+ vec4 cos1 = uvs.xyxy + t_phi.xyxy * t.xxyy;
+ vec4 cos2 = uvs.xyxy + t_phi.xyxy * t.zzww;
+ float lod = min(MAX_LOD, max(i - jitter * 4.0, 0.0) * aoQuality);
+ get_max_horizon_grouped(cos1, cos2, pos, lod, h.x);
+ }
+
+ return h;
+}
+
+void integrate_slice(vec3 normal, vec2 t_phi, vec2 horizons, inout float visibility, inout vec3 bent_normal)
+{
+ /* Projecting Normal to Plane P defined by t_phi and omega_o */
+ vec3 np = vec3(t_phi.y, -t_phi.x, 0.0); /* Normal vector to Integration plane */
+ vec3 t = vec3(-t_phi, 0.0);
+ vec3 n_proj = normal - np * dot(np, normal);
+ float n_proj_len = max(1e-16, length(n_proj));
+
+ float cos_n = clamp(n_proj.z / n_proj_len, -1.0, 1.0);
+ float n = sign(dot(n_proj, t)) * fast_acos(cos_n); /* Angle between view vec and normal */
+
+ /* (Slide 54) */
+ vec2 h = fast_acos(horizons);
+ h.x = -h.x;
+
+ /* Clamping thetas (slide 58) */
+ h.x = n + max(h.x - n, -M_PI_2);
+ h.y = n + min(h.y - n, M_PI_2);
+
+ /* Solving inner integral */
+ vec2 h_2 = 2.0 * h;
+ vec2 vd = -cos(h_2 - n) + cos_n + h_2 * sin(n);
+ float vis = (vd.x + vd.y) * 0.25 * n_proj_len;
+
+ visibility += vis;
+
+ /* Finding Bent normal */
+ float b_angle = (h.x + h.y) * 0.5;
+ /* The 0.5 factor below is here to equilibrate the accumulated vectors.
+ * (sin(b_angle) * -t_phi) will accumulate to (phi_step * result_nor.xy * 0.5).
+ * (cos(b_angle) * 0.5) will accumulate to (phi_step * result_nor.z * 0.5). */
+ bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle) * 0.5);
+}
+
+void gtao_deferred(
+ vec3 normal, vec3 position, vec4 noise, float frag_depth, out float visibility, out vec3 bent_normal)
+{
+ /* Fetch early, hide latency! */
+ vec4 horizons = texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0);
+
+ vec4 dirs;
+ dirs.xy = get_ao_dir(noise.x * 0.5);
+ dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5);
+ vec2 uvs = get_uvs_from_view(position);
+
+ bent_normal = vec3(0.0);
+ visibility = 0.0;
+
+ horizons = unpack_horizons(horizons);
+
+ integrate_slice(normal, dirs.xy, horizons.xy, visibility, bent_normal);
+ integrate_slice(normal, dirs.zw, horizons.zw, visibility, bent_normal);
+
+ visibility *= 0.5; /* We integrated 2 slices. */
+
+ bent_normal = normalize(bent_normal);
+}
+
+void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3 bent_normal)
+{
+ vec2 uvs = get_uvs_from_view(position);
+ vec2 max_dir = get_max_dir(position.z);
+ vec2 dir = get_ao_dir(noise.x);
+
+ bent_normal = vec3(0.0);
+ visibility = 0.0;
+
+ /* Only trace in 2 directions. May lead to a darker result but since it's mostly for
+ * alpha blended objects that will have overdraw, we limit the performance impact. */
+ vec2 horizons = search_horizon_sweep(dir, position, uvs, noise.y, max_dir);
+ integrate_slice(normal, dir, horizons, visibility, bent_normal);
+
+ bent_normal = normalize(bent_normal);
+}
+
+/* Multibounce approximation base on surface albedo.
+ * Page 78 in the .pdf version. */
+float gtao_multibounce(float visibility, vec3 albedo)
+{
+ if (aoBounceFac == 0.0) return visibility;
+
+ /* Median luminance. Because Colored multibounce looks bad. */
+ float lum = dot(albedo, vec3(0.3333));
+
+ float a = 2.0404 * lum - 0.3324;
+ float b = -4.7951 * lum + 0.6417;
+ float c = 2.7552 * lum + 0.6903;
+
+ float x = visibility;
+ return max(x, ((x * a + b) * x + c) * x);
+}
+
+/* Use the right occlusion */
+float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal)
+{
+#ifndef USE_REFRACTION
+ if ((int(aoSettings) & USE_AO) > 0) {
+ float visibility;
+ vec3 vnor = mat3(ViewMatrix) * N;
+
+#ifdef ENABLE_DEFERED_AO
+ gtao_deferred(vnor, vpos, rand, gl_FragCoord.z, visibility, bent_normal);
+#else
+ gtao(vnor, vpos, rand, visibility, bent_normal);
+#endif
+
+ /* Prevent some problems down the road. */
+ visibility = max(1e-3, visibility);
+
+ if ((int(aoSettings) & USE_BENT_NORMAL) != 0) {
+ /* The bent normal will show the facet look of the mesh. Try to minimize this. */
+ float mix_fac = visibility * visibility;
+ bent_normal = normalize(mix(bent_normal, vnor, mix_fac));
+
+ bent_normal = transform_direction(ViewMatrixInverse, bent_normal);
+ }
+ else {
+ bent_normal = N;
+ }
+
+ /* Scale by user factor */
+ visibility = pow(visibility, aoFactor);
+
+ return min(visibility, user_occlusion);
+ }
+#endif
+
+ bent_normal = N;
+ return user_occlusion;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
new file mode 100644
index 00000000000..b81aae9bcda
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
@@ -0,0 +1,20 @@
+
+in vec2 pos;
+
+out vec3 varposition;
+out vec3 varnormal;
+out vec3 viewPosition;
+
+#ifndef VOLUMETRICS
+/* necessary for compilation*/
+out vec3 worldPosition;
+out vec3 worldNormal;
+out vec3 viewNormal;
+#endif
+
+void main()
+{
+ gl_Position = vec4(pos, 1.0, 1.0);
+ varposition = viewPosition = vec3(pos, -1.0);
+ varnormal = normalize(-varposition);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
new file mode 100644
index 00000000000..704b039e0f6
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -0,0 +1,827 @@
+
+#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 LUT_SIZE 64
+
+/* Buffers */
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+uniform sampler2D maxzBuffer;
+uniform sampler2D minzBuffer;
+uniform sampler2DArray planarDepth;
+
+#define cameraForward normalize(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 */
+ 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: Lamp 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_exp;
+ vec4 shadow_data_start_end;
+ vec4 contact_shadow_data;
+};
+
+struct ShadowCubeData {
+ vec4 position;
+};
+
+struct ShadowCascadeData {
+ mat4 shadowmat[MAX_CASCADE_NUM];
+ vec4 split_start_distances;
+ vec4 split_end_distances;
+};
+
+/* convenience aliases */
+#define sh_near near_far_bias_exp.x
+#define sh_far near_far_bias_exp.y
+#define sh_bias near_far_bias_exp.z
+#define sh_exp near_far_bias_exp.w
+#define sh_bleed near_far_bias_exp.w
+#define sh_tex_start shadow_data_start_end.x
+#define sh_data_start shadow_data_start_end.y
+#define sh_multi_nbr shadow_data_start_end.z
+#define sh_blur shadow_data_start_end.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
+
+/* ------- 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 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 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 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);
+}
+/* ------- 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;
+}
+
+/* -- 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 R = -reflect(V, N);
+ float smoothness = 1.0 - roughness;
+ float fac = smoothness * (sqrt(smoothness) + 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);
+ return (-f - 1.0) / (f - 1.0);
+}
+
+float f0_from_ior(float eta)
+{
+ float A = (eta - 1.0) / (eta + 1.0);
+ return A * A;
+}
+
+vec3 get_specular_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
+ * lobe. */
+ /* Correct the IOR for ior < 1.0 to not see the abrupt delimitation or the TIR */
+ ior = (ior < 1.0) ? mix(ior, 1.0, roughness) : ior;
+ float eta = 1.0 / ior;
+
+ float NV = dot(N, -V);
+
+ /* Custom Refraction. */
+ float k = 1.0 - eta * eta * (1.0 - NV * NV);
+ k = max(0.0, k); /* Only this changes. */
+ vec3 R = eta * -V - (eta * NV + sqrt(k)) * N;
+
+ 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)
+{
+ /* compute fresnel reflectance without explicitly computing
+ * the refracted direction */
+ float c = abs(cos_theta);
+ float g = eta * eta - 1.0 + c * c;
+ float result;
+
+ if (g > 0.0) {
+ g = sqrt(g);
+ vec2 g_c = vec2(g) + vec2(c, -c);
+ float A = g_c.y / g_c.x;
+ A *= A;
+ g_c *= c;
+ float B = (g_c.y - 1.0) / (g_c.x + 1.0);
+ B *= B;
+ result = 0.5 * A * (1.0 + B);
+ }
+ else {
+ result = 1.0; /* TIR (no refracted component) */
+ }
+
+ return result;
+}
+
+/* Fresnel */
+vec3 F_schlick(vec3 f0, float cos_theta)
+{
+ float fac = 1.0 - cos_theta;
+ float fac2 = fac * fac;
+ fac = fac2 * fac2 * fac;
+
+ /* Unreal specular matching : if specular color is below 2% intensity,
+ * (using green channel for intensity) treat as shadowning */
+ return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac + (1.0 - fac) * f0;
+}
+
+/* Fresnel approximation for LTC area lights (not MRP) */
+vec3 F_area(vec3 f0, vec2 lut)
+{
+ vec2 fac = normalize(lut.xy); /* XXX FIXME this does not work!!! */
+
+ /* Unreal specular matching : if specular color is below 2% intensity,
+ * treat as shadowning */
+ return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac.y + fac.x * f0;
+}
+
+/* Fresnel approximation for IBL */
+vec3 F_ibl(vec3 f0, vec2 lut)
+{
+ /* Unreal specular matching : if specular color is below 2% intensity,
+ * treat as shadowning */
+ return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0;
+}
+
+/* GGX */
+float D_ggx_opti(float NH, float a2)
+{
+ float tmp = (NH * a2 - NH) * NH + 1.0;
+ return M_PI * tmp*tmp; /* Doing RCP and mul a2 at the end */
+}
+
+float G1_Smith_GGX(float NX, float a2)
+{
+ /* Using Brian Karis approach and refactoring by NX/NX
+ * this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
+ * Rcp is done on the whole G later
+ * Note that this is not convenient for the transmition formula */
+ return NX + sqrt(NX * (NX - NX * a2) + a2);
+ /* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
+}
+
+float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness)
+{
+ float a = roughness;
+ float a2 = a * a;
+
+ vec3 H = normalize(L + V);
+ float NH = max(dot(N, H), 1e-8);
+ float NL = max(dot(N, L), 1e-8);
+ float NV = max(dot(N, V), 1e-8);
+
+ float G = G1_Smith_GGX(NV, a2) * G1_Smith_GGX(NL, a2); /* Doing RCP at the end */
+ float D = D_ggx_opti(NH, a2);
+
+ /* Denominator is canceled by G1_Smith */
+ /* bsdf = D * G / (4.0 * NL * NV); /* Reference function */
+ return NL * a2 / (D * G); /* NL to Fit cycles Equation : line. 345 in bsdf_microfacet.h */
+}
+
+void accumulate_light(vec3 light, float fac, inout vec4 accum)
+{
+ accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
+}
+
+/* ----------- Cone Apperture Approximation --------- */
+
+/* Return a fitted cone angle given the input roughness */
+float cone_cosine(float r)
+{
+ /* Using phong gloss
+ * roughness = sqrt(2/(gloss+2)) */
+ float gloss = -2 + 2 / (r * r);
+ /* Drobot 2014 in GPUPro5 */
+ // return cos(2.0 * sqrt(2.0 / (gloss + 2)));
+ /* Uludag 2014 in GPUPro5 */
+ // return pow(0.244, 1 / (gloss + 1));
+ /* 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;
+};
+
+#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;
+}
+
+#else /* VOLUMETRICS */
+
+struct Closure {
+ vec3 radiance;
+ float opacity;
+# ifdef USE_SSS
+ vec4 sss_data;
+# ifdef USE_SSS_ALBEDO
+ vec3 sss_albedo;
+# endif
+# endif
+ vec4 ssr_data;
+ vec2 ssr_normal;
+ int ssr_id;
+};
+
+/* This is hacking ssr_id to tag transparent bsdf */
+#define TRANSPARENT_CLOSURE_FLAG -2
+#define REFRACT_CLOSURE_FLAG -3
+#define NO_SSR -999
+
+# ifdef USE_SSS
+# ifdef USE_SSS_ALBEDO
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), -1)
+# else
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1)
+# endif
+# else
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
+# endif
+
+uniform int outputSsrId;
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+
+ if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
+ cl1.radiance = cl2.radiance;
+ cl1.ssr_normal = cl2.ssr_normal;
+ cl1.ssr_data = cl2.ssr_data;
+ cl1.ssr_id = cl2.ssr_id;
+# ifdef USE_SSS
+ cl1.sss_data = cl2.sss_data;
+# ifdef USE_SSS_ALBEDO
+ cl1.sss_albedo = cl2.sss_albedo;
+# endif
+# endif
+ }
+ if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
+ cl2.radiance = cl1.radiance;
+ cl2.ssr_normal = cl1.ssr_normal;
+ cl2.ssr_data = cl1.ssr_data;
+ cl2.ssr_id = cl1.ssr_id;
+# ifdef USE_SSS
+ cl2.sss_data = cl1.sss_data;
+# ifdef USE_SSS_ALBEDO
+ cl2.sss_albedo = cl1.sss_albedo;
+# endif
+# endif
+ }
+ if (cl1.ssr_id == outputSsrId) {
+ cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
+ cl.ssr_normal = cl1.ssr_normal;
+ cl.ssr_id = cl1.ssr_id;
+ }
+ else {
+ cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
+ cl.ssr_normal = cl2.ssr_normal;
+ cl.ssr_id = cl2.ssr_id;
+ }
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
+
+# ifdef USE_SSS
+ cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac);
+ cl.sss_data.a = (cl1.sss_data.a > 0.0) ? cl1.sss_data.a : cl2.sss_data.a;
+# ifdef USE_SSS_ALBEDO
+ /* TODO Find a solution to this. Dither? */
+ cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo;
+# endif
+# endif
+
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
+# ifdef USE_SSS
+ cl.sss_data = (cl1.sss_data.a > 0.0) ? cl1.sss_data : cl2.sss_data;
+# ifdef USE_SSS_ALBEDO
+ /* TODO Find a solution to this. Dither? */
+ cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo;
+# endif
+# endif
+ cl.radiance = cl1.radiance + cl2.radiance;
+ cl.opacity = saturate(cl1.opacity + cl2.opacity);
+ return cl;
+}
+
+# if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY)
+layout(location = 0) out vec4 fragColor;
+layout(location = 1) out vec4 ssrNormals;
+layout(location = 2) out vec4 ssrData;
+# ifdef USE_SSS
+layout(location = 3) out vec4 sssData;
+# ifdef USE_SSS_ALBEDO
+layout(location = 4) out vec4 sssAlbedo;
+# endif /* USE_SSS_ALBEDO */
+# endif /* USE_SSS */
+
+Closure nodetree_exec(void); /* Prototype */
+
+# if defined(USE_ALPHA_BLEND_VOLUMETRICS)
+/* Prototype because this file is included before volumetric_lib.glsl */
+vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth);
+# endif
+
+#define NODETREE_EXEC
+void main()
+{
+ Closure cl = nodetree_exec();
+# ifndef USE_ALPHA_BLEND
+ /* Prevent alpha hash material writing into alpha channel. */
+ cl.opacity = 1.0;
+# endif
+
+# if defined(USE_ALPHA_BLEND_VOLUMETRICS)
+ /* XXX fragile, better use real viewport resolution */
+ vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
+ fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
+# else
+ fragColor = vec4(cl.radiance, cl.opacity);
+# endif
+
+ ssrNormals = cl.ssr_normal.xyyy;
+ ssrData = cl.ssr_data;
+# ifdef USE_SSS
+ sssData = cl.sss_data;
+# ifdef USE_SSS_ALBEDO
+ sssAlbedo = cl.sss_albedo.rgbb;
+# endif
+# endif
+
+ /* For Probe capture */
+# ifdef USE_SSS
+# ifdef USE_SSS_ALBEDO
+ fragColor.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * float(!sssToggle);
+# else
+ fragColor.rgb += cl.sss_data.rgb * float(!sssToggle);
+# endif
+# endif
+}
+
+# endif /* MESH_SHADER && !SHADOW_SHADER */
+
+#endif /* VOLUMETRICS */
+
+Closure nodetree_exec(void); /* Prototype */
+
+/* TODO find a better place */
+#ifdef USE_MULTIPLY
+
+out vec4 fragColor;
+
+#define NODETREE_EXEC
+void main()
+{
+ Closure cl = nodetree_exec();
+ fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
+}
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
new file mode 100644
index 00000000000..aad71b3e48e
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
@@ -0,0 +1,186 @@
+/* Bsdf direct light function */
+/* in other word, how materials react to scene lamps */
+
+/* Naming convention
+ * V View vector (normalized)
+ * N World Normal (normalized)
+ * L Outgoing Light Vector (Surface to Light in World Space) (normalized)
+ * Ldist Distance from surface to the light
+ * W World Pos
+ */
+
+/* ------------ Diffuse ------------- */
+
+float direct_diffuse_point(vec3 N, vec4 l_vector)
+{
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
+ float bsdf = max(0.0, dot(N, L));
+ bsdf /= dist * dist;
+ return bsdf;
+}
+
+/* infinitly far away point source, no decay */
+float direct_diffuse_sun(LightData ld, vec3 N)
+{
+ float bsdf = max(0.0, dot(N, -ld.l_forward));
+ bsdf *= M_1_PI; /* Normalize */
+ return bsdf;
+}
+
+#ifdef USE_LTC
+float direct_diffuse_sphere(LightData ld, vec3 N, vec4 l_vector)
+{
+ float NL = dot(N, l_vector.xyz / l_vector.w);
+
+ return ltc_evaluate_disk_simple(ld.l_radius / l_vector.w, NL);
+}
+
+float direct_diffuse_rectangle(LightData ld, vec3 N, vec3 V, vec4 l_vector)
+{
+ vec3 corners[4];
+ corners[0] = normalize(l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey);
+ corners[1] = normalize(l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey);
+ corners[2] = normalize(l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey);
+ corners[3] = normalize(l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey);
+
+ return ltc_evaluate_quad(corners, N);
+}
+
+float direct_diffuse_ellipse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
+{
+ vec3 points[3];
+ points[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ points[1] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ points[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+
+ return ltc_evaluate_disk(N, V, mat3(1), points);
+}
+
+float direct_diffuse_unit_disc(LightData ld, vec3 N, vec3 V)
+{
+ float NL = dot(N, -ld.l_forward);
+
+ return ltc_evaluate_disk_simple(ld.l_radius, NL);
+}
+#endif
+
+/* ----------- GGx ------------ */
+vec3 direct_ggx_point(vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ roughness = max(1e-3, roughness);
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
+ float bsdf = bsdf_ggx(N, L, V, roughness);
+ bsdf /= dist * dist;
+
+ /* Fresnel */
+ float VH = max(dot(V, normalize(V + L)), 0.0);
+ return F_schlick(f0, VH) * bsdf;
+}
+
+vec3 direct_ggx_sun(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0)
+{
+ roughness = max(1e-3, roughness);
+ float bsdf = bsdf_ggx(N, -ld.l_forward, V, roughness);
+ float VH = dot(V, -ld.l_forward) * 0.5 + 0.5;
+ return F_schlick(f0, VH) * bsdf;
+}
+
+#ifdef USE_LTC
+vec3 direct_ggx_sphere(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ roughness = clamp(roughness, 0.0008, 0.999); /* Fix low roughness artifacts. */
+
+ vec2 uv = lut_coords(dot(N, V), sqrt(roughness));
+ vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;
+ vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba;
+ mat3 ltc_mat = ltc_matrix(ltc_lut);
+
+ /* Make orthonormal basis. */
+ vec3 L = l_vector.xyz / l_vector.w;
+ vec3 Px, Py;
+ make_orthonormal_basis(L, Px, Py);
+ Px *= ld.l_radius;
+ Py *= ld.l_radius;
+
+ vec3 points[3];
+ points[0] = l_vector.xyz - Px - Py;
+ points[1] = l_vector.xyz + Px - Py;
+ points[2] = l_vector.xyz + Px + Py;
+
+ float bsdf = ltc_evaluate_disk(N, V, ltc_mat, points);
+ bsdf *= brdf_lut.b; /* Bsdf intensity */
+
+ vec3 spec = F_area(f0, brdf_lut.xy) * bsdf;
+
+ return spec;
+}
+
+vec3 direct_ggx_ellipse(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ vec3 points[3];
+ points[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ points[1] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ points[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+
+ vec2 uv = lut_coords(dot(N, V), sqrt(roughness));
+ vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;
+ vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba;
+ mat3 ltc_mat = ltc_matrix(ltc_lut);
+
+ float bsdf = ltc_evaluate_disk(N, V, ltc_mat, points);
+ bsdf *= brdf_lut.b; /* Bsdf intensity */
+
+ vec3 spec = F_area(f0, brdf_lut.xy) * bsdf;
+
+ return spec;
+}
+
+vec3 direct_ggx_rectangle(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ vec3 corners[4];
+ corners[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[1] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[3] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+
+ vec2 uv = lut_coords(dot(N, V), sqrt(roughness));
+ vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;
+ vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba;
+ mat3 ltc_mat = ltc_matrix(ltc_lut);
+
+ ltc_transform_quad(N, V, ltc_mat, corners);
+ float bsdf = ltc_evaluate_quad(corners, vec3(0.0, 0.0, 1.0));
+ bsdf *= brdf_lut.b; /* Bsdf intensity */
+
+ vec3 spec = F_area(f0, brdf_lut.xy) * bsdf;
+
+ return spec;
+}
+
+vec3 direct_ggx_unit_disc(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0)
+{
+ roughness = clamp(roughness, 0.0004, 0.999); /* Fix low roughness artifacts. */
+
+ vec2 uv = lut_coords(dot(N, V), sqrt(roughness));
+ vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;
+ vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba;
+ mat3 ltc_mat = ltc_matrix(ltc_lut);
+
+ vec3 Px = ld.l_right * ld.l_radius;
+ vec3 Py = ld.l_up * ld.l_radius;
+
+ vec3 points[3];
+ points[0] = -ld.l_forward - Px - Py;
+ points[1] = -ld.l_forward + Px - Py;
+ points[2] = -ld.l_forward + Px + Py;
+
+ float bsdf = ltc_evaluate_disk(N, V, ltc_mat, points);
+ bsdf *= brdf_lut.b; /* Bsdf intensity */
+
+ vec3 spec = F_area(f0, brdf_lut.xy) * bsdf;
+
+ return spec;
+}
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
new file mode 100644
index 00000000000..7fb4ee51a96
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
@@ -0,0 +1,46 @@
+
+out vec4 FragColor;
+
+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 a = sqrtRoughness * sqrtRoughness;
+ float a2 = a * a;
+
+ N = vec3(0.0, 0.0, 1.0);
+ T = vec3(1.0, 0.0, 0.0);
+ B = vec3(0.0, 1.0, 0.0);
+ V = vec3(sqrt(1.0 - NV * NV), 0.0, NV);
+
+ setup_noise();
+
+ /* Integrating BRDF */
+ float brdf_accum = 0.0;
+ float fresnel_accum = 0.0;
+ for (float i = 0; i < sampleCount; i++) {
+ vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */
+ vec3 L = -reflect(V, H);
+ float NL = L.z;
+
+ if (NL > 0.0) {
+ float NH = max(H.z, 0.0);
+ float VH = max(dot(V, H), 0.0);
+
+ float G1_v = G1_Smith_GGX(NV, a2);
+ float G1_l = G1_Smith_GGX(NL, a2);
+ float G_smith = 4.0 * NV * NL / (G1_v * G1_l); /* See G1_Smith_GGX for explanations. */
+
+ float brdf = (G_smith * VH) / (NH * NV);
+ float Fc = pow(1.0 - VH, 5.0);
+
+ brdf_accum += (1.0 - Fc) * brdf;
+ fresnel_accum += Fc * brdf;
+ }
+ }
+ brdf_accum /= sampleCount;
+ fresnel_accum /= sampleCount;
+
+ FragColor = vec4(brdf_accum, fresnel_accum, 0.0, 1.0);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
new file mode 100644
index 00000000000..cce9d59dc12
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -0,0 +1,107 @@
+
+uniform sampler1D texHammersley;
+uniform sampler2D texJitter;
+uniform float sampleCount;
+uniform float invSampleCount;
+
+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)
+{
+ jitternoise = texelfetch_noise_tex(gl_FragCoord.xy).rg; /* Global variable */
+}
+
+#ifdef HAMMERSLEY_SIZE
+vec3 hammersley_3d(float i, float invsamplenbr)
+{
+ vec3 Xi; /* Theta, cos(Phi), sin(Phi) */
+
+ Xi.x = i * invsamplenbr; /* i/samples */
+ Xi.x = fract(Xi.x + jitternoise.x);
+
+ int u = int(mod(i + jitternoise.y * HAMMERSLEY_SIZE, HAMMERSLEY_SIZE));
+
+ Xi.yz = texelFetch(texHammersley, u, 0).rg;
+
+ return Xi;
+}
+
+vec3 hammersley_3d(float i)
+{
+ return hammersley_3d(i, invSampleCount);
+}
+#endif
+
+/* -------------- BSDFS -------------- */
+
+float pdf_ggx_reflect(float NH, float a2)
+{
+ return NH * a2 / D_ggx_opti(NH, a2);
+}
+
+float pdf_hemisphere()
+{
+ return 0.5 * M_1_PI;
+}
+
+vec3 sample_ggx(vec3 rand, float a2)
+{
+ /* Theta is the aperture angle of the cone */
+ float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */
+ float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */
+ float x = r * rand.y;
+ float y = r * rand.z;
+
+ /* Microfacet Normal */
+ return vec3(x, y, z);
+}
+
+vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B, out float NH)
+{
+ vec3 Ht = sample_ggx(rand, a2);
+ NH = Ht.z;
+ return tangent_to_world(Ht, N, T, B);
+}
+
+#ifdef HAMMERSLEY_SIZE
+vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
+{
+ vec3 Xi = hammersley_3d(nsample);
+ vec3 Ht = sample_ggx(Xi, a2);
+ return tangent_to_world(Ht, N, T, B);
+}
+
+vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
+{
+ vec3 Xi = hammersley_3d(nsample);
+
+ float z = Xi.x; /* cos theta */
+ float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */
+ float x = r * Xi.y;
+ float y = r * Xi.z;
+
+ vec3 Ht = vec3(x, y, z);
+
+ return tangent_to_world(Ht, N, T, B);
+}
+
+vec3 sample_cone(float nsample, float angle, vec3 N, vec3 T, vec3 B)
+{
+ vec3 Xi = hammersley_3d(nsample);
+
+ float z = cos(angle * Xi.x); /* cos theta */
+ float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */
+ float x = r * Xi.y;
+ float y = r * Xi.z;
+
+ vec3 Ht = vec3(x, y, z);
+
+ return tangent_to_world(Ht, N, T, B);
+}
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
new file mode 100644
index 00000000000..5f0af6a6f5b
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
@@ -0,0 +1,59 @@
+
+uniform float a2;
+
+out vec4 FragColor;
+
+void main() {
+ vec3 N, T, B, V;
+
+ float x = gl_FragCoord.x / BRDF_LUT_SIZE;
+ float y = gl_FragCoord.y / BRDF_LUT_SIZE;
+ /* There is little variation if ior > 1.0 so we
+ * maximize LUT precision for ior < 1.0 */
+ x = x * 1.1;
+ float ior = (x > 1.0) ? ior_from_f0((x-1.0) * 10.0) : sqrt(x);
+ float NV = (1.0 - (clamp(y, 1e-4, 0.9999)));
+
+ N = vec3(0.0, 0.0, 1.0);
+ T = vec3(1.0, 0.0, 0.0);
+ B = vec3(0.0, 1.0, 0.0);
+ V = vec3(sqrt(1.0 - NV * NV), 0.0, NV);
+
+ setup_noise();
+
+ /* Integrating BTDF */
+ float btdf_accum = 0.0;
+ for (float i = 0.0; i < sampleCount; i++) {
+ vec3 H = sample_ggx(i, a2, N, T, B); /* Microfacet normal */
+
+ float VH = dot(V, H);
+
+ /* Check if there is total internal reflections. */
+ float c = abs(VH);
+ float g = ior * ior - 1.0 + c * c;
+
+ float eta = 1.0/ior;
+ if (dot(H, V) < 0.0) {
+ H = -H;
+ eta = ior;
+ }
+
+ vec3 L = refract(-V, H, eta);
+ float NL = -dot(N, L);
+
+ if ((NL > 0.0) && (g > 0.0)) {
+ float LH = dot(L, H);
+
+ float G1_l = NL * 2.0 / G1_Smith_GGX(NL, a2); /* Balancing the adjustments made in G1_Smith */
+
+ /* btdf = abs(VH*LH) * (ior*ior) * D * G(V) * G(L) / (Ht2 * NV)
+ * pdf = (VH * abs(LH)) * (ior*ior) * D * G(V) / (Ht2 * NV) */
+ float btdf = G1_l * abs(VH*LH) / (VH * abs(LH));
+
+ btdf_accum += btdf;
+ }
+ }
+ btdf_accum /= sampleCount;
+
+ FragColor = vec4(btdf_accum, 0.0, 0.0, 1.0);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
new file mode 100644
index 00000000000..d6abb7dc175
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
@@ -0,0 +1,55 @@
+
+layout(std140) uniform common_block {
+ mat4 pastViewProjectionMatrix;
+ vec4 viewVecs[2];
+ vec2 mipRatio[10]; /* To correct mip level texel mis-alignement */
+ /* Ambient Occlusion */
+ vec4 aoParameters[2];
+ /* Volumetric */
+ ivec4 volTexSize;
+ vec4 volDepthParameters; /* Parameters to the volume Z equation */
+ vec4 volInvTexSize;
+ vec4 volJitter;
+ vec4 volCoordScale; /* To convert volume uvs to screen uvs */
+ float volHistoryAlpha;
+ float volLightClamp;
+ float volShadowSteps;
+ bool volUseLights;
+ /* Screen Space Reflections */
+ vec4 ssrParameters;
+ float ssrBorderFac;
+ float ssrMaxRoughness;
+ float ssrFireflyFac;
+ float ssrBrdfBias;
+ bool ssrToggle;
+ /* SubSurface Scattering */
+ float sssJitterThreshold;
+ bool sssToggle;
+ /* Specular */
+ bool specToggle;
+ /* Lamps */
+ int laNumLight;
+ /* Probes */
+ int prbNumPlanar;
+ int prbNumRenderCube;
+ int prbNumRenderGrid;
+ int prbIrradianceVisSize;
+ float prbLodCubeMax;
+ float prbLodPlanarMax;
+};
+
+/* aoParameters */
+#define aoDistance aoParameters[0].x
+#define aoSamples aoParameters[0].y /* UNUSED */
+#define aoFactor aoParameters[0].z
+#define aoInvSamples aoParameters[0].w /* UNUSED */
+
+#define aoOffset aoParameters[1].x /* UNUSED */
+#define aoBounceFac aoParameters[1].y
+#define aoQuality aoParameters[1].z
+#define aoSettings aoParameters[1].w
+
+/* ssrParameters */
+#define ssrQuality ssrParameters.x
+#define ssrThickness ssrParameters.y
+#define ssrPixelSize ssrParameters.zw
diff --git a/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl b/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl
new file mode 100644
index 00000000000..7de27a9fda9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl
@@ -0,0 +1,267 @@
+/* Precomputed table of concentric samples.
+ * Generated using this algorithm http://l2program.co.uk/900/concentric-disk-sampling
+ * Sorted by radius then by rotation angle.
+ * This way it's better for cache usage and for
+ * easily restricting to a certain number of
+ * sample while still having a circular kernel. */
+
+#define CONCENTRIC_SAMPLE_NUM 256
+const vec2 concentric[CONCENTRIC_SAMPLE_NUM] =
+vec2[CONCENTRIC_SAMPLE_NUM](
+ vec2(0.0441941738242, 0.0441941738242),
+ vec2(-0.0441941738242, -0.0441941738242),
+ vec2(-0.0441941738242, 0.0441941738242),
+ vec2(0.0441941738242, -0.0441941738242),
+ vec2(0.181111092429, 0.0485285709567),
+ vec2(0.132582521472, 0.132582521472),
+ vec2(-0.181111092429, 0.0485285709567),
+ vec2(0.0485285709567, 0.181111092429),
+ vec2(-0.181111092429, -0.0485285709567),
+ vec2(-0.0485285709567, 0.181111092429),
+ vec2(-0.132582521472, -0.132582521472),
+ vec2(-0.132582521472, 0.132582521472),
+ vec2(-0.0485285709567, -0.181111092429),
+ vec2(0.0485285709567, -0.181111092429),
+ vec2(0.132582521472, -0.132582521472),
+ vec2(0.181111092429, -0.0485285709567),
+ vec2(0.308652606436, 0.0488857703251),
+ vec2(0.278439538809, 0.141872031169),
+ vec2(0.220970869121, 0.220970869121),
+ vec2(-0.278439538809, 0.141872031169),
+ vec2(0.141872031169, 0.278439538809),
+ vec2(-0.308652606436, 0.0488857703251),
+ vec2(0.0488857703251, 0.308652606436),
+ vec2(-0.308652606436, -0.0488857703251),
+ vec2(-0.0488857703251, 0.308652606436),
+ vec2(-0.278439538809, -0.141872031169),
+ vec2(-0.141872031169, 0.278439538809),
+ vec2(-0.220970869121, -0.220970869121),
+ vec2(-0.220970869121, 0.220970869121),
+ vec2(-0.141872031169, -0.278439538809),
+ vec2(-0.0488857703251, -0.308652606436),
+ vec2(0.0488857703251, -0.308652606436),
+ vec2(0.141872031169, -0.278439538809),
+ vec2(0.220970869121, -0.220970869121),
+ vec2(0.278439538809, -0.141872031169),
+ vec2(0.308652606436, -0.0488857703251),
+ vec2(0.434749091828, 0.0489844582952),
+ vec2(0.41294895701, 0.144497089605),
+ vec2(0.370441837162, 0.232764033475),
+ vec2(0.309359216769, 0.309359216769),
+ vec2(-0.370441837162, 0.232764033475),
+ vec2(0.232764033475, 0.370441837162),
+ vec2(-0.41294895701, 0.144497089605),
+ vec2(0.144497089605, 0.41294895701),
+ vec2(-0.434749091828, 0.0489844582952),
+ vec2(0.0489844582952, 0.434749091828),
+ vec2(-0.434749091828, -0.0489844582952),
+ vec2(-0.0489844582952, 0.434749091828),
+ vec2(-0.41294895701, -0.144497089605),
+ vec2(-0.144497089605, 0.41294895701),
+ vec2(-0.370441837162, -0.232764033475),
+ vec2(-0.232764033475, 0.370441837162),
+ vec2(-0.309359216769, -0.309359216769),
+ vec2(-0.309359216769, 0.309359216769),
+ vec2(-0.232764033475, -0.370441837162),
+ vec2(-0.144497089605, -0.41294895701),
+ vec2(-0.0489844582952, -0.434749091828),
+ vec2(0.0489844582952, -0.434749091828),
+ vec2(0.144497089605, -0.41294895701),
+ vec2(0.232764033475, -0.370441837162),
+ vec2(0.309359216769, -0.309359216769),
+ vec2(0.370441837162, -0.232764033475),
+ vec2(0.41294895701, -0.144497089605),
+ vec2(0.434749091828, -0.0489844582952),
+ vec2(0.560359517677, 0.0490251052956),
+ vec2(0.543333277288, 0.14558571287),
+ vec2(0.509798130208, 0.237722772229),
+ vec2(0.460773024913, 0.322636745447),
+ vec2(0.397747564417, 0.397747564417),
+ vec2(-0.460773024913, 0.322636745447),
+ vec2(0.322636745447, 0.460773024913),
+ vec2(-0.509798130208, 0.237722772229),
+ vec2(0.237722772229, 0.509798130208),
+ vec2(-0.543333277288, 0.14558571287),
+ vec2(0.14558571287, 0.543333277288),
+ vec2(-0.560359517677, 0.0490251052956),
+ vec2(0.0490251052956, 0.560359517677),
+ vec2(-0.560359517677, -0.0490251052956),
+ vec2(-0.0490251052956, 0.560359517677),
+ vec2(-0.543333277288, -0.14558571287),
+ vec2(-0.14558571287, 0.543333277288),
+ vec2(-0.509798130208, -0.237722772229),
+ vec2(-0.237722772229, 0.509798130208),
+ vec2(-0.460773024913, -0.322636745447),
+ vec2(-0.322636745447, 0.460773024913),
+ vec2(-0.397747564417, -0.397747564417),
+ vec2(-0.397747564417, 0.397747564417),
+ vec2(-0.322636745447, -0.460773024913),
+ vec2(-0.237722772229, -0.509798130208),
+ vec2(-0.14558571287, -0.543333277288),
+ vec2(-0.0490251052956, -0.560359517677),
+ vec2(0.0490251052956, -0.560359517677),
+ vec2(0.14558571287, -0.543333277288),
+ vec2(0.237722772229, -0.509798130208),
+ vec2(0.322636745447, -0.460773024913),
+ vec2(0.397747564417, -0.397747564417),
+ vec2(0.460773024913, -0.322636745447),
+ vec2(0.509798130208, -0.237722772229),
+ vec2(0.543333277288, -0.14558571287),
+ vec2(0.560359517677, -0.0490251052956),
+ vec2(0.685748328795, 0.0490456884495),
+ vec2(0.671788470355, 0.146138636568),
+ vec2(0.644152935937, 0.240256623474),
+ vec2(0.603404305327, 0.32948367837),
+ vec2(0.550372103135, 0.412003395727),
+ vec2(0.486135912066, 0.486135912066),
+ vec2(-0.550372103135, 0.412003395727),
+ vec2(0.412003395727, 0.550372103135),
+ vec2(-0.603404305327, 0.32948367837),
+ vec2(0.32948367837, 0.603404305327),
+ vec2(-0.644152935937, 0.240256623474),
+ vec2(0.240256623474, 0.644152935937),
+ vec2(-0.671788470355, 0.146138636568),
+ vec2(0.146138636568, 0.671788470355),
+ vec2(-0.685748328795, 0.0490456884495),
+ vec2(0.0490456884495, 0.685748328795),
+ vec2(-0.685748328795, -0.0490456884495),
+ vec2(-0.0490456884495, 0.685748328795),
+ vec2(-0.671788470355, -0.146138636568),
+ vec2(-0.146138636568, 0.671788470355),
+ vec2(-0.644152935937, -0.240256623474),
+ vec2(-0.240256623474, 0.644152935937),
+ vec2(-0.603404305327, -0.32948367837),
+ vec2(-0.32948367837, 0.603404305327),
+ vec2(-0.550372103135, -0.412003395727),
+ vec2(-0.412003395727, 0.550372103135),
+ vec2(-0.486135912066, -0.486135912066),
+ vec2(-0.486135912066, 0.486135912066),
+ vec2(-0.412003395727, -0.550372103135),
+ vec2(-0.32948367837, -0.603404305327),
+ vec2(-0.240256623474, -0.644152935937),
+ vec2(-0.146138636568, -0.671788470355),
+ vec2(-0.0490456884495, -0.685748328795),
+ vec2(0.0490456884495, -0.685748328795),
+ vec2(0.146138636568, -0.671788470355),
+ vec2(0.240256623474, -0.644152935937),
+ vec2(0.32948367837, -0.603404305327),
+ vec2(0.412003395727, -0.550372103135),
+ vec2(0.486135912066, -0.486135912066),
+ vec2(0.550372103135, -0.412003395727),
+ vec2(0.603404305327, -0.32948367837),
+ vec2(0.644152935937, -0.240256623474),
+ vec2(0.671788470355, -0.146138636568),
+ vec2(0.685748328795, -0.0490456884495),
+ vec2(0.811017637806, 0.0490575291556),
+ vec2(0.799191174395, 0.146457218224),
+ vec2(0.775710704038, 0.241721231257),
+ vec2(0.740918624869, 0.33346040443),
+ vec2(0.695322283745, 0.420336974019),
+ vec2(0.639586577995, 0.501084084011),
+ vec2(0.574524259714, 0.574524259714),
+ vec2(-0.639586577995, 0.501084084011),
+ vec2(0.501084084011, 0.639586577995),
+ vec2(-0.695322283745, 0.420336974019),
+ vec2(0.420336974019, 0.695322283745),
+ vec2(-0.740918624869, 0.33346040443),
+ vec2(0.33346040443, 0.740918624869),
+ vec2(-0.775710704038, 0.241721231257),
+ vec2(0.241721231257, 0.775710704038),
+ vec2(-0.799191174395, 0.146457218224),
+ vec2(0.146457218224, 0.799191174395),
+ vec2(-0.811017637806, 0.0490575291556),
+ vec2(0.0490575291556, 0.811017637806),
+ vec2(-0.811017637806, -0.0490575291556),
+ vec2(-0.0490575291556, 0.811017637806),
+ vec2(-0.799191174395, -0.146457218224),
+ vec2(-0.146457218224, 0.799191174395),
+ vec2(-0.775710704038, -0.241721231257),
+ vec2(-0.241721231257, 0.775710704038),
+ vec2(-0.740918624869, -0.33346040443),
+ vec2(-0.33346040443, 0.740918624869),
+ vec2(-0.695322283745, -0.420336974019),
+ vec2(-0.420336974019, 0.695322283745),
+ vec2(-0.639586577995, -0.501084084011),
+ vec2(-0.501084084011, 0.639586577995),
+ vec2(-0.574524259714, -0.574524259714),
+ vec2(-0.574524259714, 0.574524259714),
+ vec2(-0.501084084011, -0.639586577995),
+ vec2(-0.420336974019, -0.695322283745),
+ vec2(-0.33346040443, -0.740918624869),
+ vec2(-0.241721231257, -0.775710704038),
+ vec2(-0.146457218224, -0.799191174395),
+ vec2(-0.0490575291556, -0.811017637806),
+ vec2(0.0490575291556, -0.811017637806),
+ vec2(0.146457218224, -0.799191174395),
+ vec2(0.241721231257, -0.775710704038),
+ vec2(0.33346040443, -0.740918624869),
+ vec2(0.420336974019, -0.695322283745),
+ vec2(0.501084084011, -0.639586577995),
+ vec2(0.574524259714, -0.574524259714),
+ vec2(0.639586577995, -0.501084084011),
+ vec2(0.695322283745, -0.420336974019),
+ vec2(0.740918624869, -0.33346040443),
+ vec2(0.775710704038, -0.241721231257),
+ vec2(0.799191174395, -0.146457218224),
+ vec2(0.811017637806, -0.0490575291556),
+ vec2(0.936215188832, 0.0490649589778),
+ vec2(0.925957819308, 0.146657310975),
+ vec2(0.905555462146, 0.242642854784),
+ vec2(0.875231649841, 0.335969952699),
+ vec2(0.835318616427, 0.425616093506),
+ vec2(0.786253657449, 0.510599095327),
+ vec2(0.728574338866, 0.589987866609),
+ vec2(0.662912607362, 0.662912607362),
+ vec2(-0.728574338866, 0.589987866609),
+ vec2(0.589987866609, 0.728574338866),
+ vec2(-0.786253657449, 0.510599095327),
+ vec2(0.510599095327, 0.786253657449),
+ vec2(-0.835318616427, 0.425616093506),
+ vec2(0.425616093506, 0.835318616427),
+ vec2(-0.875231649841, 0.335969952699),
+ vec2(0.335969952699, 0.875231649841),
+ vec2(-0.905555462146, 0.242642854784),
+ vec2(0.242642854784, 0.905555462146),
+ vec2(-0.925957819308, 0.146657310975),
+ vec2(0.146657310975, 0.925957819308),
+ vec2(-0.936215188832, 0.0490649589778),
+ vec2(0.0490649589778, 0.936215188832),
+ vec2(-0.936215188832, -0.0490649589778),
+ vec2(-0.0490649589778, 0.936215188832),
+ vec2(-0.925957819308, -0.146657310975),
+ vec2(-0.146657310975, 0.925957819308),
+ vec2(-0.905555462146, -0.242642854784),
+ vec2(-0.242642854784, 0.905555462146),
+ vec2(-0.875231649841, -0.335969952699),
+ vec2(-0.335969952699, 0.875231649841),
+ vec2(-0.835318616427, -0.425616093506),
+ vec2(-0.425616093506, 0.835318616427),
+ vec2(-0.786253657449, -0.510599095327),
+ vec2(-0.510599095327, 0.786253657449),
+ vec2(-0.728574338866, -0.589987866609),
+ vec2(-0.589987866609, 0.728574338866),
+ vec2(-0.662912607362, -0.662912607362),
+ vec2(-0.662912607362, 0.662912607362),
+ vec2(-0.589987866609, -0.728574338866),
+ vec2(-0.510599095327, -0.786253657449),
+ vec2(-0.425616093506, -0.835318616427),
+ vec2(-0.335969952699, -0.875231649841),
+ vec2(-0.242642854784, -0.905555462146),
+ vec2(-0.146657310975, -0.925957819308),
+ vec2(-0.0490649589778, -0.936215188832),
+ vec2(0.0490649589778, -0.936215188832),
+ vec2(0.146657310975, -0.925957819308),
+ vec2(0.242642854784, -0.905555462146),
+ vec2(0.335969952699, -0.875231649841),
+ vec2(0.425616093506, -0.835318616427),
+ vec2(0.510599095327, -0.786253657449),
+ vec2(0.589987866609, -0.728574338866),
+ vec2(0.662912607362, -0.662912607362),
+ vec2(0.728574338866, -0.589987866609),
+ vec2(0.786253657449, -0.510599095327),
+ vec2(0.835318616427, -0.425616093506),
+ vec2(0.875231649841, -0.335969952699),
+ vec2(0.905555462146, -0.242642854784),
+ vec2(0.925957819308, -0.146657310975),
+ vec2(0.936215188832, -0.0490649589778)
+);
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
new file mode 100644
index 00000000000..fd1a10de548
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -0,0 +1,23 @@
+
+uniform vec3 basecol;
+uniform float metallic;
+uniform float specular;
+uniform float roughness;
+
+Closure nodetree_exec(void)
+{
+ vec3 dielectric = vec3(0.034) * specular * 2.0;
+ vec3 albedo = mix(basecol, vec3(0.0), metallic);
+ vec3 f0 = mix(dielectric, basecol, metallic);
+ vec3 N = (gl_FrontFacing) ? worldNormal : -worldNormal;
+ vec3 out_diff, out_spec, ssr_spec;
+ eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
+
+ Closure result = Closure(out_spec + out_diff * albedo, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0);
+
+#ifdef LOOKDEV
+ gl_FragDepth = 0.0;
+#endif
+
+ return result;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
new file mode 100644
index 00000000000..1f0ef76da0c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -0,0 +1,62 @@
+
+#define M_PI 3.14159265358979323846
+
+uniform float backgroundAlpha;
+uniform mat4 ProjectionMatrix;
+uniform mat4 ProjectionMatrixInverse;
+uniform mat4 ViewMatrixInverse;
+#ifdef LOOKDEV
+uniform mat3 StudioLightMatrix;
+uniform sampler2D image;
+uniform float studioLightBackground = 1.0;
+in vec3 viewPosition;
+#endif
+uniform vec3 color;
+
+out vec4 FragColor;
+
+void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
+{
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
+
+ vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
+ worldvec = (ViewMatrixInverse * co).xyz;
+}
+
+float hypot(float x, float y)
+{
+ return sqrt(x * x + y * y);
+}
+
+void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color)
+{
+ 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. */
+ color = textureLod(ima, vec2(u, v), 0.0);
+}
+
+void main() {
+#ifdef LOOKDEV
+ vec3 worldvec;
+ vec4 background_color;
+ background_transform_to_world(viewPosition, worldvec);
+ node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, background_color);
+ background_color.rgb = mix(color, background_color.rgb, studioLightBackground);
+#else
+ vec3 background_color = color;
+#endif
+
+ FragColor = vec4(clamp(background_color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
new file mode 100644
index 00000000000..c3674c8f74c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -0,0 +1,218 @@
+/* Original implementation by Keijiro Takahashi
+ * Blender integration by Clément Foucault
+ *
+ * Original License :
+ *
+ * Kino/Bloom v2 - Bloom filter for Unity
+ *
+ * Copyright (C) 2015, 2016 Keijiro Takahashi
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ **/
+
+uniform sampler2D sourceBuffer; /* Buffer to filter */
+uniform vec2 sourceBufferTexelSize;
+
+/* Step Blit */
+uniform vec4 curveThreshold;
+uniform float clampIntensity;
+
+/* Step Upsample */
+uniform sampler2D baseBuffer; /* Previous accumulation buffer */
+uniform vec2 baseBufferTexelSize;
+uniform float sampleScale;
+
+/* Step Resolve */
+uniform vec3 bloomColor;
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+/* -------------- Utils ------------- */
+
+vec3 safe_color(vec3 c)
+{
+ /* Clamp to avoid black square artifacts if a pixel goes NaN. */
+ return clamp(c, vec3(0.0), vec3(1e20)); /* 1e20 arbitrary. */
+}
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+/* 3-tap median filter */
+vec3 median(vec3 a, vec3 b, vec3 c)
+{
+ return a + b + c - min(min(a, b), c) - max(max(a, b), c);
+}
+
+/* ------------- Filters ------------ */
+
+vec3 downsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* Downsample with a 4x4 box filter + anti-flicker filter */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
+
+ vec3 s1 = textureLod(tex, uv + d.xy, 0.0).rgb;
+ vec3 s2 = textureLod(tex, uv + d.zy, 0.0).rgb;
+ vec3 s3 = textureLod(tex, uv + d.xw, 0.0).rgb;
+ vec3 s4 = textureLod(tex, uv + d.zw, 0.0).rgb;
+
+ /* Karis's luma weighted average (using brightness instead of luma) */
+ float s1w = 1.0 / (brightness(s1) + 1.0);
+ float s2w = 1.0 / (brightness(s2) + 1.0);
+ float s3w = 1.0 / (brightness(s3) + 1.0);
+ float s4w = 1.0 / (brightness(s4) + 1.0);
+ float one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w);
+
+ return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
+}
+
+vec3 downsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* Downsample with a 4x4 box filter */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
+
+ vec3 s;
+ s = textureLod(tex, uv + d.xy, 0.0).rgb;
+ s += textureLod(tex, uv + d.zy, 0.0).rgb;
+ s += textureLod(tex, uv + d.xw, 0.0).rgb;
+ s += textureLod(tex, uv + d.zw, 0.0).rgb;
+
+ return s * (1.0 / 4);
+}
+
+vec3 upsample_filter_high(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* 9-tap bilinear upsampler (tent filter) */
+ vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0) * sampleScale;
+
+ vec3 s;
+ s = textureLod(tex, uv - d.xy, 0.0).rgb;
+ s += textureLod(tex, uv - d.wy, 0.0).rgb * 2;
+ s += textureLod(tex, uv - d.zy, 0.0).rgb;
+
+ s += textureLod(tex, uv + d.zw, 0.0).rgb * 2;
+ s += textureLod(tex, uv , 0.0).rgb * 4;
+ s += textureLod(tex, uv + d.xw, 0.0).rgb * 2;
+
+ s += textureLod(tex, uv + d.zy, 0.0).rgb;
+ s += textureLod(tex, uv + d.wy, 0.0).rgb * 2;
+ s += textureLod(tex, uv + d.xy, 0.0).rgb;
+
+ return s * (1.0 / 16.0);
+}
+
+vec3 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* 4-tap bilinear upsampler */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * (sampleScale * 0.5);
+
+ vec3 s;
+ s = textureLod(tex, uv + d.xy, 0.0).rgb;
+ s += textureLod(tex, uv + d.zy, 0.0).rgb;
+ s += textureLod(tex, uv + d.xw, 0.0).rgb;
+ s += textureLod(tex, uv + d.zw, 0.0).rgb;
+
+ return s * (1.0 / 4.0);
+}
+
+/* ----------- Steps ----------- */
+
+vec4 step_blit(void)
+{
+ vec2 uv = uvcoordsvar.xy + sourceBufferTexelSize.xy * 0.5;
+
+#ifdef HIGH_QUALITY /* Anti flicker */
+ vec3 d = sourceBufferTexelSize.xyx * vec3(1, 1, 0);
+ vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
+ vec3 s1 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.xz, 0.0).rgb);
+ vec3 s2 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.xz, 0.0).rgb);
+ vec3 s3 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy - d.zy, 0.0).rgb);
+ vec3 s4 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy + d.zy, 0.0).rgb);
+ vec3 m = median(median(s0.rgb, s1, s2), s3, s4);
+#else
+ vec3 s0 = safe_color(textureLod(sourceBuffer, uvcoordsvar.xy, 0.0).rgb);
+ vec3 m = s0.rgb;
+#endif
+
+ /* Pixel brightness */
+ float br = brightness(m);
+
+ /* Under-threshold part: quadratic curve */
+ float rq = clamp(br - curveThreshold.x, 0, curveThreshold.y);
+ rq = curveThreshold.z * rq * rq;
+
+ /* Combine and apply the brightness response curve. */
+ m *= max(rq, br - curveThreshold.w) / max(1e-5, br);
+
+ /* Clamp pixel intensity */
+ br = max(1e-5, brightness(m));
+ m *= 1.0 - max(0.0, br - clampIntensity) / br;
+
+ return vec4(m, 1.0);
+}
+
+vec4 step_downsample(void)
+{
+#ifdef HIGH_QUALITY /* Anti flicker */
+ vec3 sample = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#else
+ vec3 sample = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#endif
+ return vec4(sample, 1.0);
+}
+
+vec4 step_upsample(void)
+{
+#ifdef HIGH_QUALITY
+ vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#else
+ vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#endif
+ vec3 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb;
+ return vec4(base + blur, 1.0);
+}
+
+vec4 step_resolve(void)
+{
+#ifdef HIGH_QUALITY
+ vec3 blur = upsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#else
+ vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
+#endif
+ vec4 base = textureLod(baseBuffer, uvcoordsvar.xy, 0.0);
+ vec3 cout = base.rgb + blur * bloomColor;
+ return vec4(cout, base.a);
+}
+
+void main(void)
+{
+#if defined(STEP_BLIT)
+ FragColor = step_blit();
+#elif defined(STEP_DOWNSAMPLE)
+ FragColor = step_downsample();
+#elif defined(STEP_UPSAMPLE)
+ FragColor = step_upsample();
+#elif defined(STEP_RESOLVE)
+ FragColor = step_resolve();
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
new file mode 100644
index 00000000000..34d92fab2c2
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -0,0 +1,222 @@
+
+uniform mat4 ProjectionMatrix;
+
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+uniform vec3 dofParams;
+
+#define dof_aperturesize dofParams.x
+#define dof_distance dofParams.y
+#define dof_invsensorsize dofParams.z
+
+uniform vec4 bokehParams[2];
+
+#define bokeh_rotation bokehParams[0].x
+#define bokeh_ratio bokehParams[0].y
+#define bokeh_maxsize bokehParams[0].z
+#define bokeh_sides bokehParams[1] /* Polygon Bokeh shape number of sides (with precomputed vars) */
+
+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 */
+#define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize)
+
+#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
+ ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
+ : (z * 2.0 - 1.0) * nearFar.y)
+
+#define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w)
+
+float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
+
+#define THRESHOLD 0.0
+
+#ifdef STEP_DOWNSAMPLE
+
+layout(location = 0) out vec4 nearColor;
+layout(location = 1) out vec4 farColor;
+layout(location = 2) out vec2 cocData;
+
+/* Downsample the color buffer to half resolution.
+ * Weight color samples by
+ * Compute maximum CoC for near and far blur. */
+void main(void)
+{
+ ivec4 uvs = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1);
+
+ /* custom downsampling */
+ vec4 color1 = texelFetch(colorBuffer, uvs.xy, 0);
+ vec4 color2 = texelFetch(colorBuffer, uvs.zw, 0);
+ vec4 color3 = texelFetch(colorBuffer, uvs.zy, 0);
+ vec4 color4 = texelFetch(colorBuffer, uvs.xw, 0);
+
+ /* Leverage SIMD by combining 4 depth samples into a vec4 */
+ vec4 depth;
+ depth.r = texelFetch(depthBuffer, uvs.xy, 0).r;
+ depth.g = texelFetch(depthBuffer, uvs.zw, 0).r;
+ depth.b = texelFetch(depthBuffer, uvs.zy, 0).r;
+ depth.a = texelFetch(depthBuffer, uvs.xw, 0).r;
+
+ vec4 zdepth = linear_depth(depth);
+
+ /* Compute signed CoC for each depth samples */
+ vec4 coc_near = calculate_coc(zdepth);
+ vec4 coc_far = -coc_near;
+
+ /* now we need to write the near-far fields premultiplied by the coc */
+ vec4 near_weights = step(THRESHOLD, coc_near);
+ vec4 far_weights = step(THRESHOLD, coc_far);
+
+ /* now write output to weighted buffers. */
+ nearColor = weighted_sum(color1, color2, color3, color4, near_weights);
+ farColor = weighted_sum(color1, color2, color3, color4, far_weights);
+
+ /* Normalize the color (don't divide by 0.0) */
+ nearColor /= max(1e-6, dot(near_weights, near_weights));
+ farColor /= max(1e-6, dot(far_weights, far_weights));
+
+ float max_near_coc = max(max_v4(coc_near), 0.0);
+ float max_far_coc = max(max_v4(coc_far), 0.0);
+
+ cocData = vec2(max_near_coc, max_far_coc);
+}
+
+#elif defined(STEP_SCATTER)
+
+flat in vec4 color;
+flat in float smoothFac;
+flat in ivec2 edge;
+/* coordinate used for calculating radius */
+in vec2 particlecoord;
+
+out vec4 fragColor;
+
+/* accumulate color in the near/far blur buffers */
+void main(void)
+{
+ /* Discard to avoid bleeding onto the next layer */
+ if (int(gl_FragCoord.x) * edge.x + edge.y > 0)
+ discard;
+
+ /* Circle Dof */
+ float dist = length(particlecoord);
+
+ /* Ouside of bokeh shape */
+ if (dist > 1.0)
+ discard;
+
+ /* Regular Polygon Dof */
+ if (bokeh_sides.x > 0.0) {
+ /* Circle parametrization */
+ float theta = atan(particlecoord.y, particlecoord.x) + bokeh_rotation;
+
+ /* Optimized version of :
+ * float denom = theta - (M_2PI / bokeh_sides) * floor((bokeh_sides * theta + M_PI) / M_2PI);
+ * float r = cos(M_PI / bokeh_sides) / cos(denom); */
+ float denom = theta - bokeh_sides.y * floor(bokeh_sides.z * theta + 0.5);
+ float r = bokeh_sides.w / cos(denom);
+
+ /* Divide circle radial coord by the shape radius for angle theta.
+ * Giving us the new linear radius to the shape edge. */
+ dist /= r;
+
+ /* Ouside of bokeh shape */
+ if (dist > 1.0)
+ discard;
+ }
+
+ fragColor = color;
+
+ /* Smooth the edges a bit. This effectively reduce the bokeh shape
+ * but does fade out the undersampling artifacts. */
+ if (smoothFac < 1.0) {
+ fragColor *= smoothstep(1.0, smoothFac, dist);
+ }
+}
+
+#elif defined(STEP_RESOLVE)
+
+#define MERGE_THRESHOLD 4.0
+
+uniform sampler2D scatterBuffer;
+
+in vec4 uvcoordsvar;
+out vec4 fragColor;
+
+vec4 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* TODO FIXME: Clamp the sample position
+ * depending on the layer to avoid bleeding.
+ * This is not really noticeable so leaving it as is for now. */
+
+#if 1 /* 9-tap bilinear upsampler (tent filter) */
+ vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0);
+
+ vec4 s;
+ s = textureLod(tex, uv - d.xy, 0.0);
+ s += textureLod(tex, uv - d.wy, 0.0) * 2;
+ s += textureLod(tex, uv - d.zy, 0.0);
+
+ s += textureLod(tex, uv + d.zw, 0.0) * 2;
+ s += textureLod(tex, uv , 0.0) * 4;
+ s += textureLod(tex, uv + d.xw, 0.0) * 2;
+
+ s += textureLod(tex, uv + d.zy, 0.0);
+ s += textureLod(tex, uv + d.wy, 0.0) * 2;
+ s += textureLod(tex, uv + d.xy, 0.0);
+
+ return s * (1.0 / 16.0);
+#else
+ /* 4-tap bilinear upsampler */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * 0.5;
+
+ vec4 s;
+ s = textureLod(tex, uv + d.xy, 0.0);
+ s += textureLod(tex, uv + d.zy, 0.0);
+ s += textureLod(tex, uv + d.xw, 0.0);
+ s += textureLod(tex, uv + d.zw, 0.0);
+
+ return s * (1.0 / 4.0);
+#endif
+}
+
+/* Combine the Far and Near color buffers */
+void main(void)
+{
+ vec2 uv = uvcoordsvar.xy;
+ /* Recompute Near / Far CoC per pixel */
+ float depth = textureLod(depthBuffer, uv, 0.0).r;
+ float zdepth = linear_depth(depth);
+ float coc_signed = calculate_coc(zdepth);
+ float coc_far = max(-coc_signed, 0.0);
+ float coc_near = max(coc_signed, 0.0);
+
+ vec2 texelSize = vec2(0.5, 1.0) / vec2(textureSize(scatterBuffer, 0));
+ vec4 srccolor = textureLod(colorBuffer, uv, 0.0);
+
+ vec2 near_uv = uv * vec2(0.5, 1.0);
+ vec2 far_uv = near_uv + vec2(0.5, 0.0);
+ vec4 farcolor = upsample_filter(scatterBuffer, far_uv, texelSize);
+ vec4 nearcolor = upsample_filter(scatterBuffer, near_uv, texelSize);
+
+ float farweight = farcolor.a;
+ float nearweight = nearcolor.a;
+
+ if (farcolor.a > 0.0) farcolor /= farcolor.a;
+ if (nearcolor.a > 0.0) nearcolor /= nearcolor.a;
+
+ float mixfac = smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed));
+
+ float totalweight = nearweight + farweight;
+ farcolor = mix(srccolor, farcolor, mixfac);
+ nearcolor = mix(srccolor, nearcolor, mixfac);
+ fragColor = mix(farcolor, nearcolor, nearweight / max(1e-6, totalweight));
+}
+
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
new file mode 100644
index 00000000000..6e43115d799
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -0,0 +1,106 @@
+
+uniform vec4 bokehParams[2];
+
+#define bokeh_rotation bokehParams[0].x
+#define bokeh_ratio bokehParams[0].y
+#define bokeh_maxsize bokehParams[0].z
+
+uniform sampler2D nearBuffer;
+uniform sampler2D farBuffer;
+uniform sampler2D cocBuffer;
+
+flat out vec4 color;
+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()
+{
+ ivec2 tex_size = textureSize(cocBuffer, 0);
+ /* We render to a double width texture so compute
+ * the target texel size accordingly */
+ vec2 texel_size = vec2(0.5, 1.0) / vec2(tex_size);
+
+ int t_id = gl_VertexID / 3; /* Triangle Id */
+
+ ivec2 texelco = ivec2(0);
+ /* some math to get the target pixel */
+ texelco.x = t_id % tex_size.x;
+ texelco.y = t_id / tex_size.x;
+
+ vec2 cocs = texelFetch(cocBuffer, texelco, 0).rg;
+
+ bool is_near = (cocs.x > cocs.y);
+ float coc = (is_near) ? cocs.x : cocs.y;
+
+ /* Clamp to max size for performance */
+ coc = min(coc, bokeh_maxsize);
+
+ if (coc >= 1.0) {
+ if (is_near) {
+ color = texelFetch(nearBuffer, texelco, 0);
+ }
+ else {
+ color = texelFetch(farBuffer, texelco, 0);
+ }
+ /* find the area the pixel will cover and divide the color by it */
+ color.a = 1.0 / (coc * coc * M_PI);
+ color.rgb *= color.a;
+
+ /* Compute edge to discard fragment that does not belong to the other layer. */
+ edge.x = (is_near) ? 1 : -1;
+ edge.y = (is_near) ? -tex_size.x + 1 : tex_size.x;
+ }
+ else {
+ /* Don't produce any fragments */
+ color = vec4(0.0);
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
+ return;
+ }
+
+ /* Generate Triangle : less memory fetches from a VBO */
+ int v_id = gl_VertexID % 3; /* Vertex Id */
+
+ /* Extend to cover at least the unit circle */
+ const float extend = (cos(M_PI / 4.0) + 1.0) * 2.0;
+ /* Crappy diagram
+ * ex 1
+ * | \
+ * | \
+ * 1 | \
+ * | \
+ * | \
+ * 0 | x \
+ * | Circle \
+ * | Origin \
+ * -1 0 --------------- 2
+ * -1 0 1 ex
+ **/
+ gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
+ gl_Position.y = float(v_id % 2) * extend - 1.0;
+ gl_Position.z = 0.0;
+ gl_Position.w = 1.0;
+
+ /* Generate Triangle */
+ particlecoord = gl_Position.xy;
+
+ gl_Position.xy *= coc * texel_size * vec2(bokeh_ratio, 1.0);
+ gl_Position.xy -= 1.0 - 0.5 * texel_size; /* NDC Bottom left */
+ gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size;
+
+ /* Push far plane to left side. */
+ gl_Position.x += (!is_near) ? 1.0 : 0.0;
+
+ /* don't do smoothing for small sprites */
+ if (coc > 3.0) {
+ smoothFac = 1.0 - 1.5 / coc;
+ }
+ else {
+ smoothFac = 1.0;
+ }
+
+ int tex_width = textureSize(cocBuffer, 0).x;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
new file mode 100644
index 00000000000..79f86cfae58
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_cube_frag.glsl
@@ -0,0 +1,30 @@
+/**
+ * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ **/
+
+uniform samplerCube source;
+uniform float texelSize;
+
+flat in int fFace;
+
+out vec4 FragColor;
+
+const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0));
+const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3( 0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0));
+const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3( 0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0));
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+void main()
+{
+ vec2 uvs = gl_FragCoord.xy * texelSize;
+
+ uvs = 2.0 * uvs - 1.0;
+
+ vec3 cubevec = x_axis[fFace] * uvs.x + y_axis[fFace] * uvs.y + maj_axes[fFace];
+
+ FragColor = textureLod(source, cubevec, 0.0);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
new file mode 100644
index 00000000000..8f06e161a20
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -0,0 +1,37 @@
+/**
+ * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ **/
+
+uniform sampler2D source;
+uniform float fireflyFactor;
+
+out vec4 FragColor;
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+void main()
+{
+#if 0
+ /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
+ vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
+
+ FragColor = textureLod(source, uvs, 0.0);
+#else
+ vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
+ vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size;
+ vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
+
+ FragColor = textureLod(source, uvs + ofs.xy, 0.0);
+ FragColor += textureLod(source, uvs + ofs.xw, 0.0);
+ FragColor += textureLod(source, uvs + ofs.zy, 0.0);
+ FragColor += textureLod(source, uvs + ofs.zw, 0.0);
+ FragColor *= 0.25;
+
+ /* Clamped brightness. */
+ float luma = max(1e-8, brightness(FragColor.rgb));
+ FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
new file mode 100644
index 00000000000..b7bcf5c8a8b
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -0,0 +1,77 @@
+/**
+ * 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;
+
+void main()
+{
+ vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
+ vec2 uvs = saturate(gl_FragCoord.xy * texel_size);
+
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth);
+ vec3 V = viewCameraVec;
+ vec3 normal = normal_decode(texture(normalBuffer, uvs).rg, V);
+
+ vec3 bent_normal;
+ float visibility;
+
+ vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
+
+ gtao_deferred(normal, viewPosition, noise, depth, visibility, bent_normal);
+
+ /* Handle Background case. Prevent artifact due to uncleared Horizon Render Target. */
+ FragColor = vec4((depth == 1.0) ? 0.0 : visibility);
+}
+
+#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));
+ float depth = gtao_textureLod(gtao_depthBuffer, uvs, 0.0).r;
+
+ if (depth == 1.0) {
+ /* Do not trace for background */
+ FragColor = vec4(0.0);
+ return;
+ }
+
+ /* Avoid self shadowing. */
+ depth = saturate(depth - 3e-6); /* Tweaked for 24bit depth buffer. */
+
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth);
+ vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
+ vec2 max_dir = get_max_dir(viewPosition.z);
+ vec4 dirs;
+ dirs.xy = get_ao_dir(noise.x * 0.5);
+ dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5);
+
+ /* Search in 4 directions. */
+ FragColor.xy = search_horizon_sweep(dirs.xy, viewPosition, uvs, noise.y, max_dir);
+ FragColor.zw = search_horizon_sweep(dirs.zw, viewPosition, uvs, noise.y, max_dir);
+
+ /* Resize output for integer texture. */
+ FragColor = pack_horizons(FragColor);
+}
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
new file mode 100644
index 00000000000..24dbb5436d9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -0,0 +1,96 @@
+/**
+ * Shader that downsample depth buffer,
+ * saving min and max value of each texel in the above mipmaps.
+ * Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
+ **/
+
+#extension GL_ARB_texture_gather : enable
+
+#ifdef LAYERED
+uniform sampler2DArray depthBuffer;
+uniform int depthLayer;
+#else
+uniform sampler2D depthBuffer;
+#endif
+
+#ifdef LAYERED
+# define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
+# define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer))
+#else
+# define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
+# define gatherLowerMip(t) textureGather(depthBuffer, t)
+#endif
+
+#ifdef MIN_PASS
+#define minmax2(a, b) min(a, b)
+#define minmax3(a, b, c) min(min(a, b), c)
+#define minmax4(a, b, c, d) min(min(min(a, b), c), d)
+#else /* MAX_PASS */
+#define minmax2(a, b) max(a, b)
+#define minmax3(a, b, c) max(max(a, b), c)
+#define minmax4(a, b, c, d) max(max(max(a, b), c), d)
+#endif
+
+/* On some AMD card / driver conbination, it is needed otherwise,
+ * the shader does not write anything. */
+#if defined(GPU_INTEL) || defined(GPU_ATI)
+out vec4 fragColor;
+#endif
+
+void main()
+{
+ ivec2 texelPos = ivec2(gl_FragCoord.xy);
+ ivec2 mipsize = textureSize(depthBuffer, 0).xy;
+
+#ifndef COPY_DEPTH
+ texelPos *= 2;
+#endif
+
+#ifdef COPY_DEPTH
+ float val = sampleLowerMip(texelPos);
+#else
+ vec4 samp;
+# ifdef GL_ARB_texture_gather
+ samp = gatherLowerMip(vec2(texelPos) / vec2(mipsize));
+# else
+ samp.x = sampleLowerMip(texelPos);
+ samp.y = sampleLowerMip(texelPos + ivec2(1, 0));
+ samp.z = sampleLowerMip(texelPos + ivec2(1, 1));
+ samp.w = sampleLowerMip(texelPos + ivec2(0, 1));
+# endif
+
+ float val = minmax4(samp.x, samp.y, samp.z, samp.w);
+
+ /* if we are reducing an odd-width texture then fetch the edge texels */
+ if (((mipsize.x & 1) != 0) && (texelPos.x == mipsize.x - 3)) {
+ /* if both edges are odd, fetch the top-left corner texel */
+ if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
+ samp.x = sampleLowerMip(texelPos + ivec2(2, 2));
+ val = minmax2(val, samp.x);
+ }
+# ifdef GL_ARB_texture_gather
+ samp = gatherLowerMip((vec2(texelPos) + vec2(1.0, 0.0)) / vec2(mipsize));
+# else
+ samp.y = sampleLowerMip(texelPos + ivec2(2, 0));
+ samp.z = sampleLowerMip(texelPos + ivec2(2, 1));
+# endif
+ val = minmax3(val, samp.y, samp.z);
+ }
+ /* if we are reducing an odd-height texture then fetch the edge texels */
+ if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
+# ifdef GL_ARB_texture_gather
+ samp = gatherLowerMip((vec2(texelPos) + vec2(0.0, 1.0)) / vec2(mipsize));
+# else
+ samp.x = sampleLowerMip(texelPos + ivec2(0, 2));
+ samp.y = sampleLowerMip(texelPos + ivec2(1, 2));
+# endif
+ val = minmax3(val, samp.x, samp.y);
+ }
+#endif
+
+#if defined(GPU_INTEL) || defined(GPU_ATI)
+ /* Use color format instead of 24bit depth texture */
+ fragColor = vec4(val);
+#endif
+ gl_FragDepth = val;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
new file mode 100644
index 00000000000..fe38b2e9aac
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
@@ -0,0 +1,31 @@
+/* Convert depth to Mist factor */
+uniform vec3 mistSettings;
+
+#define mistStart mistSettings.x
+#define mistInvDistance mistSettings.y
+#define mistFalloff mistSettings.z
+
+out vec4 fragColor;
+
+void main()
+{
+ vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
+ vec2 uvs = gl_FragCoord.xy * texel_size;
+
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+ vec3 co = get_view_space_from_depth(uvs, depth);
+
+ float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;
+
+ /* bring depth into 0..1 range */
+ float mist = saturate((zcor - mistStart) * mistInvDistance);
+
+ /* falloff */
+ mist = pow(mist, mistFalloff);
+
+ fragColor = vec4(mist);
+
+ // if (mist > 0.999) fragColor = vec4(1.0);
+ // else if (mist > 0.0001) fragColor = vec4(0.5);
+ // else fragColor = vec4(0.0);
+}
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
new file mode 100644
index 00000000000..73e284570cd
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
@@ -0,0 +1,65 @@
+
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+
+/* current frame */
+uniform mat4 currInvViewProjMatrix;
+
+/* past frame frame */
+uniform mat4 pastViewProjMatrix;
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+#define MAX_SAMPLE 64
+
+uniform int samples;
+
+float wang_hash_noise(uint s)
+{
+ uint seed = (uint(gl_FragCoord.x) * 1664525u + uint(gl_FragCoord.y)) + s;
+
+ seed = (seed ^ 61u) ^ (seed >> 16u);
+ seed *= 9u;
+ seed = seed ^ (seed >> 4u);
+ seed *= 0x27d4eb2du;
+ seed = seed ^ (seed >> 15u);
+
+ float value = float(seed);
+ value *= 1.0 / 4294967296.0;
+ return fract(value);
+}
+
+void main()
+{
+ vec3 ndc_pos;
+ ndc_pos.xy = uvcoordsvar.xy;
+ ndc_pos.z = texture(depthBuffer, uvcoordsvar.xy).x;
+
+ float inv_samples = 1.0 / float(samples);
+ float noise = 2.0 * wang_hash_noise(0u) * inv_samples;
+
+ /* Normalize Device Coordinates are [-1, +1]. */
+ ndc_pos = ndc_pos * 2.0 - 1.0;
+
+ vec4 p = currInvViewProjMatrix * vec4(ndc_pos, 1.0);
+ vec3 world_pos = p.xyz / p.w; /* Perspective divide */
+
+ /* Now find where was this pixel position
+ * inside the past camera viewport */
+ vec4 old_ndc = pastViewProjMatrix * vec4(world_pos, 1.0);
+ old_ndc.xyz /= old_ndc.w; /* Perspective divide */
+
+ vec2 motion = (ndc_pos.xy - old_ndc.xy) * 0.25; /* 0.25 fit cycles ref */
+
+ float inc = 2.0 * inv_samples;
+ float i = -1.0 + noise;
+
+ FragColor = vec4(0.0);
+ for (int j = 0; j < samples && j < MAX_SAMPLE; j++) {
+ FragColor += textureLod(colorBuffer, uvcoordsvar.xy + motion * i, 0.0) * inv_samples;
+ i += inc;
+ }
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
new file mode 100644
index 00000000000..0f76f8e1b8c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -0,0 +1,477 @@
+
+/* Based on Stochastic Screen Space Reflections
+ * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */
+
+#define MAX_MIP 9.0
+
+uniform ivec2 halfresOffset;
+
+ivec2 encode_hit_data(vec2 hit_pos, bool has_hit, bool is_planar)
+{
+ ivec2 hit_data = ivec2(saturate(hit_pos) * 32767.0); /* 16bit signed int limit */
+ hit_data.x *= (is_planar) ? -1 : 1;
+ hit_data.y *= (has_hit) ? 1 : -1;
+ return hit_data;
+}
+
+vec2 decode_hit_data(vec2 hit_data, out bool has_hit, out bool is_planar)
+{
+ is_planar = (hit_data.x < 0);
+ has_hit = (hit_data.y > 0);
+ return vec2(abs(hit_data)) / 32767.0; /* 16bit signed int limit */
+}
+
+#ifdef STEP_RAYTRACE
+
+uniform sampler2D normalBuffer;
+uniform sampler2D specroughBuffer;
+
+layout(location = 0) out ivec2 hitData;
+layout(location = 1) out float pdfData;
+
+void do_planar_ssr(int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal, vec3 viewPosition, float a2, vec4 rand)
+{
+ float NH;
+ vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */
+ float pdf = pdf_ggx_reflect(NH, a2);
+
+ vec3 R = reflect(-V, H);
+ R = reflect(R, planeNormal);
+
+ /* If ray is bad (i.e. going below the plane) regenerate. */
+ if (dot(R, planeNormal) > 0.0) {
+ vec3 H = sample_ggx(rand.xzw * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */
+ pdf = pdf_ggx_reflect(NH, a2);
+
+ R = reflect(-V, H);
+ R = reflect(R, planeNormal);
+ }
+
+ pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */
+
+ /* Since viewspace hit position can land behind the camera in this case,
+ * we save the reflected view position (visualize it as the hit position
+ * below the reflection plane). This way it's garanted that the hit will
+ * be in front of the camera. That let us tag the bad rays with a negative
+ * sign in the Z component. */
+ vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, rand.y, ssrQuality, a2, false);
+
+ hitData = encode_hit_data(hit_pos.xy, (hit_pos.z > 0.0), true);
+}
+
+void do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec4 rand)
+{
+ float NH;
+ vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */
+ float pdf = pdf_ggx_reflect(NH, a2);
+
+ vec3 R = reflect(-V, H);
+ pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */
+
+ vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, rand.y, ssrQuality, a2, true);
+
+ hitData = encode_hit_data(hit_pos.xy, (hit_pos.z > 0.0), false);
+}
+
+void main()
+{
+#ifdef FULLRES
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+ ivec2 halfres_texel = fullres_texel;
+#else
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2 + halfresOffset;
+ ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
+#endif
+
+ float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
+
+ /* Default: not hits. */
+ hitData = encode_hit_data(vec2(0.5), false, false);
+ pdfData = 0.0;
+
+ /* Early out */
+ /* We can't do discard because we don't clear the render target. */
+ if (depth == 1.0)
+ return;
+
+ vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0));
+
+ /* Using view space */
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth);
+ vec3 V = viewCameraVec;
+ vec3 N = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, V);
+
+ /* Retrieve pixel data */
+ vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+
+ /* Early out */
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ return;
+
+ float roughness = speccol_roughness.a;
+ float roughnessSquared = max(1e-3, roughness * roughness);
+ float a2 = roughnessSquared * roughnessSquared;
+
+ /* Early out */
+ if (roughness > ssrMaxRoughness + 0.2)
+ return;
+
+ vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
+
+ /* Gives *perfect* reflection for very small roughness */
+ if (roughness < 0.04) {
+ rand.xzw *= 0.0;
+ }
+ /* Importance sampling bias */
+ rand.x = mix(rand.x, 0.0, ssrBrdfBias);
+
+ vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+ vec3 wN = transform_direction(ViewMatrixInverse, N);
+
+ vec3 T, B;
+ make_orthonormal_basis(N, T, B); /* Generate tangent space */
+
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) {
+ PlanarData pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0);
+
+ if (fade > 0.5) {
+ /* Find view vector / reflection plane intersection. */
+ /* TODO optimize, use view space for all. */
+ vec3 tracePosition = line_plane_intersect(worldPosition, cameraVec, pd.pl_plane_eq);
+ tracePosition = transform_point(ViewMatrix, tracePosition);
+ vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal);
+
+ do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand);
+ return;
+ }
+ }
+
+ do_ssr(V, N, T, B, viewPosition, a2, rand);
+}
+
+#else /* STEP_RESOLVE */
+
+uniform sampler2D prevColorBuffer; /* previous frame */
+uniform sampler2D normalBuffer;
+uniform sampler2D specroughBuffer;
+
+uniform isampler2D hitBuffer;
+uniform sampler2D pdfBuffer;
+
+uniform int neighborOffset;
+
+const ivec2 neighbors[32] = ivec2[32](
+ ivec2( 0, 0), ivec2( 1, 1), ivec2(-2, 0), ivec2( 0, -2),
+ ivec2( 0, 0), ivec2( 1, -1), ivec2(-2, 0), ivec2( 0, 2),
+ ivec2( 0, 0), ivec2(-1, -1), ivec2( 2, 0), ivec2( 0, 2),
+ ivec2( 0, 0), ivec2(-1, 1), ivec2( 2, 0), ivec2( 0, -2),
+
+ ivec2( 0, 0), ivec2( 2, 2), ivec2(-2, 2), ivec2( 0, -1),
+ ivec2( 0, 0), ivec2( 2, -2), ivec2(-2, -2), ivec2( 0, 1),
+ ivec2( 0, 0), ivec2(-2, -2), ivec2(-2, 2), ivec2( 1, 0),
+ ivec2( 0, 0), ivec2( 2, 2), ivec2( 2, -2), ivec2(-1, 0)
+);
+
+out vec4 fragColor;
+
+#if 0 /* Finish reprojection with motion vectors */
+vec3 get_motion_vector(vec3 pos)
+{
+}
+
+/* http://bitsquid.blogspot.fr/2017/06/reprojecting-reflections_22.html */
+vec3 find_reflection_incident_point(vec3 cam, vec3 hit, vec3 pos, vec3 N)
+{
+ float d_cam = point_plane_projection_dist(cam, pos, N);
+ float d_hit = point_plane_projection_dist(hit, pos, N);
+
+ if (d_hit < d_cam) {
+ /* Swap */
+ float tmp = d_cam;
+ d_cam = d_hit;
+ d_hit = tmp;
+ }
+
+ vec3 proj_cam = cam - (N * d_cam);
+ vec3 proj_hit = hit - (N * d_hit);
+
+ return (proj_hit - proj_cam) * d_cam / (d_cam + d_hit) + proj_cam;
+}
+#endif
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N)
+{
+ /* TODO real reprojection with motion vectors, etc... */
+ return project_point(pastViewProjectionMatrix, hit).xy * 0.5 + 0.5;
+}
+
+float get_sample_depth(vec2 hit_co, bool is_planar, float planar_index)
+{
+ if (is_planar) {
+ return textureLod(planarDepth, vec3(hit_co, planar_index), 0.0).r;
+ }
+ else {
+ return textureLod(depthBuffer, hit_co, 0.0).r;
+ }
+}
+
+vec3 get_hit_vector(
+ vec3 hit_pos, PlanarData pd, vec3 worldPosition, vec3 N, vec3 V, bool is_planar,
+ inout vec2 hit_co, inout float mask)
+{
+ vec3 hit_vec;
+
+ if (is_planar) {
+ /* Reflect back the hit position to have it in non-reflected world space */
+ vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq);
+ hit_vec = hit_pos - trace_pos;
+ hit_vec = reflect(hit_vec, pd.pl_normal);
+ }
+ else {
+ /* Find hit position in previous frame. */
+ mask = screen_border_mask(gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0)));
+ hit_co = get_reprojected_reflection(hit_pos, worldPosition, N);
+ hit_vec = hit_pos - worldPosition;
+ }
+
+ mask = min(mask, screen_border_mask(hit_co));
+ return hit_vec;
+}
+
+vec3 get_scene_color(vec2 ref_uvs, float mip, float planar_index, bool is_planar)
+{
+ if (is_planar) {
+ return textureLod(probePlanars, vec3(ref_uvs, planar_index), min(mip, prbLodPlanarMax)).rgb;
+ }
+ else {
+ return textureLod(prevColorBuffer, ref_uvs, mip).rgb;
+ }
+}
+
+vec4 get_ssr_samples(
+ vec4 hit_pdf, ivec4 hit_data[2],
+ PlanarData pd, float planar_index, vec3 worldPosition, vec3 N, vec3 V,
+ float roughnessSquared, float cone_tan, vec2 source_uvs,
+ inout float weight_acc)
+{
+ bvec4 is_planar, has_hit;
+ vec4 hit_co[2];
+ hit_co[0].xy = decode_hit_data(hit_data[0].xy, has_hit.x, is_planar.x);
+ hit_co[0].zw = decode_hit_data(hit_data[0].zw, has_hit.y, is_planar.y);
+ hit_co[1].xy = decode_hit_data(hit_data[1].xy, has_hit.z, is_planar.z);
+ hit_co[1].zw = decode_hit_data(hit_data[1].zw, has_hit.w, is_planar.w);
+
+ vec4 hit_depth;
+ hit_depth.x = get_sample_depth(hit_co[0].xy, is_planar.x, planar_index);
+ hit_depth.y = get_sample_depth(hit_co[0].zw, is_planar.y, planar_index);
+ hit_depth.z = get_sample_depth(hit_co[1].xy, is_planar.z, planar_index);
+ hit_depth.w = get_sample_depth(hit_co[1].zw, is_planar.w, planar_index);
+
+ /* Hit position in view space. */
+ vec3 hit_view[4];
+ hit_view[0] = get_view_space_from_depth(hit_co[0].xy, hit_depth.x);
+ hit_view[1] = get_view_space_from_depth(hit_co[0].zw, hit_depth.y);
+ hit_view[2] = get_view_space_from_depth(hit_co[1].xy, hit_depth.z);
+ hit_view[3] = get_view_space_from_depth(hit_co[1].zw, hit_depth.w);
+
+ vec4 homcoord = vec4(hit_view[0].z, hit_view[1].z, hit_view[2].z, hit_view[3].z);
+ homcoord = ProjectionMatrix[2][3] * homcoord + ProjectionMatrix[3][3];
+
+ /* Hit position in world space. */
+ vec3 hit_pos[4];
+ hit_pos[0] = transform_point(ViewMatrixInverse, hit_view[0]);
+ hit_pos[1] = transform_point(ViewMatrixInverse, hit_view[1]);
+ hit_pos[2] = transform_point(ViewMatrixInverse, hit_view[2]);
+ hit_pos[3] = transform_point(ViewMatrixInverse, hit_view[3]);
+
+ /* Get actual hit vector and hit coordinate (from last frame). */
+ vec4 mask = vec4(1.0);
+ hit_pos[0] = get_hit_vector(hit_pos[0], pd, worldPosition, N, V, is_planar.x, hit_co[0].xy, mask.x);
+ hit_pos[1] = get_hit_vector(hit_pos[1], pd, worldPosition, N, V, is_planar.y, hit_co[0].zw, mask.y);
+ hit_pos[2] = get_hit_vector(hit_pos[2], pd, worldPosition, N, V, is_planar.z, hit_co[1].xy, mask.z);
+ hit_pos[3] = get_hit_vector(hit_pos[3], pd, worldPosition, N, V, is_planar.w, hit_co[1].zw, mask.w);
+
+ vec4 hit_dist;
+ hit_dist.x = length(hit_pos[0]);
+ hit_dist.y = length(hit_pos[1]);
+ hit_dist.z = length(hit_pos[2]);
+ hit_dist.w = length(hit_pos[3]);
+ hit_dist = max(vec4(1e-8), hit_dist);
+
+ /* Normalize */
+ hit_pos[0] /= hit_dist.x;
+ hit_pos[1] /= hit_dist.y;
+ hit_pos[2] /= hit_dist.z;
+ hit_pos[3] /= hit_dist.w;
+
+ /* Compute cone footprint in screen space. */
+ vec4 cone_footprint = hit_dist * cone_tan;
+ cone_footprint = ssrBrdfBias * 0.5 * cone_footprint * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
+
+ /* Estimate a cone footprint to sample a corresponding mipmap level. */
+ vec4 mip = log2(cone_footprint * max_v2(vec2(textureSize(depthBuffer, 0))));
+ mip = clamp(mip, 0.0, MAX_MIP);
+
+ /* Correct UVs for mipmaping mis-alignment */
+ hit_co[0].xy *= mip_ratio_interp(mip.x);
+ hit_co[0].zw *= mip_ratio_interp(mip.y);
+ hit_co[1].xy *= mip_ratio_interp(mip.z);
+ hit_co[1].zw *= mip_ratio_interp(mip.w);
+
+ /* Slide 54 */
+ vec4 bsdf;
+ bsdf.x = bsdf_ggx(N, hit_pos[0], V, roughnessSquared);
+ bsdf.y = bsdf_ggx(N, hit_pos[1], V, roughnessSquared);
+ bsdf.z = bsdf_ggx(N, hit_pos[2], V, roughnessSquared);
+ bsdf.w = bsdf_ggx(N, hit_pos[3], V, roughnessSquared);
+
+ vec4 weight = step(1e-8, hit_pdf) * bsdf / max(vec4(1e-8), hit_pdf);
+
+ vec3 sample[4];
+ sample[0] = get_scene_color(hit_co[0].xy, mip.x, planar_index, is_planar.x);
+ sample[1] = get_scene_color(hit_co[0].zw, mip.y, planar_index, is_planar.y);
+ sample[2] = get_scene_color(hit_co[1].xy, mip.z, planar_index, is_planar.z);
+ sample[3] = get_scene_color(hit_co[1].zw, mip.w, planar_index, is_planar.w);
+
+ /* Clamped brightness. */
+ vec4 luma;
+ luma.x = brightness(sample[0]);
+ luma.y = brightness(sample[1]);
+ luma.z = brightness(sample[2]);
+ luma.w = brightness(sample[3]);
+ luma = max(vec4(1e-8), luma);
+ luma = 1.0 - max(vec4(0.0), luma - ssrFireflyFac) / luma;
+
+ sample[0] *= luma.x;
+ sample[1] *= luma.y;
+ sample[2] *= luma.z;
+ sample[3] *= luma.w;
+
+ /* Protection against NaNs in the history buffer.
+ * This could be removed if some previous pass has already
+ * sanitized the input. */
+ if (any(isnan(sample[0]))) {
+ sample[0] = vec3(0.0); weight.x = 0.0;
+ }
+ if (any(isnan(sample[1]))) {
+ sample[1] = vec3(0.0); weight.y = 0.0;
+ }
+ if (any(isnan(sample[2]))) {
+ sample[2] = vec3(0.0); weight.z = 0.0;
+ }
+ if (any(isnan(sample[3]))) {
+ sample[3] = vec3(0.0); weight.w = 0.0;
+ }
+
+ weight_acc += sum(weight);
+
+ /* Do not add light if ray has failed. */
+ vec4 accum;
+ accum = vec4(sample[0], mask.x) * weight.x * float(has_hit.x);
+ accum += vec4(sample[1], mask.y) * weight.y * float(has_hit.y);
+ accum += vec4(sample[2], mask.z) * weight.z * float(has_hit.z);
+ accum += vec4(sample[3], mask.w) * weight.w * float(has_hit.w);
+ return accum;
+}
+
+void main()
+{
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+#ifdef FULLRES
+ ivec2 halfres_texel = fullres_texel;
+#else
+ ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
+#endif
+ vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
+
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+
+ /* Early out */
+ if (depth == 1.0)
+ discard;
+
+ /* Using world space */
+ vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */
+ vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+ vec3 V = cameraVec;
+ vec3 vN = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, viewCameraVec);
+ vec3 N = transform_direction(ViewMatrixInverse, vN);
+ vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+
+ /* Early out */
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ discard;
+
+ /* TODO optimize with textureGather */
+ /* Doing these fetches early to hide latency. */
+ vec4 hit_pdf;
+ hit_pdf.x = texelFetch(pdfBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).r;
+ hit_pdf.y = texelFetch(pdfBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).r;
+ hit_pdf.z = texelFetch(pdfBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).r;
+ hit_pdf.w = texelFetch(pdfBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).r;
+
+ ivec4 hit_data[2];
+ hit_data[0].xy = texelFetch(hitBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).rg;
+ hit_data[0].zw = texelFetch(hitBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).rg;
+ hit_data[1].xy = texelFetch(hitBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).rg;
+ hit_data[1].zw = texelFetch(hitBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).rg;
+
+ /* Find Planar Reflections affecting this pixel */
+ PlanarData pd;
+ float planar_index;
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) {
+ pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0);
+
+ if (fade > 0.5) {
+ planar_index = float(i);
+ break;
+ }
+ }
+
+ float roughness = speccol_roughness.a;
+ float roughnessSquared = max(1e-3, roughness * roughness);
+
+ vec4 spec_accum = vec4(0.0);
+
+ /* Resolve SSR */
+ float cone_cos = cone_cosine(roughnessSquared);
+ float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
+ cone_tan *= mix(saturate(dot(N, -V) * 2.0), 1.0, roughness); /* Elongation fit */
+
+ vec2 source_uvs = project_point(pastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5;
+
+ vec4 ssr_accum = vec4(0.0);
+ float weight_acc = 0.0;
+
+ if (roughness < ssrMaxRoughness + 0.2) {
+ ssr_accum += get_ssr_samples(hit_pdf, hit_data, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs, weight_acc);
+ }
+
+ /* Compute SSR contribution */
+ if (weight_acc > 0.0) {
+ ssr_accum /= weight_acc;
+ /* fade between 0.5 and 1.0 roughness */
+ ssr_accum.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
+ accumulate_light(ssr_accum.rgb, ssr_accum.a, spec_accum);
+ }
+
+ /* If SSR contribution is not 1.0, blend with cubemaps */
+ if (spec_accum.a < 1.0) {
+ fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
+ }
+
+ fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0);
+}
+
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
new file mode 100644
index 00000000000..5ecf6323255
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
@@ -0,0 +1,99 @@
+
+/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
+
+#define MAX_SSS_SAMPLES 65
+layout(std140) uniform sssProfile {
+ vec4 kernel[MAX_SSS_SAMPLES];
+ vec4 radii_max_radius;
+ int sss_samples;
+};
+
+uniform sampler2D depthBuffer;
+uniform sampler2D sssData;
+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 FragColor;
+#ifdef RESULT_ACCUM
+layout(location = 1) out vec4 sssColor;
+#endif
+
+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;
+ vec4 sss_data = texture(sssData, uvs).rgba;
+ float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r);
+
+ float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
+#ifdef FIRST_PASS
+ float angle = M_2PI * rand + M_PI_2;
+ vec2 dir = vec2(1.0, 0.0);
+#else /* SECOND_PASS */
+ float angle = M_2PI * rand;
+ vec2 dir = vec2(0.0, 1.0);
+#endif
+ vec2 dir_rand = vec2(cos(angle), sin(angle));
+
+ /* Compute kernel bounds in 2D. */
+ float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3];
+ vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_data.aa / homcoord;
+ vec2 finalStep = scale * radii_max_radius.w;
+ finalStep *= 0.5; /* samples range -1..1 */
+
+ /* Center sample */
+ vec3 accum = sss_data.rgb * kernel[0].rgb;
+
+ for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) {
+ vec2 sample_uv = uvs + kernel[i].a * finalStep * ((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand);
+ vec3 color = texture(sssData, sample_uv).rgb;
+ float sample_depth = texture(depthBuffer, sample_uv).r;
+ sample_depth = get_view_z_from_depth(sample_depth);
+
+ /* Depth correction factor. */
+ float depth_delta = depth_view - sample_depth;
+ float s = clamp(1.0 - exp(-(depth_delta * depth_delta) / (2.0 * sss_data.a)), 0.0, 1.0);
+
+ /* Out of view samples. */
+ if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) {
+ s = 1.0;
+ }
+
+ accum += kernel[i].rgb * mix(color, sss_data.rgb, s);
+ }
+
+#ifdef FIRST_PASS
+ FragColor = vec4(accum, sss_data.a);
+#else /* SECOND_PASS */
+# ifdef USE_SEP_ALBEDO
+# ifdef RESULT_ACCUM
+ FragColor = vec4(accum, 1.0);
+ sssColor = texture(sssAlbedo, uvs);
+# else
+ FragColor = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0);
+# endif
+# else
+ FragColor = vec4(accum, 1.0);
+# endif
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
new file mode 100644
index 00000000000..e118777f6c8
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -0,0 +1,111 @@
+
+uniform sampler2D colorHistoryBuffer;
+uniform sampler2D velocityBuffer;
+
+out vec4 FragColor;
+
+vec4 safe_color(vec4 c)
+{
+ /* Clamp to avoid black square artifacts if a pixel goes NaN. */
+ return clamp(c, vec4(0.0), vec4(1e20)); /* 1e20 arbitrary. */
+}
+
+#ifdef USE_REPROJECTION
+
+/**
+ * Adapted from https://casual-effects.com/g3d/G3D10/data-files/shader/Film/Film_temporalAA.pix
+ * which is adapted from https://github.com/gokselgoktas/temporal-anti-aliasing/blob/master/Assets/Resources/Shaders/TemporalAntiAliasing.cginc
+ * which is adapted from https://github.com/playdeadgames/temporal
+ * Optimization by Stubbesaurus and epsilon adjustment to avoid division by zero.
+ *
+ * This can cause 3x3 blocks of color when there is a thin edge of a similar color that
+ * is varying in intensity.
+ */
+vec3 clip_to_aabb(vec3 color, vec3 minimum, vec3 maximum, vec3 average)
+{
+ /* note: only clips towards aabb center (but fast!) */
+ vec3 center = 0.5 * (maximum + minimum);
+ vec3 extents = 0.5 * (maximum - minimum);
+ vec3 dist = color - center;
+ vec3 ts = abs(extents) / max(abs(dist), vec3(0.0001));
+ float t = saturate(min_v3(ts));
+ return center + dist * t;
+}
+
+/**
+ * Vastly based on https://github.com/playdeadgames/temporal
+ */
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ float depth = texelFetch(depthBuffer, texel, 0).r;
+ vec2 motion = texelFetch(velocityBuffer, texel, 0).rg;
+
+ /* Decode from unsigned normalized 16bit texture. */
+ motion = motion * 2.0 - 1.0;
+
+ /* Compute pixel position in previous frame. */
+ vec2 screen_res = vec2(textureSize(colorBuffer, 0).xy);
+ vec2 uv = gl_FragCoord.xy / screen_res;
+ vec2 uv_history = uv - motion;
+
+ ivec2 texel_history = ivec2(uv_history * screen_res);
+ vec4 color_history = textureLod(colorHistoryBuffer, uv_history, 0.0);
+
+ /* Color bounding box clamping. 3x3 neighborhood. */
+ vec4 c02 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, 1));
+ vec4 c12 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 0, 1));
+ vec4 c22 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 1, 1));
+ vec4 c01 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, 0));
+ vec4 c11 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 0, 0));
+ vec4 c21 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 1, 0));
+ vec4 c00 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, -1));
+ vec4 c10 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 0, -1));
+ vec4 c20 = texelFetchOffset(colorBuffer, texel, 0, ivec2( 1, -1));
+
+ vec4 color = c11;
+
+ /* AABB minmax */
+ vec4 min_col = min9(c02, c12, c22, c01, c11, c21, c00, c10, c20);
+ vec4 max_col = max9(c02, c12, c22, c01, c11, c21, c00, c10, c20);
+ vec4 avg_col = avg9(c02, c12, c22, c01, c11, c21, c00, c10, c20);
+
+ /* bias the color aabb toward the center (rounding the shape) */
+ vec4 min_center = min5(c12, c01, c11, c21, c10);
+ vec4 max_center = max5(c12, c01, c11, c21, c10);
+ vec4 avg_center = avg5(c12, c01, c11, c21, c10);
+ min_col = (min_col + min_center) * 0.5;
+ max_col = (max_col + max_center) * 0.5;
+ avg_col = (avg_col + avg_center) * 0.5;
+
+ /* Clip color toward the center of the neighborhood colors AABB box. */
+ color_history.rgb = clip_to_aabb(color_history.rgb, min_col.rgb, max_col.rgb, avg_col.rgb);
+
+ /* Luminance weighting. */
+ /* TODO correct luminance */
+ float lum0 = dot(color.rgb, vec3(0.333));
+ float lum1 = dot(color_history.rgb, vec3(0.333));
+ float diff = abs(lum0 - lum1) / max(lum0, max(lum1, 0.2));
+ float weight = 1.0 - diff;
+ float alpha = mix(0.04, 0.12, weight * weight);
+
+ color_history = mix(color_history, color, alpha);
+
+ bool out_of_view = any(greaterThanEqual(abs(uv_history - 0.5), vec2(0.5)));
+ color_history = (out_of_view) ? color : color_history;
+
+ FragColor = safe_color(color_history);
+}
+
+#else
+
+uniform float alpha;
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec4 color = texelFetch(colorBuffer, texel, 0);
+ vec4 color_history = texelFetch(colorHistoryBuffer, texel, 0);
+ FragColor = safe_color(mix(color_history, color, alpha));
+}
+#endif
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
new file mode 100644
index 00000000000..8324c25225c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -0,0 +1,22 @@
+
+uniform mat4 currPersinv;
+uniform mat4 pastPersmat;
+
+out vec2 outData;
+
+void main()
+{
+ /* Extract pixel motion vector from camera movement. */
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0).xy);
+
+ float depth = texelFetch(depthBuffer, texel, 0).r;
+
+ vec3 world_position = project_point(currPersinv, vec3(uv, depth) * 2.0 - 1.0);
+ vec2 uv_history = project_point(pastPersmat, world_position).xy * 0.5 + 0.5;
+
+ outData = uv - uv_history;
+
+ /* Encode to unsigned normalized 16bit texture. */
+ outData = outData * 0.5 + 0.5;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
new file mode 100644
index 00000000000..132cc16fcbd
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
@@ -0,0 +1,177 @@
+
+uniform sampler2DArray irradianceGrid;
+
+#define IRRADIANCE_LIB
+
+#ifdef IRRADIANCE_CUBEMAP
+struct IrradianceData {
+ vec3 color;
+};
+#elif defined(IRRADIANCE_SH_L2)
+struct IrradianceData {
+ vec3 shcoefs[9];
+};
+#else /* defined(IRRADIANCE_HL2) */
+struct IrradianceData {
+ vec3 cubesides[3];
+};
+#endif
+
+IrradianceData load_irradiance_cell(int cell, vec3 N)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+
+#if defined(IRRADIANCE_CUBEMAP)
+
+ #define AMBIANT_CUBESIZE 8
+ ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
+
+ vec2 uvs = mapping_octahedron(N, texelSize);
+ uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
+ uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
+
+ IrradianceData ir;
+ ir.color = texture(irradianceGrid, vec3(uvs, 0.0)).rgb;
+
+#elif defined(IRRADIANCE_SH_L2)
+
+ ivec2 cell_co = ivec2(3, 3);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 ofs = ivec3(0, 1, 2);
+
+ IrradianceData ir;
+ ir.shcoefs[0] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xx, 0), 0).rgb;
+ ir.shcoefs[1] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yx, 0), 0).rgb;
+ ir.shcoefs[2] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zx, 0), 0).rgb;
+ ir.shcoefs[3] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xy, 0), 0).rgb;
+ ir.shcoefs[4] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yy, 0), 0).rgb;
+ ir.shcoefs[5] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zy, 0), 0).rgb;
+ ir.shcoefs[6] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xz, 0), 0).rgb;
+ ir.shcoefs[7] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yz, 0), 0).rgb;
+ ir.shcoefs[8] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zz, 0), 0).rgb;
+
+#else /* defined(IRRADIANCE_HL2) */
+
+ ivec2 cell_co = ivec2(3, 2);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 is_negative = ivec3(step(0.0, -N));
+
+ IrradianceData ir;
+ ir.cubesides[0] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(0, is_negative.x), 0), 0));
+ ir.cubesides[1] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(1, is_negative.y), 0), 0));
+ ir.cubesides[2] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(2, is_negative.z), 0), 0));
+
+#endif
+
+ return ir;
+}
+
+float load_visibility_cell(int cell, vec3 L, float dist, float bias, float bleed_bias, float range)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+ ivec2 cell_co = ivec2(prbIrradianceVisSize);
+ ivec2 cell_per_row_col = textureSize(irradianceGrid, 0).xy / prbIrradianceVisSize;
+ cell_co.x *= (cell % cell_per_row_col.x);
+ cell_co.y *= (cell / cell_per_row_col.x) % cell_per_row_col.y;
+ float layer = 1.0 + float((cell / cell_per_row_col.x) / cell_per_row_col.y);
+
+ vec2 texel_size = 1.0 / vec2(textureSize(irradianceGrid, 0).xy);
+ vec2 co = vec2(cell_co) * texel_size;
+
+ vec2 uv = mapping_octahedron(-L, vec2(1.0 / float(prbIrradianceVisSize)));
+ uv *= vec2(prbIrradianceVisSize) * texel_size;
+
+ vec4 data = texture(irradianceGrid, vec3(co + uv, layer));
+
+ /* Decoding compressed data */
+ vec2 moments = visibility_decode(data, range);
+
+ /* Doing chebishev test */
+ float variance = abs(moments.x * moments.x - moments.y);
+ variance = max(variance, bias / 10.0);
+
+ float d = dist - moments.x;
+ float p_max = variance / (variance + d * d);
+
+ /* Increase contrast in the weight by squaring it */
+ p_max *= p_max;
+
+ /* Now reduce light-bleeding by removing the [0, x] tail and linearly rescaling (x, 1] */
+ p_max = clamp((p_max - bleed_bias) / (1.0 - bleed_bias), 0.0, 1.0);
+
+ return (dist <= moments.x) ? 1.0 : p_max;
+}
+
+/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
+vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[4])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ return sh;
+}
+
+vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ sh += 1.092548 * N.x * N.z * shcoefs[4];
+ sh += -1.092548 * N.z * N.y * shcoefs[5];
+ sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6];
+ sh += -1.092548 * N.x * N.y * shcoefs[7];
+ sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8];
+
+ return sh;
+}
+
+vec3 hl2_basis(vec3 N, vec3 cubesides[3])
+{
+ vec3 irradiance = vec3(0.0);
+
+ vec3 n_squared = N * N;
+
+ irradiance += n_squared.x * cubesides[0];
+ irradiance += n_squared.y * cubesides[1];
+ irradiance += n_squared.z * cubesides[2];
+
+ return irradiance;
+}
+
+vec3 compute_irradiance(vec3 N, IrradianceData ird)
+{
+#if defined(IRRADIANCE_CUBEMAP)
+ return ird.color;
+#elif defined(IRRADIANCE_SH_L2)
+ return spherical_harmonics_L2(N, ird.shcoefs);
+#else /* defined(IRRADIANCE_HL2) */
+ return hl2_basis(N, ird.cubesides);
+#endif
+}
+
+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/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
new file mode 100644
index 00000000000..0e6f976187a
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -0,0 +1,436 @@
+
+uniform sampler2DArray shadowCubeTexture;
+uniform sampler2DArray shadowCascadeTexture;
+
+#define LAMPS_LIB
+
+layout(std140) uniform shadow_block {
+ ShadowData shadows_data[MAX_SHADOW];
+ ShadowCubeData shadows_cube_data[MAX_SHADOW_CUBE];
+ ShadowCascadeData shadows_cascade_data[MAX_SHADOW_CASCADE];
+};
+
+layout(std140) uniform light_block {
+ LightData lights_data[MAX_LIGHT];
+};
+
+/* type */
+#define POINT 0.0
+#define SUN 1.0
+#define SPOT 2.0
+#define HEMI 3.0
+#define AREA_RECT 4.0
+/* Used to define the area lamp shape, doesn't directly correspond to a Blender lamp type. */
+#define AREA_ELLIPSE 100.0
+
+#if defined(SHADOW_VSM)
+#define ShadowSample vec2
+#define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).rg
+#define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).rg
+#elif defined(SHADOW_ESM)
+#define ShadowSample float
+#define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).r
+#define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).r
+#else
+#define ShadowSample float
+#define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).r
+#define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).r
+#endif
+
+#if defined(SHADOW_VSM)
+#define get_depth_delta(s) (dist - s.x)
+#else
+#define get_depth_delta(s) (dist - s)
+#endif
+
+/* ----------------------------------------------------------- */
+/* ----------------------- Shadow tests ---------------------- */
+/* ----------------------------------------------------------- */
+
+#if defined(SHADOW_VSM)
+
+float shadow_test(ShadowSample moments, float dist, ShadowData sd)
+{
+ float p = 0.0;
+
+ if (dist <= moments.x)
+ p = 1.0;
+
+ float variance = moments.y - (moments.x * moments.x);
+ variance = max(variance, sd.sh_bias / 10.0);
+
+ float d = moments.x - dist;
+ float p_max = variance / (variance + d * d);
+
+ /* Now reduce light-bleeding by removing the [0, x] tail and linearly rescaling (x, 1] */
+ p_max = clamp((p_max - sd.sh_bleed) / (1.0 - sd.sh_bleed), 0.0, 1.0);
+
+ return max(p, p_max);
+}
+
+#elif defined(SHADOW_ESM)
+
+float shadow_test(ShadowSample z, float dist, ShadowData sd)
+{
+ return saturate(exp(sd.sh_exp * (z - dist + sd.sh_bias)));
+}
+
+#else
+
+float shadow_test(ShadowSample z, float dist, ShadowData sd)
+{
+ return step(0, z - dist + sd.sh_bias);
+}
+
+#endif
+
+/* ----------------------------------------------------------- */
+/* ----------------------- Shadow types ---------------------- */
+/* ----------------------------------------------------------- */
+
+float shadow_cubemap(ShadowData sd, ShadowCubeData scd, float texid, vec3 W)
+{
+ vec3 cubevec = W - scd.position.xyz;
+ float dist = length(cubevec);
+
+ /* If fragment is out of shadowmap range, do not occlude */
+ /* XXX : we check radial distance against a cubeface distance.
+ * We loose quite a bit of valid area. */
+ if (dist > sd.sh_far)
+ return 1.0;
+
+ cubevec /= dist;
+
+ ShadowSample s = sample_cube(cubevec, texid);
+ return shadow_test(s, dist, sd);
+}
+
+float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float texid)
+{
+ vec4 shpos = shadowmat * vec4(W, 1.0);
+ float dist = shpos.z * range;
+
+ ShadowSample s = sample_cascade(shpos.xy, texid);
+ float vis = shadow_test(s, dist, sd);
+
+ /* If fragment is out of shadowmap range, do not occlude */
+ if (shpos.z < 1.0 && shpos.z > 0.0) {
+ return vis;
+ }
+ else {
+ return 1.0;
+ }
+}
+
+float shadow_cascade(ShadowData sd, ShadowCascadeData scd, float texid, vec3 W)
+{
+ vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
+ vec4 weights = smoothstep(scd.split_end_distances, scd.split_start_distances.yzwx, view_z);
+ weights.yzw -= weights.xyz;
+
+ vec4 vis = vec4(1.0);
+ float range = abs(sd.sh_far - sd.sh_near); /* Same factor as in get_cascade_world_distance(). */
+
+ /* Branching using (weights > 0.0) is reaally slooow on intel so avoid it for now. */
+ /* TODO OPTI: Only do 2 samples and blend. */
+ vis.x = evaluate_cascade(sd, scd.shadowmat[0], W, range, texid + 0);
+ vis.y = evaluate_cascade(sd, scd.shadowmat[1], W, range, texid + 1);
+ vis.z = evaluate_cascade(sd, scd.shadowmat[2], W, range, texid + 2);
+ vis.w = evaluate_cascade(sd, scd.shadowmat[3], W, range, texid + 3);
+
+ float weight_sum = dot(vec4(1.0), weights);
+ if (weight_sum > 0.9999) {
+ float vis_sum = dot(vec4(1.0), vis * weights);
+ return vis_sum / weight_sum;
+ }
+ else {
+ float vis_sum = dot(vec4(1.0), vis * step(0.001, weights));
+ return mix(1.0, vis_sum, weight_sum);
+ }
+}
+
+/* ----------------------------------------------------------- */
+/* --------------------- Light Functions --------------------- */
+/* ----------------------------------------------------------- */
+#define MAX_MULTI_SHADOW 4
+
+float light_visibility(LightData ld, vec3 W,
+#ifndef VOLUMETRICS
+ vec3 viewPosition,
+ vec3 viewNormal,
+#endif
+ vec4 l_vector)
+{
+ float vis = 1.0;
+
+ if (ld.l_type == SPOT) {
+ float z = dot(ld.l_forward, l_vector.xyz);
+ vec3 lL = l_vector.xyz / z;
+ float x = dot(ld.l_right, lL) / ld.l_sizex;
+ float y = dot(ld.l_up, lL) / ld.l_sizey;
+
+ float ellipse = inversesqrt(1.0 + x * x + y * y);
+
+ float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
+
+ vis *= spotmask;
+ vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
+ }
+ else if (ld.l_type == AREA_RECT || ld.l_type == AREA_ELLIPSE) {
+ vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
+ }
+
+#if !defined(VOLUMETRICS) || defined(VOLUME_SHADOW)
+ /* shadowing */
+ if (ld.l_shadowid >= 0.0) {
+ ShadowData data = shadows_data[int(ld.l_shadowid)];
+
+ if (ld.l_type == SUN) {
+ /* TODO : MSM */
+ // for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
+ vis *= shadow_cascade(
+ data, shadows_cascade_data[int(data.sh_data_start)],
+ data.sh_tex_start, W);
+ // }
+ }
+ else {
+ /* TODO : MSM */
+ // for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
+ vis *= shadow_cubemap(
+ data, shadows_cube_data[int(data.sh_data_start)],
+ data.sh_tex_start, W);
+ // }
+ }
+
+#ifndef VOLUMETRICS
+ /* Only compute if not already in shadow. */
+ if ((vis > 0.001) && (data.sh_contact_dist > 0.0)) {
+ vec4 L = (ld.l_type != SUN) ? l_vector : vec4(-ld.l_forward, 1.0);
+ float trace_distance = (ld.l_type != SUN) ? min(data.sh_contact_dist, l_vector.w) : data.sh_contact_dist;
+
+ vec3 T, B;
+ make_orthonormal_basis(L.xyz / L.w, T, B);
+
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
+ rand.zw *= fast_sqrt(rand.y) * data.sh_contact_spread;
+
+ /* We use the full l_vector.xyz so that the spread is minimize
+ * if the shading point is further away from the light source */
+ vec3 ray_dir = L.xyz + T * rand.z + B * rand.w;
+ ray_dir = transform_direction(ViewMatrix, ray_dir);
+ ray_dir = normalize(ray_dir);
+
+ vec3 ray_ori = viewPosition;
+
+ float bias = 0.5; /* Constant Bias */
+ bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependant bias */
+ bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset;
+
+ vec3 nor_bias = viewNormal * bias;
+ ray_ori += nor_bias;
+
+ ray_dir *= trace_distance;
+ ray_dir -= nor_bias;
+
+ vec3 hit_pos = raycast(-1, ray_ori, ray_dir, data.sh_contact_thickness, rand.x,
+ 0.1, 0.001, false);
+
+ if (hit_pos.z > 0.0) {
+ hit_pos = get_view_space_from_depth(hit_pos.xy, hit_pos.z);
+ float hit_dist = distance(viewPosition, hit_pos);
+ float dist_ratio = hit_dist / trace_distance;
+ return vis * saturate(dist_ratio * dist_ratio * dist_ratio);
+ }
+ }
+#endif
+ }
+#endif
+
+ return vis;
+}
+
+float light_diffuse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
+{
+#ifdef USE_LTC
+ if (ld.l_type == SUN) {
+ return direct_diffuse_unit_disc(ld, N, V);
+ }
+ else if (ld.l_type == AREA_RECT) {
+ return direct_diffuse_rectangle(ld, N, V, l_vector);
+ }
+ else if (ld.l_type == AREA_ELLIPSE) {
+ return direct_diffuse_ellipse(ld, N, V, l_vector);
+ }
+ else {
+ return direct_diffuse_sphere(ld, N, l_vector);
+ }
+#else
+ if (ld.l_type == SUN) {
+ return direct_diffuse_sun(ld, N);
+ }
+ else {
+ return direct_diffuse_point(N, l_vector);
+ }
+#endif
+}
+
+vec3 light_specular(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+#ifdef USE_LTC
+ if (ld.l_type == SUN) {
+ return direct_ggx_unit_disc(ld, N, V, roughness, f0);
+ }
+ else if (ld.l_type == AREA_RECT) {
+ return direct_ggx_rectangle(ld, N, V, l_vector, roughness, f0);
+ }
+ else if (ld.l_type == AREA_ELLIPSE) {
+ return direct_ggx_ellipse(ld, N, V, l_vector, roughness, f0);
+ }
+ else {
+ return direct_ggx_sphere(ld, N, V, l_vector, roughness, f0);
+ }
+#else
+ if (ld.l_type == SUN) {
+ return direct_ggx_sun(ld, N, V, roughness, f0);
+ }
+ else {
+ return direct_ggx_point(N, V, l_vector, roughness, f0);
+ }
+#endif
+}
+
+#define MAX_SSS_SAMPLES 65
+#define SSS_LUT_SIZE 64.0
+#define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE))
+#define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE))
+layout(std140) uniform sssProfile {
+ vec4 kernel[MAX_SSS_SAMPLES];
+ vec4 radii_max_radius;
+ int sss_samples;
+};
+
+uniform sampler1D sssTexProfile;
+
+vec3 sss_profile(float s) {
+ s /= radii_max_radius.w;
+ return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
+}
+
+vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
+{
+#if !defined(USE_TRANSLUCENCY) || defined(VOLUMETRICS)
+ return vec3(0.0);
+#else
+ vec3 vis = vec3(1.0);
+
+ /* Only shadowed light can produce translucency */
+ if (ld.l_shadowid >= 0.0) {
+ ShadowData data = shadows_data[int(ld.l_shadowid)];
+ float delta;
+
+ vec4 L = (ld.l_type != SUN) ? l_vector : vec4(-ld.l_forward, 1.0);
+
+ vec3 T, B;
+ make_orthonormal_basis(L.xyz / L.w, T, B);
+
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
+ rand.zw *= fast_sqrt(rand.y) * data.sh_blur;
+
+ /* We use the full l_vector.xyz so that the spread is minimize
+ * if the shading point is further away from the light source */
+ W = W + T * rand.z + B * rand.w;
+
+ if (ld.l_type == SUN) {
+ ShadowCascadeData scd = shadows_cascade_data[int(data.sh_data_start)];
+ vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
+
+ vec4 weights = step(scd.split_end_distances, view_z);
+ float id = abs(4.0 - dot(weights, weights));
+
+ if (id > 3.0) {
+ return vec3(0.0);
+ }
+
+ float range = abs(data.sh_far - data.sh_near); /* Same factor as in get_cascade_world_distance(). */
+
+ vec4 shpos = scd.shadowmat[int(id)] * vec4(W, 1.0);
+ float dist = shpos.z * range;
+
+ if (shpos.z > 1.0 || shpos.z < 0.0) {
+ return vec3(0.0);
+ }
+
+ ShadowSample s = sample_cascade(shpos.xy, data.sh_tex_start + id);
+ delta = get_depth_delta(s);
+ }
+ else {
+ vec3 cubevec = W - shadows_cube_data[int(data.sh_data_start)].position.xyz;
+ float dist = length(cubevec);
+
+ /* If fragment is out of shadowmap range, do not occlude */
+ /* XXX : we check radial distance against a cubeface distance.
+ * We loose quite a bit of valid area. */
+ if (dist < data.sh_far) {
+ cubevec /= dist;
+
+ ShadowSample s = sample_cube(cubevec, data.sh_tex_start);
+ delta = get_depth_delta(s);
+ }
+ }
+
+ /* XXX : Removing Area Power. */
+ /* TODO : put this out of the shader. */
+ float falloff;
+ if (ld.l_type == AREA_RECT || ld.l_type == AREA_ELLIPSE) {
+ vis *= (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0);
+ if (ld.l_type == AREA_ELLIPSE) {
+ vis *= M_PI * 0.25;
+ }
+ vis *= 0.3 * 20.0 * max(0.0, dot(-ld.l_forward, l_vector.xyz / l_vector.w)); /* XXX ad hoc, empirical */
+ vis /= (l_vector.w * l_vector.w);
+ falloff = dot(N, l_vector.xyz / l_vector.w);
+ }
+ else if (ld.l_type == SUN) {
+ vis *= (4.0f * ld.l_radius * ld.l_radius * M_2PI) * (1.0 / 12.5); /* Removing area light power*/
+ vis *= M_2PI * 0.78; /* Matching cycles with point light. */
+ vis *= 0.082; /* XXX ad hoc, empirical */
+ falloff = dot(N, -ld.l_forward);
+ }
+ else {
+ vis *= (4.0 * ld.l_radius * ld.l_radius) * (1.0 /10.0);
+ vis *= 1.5; /* XXX ad hoc, empirical */
+ vis /= (l_vector.w * l_vector.w);
+ falloff = dot(N, l_vector.xyz / l_vector.w);
+ }
+ // vis *= M_1_PI; /* Normalize */
+
+ /* Applying profile */
+ vis *= sss_profile(abs(delta) / scale);
+
+ /* No transmittance at grazing angle (hide artifacts) */
+ vis *= saturate(falloff * 2.0);
+
+ if (ld.l_type == SPOT) {
+ float z = dot(ld.l_forward, l_vector.xyz);
+ vec3 lL = l_vector.xyz / z;
+ float x = dot(ld.l_right, lL) / ld.l_sizex;
+ float y = dot(ld.l_up, lL) / ld.l_sizey;
+
+ float ellipse = inversesqrt(1.0 + x * x + y * y);
+
+ float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
+
+ vis *= spotmask;
+ vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
+ }
+ else if (ld.l_type == AREA_RECT || ld.l_type == AREA_ELLIPSE) {
+ vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
+ }
+ }
+ else {
+ vis = vec3(0.0);
+ }
+
+ return vis;
+#endif
+}
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
new file mode 100644
index 00000000000..d10f4bc0d42
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
@@ -0,0 +1,15 @@
+
+flat in int pid;
+in vec3 worldNormal;
+in vec3 worldPosition;
+
+out vec4 FragColor;
+
+void main()
+{
+ vec3 V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
+ ? normalize(cameraPos - worldPosition)
+ : cameraForward;
+ vec3 N = normalize(worldNormal);
+ FragColor = vec4(textureLod_octahedron(probeCubes, vec4(reflect(-V, N), pid), 0.0, prbLodCubeMax).rgb, 1.0);
+}
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
new file mode 100644
index 00000000000..b0a6cbe1707
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
@@ -0,0 +1,26 @@
+
+in vec3 pos;
+
+/* Instance attrib */
+in int probe_id;
+in vec3 probe_location;
+in float sphere_size;
+
+flat out int pid;
+out vec3 worldNormal;
+out vec3 worldPosition;
+
+void main()
+{
+ pid = probe_id;
+
+ /* While this is not performant, we do this to
+ * match the object mode engine instancing shader. */
+ mat4 offsetmat = mat4(1.0); /* Identity */
+ offsetmat[3].xyz = probe_location;
+
+ vec4 wpos = offsetmat * vec4(pos * sphere_size, 1.0);
+ worldPosition = wpos.xyz;
+ gl_Position = ViewProjectionMatrix * wpos;
+ worldNormal = normalize(pos);
+}
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
new file mode 100644
index 00000000000..14fd6d3dff5
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -0,0 +1,198 @@
+
+uniform samplerCube probeHdr;
+uniform int probeSize;
+uniform float lodFactor;
+uniform float lodMax;
+uniform float intensityFac;
+
+in vec3 worldPosition;
+
+out vec4 FragColor;
+
+#define M_4PI 12.5663706143591729
+
+const mat3 CUBE_ROTATIONS[6] = mat3[](
+ mat3(vec3( 0.0, 0.0, -1.0),
+ vec3( 0.0, -1.0, 0.0),
+ vec3(-1.0, 0.0, 0.0)),
+ mat3(vec3( 0.0, 0.0, 1.0),
+ vec3( 0.0, -1.0, 0.0),
+ vec3( 1.0, 0.0, 0.0)),
+ mat3(vec3( 1.0, 0.0, 0.0),
+ vec3( 0.0, 0.0, 1.0),
+ vec3( 0.0, -1.0, 0.0)),
+ mat3(vec3( 1.0, 0.0, 0.0),
+ vec3( 0.0, 0.0, -1.0),
+ vec3( 0.0, 1.0, 0.0)),
+ mat3(vec3( 1.0, 0.0, 0.0),
+ vec3( 0.0, -1.0, 0.0),
+ vec3( 0.0, 0.0, -1.0)),
+ mat3(vec3(-1.0, 0.0, 0.0),
+ vec3( 0.0, -1.0, 0.0),
+ vec3( 0.0, 0.0, 1.0)));
+
+vec3 get_cubemap_vector(vec2 co, int face)
+{
+ return normalize(CUBE_ROTATIONS[face] * vec3(co * 2.0 - 1.0, 1.0));
+}
+
+float area_element(float x, float y)
+{
+ return atan(x * y, sqrt(x * x + y * y + 1));
+}
+
+float texel_solid_angle(vec2 co, float halfpix)
+{
+ vec2 v1 = (co - vec2(halfpix)) * 2.0 - 1.0;
+ vec2 v2 = (co + vec2(halfpix)) * 2.0 - 1.0;
+
+ return area_element(v1.x, v1.y) - area_element(v1.x, v2.y) - area_element(v2.x, v1.y) + area_element(v2.x, v2.y);
+}
+
+vec3 octahedral_to_cubemap_proj(vec2 co)
+{
+ co = co * 2.0 - 1.0;
+
+ vec2 abs_co = abs(co);
+ vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
+
+ if ( abs_co.x + abs_co.y > 1.0 ) {
+ v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
+ }
+
+ return v;
+}
+
+void main()
+{
+#if defined(IRRADIANCE_SH_L2)
+ float pixstep = 1.0 / probeSize;
+ float halfpix = pixstep / 2.0;
+
+ /* Downside: leaks negative values, very bandwidth consuming */
+ int comp = int(gl_FragCoord.x) % 3 + (int(gl_FragCoord.y) % 3) * 3;
+
+ float weight_accum = 0.0;
+ vec3 sh = vec3(0.0);
+
+ for (int face = 0; face < 6; ++face) {
+ for (float x = halfpix; x < 1.0; x += pixstep) {
+ for (float y = halfpix; y < 1.0; y += pixstep) {
+ float weight, coef;
+ vec2 facecoord = vec2(x,y);
+ vec3 cubevec = get_cubemap_vector(facecoord, face);
+
+ if (comp == 0) {
+ coef = 0.282095;
+ }
+ else if (comp == 1) {
+ coef = -0.488603 * cubevec.z * 2.0 / 3.0;
+ }
+ else if (comp == 2) {
+ coef = 0.488603 * cubevec.y * 2.0 / 3.0;
+ }
+ else if (comp == 3) {
+ coef = -0.488603 * cubevec.x * 2.0 / 3.0;
+ }
+ else if (comp == 4) {
+ coef = 1.092548 * cubevec.x * cubevec.z * 1.0 / 4.0;
+ }
+ else if (comp == 5) {
+ coef = -1.092548 * cubevec.z * cubevec.y * 1.0 / 4.0;
+ }
+ else if (comp == 6) {
+ coef = 0.315392 * (3.0 * cubevec.y * cubevec.y - 1.0) * 1.0 / 4.0;
+ }
+ else if (comp == 7) {
+ coef = 1.092548 * cubevec.x * cubevec.y * 1.0 / 4.0;
+ }
+ else { /* (comp == 8) */
+ coef = 0.546274 * (cubevec.x * cubevec.x - cubevec.z * cubevec.z) * 1.0 / 4.0;
+ }
+
+ weight = texel_solid_angle(facecoord, halfpix);
+
+ vec4 sample = textureLod(probeHdr, cubevec, lodMax);
+ sh += sample.rgb * coef * weight;
+ weight_accum += weight;
+ }
+ }
+ }
+ sh *= M_4PI / weight_accum;
+
+ FragColor = vec4(sh, 1.0);
+#else
+#if defined(IRRADIANCE_CUBEMAP)
+ /* Downside: Need lots of memory for storage, distortion due to octahedral mapping */
+ const vec2 map_size = vec2(16.0);
+ const vec2 texelSize = 1.0 / map_size;
+ vec2 uvs = mod(gl_FragCoord.xy, map_size) * texelSize;
+ const float paddingSize = 1.0;
+
+ /* Add a N pixel border to ensure filtering is correct
+ * for N mipmap levels. */
+ uvs += uvs * texelSize * paddingSize * 2.0;
+ uvs -= texelSize * paddingSize;
+
+ /* edge mirroring : only mirror if directly adjacent
+ * (not diagonally adjacent) */
+ vec2 m = abs(uvs - 0.5) + 0.5;
+ vec2 f = floor(m);
+ if (f.x - f.y != 0.0) {
+ uvs = 1.0 - uvs;
+ }
+
+ /* clamp to [0-1] */
+ uvs = fract(uvs);
+
+ /* get cubemap vector */
+ vec3 cubevec = octahedral_to_cubemap_proj(uvs);
+
+#elif defined(IRRADIANCE_HL2)
+ /* Downside: very very low resolution (6 texels), bleed lighting because of interpolation */
+ int x = int(gl_FragCoord.x) % 3;
+ int y = int(gl_FragCoord.y) % 2;
+
+ vec3 cubevec = vec3(1.0, 0.0, 0.0);
+
+ if (x == 1) {
+ cubevec = cubevec.yxy;
+ }
+ else if (x == 2) {
+ cubevec = cubevec.yyx;
+ }
+
+ if (y == 1) {
+ cubevec = -cubevec;
+ }
+#endif
+
+ vec3 N, T, B, V;
+
+ N = normalize(cubevec);
+
+ make_orthonormal_basis(N, T, B); /* Generate tangent space */
+
+ /* Integrating Envmap */
+ float weight = 0.0;
+ vec3 out_radiance = vec3(0.0);
+ for (float i = 0; i < sampleCount; i++) {
+ vec3 L = sample_hemisphere(i, N, T, B); /* Microfacet normal */
+ float NL = dot(N, L);
+
+ if (NL > 0.0) {
+ /* Coarse Approximation of the mapping distortion
+ * Unit Sphere -> Cubemap Face */
+ const float dist = 4.0 * M_PI / 6.0;
+ float pdf = pdf_hemisphere();
+ /* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */
+ float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax) ;
+
+ out_radiance += textureLod(probeHdr, L, lod).rgb * NL;
+ weight += NL;
+ }
+ }
+
+ FragColor = irradiance_encode(intensityFac * out_radiance / weight);
+#endif
+}
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
new file mode 100644
index 00000000000..e4199e6a5ed
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
@@ -0,0 +1,87 @@
+
+uniform samplerCube probeHdr;
+uniform float roughnessSquared;
+uniform float texelSize;
+uniform float lodFactor;
+uniform float lodMax;
+uniform float paddingSize;
+uniform float intensityFac;
+
+in vec3 worldPosition;
+
+out vec4 FragColor;
+
+vec3 octahedral_to_cubemap_proj(vec2 co)
+{
+ co = co * 2.0 - 1.0;
+
+ vec2 abs_co = abs(co);
+ vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
+
+ if ( abs_co.x + abs_co.y > 1.0 ) {
+ v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
+ }
+
+ return v;
+}
+
+void main() {
+ vec2 uvs = gl_FragCoord.xy * texelSize;
+
+ /* Add a N pixel border to ensure filtering is correct
+ * for N mipmap levels. */
+ uvs += uvs * texelSize * paddingSize * 2.0;
+ uvs -= texelSize * paddingSize;
+
+ /* edge mirroring : only mirror if directly adjacent
+ * (not diagonally adjacent) */
+ vec2 m = abs(uvs - 0.5) + 0.5;
+ vec2 f = floor(m);
+ if (f.x - f.y != 0.0) {
+ uvs = 1.0 - uvs;
+ }
+
+ /* clamp to [0-1] */
+ uvs = fract(uvs);
+
+ /* get cubemap vector */
+ vec3 cubevec = octahedral_to_cubemap_proj(uvs);
+
+ vec3 N, T, B, V;
+
+ vec3 R = normalize(cubevec);
+
+ /* Isotropic assumption */
+ N = V = R;
+
+ make_orthonormal_basis(N, T, B); /* Generate tangent space */
+
+ /* Noise to dither the samples */
+ /* Note : ghosting is better looking than noise. */
+ // setup_noise();
+
+ /* Integrating Envmap */
+ float weight = 0.0;
+ vec3 out_radiance = vec3(0.0);
+ for (float i = 0; i < sampleCount; i++) {
+ vec3 H = sample_ggx(i, roughnessSquared, N, T, B); /* Microfacet normal */
+ vec3 L = -reflect(V, H);
+ float NL = dot(N, L);
+
+ if (NL > 0.0) {
+ float NH = max(1e-8, dot(N, H)); /* cosTheta */
+
+ /* Coarse Approximation of the mapping distortion
+ * Unit Sphere -> Cubemap Face */
+ const float dist = 4.0 * M_PI / 6.0;
+ float pdf = pdf_ggx_reflect(NH, roughnessSquared);
+ /* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */
+ float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax) ;
+
+ out_radiance += textureLod(probeHdr, L, lod).rgb * NL;
+ weight += NL;
+ }
+ }
+
+ FragColor = vec4(intensityFac * out_radiance / weight, 1.0);
+}
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
new file mode 100644
index 00000000000..211fa8f0ce8
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
@@ -0,0 +1,88 @@
+
+uniform samplerCube probeDepth;
+uniform int outputSize;
+uniform float lodFactor;
+uniform float storedTexelSize;
+uniform float lodMax;
+uniform float nearClip;
+uniform float farClip;
+uniform float visibilityRange;
+uniform float visibilityBlur;
+
+out vec4 FragColor;
+
+vec3 octahedral_to_cubemap_proj(vec2 co)
+{
+ co = co * 2.0 - 1.0;
+
+ vec2 abs_co = abs(co);
+ vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
+
+ if ( abs_co.x + abs_co.y > 1.0 ) {
+ v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
+ }
+
+ return v;
+}
+
+float linear_depth(float z)
+{
+ return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
+}
+
+float get_world_distance(float depth, vec3 cos)
+{
+ float is_background = step(1.0, depth);
+ depth = linear_depth(depth);
+ depth += 1e1 * is_background;
+ cos = normalize(abs(cos));
+ float cos_vec = max(cos.x, max(cos.y, cos.z));
+ return depth / cos_vec;
+}
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy) % ivec2(outputSize);
+
+ vec3 cos;
+
+ cos.xy = (vec2(texel) + 0.5) * storedTexelSize;
+
+ /* add a 2 pixel border to ensure filtering is correct */
+ cos.xy *= 1.0 + storedTexelSize * 2.0;
+ cos.xy -= storedTexelSize;
+
+ float pattern = 1.0;
+
+ /* edge mirroring : only mirror if directly adjacent
+ * (not diagonally adjacent) */
+ vec2 m = abs(cos.xy - 0.5) + 0.5;
+ vec2 f = floor(m);
+ if (f.x - f.y != 0.0) {
+ cos.xy = 1.0 - cos.xy;
+ }
+
+ /* clamp to [0-1] */
+ cos.xy = fract(cos.xy);
+
+ /* get cubemap vector */
+ cos = normalize(octahedral_to_cubemap_proj(cos.xy));
+
+ vec3 T, B;
+ make_orthonormal_basis(cos, T, B); /* Generate tangent space */
+
+ vec2 accum = vec2(0.0);
+
+ for (float i = 0; i < sampleCount; i++) {
+ vec3 sample = sample_cone(i, M_PI_2 * visibilityBlur, cos, T, B);
+ float depth = texture(probeDepth, sample).r;
+ depth = get_world_distance(depth, sample);
+ accum += vec2(depth, depth * depth);
+ }
+
+ accum *= invSampleCount;
+ accum = abs(accum);
+
+ /* Encode to normalized RGBA 8 */
+ FragColor = visibility_encode(accum, visibilityRange);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
new file mode 100644
index 00000000000..2ce37d867b7
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
@@ -0,0 +1,34 @@
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform int Layer;
+
+in vec4 vPos[];
+flat in int face[];
+flat out int fFace;
+
+out vec3 worldPosition;
+out vec3 viewPosition; /* Required. otherwise generate linking error. */
+out vec3 worldNormal; /* Required. otherwise generate linking error. */
+out vec3 viewNormal; /* Required. otherwise generate linking error. */
+
+const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0));
+const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3( 0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0));
+const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3( 0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0));
+
+void main() {
+ fFace = face[0];
+ gl_Layer = Layer + fFace;
+
+ 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 ATTRIB
+ pass_attrib(v);
+#endif
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}
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
new file mode 100644
index 00000000000..d333ad34bb0
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
@@ -0,0 +1,11 @@
+
+flat in int cellOffset;
+in vec3 worldNormal;
+
+out vec4 FragColor;
+
+void main()
+{
+ IrradianceData ir_data = load_irradiance_cell(cellOffset, worldNormal);
+ FragColor = vec4(compute_irradiance(worldNormal, ir_data), 1.0);
+}
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
new file mode 100644
index 00000000000..a017a791e41
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
@@ -0,0 +1,32 @@
+
+in vec3 pos;
+
+uniform float sphere_size;
+uniform int offset;
+uniform ivec3 grid_resolution;
+uniform vec3 corner;
+uniform vec3 increment_x;
+uniform vec3 increment_y;
+uniform vec3 increment_z;
+
+flat out int cellOffset;
+out vec3 worldNormal;
+
+void main()
+{
+ vec3 ls_cell_location;
+ /* Keep in sync with update_irradiance_probe */
+ ls_cell_location.z = float(gl_InstanceID % grid_resolution.z);
+ ls_cell_location.y = float((gl_InstanceID / grid_resolution.z) % grid_resolution.y);
+ ls_cell_location.x = float(gl_InstanceID / (grid_resolution.z * grid_resolution.y));
+
+ cellOffset = offset + gl_InstanceID;
+
+ vec3 ws_cell_location = corner +
+ (increment_x * ls_cell_location.x +
+ increment_y * ls_cell_location.y +
+ increment_z * ls_cell_location.z);
+
+ gl_Position = ViewProjectionMatrix * vec4(pos * 0.02 * sphere_size + ws_cell_location, 1.0);
+ worldNormal = normalize(pos);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
new file mode 100644
index 00000000000..ced8e7f4f01
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
@@ -0,0 +1,20 @@
+uniform sampler2DArray irradianceGrid;
+
+out vec4 FragColor;
+
+void main()
+{
+#if defined(IRRADIANCE_SH_L2)
+ const ivec2 data_size = ivec2(3, 3);
+#elif defined(IRRADIANCE_CUBEMAP)
+ const ivec2 data_size = ivec2(8, 8);
+#elif defined(IRRADIANCE_HL2)
+ const ivec2 data_size = ivec2(3, 2);
+#endif
+ ivec2 coord = ivec2(gl_FragCoord.xy) % data_size;
+ FragColor = texelFetch(irradianceGrid, ivec3(coord, 0), 0);
+
+ if (any(greaterThanEqual(ivec2(gl_FragCoord.xy), data_size))) {
+ FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
new file mode 100644
index 00000000000..0ffc0cc4b49
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -0,0 +1,300 @@
+/* ----------- Uniforms --------- */
+
+uniform sampler2DArray probePlanars;
+uniform sampler2DArray probeCubes;
+
+/* ----------- Structures --------- */
+
+struct CubeData {
+ vec4 position_type;
+ vec4 attenuation_fac_type;
+ mat4 influencemat;
+ mat4 parallaxmat;
+};
+
+#define PROBE_PARALLAX_BOX 1.0
+#define PROBE_ATTENUATION_BOX 1.0
+
+#define p_position position_type.xyz
+#define p_parallax_type position_type.w
+#define p_atten_fac attenuation_fac_type.x
+#define p_atten_type attenuation_fac_type.y
+
+struct PlanarData {
+ vec4 plane_equation;
+ vec4 clip_vec_x_fade_scale;
+ vec4 clip_vec_y_fade_bias;
+ vec4 clip_edges;
+ vec4 facing_scale_bias;
+ mat4 reflectionmat; /* transform world space into reflection texture space */
+};
+
+#define pl_plane_eq plane_equation
+#define pl_normal plane_equation.xyz
+#define pl_facing_scale facing_scale_bias.x
+#define pl_facing_bias facing_scale_bias.y
+#define pl_fade_scale clip_vec_x_fade_scale.w
+#define pl_fade_bias clip_vec_y_fade_bias.w
+#define pl_clip_pos_x clip_vec_x_fade_scale.xyz
+#define pl_clip_pos_y clip_vec_y_fade_bias.xyz
+#define pl_clip_edges clip_edges
+
+struct GridData {
+ mat4 localmat;
+ ivec4 resolution_offset;
+ vec4 ws_corner_atten_scale; /* world space corner position */
+ vec4 ws_increment_x_atten_bias; /* world space vector between 2 opposite cells */
+ vec4 ws_increment_y_lvl_bias;
+ vec4 ws_increment_z;
+ vec4 vis_bias_bleed_range;
+};
+
+#define g_corner ws_corner_atten_scale.xyz
+#define g_atten_scale ws_corner_atten_scale.w
+#define g_atten_bias ws_increment_x_atten_bias.w
+#define g_level_bias ws_increment_y_lvl_bias.w
+#define g_increment_x ws_increment_x_atten_bias.xyz
+#define g_increment_y ws_increment_y_lvl_bias.xyz
+#define g_increment_z ws_increment_z.xyz
+#define g_resolution resolution_offset.xyz
+#define g_offset resolution_offset.w
+#define g_vis_bias vis_bias_bleed_range.x
+#define g_vis_bleed vis_bias_bleed_range.y
+#define g_vis_range vis_bias_bleed_range.z
+
+#ifndef MAX_PROBE
+#define MAX_PROBE 1
+#endif
+#ifndef MAX_GRID
+#define MAX_GRID 1
+#endif
+#ifndef MAX_PLANAR
+#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];
+};
+
+layout(std140) uniform grid_block {
+ GridData grids_data[MAX_GRID];
+};
+
+layout(std140) uniform planar_block {
+ PlanarData planars_data[MAX_PLANAR];
+};
+
+/* ----------- Functions --------- */
+
+float probe_attenuation_cube(CubeData pd, vec3 W)
+{
+ vec3 localpos = transform_point(pd.influencemat, W);
+
+ float fac;
+ if (pd.p_atten_type == PROBE_ATTENUATION_BOX) {
+ vec3 axes_fac = saturate(pd.p_atten_fac - pd.p_atten_fac * abs(localpos));
+ fac = min_v3(axes_fac);
+ }
+ else {
+ fac = saturate(pd.p_atten_fac - pd.p_atten_fac * length(localpos));
+ }
+
+ return fac;
+}
+
+float probe_attenuation_planar(PlanarData pd, vec3 W, vec3 N, float roughness)
+{
+ /* Normal Facing */
+ float fac = saturate(dot(pd.pl_normal, N) * pd.pl_facing_scale + pd.pl_facing_bias);
+
+ /* Distance from plane */
+ fac *= saturate(abs(dot(pd.pl_plane_eq, vec4(W, 1.0))) * pd.pl_fade_scale + pd.pl_fade_bias);
+
+ /* Fancy fast clipping calculation */
+ vec2 dist_to_clip;
+ dist_to_clip.x = dot(pd.pl_clip_pos_x, W);
+ dist_to_clip.y = dot(pd.pl_clip_pos_y, W);
+ /* compare and add all tests */
+ fac *= step(2.0, dot(step(pd.pl_clip_edges, dist_to_clip.xxyy), vec2(-1.0, 1.0).xyxy));
+
+ /* Decrease influence for high roughness */
+ fac *= saturate(1.0 - roughness * 10.0);
+
+ return fac;
+}
+
+float probe_attenuation_grid(GridData gd, vec3 W, out vec3 localpos)
+{
+ localpos = transform_point(gd.localmat, W);
+
+ float fade = min(1.0, min_v3(1.0 - abs(localpos)));
+ return saturate(fade * gd.g_atten_scale + gd.g_atten_bias);
+}
+
+vec3 probe_evaluate_cube(float id, CubeData cd, vec3 W, vec3 R, float roughness)
+{
+ /* Correct reflection ray using parallax volume intersection. */
+ vec3 localpos = transform_point(cd.parallaxmat, W);
+ vec3 localray = transform_direction(cd.parallaxmat, R);
+
+ float dist;
+ if (cd.p_parallax_type == PROBE_PARALLAX_BOX) {
+ dist = line_unit_box_intersect_dist(localpos, localray);
+ }
+ else {
+ dist = line_unit_sphere_intersect_dist(localpos, localray);
+ }
+
+ /* Use Distance in WS directly to recover intersection */
+ vec3 intersection = W + R * dist - cd.p_position;
+
+ /* From Frostbite PBR Course
+ * Distance based roughness
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+ float original_roughness = roughness;
+ float linear_roughness = sqrt(roughness);
+ float distance_roughness = saturate(dist * linear_roughness / length(intersection));
+ linear_roughness = mix(distance_roughness, linear_roughness, linear_roughness);
+ roughness = linear_roughness * linear_roughness;
+
+ float fac = saturate(original_roughness * 2.0 - 1.0);
+ R = mix(intersection, R, fac * fac);
+
+ return textureLod_octahedron(probeCubes, vec4(R, id), roughness * prbLodCubeMax, prbLodCubeMax).rgb;
+}
+
+vec3 probe_evaluate_world_spec(vec3 R, float roughness)
+{
+ return textureLod_octahedron(probeCubes, vec4(R, 0.0), roughness * prbLodCubeMax, prbLodCubeMax).rgb;
+}
+
+vec3 probe_evaluate_planar(
+ float id, PlanarData pd, vec3 W, vec3 N, vec3 V,
+ float roughness, inout float fade)
+{
+ /* Find view vector / reflection plane intersection. */
+ vec3 point_on_plane = line_plane_intersect(W, V, pd.pl_plane_eq);
+
+ /* How far the pixel is from the plane. */
+ float ref_depth = 1.0; /* TODO parameter */
+
+ /* Compute distorded reflection vector based on the distance to the reflected object.
+ * In other words find intersection between reflection vector and the sphere center
+ * around point_on_plane. */
+ vec3 proj_ref = reflect(reflect(-V, N) * ref_depth, pd.pl_normal);
+
+ /* Final point in world space. */
+ vec3 ref_pos = point_on_plane + proj_ref;
+
+ /* Reproject to find texture coords. */
+ vec4 refco = ViewProjectionMatrix * vec4(ref_pos, 1.0);
+ refco.xy /= refco.w;
+
+ /* TODO: If we support non-ssr planar reflection, we should blur them with gaussian
+ * and chose the right mip depending on the cone footprint after projection */
+ vec3 sample = textureLod(probePlanars, vec3(refco.xy * 0.5 + 0.5, id), 0.0).rgb;
+
+ return sample;
+}
+
+void fallback_cubemap(
+ vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum)
+{
+ /* Specular probes */
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
+ vec3 bent_normal;
+#ifdef SSR_AO
+ float final_ao = occlusion_compute(N, viewPosition, 1.0, rand, bent_normal);
+ final_ao = specular_occlusion(dot(N, V), final_ao, roughness);
+#else
+ const float final_ao = 1.0;
+#endif
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
+
+ float fade = probe_attenuation_cube(cd, W);
+
+ if (fade > 0.0) {
+ vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
+}
+
+#ifdef IRRADIANCE_LIB
+vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
+{
+ localpos = localpos * 0.5 + 0.5;
+ localpos = localpos * vec3(gd.g_resolution) - 0.5;
+
+ vec3 localpos_floored = floor(localpos);
+ vec3 trilinear_weight = fract(localpos);
+
+ float weight_accum = 0.0;
+ vec3 irradiance_accum = vec3(0.0);
+
+ /* For each neighboor cells */
+ for (int i = 0; i < 8; ++i) {
+ ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
+ vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
+
+ /* Keep in sync with update_irradiance_probe */
+ ivec3 icell_cos = ivec3(gd.g_level_bias * floor(cell_cos / gd.g_level_bias));
+ int cell = gd.g_offset + icell_cos.z
+ + icell_cos.y * gd.g_resolution.z
+ + icell_cos.x * gd.g_resolution.z * gd.g_resolution.y;
+
+ vec3 color = irradiance_from_cell_get(cell, N);
+
+ /* We need this because we render probes in world space (so we need light vector in WS).
+ * And rendering them in local probe space is too much problem. */
+ vec3 ws_cell_location = gd.g_corner +
+ (gd.g_increment_x * cell_cos.x +
+ gd.g_increment_y * cell_cos.y +
+ gd.g_increment_z * cell_cos.z);
+
+ vec3 ws_point_to_cell = ws_cell_location - W;
+ float ws_dist_point_to_cell = length(ws_point_to_cell);
+ vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell;
+
+ vec3 trilinear = mix(1 - trilinear_weight, trilinear_weight, offset);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ /* Precomputed visibility */
+ weight *= load_visibility_cell(cell, ws_light, ws_dist_point_to_cell, gd.g_vis_bias, gd.g_vis_bleed, gd.g_vis_range);
+
+ /* Smooth backface test */
+ weight *= sqrt(max(0.002, dot(ws_light, N)));
+
+ /* Avoid zero weight */
+ weight = max(0.00001, weight);
+
+ weight_accum += weight;
+ irradiance_accum += color * weight;
+ }
+
+ return irradiance_accum / weight_accum;
+}
+
+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
new file mode 100644
index 00000000000..3808b59761f
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
@@ -0,0 +1,14 @@
+
+uniform sampler2DArray probePlanars;
+
+in vec3 worldPosition;
+flat in int probeIdx;
+
+out vec4 FragColor;
+
+void main()
+{
+ vec4 refco = ViewProjectionMatrix * vec4(worldPosition, 1.0);
+ refco.xy /= refco.w;
+ FragColor = vec4(textureLod(probePlanars, vec3(refco.xy * 0.5 + 0.5, float(probeIdx)), 0.0).rgb, 1.0);
+}
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
new file mode 100644
index 00000000000..a71a3bef1e1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
@@ -0,0 +1,15 @@
+
+in vec3 pos;
+
+in int probe_id;
+in mat4 probe_mat;
+
+out vec3 worldPosition;
+flat out int probeIdx;
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * probe_mat * vec4(pos, 1.0);
+ worldPosition = (probe_mat * vec4(pos, 1.0)).xyz;
+ probeIdx = probe_id;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
new file mode 100644
index 00000000000..d629195b815
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
@@ -0,0 +1,40 @@
+/**
+ * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ **/
+
+uniform sampler2DArray source;
+uniform float fireflyFactor;
+
+in vec2 uvs;
+flat in float layer;
+
+out vec4 FragColor;
+
+float brightness(vec3 c)
+{
+ return max(max(c.r, c.g), c.b);
+}
+
+void main()
+{
+#if 0
+ /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
+ vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
+
+ FragColor = textureLod(source, vec3(uvs, layer), 0.0);
+#else
+ vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
+ vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size;
+ vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
+
+ FragColor = textureLod(source, vec3(uvs + ofs.xy, layer), 0.0);
+ FragColor += textureLod(source, vec3(uvs + ofs.xw, layer), 0.0);
+ FragColor += textureLod(source, vec3(uvs + ofs.zy, layer), 0.0);
+ FragColor += textureLod(source, vec3(uvs + ofs.zw, layer), 0.0);
+ FragColor *= 0.25;
+
+ /* Clamped brightness. */
+ float luma = max(1e-8, brightness(FragColor.rgb));
+ FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl
new file mode 100644
index 00000000000..721cc8789a0
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl
@@ -0,0 +1,24 @@
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+in int instance[];
+in vec2 vPos[];
+
+flat out float layer;
+
+void main() {
+ gl_Layer = instance[0];
+ layer = float(instance[0]);
+
+ gl_Position = vec4(vPos[0], 0.0, 1.0);
+ EmitVertex();
+
+ gl_Position = vec4(vPos[1], 0.0, 1.0);
+ EmitVertex();
+
+ gl_Position = vec4(vPos[2], 0.0, 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl
new file mode 100644
index 00000000000..d682e39d8ad
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl
@@ -0,0 +1,10 @@
+
+in vec2 pos;
+
+out int instance;
+out vec2 vPos;
+
+void main() {
+ instance = gl_InstanceID;
+ vPos = pos;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_vert.glsl
new file mode 100644
index 00000000000..bbb77af673a
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_vert.glsl
@@ -0,0 +1,10 @@
+
+in vec3 pos;
+
+out vec4 vPos;
+flat out int face;
+
+void main() {
+ vPos = vec4(pos, 1.0);
+ face = gl_InstanceID;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
new file mode 100644
index 00000000000..accecaacbde
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -0,0 +1,493 @@
+
+#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;
+
+#ifdef USE_FLAT_NORMAL
+flat in vec3 worldNormal;
+flat in vec3 viewNormal;
+#else
+in vec3 worldNormal;
+in vec3 viewNormal;
+#endif
+
+#ifdef HAIR_SHADER
+in vec3 hairTangent; /* world space */
+in float hairThickTime;
+in float hairThickness;
+in float hairTime;
+
+uniform int hairThicknessRes = 1;
+#endif
+
+#endif /* LIT_SURFACE_UNIFORM */
+
+/** AUTO CONFIG
+ * We include the file multiple times each time with a different configuration.
+ * This leads to a lot of deadcode. Better idea would be to only generate the one needed.
+ */
+#if !defined(SURFACE_DEFAULT)
+ #define SURFACE_DEFAULT
+ #define CLOSURE_NAME eevee_closure_default
+ #define CLOSURE_DIFFUSE
+ #define CLOSURE_GLOSSY
+#endif /* SURFACE_DEFAULT */
+
+#if !defined(SURFACE_PRINCIPLED) && !defined(CLOSURE_NAME)
+ #define SURFACE_PRINCIPLED
+ #define CLOSURE_NAME eevee_closure_principled
+ #define CLOSURE_DIFFUSE
+ #define CLOSURE_GLOSSY
+ #define CLOSURE_CLEARCOAT
+ #define CLOSURE_REFRACTION
+ #define CLOSURE_SUBSURFACE
+#endif /* SURFACE_PRINCIPLED */
+
+#if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
+ #define SURFACE_DIFFUSE
+ #define CLOSURE_NAME eevee_closure_diffuse
+ #define CLOSURE_DIFFUSE
+#endif /* SURFACE_DIFFUSE */
+
+#if !defined(SURFACE_SUBSURFACE) && !defined(CLOSURE_NAME)
+ #define SURFACE_SUBSURFACE
+ #define CLOSURE_NAME eevee_closure_subsurface
+ #define CLOSURE_DIFFUSE
+ #define CLOSURE_SUBSURFACE
+#endif /* SURFACE_SUBSURFACE */
+
+#if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
+ #define SURFACE_GLOSSY
+ #define CLOSURE_NAME eevee_closure_glossy
+ #define CLOSURE_GLOSSY
+#endif /* SURFACE_GLOSSY */
+
+#if !defined(SURFACE_REFRACT) && !defined(CLOSURE_NAME)
+ #define SURFACE_REFRACT
+ #define CLOSURE_NAME eevee_closure_refraction
+ #define CLOSURE_REFRACTION
+#endif /* SURFACE_REFRACT */
+
+#if !defined(SURFACE_GLASS) && !defined(CLOSURE_NAME)
+ #define SURFACE_GLASS
+ #define CLOSURE_NAME eevee_closure_glass
+ #define CLOSURE_GLOSSY
+ #define CLOSURE_REFRACTION
+#endif /* SURFACE_GLASS */
+
+/* Safety : CLOSURE_CLEARCOAT implies CLOSURE_GLOSSY */
+#ifdef CLOSURE_CLEARCOAT
+ #ifndef CLOSURE_GLOSSY
+ #define CLOSURE_GLOSSY
+ #endif
+#endif /* CLOSURE_CLEARCOAT */
+
+void CLOSURE_NAME(
+ vec3 N
+#ifdef CLOSURE_DIFFUSE
+ , vec3 albedo
+#endif
+#ifdef CLOSURE_GLOSSY
+ , vec3 f0, int ssr_id
+#endif
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+ , float roughness
+#endif
+#ifdef CLOSURE_CLEARCOAT
+ , vec3 C_N, float C_intensity, float C_roughness
+#endif
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
+ , float ao
+#endif
+#ifdef CLOSURE_SUBSURFACE
+ , float sss_scale
+#endif
+#ifdef CLOSURE_REFRACTION
+ , float ior
+#endif
+#ifdef CLOSURE_DIFFUSE
+ , out vec3 out_diff
+#endif
+#ifdef CLOSURE_SUBSURFACE
+ , out vec3 out_trans
+#endif
+#ifdef CLOSURE_GLOSSY
+ , out vec3 out_spec
+#endif
+#ifdef CLOSURE_REFRACTION
+ , out vec3 out_refr
+#endif
+#ifdef CLOSURE_GLOSSY
+ , out vec3 ssr_spec
+#endif
+ )
+{
+#ifdef CLOSURE_DIFFUSE
+ out_diff = vec3(0.0);
+#endif
+
+#ifdef CLOSURE_SUBSURFACE
+ out_trans = vec3(0.0);
+#endif
+
+#ifdef CLOSURE_GLOSSY
+ out_spec = vec3(0.0);
+#endif
+
+#ifdef CLOSURE_REFRACTION
+ out_refr = vec3(0.0);
+#endif
+
+ /* Zero length vectors cause issues, see: T51979. */
+ float len = length(N);
+ if (isnan(len)) {
+ return;
+ }
+ N /= len;
+
+#ifdef CLOSURE_CLEARCOAT
+ len = length(C_N);
+ if (isnan(len)) {
+ return;
+ }
+ C_N /= len;
+#endif
+
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+#endif
+
+#ifdef CLOSURE_CLEARCOAT
+ C_roughness = clamp(C_roughness, 1e-8, 0.9999);
+ float C_roughnessSquared = C_roughness * C_roughness;
+#endif
+
+ vec3 V = cameraVec;
+
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+
+#ifdef HAIR_SHADER
+ if (hairThicknessRes == 1) {
+ /* Random normal distribution on the hair surface. */
+ vec3 T = normalize(worldNormal); /* meh, TODO fix worldNormal misnaming. */
+ vec3 B = normalize(cross(V, T));
+ N = cross(T, B); /* Normal facing view */
+ /* We want a cosine distribution. */
+ float cos_theta = rand.x * 2.0 - 1.0;
+ float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));;
+ N = N * sin_theta + B * cos_theta;
+
+# ifdef CLOSURE_GLOSSY
+ /* Hair random normal does not work with SSR :(.
+ * It just create self reflection feedback (which is beautifful btw)
+ * but not correct. */
+ ssr_id = NO_SSR; /* Force bypass */
+# endif
+ }
+ else {
+ vec3 T = normalize(cross(hairTangent, worldNormal));
+ /* We want a cosine distribution. */
+ float cos_theta = hairThickTime / hairThickness;
+ float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));;
+ N = normalize(hairTangent * cos_theta + T * sin_theta);
+ }
+#endif
+
+ /* ---------------------------------------------------------------- */
+ /* -------------------- SCENE LAMPS LIGHTING ---------------------- */
+ /* ---------------------------------------------------------------- */
+
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+ LightData ld = lights_data[i];
+
+ vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
+ l_vector.xyz = ld.l_position - worldPosition;
+ l_vector.w = length(l_vector.xyz);
+
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
+
+ #ifdef CLOSURE_DIFFUSE
+ out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+ #endif
+
+ #ifdef CLOSURE_SUBSURFACE
+ out_trans += ld.l_color * light_translucent(ld, worldPosition, -N, l_vector, sss_scale);
+ #endif
+
+ #ifdef CLOSURE_GLOSSY
+ out_spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0) * ld.l_spec;
+ #endif
+
+ #ifdef CLOSURE_CLEARCOAT
+ out_spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity * ld.l_spec;
+ #endif
+ }
+
+
+ /* ---------------------------------------------------------------- */
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+ /* ---------------------------------------------------------------- */
+
+ /* Accumulate incomming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+#ifdef CLOSURE_GLOSSY
+ vec4 spec_accum = vec4(0.0);
+#endif
+
+#ifdef CLOSURE_CLEARCOAT
+ vec4 C_spec_accum = vec4(0.0);
+#endif
+
+#ifdef CLOSURE_REFRACTION
+ vec4 refr_accum = vec4(0.0);
+#endif
+
+#ifdef CLOSURE_GLOSSY
+ /* ---------------------------- */
+ /* Planar Reflections */
+ /* ---------------------------- */
+
+ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) {
+ PlanarData pd = planars_data[i];
+
+ /* Fade on geometric normal. */
+ float fade = probe_attenuation_planar(pd, worldPosition, worldNormal, roughness);
+
+ if (fade > 0.0) {
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
+ }
+
+ #ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
+ accumulate_light(C_spec, fade, C_spec_accum);
+ #endif
+
+ }
+ }
+#endif
+
+
+#ifdef CLOSURE_GLOSSY
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+#endif
+
+#ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
+#endif
+
+#ifdef CLOSURE_REFRACTION
+ /* Refract the view vector using the depth heuristic.
+ * Then later Refract a second time the already refracted
+ * ray using the inverse ior. */
+ float final_ior = (refractionDepth > 0.0) ? 1.0 / ior : ior;
+ vec3 refr_V = (refractionDepth > 0.0) ? -refract(-V, N, final_ior) : V;
+ vec3 refr_pos = (refractionDepth > 0.0) ? 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);
+#endif
+
+
+#ifdef CLOSURE_REFRACTION
+ /* ---------------------------- */
+ /* Screen Space Refraction */
+ /* ---------------------------- */
+ #ifdef USE_REFRACTION
+ if (ssrToggle && roughness < ssrMaxRoughness + 0.2) {
+ /* Find approximated position of the 2nd refraction event. */
+ vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) : viewPosition;
+ vec4 trans = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand);
+ trans.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
+ accumulate_light(trans.rgb, trans.a, refr_accum);
+ }
+ #endif
+
+#endif
+
+
+ /* ---------------------------- */
+ /* Specular probes */
+ /* ---------------------------- */
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+
+ #ifdef CLOSURE_REFRACTION
+ #define ACCUM refr_accum
+ #else
+ #define ACCUM spec_accum
+ #endif
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; ACCUM.a < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) {
+ CubeData cd = probes_data[i];
+
+ float fade = probe_attenuation_cube(cd, worldPosition);
+
+ if (fade > 0.0) {
+
+ #ifdef CLOSURE_GLOSSY
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ #endif
+
+ #ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
+ accumulate_light(C_spec, fade, C_spec_accum);
+ #endif
+
+ #ifdef CLOSURE_REFRACTION
+ vec3 trans = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
+ accumulate_light(trans, fade, refr_accum);
+ #endif
+ }
+ }
+
+ #undef ACCUM
+
+ /* ---------------------------- */
+ /* World Probe */
+ /* ---------------------------- */
+ #ifdef CLOSURE_GLOSSY
+ if (spec_accum.a < 0.999) {
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
+
+ #ifdef CLOSURE_CLEARCOAT
+ vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
+ accumulate_light(C_spec, 1.0, C_spec_accum);
+ #endif
+
+ }
+ #endif
+
+ #ifdef CLOSURE_REFRACTION
+ if (refr_accum.a < 0.999) {
+ vec3 trans = probe_evaluate_world_spec(refr_dir, roughnessSquared);
+ accumulate_light(trans, 1.0, refr_accum);
+ }
+ #endif
+#endif /* Specular probes */
+
+
+ /* ---------------------------- */
+ /* Ambient Occlusion */
+ /* ---------------------------- */
+#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand, bent_normal);
+#endif
+
+
+ /* ---------------------------- */
+ /* Specular Output */
+ /* ---------------------------- */
+ float NV = dot(N, V);
+#ifdef CLOSURE_GLOSSY
+ vec2 uv = lut_coords(NV, roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ /* This factor is outputed to be used by SSR in order
+ * to match the intensity of the regular reflections. */
+ ssr_spec = F_ibl(f0, brdf_lut);
+ float spec_occlu = specular_occlusion(NV, final_ao, roughness);
+
+ /* The SSR pass recompute the occlusion to not apply it to the SSR */
+ if (ssrToggle && ssr_id == outputSsrId) {
+ spec_occlu = 1.0;
+ }
+
+ out_spec += spec_accum.rgb * ssr_spec * spec_occlu * float(specToggle);
+
+# ifdef HAIR_SHADER
+ /* Hack: Overide spec color so that ssr will not be computed
+ * even if ssr_id match the active ssr. */
+ ssr_spec = vec3(0.0);
+# endif
+#endif
+
+#ifdef CLOSURE_REFRACTION
+ float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
+
+ out_refr += refr_accum.rgb * btdf;
+#endif
+
+#ifdef CLOSURE_CLEARCOAT
+ NV = dot(C_N, V);
+ vec2 C_uv = lut_coords(NV, C_roughness);
+ vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
+ vec3 C_fresnel = F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
+
+ out_spec += C_spec_accum.rgb * C_fresnel * float(specToggle) * C_intensity;
+#endif
+
+ /* ---------------------------------------------------------------- */
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ------------------ */
+ /* ---------------------------------------------------------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+#ifdef CLOSURE_DIFFUSE
+ vec4 diff_accum = vec4(0.0);
+
+ /* ---------------------------- */
+ /* Irradiance Grids */
+ /* ---------------------------- */
+ /* Start at 1 because 0 is world irradiance */
+ for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) {
+ GridData gd = grids_data[i];
+
+ vec3 localpos;
+ float fade = probe_attenuation_grid(gd, worldPosition, localpos);
+
+ if (fade > 0.0) {
+ vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
+ accumulate_light(diff, fade, diff_accum);
+ }
+ }
+
+ /* ---------------------------- */
+ /* World Diffuse */
+ /* ---------------------------- */
+ if (diff_accum.a < 0.999 && prbNumRenderGrid > 0) {
+ vec3 diff = probe_evaluate_world_diff(bent_normal);
+ accumulate_light(diff, 1.0, diff_accum);
+ }
+
+ out_diff += diff_accum.rgb * gtao_multibounce(final_ao, albedo);
+#endif
+}
+
+/* Cleanup for next configuration */
+#undef CLOSURE_NAME
+
+#ifdef CLOSURE_DIFFUSE
+ #undef CLOSURE_DIFFUSE
+#endif
+
+#ifdef CLOSURE_GLOSSY
+ #undef CLOSURE_GLOSSY
+#endif
+
+#ifdef CLOSURE_CLEARCOAT
+ #undef CLOSURE_CLEARCOAT
+#endif
+
+#ifdef CLOSURE_REFRACTION
+ #undef CLOSURE_REFRACTION
+#endif
+
+#ifdef CLOSURE_SUBSURFACE
+ #undef CLOSURE_SUBSURFACE
+#endif \ No newline at end of file
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
new file mode 100644
index 00000000000..d643ebb73dd
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
@@ -0,0 +1,68 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat3 WorldNormalMatrix;
+#ifndef ATTRIB
+uniform mat3 NormalMatrix;
+uniform mat4 ModelMatrixInverse;
+#endif
+
+#ifndef HAIR_SHADER
+in vec3 pos;
+in vec3 nor;
+#endif
+
+out vec3 worldPosition;
+out vec3 viewPosition;
+
+/* Used for planar reflections */
+/* keep in sync with EEVEE_ClipPlanesUniformBuffer */
+layout(std140) uniform clip_block {
+ vec4 ClipPlanes[1];
+};
+
+#ifdef USE_FLAT_NORMAL
+flat out vec3 worldNormal;
+flat out vec3 viewNormal;
+#else
+out vec3 worldNormal;
+out vec3 viewNormal;
+#endif
+
+#ifdef HAIR_SHADER
+out vec3 hairTangent;
+out float hairThickTime;
+out float hairThickness;
+out float hairTime;
+#endif
+
+void main()
+{
+#ifdef HAIR_SHADER
+ vec3 pos, nor;
+ hair_get_pos_tan_nor_time(
+ (ProjectionMatrix[3][3] == 0.0),
+ ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
+ pos, nor, hairTangent, hairTime, hairThickness, hairThickTime);
+
+ gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+ viewPosition = (ViewMatrix * vec4(pos, 1.0)).xyz;
+ worldPosition = pos;
+ worldNormal = nor;
+ viewNormal = normalize(mat3(ViewMatrixInverse) * nor);
+#else
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
+ worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
+ worldNormal = normalize(WorldNormalMatrix * nor);
+ viewNormal = normalize(NormalMatrix * nor);
+#endif
+
+ /* Used for planar reflections */
+ gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), ClipPlanes[0]);
+
+#ifdef ATTRIB
+ pass_attrib(pos);
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
new file mode 100644
index 00000000000..5c62cb19152
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -0,0 +1,322 @@
+/**
+ * Adapted from :
+ * Real-Time Polygonal-Light Shading with Linearly Transformed Cosines.
+ * Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.
+ * ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016.
+ * Project page: https://eheitzresearch.wordpress.com/415-2/
+ **/
+
+#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_lut(float avg_dir_z, float form_factor)
+{
+ vec2 uv = vec2(avg_dir_z * 0.5 + 0.5, form_factor);
+ uv = uv * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
+
+ return texture(utilTex, vec3(uv, 1.0)).w;
+}
+
+float diffuse_sphere_integral_cheap(float avg_dir_z, float form_factor)
+{
+ return max((form_factor * form_factor + avg_dir_z) / (form_factor + 1.0), 0.0);
+}
+
+/**
+ * An extended version of the implementation from
+ * "How to solve a cubic equation, revisited"
+ * http://momentsingraphics.de/?p=105
+ **/
+vec3 solve_cubic(vec4 coefs)
+{
+ /* Normalize the polynomial */
+ coefs.xyz /= coefs.w;
+ /* Divide middle coefficients by three */
+ coefs.yz /= 3.0;
+
+ float A = coefs.w;
+ float B = coefs.z;
+ float C = coefs.y;
+ float D = coefs.x;
+
+ /* Compute the Hessian and the discriminant */
+ vec3 delta = vec3(
+ -coefs.z*coefs.z + coefs.y,
+ -coefs.y*coefs.z + coefs.x,
+ dot(vec2(coefs.z, -coefs.y), coefs.xy)
+ );
+
+ /* Discriminant */
+ float discr = dot(vec2(4.0 * delta.x, -delta.y), delta.zy);
+
+ vec2 xlc, xsc;
+
+ /* Algorithm A */
+ {
+ float A_a = 1.0;
+ float C_a = delta.x;
+ float D_a = -2.0 * B * delta.x + delta.y;
+
+ /* Take the cubic root of a normalized complex number */
+ float theta = atan(sqrt(discr), -D_a) / 3.0;
+
+ float x_1a = 2.0 * sqrt(-C_a) * cos(theta);
+ float x_3a = 2.0 * sqrt(-C_a) * cos(theta + (2.0 / 3.0) * M_PI);
+
+ float xl;
+ if ((x_1a + x_3a) > 2.0 * B) {
+ xl = x_1a;
+ }
+ else {
+ xl = x_3a;
+ }
+
+ xlc = vec2(xl - B, A);
+ }
+
+ /* Algorithm D */
+ {
+ float A_d = D;
+ float C_d = delta.z;
+ float D_d = -D * delta.y + 2.0 * C * delta.z;
+
+ /* Take the cubic root of a normalized complex number */
+ float theta = atan(D * sqrt(discr), -D_d) / 3.0;
+
+ float x_1d = 2.0 * sqrt(-C_d) * cos(theta);
+ float x_3d = 2.0 * sqrt(-C_d) * cos(theta + (2.0 / 3.0) * M_PI);
+
+ float xs;
+ if (x_1d + x_3d < 2.0 * C)
+ xs = x_1d;
+ else
+ xs = x_3d;
+
+ xsc = vec2(-D, xs + C);
+ }
+
+ float E = xlc.y * xsc.y;
+ float F = -xlc.x * xsc.y - xlc.y * xsc.x;
+ float G = xlc.x * xsc.x;
+
+ vec2 xmc = vec2(C * F - B * G, -B * F + C * E);
+
+ vec3 root = vec3(xsc.x / xsc.y,
+ xmc.x / xmc.y,
+ xlc.x / xlc.y);
+
+ if (root.x < root.y && root.x < root.z) {
+ root.xyz = root.yxz;
+ }
+ else if (root.z < root.x && root.z < root.y) {
+ root.xyz = root.xzy;
+ }
+
+ return root;
+}
+
+/* from Real-Time Area Lighting: a Journey from Research to Production
+ * Stephen Hill and Eric Heitz */
+vec3 edge_integral_vec(vec3 v1, vec3 v2)
+{
+ float x = dot(v1, v2);
+ float y = abs(x);
+
+ float a = 0.8543985 + (0.4965155 + 0.0145206 * y) * y;
+ float b = 3.4175940 + (4.1616724 + y) * y;
+ float v = a / b;
+
+ float theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt(max(1.0 - x * x, 1e-7)) - v;
+
+ return cross(v1, v2) * theta_sintheta;
+}
+
+mat3 ltc_matrix(vec4 lut)
+{
+ /* load inverse matrix */
+ mat3 Minv = mat3(
+ vec3( 1, 0, lut.y),
+ vec3( 0, lut.z, 0),
+ vec3(lut.w, 0, lut.x)
+ );
+
+ return Minv;
+}
+
+void ltc_transform_quad(vec3 N, vec3 V, mat3 Minv, inout vec3 corners[4])
+{
+ /* Avoid dot(N, V) == 1 in ortho mode, leading T1 normalize to fail. */
+ V = normalize(V + 1e-8);
+
+ /* construct orthonormal basis around N */
+ vec3 T1, T2;
+ T1 = normalize(V - N * dot(N, V));
+ T2 = cross(N, T1);
+
+ /* rotate area light in (T1, T2, R) basis */
+ Minv = Minv * transpose(mat3(T1, T2, N));
+
+ /* Apply LTC inverse matrix. */
+ corners[0] = normalize(Minv * corners[0]);
+ corners[1] = normalize(Minv * corners[1]);
+ corners[2] = normalize(Minv * corners[2]);
+ corners[3] = normalize(Minv * corners[3]);
+}
+
+/* If corners have already pass through ltc_transform_quad(), then N **MUST** be vec3(0.0, 0.0, 1.0),
+ * corresponding to the Up axis of the shading basis. */
+float ltc_evaluate_quad(vec3 corners[4], vec3 N)
+{
+ /* Approximation using a sphere of the same solid angle than the quad.
+ * Finding the clipped sphere diffuse integral is easier than clipping the quad. */
+ vec3 avg_dir;
+ avg_dir = edge_integral_vec(corners[0], corners[1]);
+ avg_dir += edge_integral_vec(corners[1], corners[2]);
+ avg_dir += edge_integral_vec(corners[2], corners[3]);
+ avg_dir += edge_integral_vec(corners[3], corners[0]);
+
+ float form_factor = length(avg_dir);
+ float avg_dir_z = dot(N, avg_dir / form_factor);
+
+#if 1 /* use tabulated horizon-clipped sphere */
+ return form_factor * diffuse_sphere_integral_lut(avg_dir_z, form_factor);
+#else /* Less accurate version, a bit cheaper. */
+ return form_factor * diffuse_sphere_integral_cheap(avg_dir_z, form_factor);
+#endif
+}
+
+/* If disk does not need to be transformed and is already front facing. */
+float ltc_evaluate_disk_simple(float disk_radius, float NL)
+{
+ float r_sqr = disk_radius * disk_radius;
+ float one_r_sqr = 1.0 + r_sqr;
+ float form_factor = r_sqr * inversesqrt(one_r_sqr * one_r_sqr);
+
+#if 1 /* use tabulated horizon-clipped sphere */
+ return form_factor * diffuse_sphere_integral_lut(NL, form_factor);
+#else /* Less accurate version, a bit cheaper. */
+ return form_factor * diffuse_sphere_integral_cheap(NL, form_factor);
+#endif
+}
+
+/* disk_points are WS vectors from the shading point to the disk "bounding domain" */
+float ltc_evaluate_disk(vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3])
+{
+ /* Avoid dot(N, V) == 1 in ortho mode, leading T1 normalize to fail. */
+ V = normalize(V + 1e-8);
+
+ /* construct orthonormal basis around N */
+ vec3 T1, T2;
+ T1 = normalize(V - N * dot(V, N));
+ T2 = cross(N, T1);
+
+ /* rotate area light in (T1, T2, R) basis */
+ mat3 R = transpose(mat3(T1, T2, N));
+
+ /* Intermediate step: init ellipse. */
+ vec3 L_[3];
+ L_[0] = mul(R, disk_points[0]);
+ L_[1] = mul(R, disk_points[1]);
+ L_[2] = mul(R, disk_points[2]);
+
+ vec3 C = 0.5 * (L_[0] + L_[2]);
+ vec3 V1 = 0.5 * (L_[1] - L_[2]);
+ vec3 V2 = 0.5 * (L_[1] - L_[0]);
+
+ /* Transform ellipse by Minv. */
+ C = Minv * C;
+ V1 = Minv * V1;
+ V2 = Minv * V2;
+
+ /* Compute eigenvectors of new ellipse. */
+
+ float d11 = dot(V1, V1);
+ float d22 = dot(V2, V2);
+ float d12 = dot(V1, V2);
+ float a, b; /* Eigenvalues */
+ const float threshold = 0.0007; /* Can be adjusted. Fix artifacts. */
+ if (abs(d12) / sqrt(d11 * d22) > threshold) {
+ float tr = d11 + d22;
+ float det = -d12 * d12 + d11 * d22;
+
+ /* use sqrt matrix to solve for eigenvalues */
+ det = sqrt(det);
+ float u = 0.5 * sqrt(tr - 2.0 * det);
+ float v = 0.5 * sqrt(tr + 2.0 * det);
+ float e_max = (u + v);
+ float e_min = (u - v);
+ e_max *= e_max;
+ e_min *= e_min;
+
+ vec3 V1_, V2_;
+ if (d11 > d22) {
+ V1_ = d12 * V1 + (e_max - d11) * V2;
+ V2_ = d12 * V1 + (e_min - d11) * V2;
+ }
+ else {
+ V1_ = d12 * V2 + (e_max - d22) * V1;
+ V2_ = d12 * V2 + (e_min - d22) * V1;
+ }
+
+ a = 1.0 / e_max;
+ b = 1.0 / e_min;
+ V1 = normalize(V1_);
+ V2 = normalize(V2_);
+ }
+ else {
+ a = 1.0 / d11;
+ b = 1.0 / d22;
+ V1 *= sqrt(a);
+ V2 *= sqrt(b);
+ }
+
+ /* Now find front facing ellipse with same solid angle. */
+
+ vec3 V3 = normalize(cross(V1, V2));
+ if (dot(C, V3) < 0.0)
+ V3 *= -1.0;
+
+ float L = dot(V3, C);
+ float x0 = dot(V1, C) / L;
+ float y0 = dot(V2, C) / L;
+
+ a *= L*L;
+ b *= L*L;
+
+ float c0 = a * b;
+ float c1 = a * b * (1.0 + x0 * x0 + y0 * y0) - a - b;
+ float c2 = 1.0 - a * (1.0 + x0 * x0) - b * (1.0 + y0 * y0);
+ float c3 = 1.0;
+
+ vec3 roots = solve_cubic(vec4(c0, c1, c2, c3));
+ float e1 = roots.x;
+ float e2 = roots.y;
+ float e3 = roots.z;
+
+ vec3 avg_dir = vec3(a * x0 / (a - e2), b * y0 / (b - e2), 1.0);
+
+ mat3 rotate = mat3(V1, V2, V3);
+
+ avg_dir = rotate * avg_dir;
+ avg_dir = normalize(avg_dir);
+
+ /* L1, L2 are the extends of the front facing ellipse. */
+ float L1 = sqrt(-e2/e3);
+ float L2 = sqrt(-e2/e1);
+
+ /* Find the sphere and compute lighting. */
+ float form_factor = max(0.0, L1 * L2 * inversesqrt((1.0 + L1 * L1) * (1.0 + L2 * L2)));
+
+#if 1 /* use tabulated horizon-clipped sphere */
+ return form_factor * diffuse_sphere_integral_lut(avg_dir.z, form_factor);
+#else /* Less accurate version, a bit cheaper. */
+ return form_factor * diffuse_sphere_integral_cheap(avg_dir.z, form_factor);
+#endif
+}
+
diff --git a/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl b/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl
new file mode 100644
index 00000000000..631b325ae37
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl
@@ -0,0 +1,38 @@
+
+vec2 mapping_octahedron(vec3 cubevec, vec2 texel_size)
+{
+ /* projection onto octahedron */
+ cubevec /= dot( vec3(1), abs(cubevec) );
+
+ /* out-folding of the downward faces */
+ if ( cubevec.z < 0.0 ) {
+ cubevec.xy = (1.0 - abs(cubevec.yx)) * sign(cubevec.xy);
+ }
+
+ /* mapping to [0;1]ˆ2 texture space */
+ vec2 uvs = cubevec.xy * (0.5) + 0.5;
+
+ /* edge filtering fix */
+ uvs *= 1.0 - 2.0 * texel_size;
+ uvs += texel_size;
+
+ return uvs;
+}
+
+vec4 textureLod_octahedron(sampler2DArray tex, vec4 cubevec, float lod, float lod_max)
+{
+ vec2 texelSize = 1.0 / vec2(textureSize(tex, int(lod_max)));
+
+ vec2 uvs = mapping_octahedron(cubevec.xyz, texelSize);
+
+ return textureLod(tex, vec3(uvs, cubevec.w), lod);
+}
+
+vec4 texture_octahedron(sampler2DArray tex, vec4 cubevec)
+{
+ vec2 texelSize = 1.0 / vec2(textureSize(tex, 0));
+
+ vec2 uvs = mapping_octahedron(cubevec.xyz, texelSize);
+
+ return texture(tex, vec3(uvs, cubevec.w));
+}
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
new file mode 100644
index 00000000000..1c0e65f0613
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -0,0 +1,87 @@
+
+#ifdef USE_ALPHA_HASH
+
+/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */
+float hash(vec2 a) {
+ return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x))));
+}
+
+float hash3d(vec3 a) {
+ return hash(vec2(hash(a.xy), a.z));
+}
+
+uniform float hashAlphaOffset;
+
+float hashed_alpha_threshold(vec3 co)
+{
+ const float hash_scale = 1.0; /* Roughly in pixel */
+
+ /* Find the discretized derivatives of our coordinates. */
+ float max_deriv = max(length(dFdx(co)), length(dFdy(co)));
+ float pix_scale = 1.0 / (hash_scale * max_deriv);
+
+ /* Find two nearest log-discretized noise scales. */
+ float pix_scale_log = log2(pix_scale);
+ vec2 pix_scales;
+ pix_scales.x = exp2(floor(pix_scale_log));
+ pix_scales.y = exp2(ceil(pix_scale_log));
+
+ /* Compute alpha thresholds at our two noise scales. */
+ vec2 alpha;
+ alpha.x = hash3d(floor(pix_scales.x * co));
+ alpha.y = hash3d(floor(pix_scales.y * co));
+
+ /* Factor to interpolate lerp with. */
+ float fac = fract(log2(pix_scale));
+
+ /* Interpolate alpha threshold from noise at two scales. */
+ float x = mix(alpha.x, alpha.y, fac);
+
+ /* Pass into CDF to compute uniformly distrib threshold. */
+ float a = min(fac, 1.0 - fac);
+ float one_a = 1.0 - a;
+ float denom = 1.0 / (2 * a * one_a);
+ float one_x = (1 - x);
+ vec3 cases = vec3(
+ (x * x) * denom,
+ (x - 0.5 * a) / one_a,
+ 1.0 - (one_x * one_x * denom)
+ );
+
+ /* Find our final, uniformly distributed alpha threshold. */
+ float threshold = (x < one_a) ? ((x < a) ? cases.x : cases.y) : cases.z;
+
+ /* Avoids threshold == 0. */
+ threshold = clamp(threshold, 1.0e-6, 1.0);
+
+ /* Jitter the threshold for TAA accumulation. */
+ return fract(threshold + hashAlphaOffset);
+}
+
+#endif
+
+#ifdef USE_ALPHA_CLIP
+uniform float alphaThreshold;
+#endif
+
+void main()
+{
+ /* For now do nothing.
+ * In the future, output object motion blur. */
+
+#if defined(USE_ALPHA_HASH) || defined(USE_ALPHA_CLIP)
+#define NODETREE_EXEC
+
+ Closure cl = nodetree_exec();
+
+#if defined(USE_ALPHA_HASH)
+ /* Hashed Alpha Testing */
+ if (cl.opacity < hashed_alpha_threshold(worldPosition))
+ discard;
+#elif defined(USE_ALPHA_CLIP)
+ /* Alpha clip */
+ if (cl.opacity <= alphaThreshold)
+ 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
new file mode 100644
index 00000000000..1ed4f5f6500
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -0,0 +1,35 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+
+/* keep in sync with DRWManager.view_data */
+layout(std140) uniform clip_block {
+ vec4 ClipPlanes[1];
+};
+
+#ifndef HAIR_SHADER
+in vec3 pos;
+#endif
+
+void main()
+{
+#ifdef HAIR_SHADER
+ float time, thick_time, thickness;
+ vec3 pos, nor, binor;
+ hair_get_pos_tan_nor_time(
+ (ProjectionMatrix[3][3] == 0.0),
+ ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
+ pos, nor, binor, time, thickness, thick_time);
+
+ gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+ vec4 worldPosition = vec4(pos, 1.0);
+#else
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0));
+#endif
+
+#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
new file mode 100644
index 00000000000..d035a4329b1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -0,0 +1,240 @@
+#define MAX_STEP 256
+
+float sample_depth(vec2 uv, int index, float lod)
+{
+#ifdef PLANAR_PROBE_RAYTRACE
+ if (index > -1) {
+ return textureLod(planarDepth, vec3(uv, index), 0.0).r;
+ }
+ else {
+#endif
+ /* Correct UVs for mipmaping mis-alignment */
+ /* + 1.0 because we are using half res maxzBuffer
+ * and mipRatio starts at on mip 0. */
+ int mip = int(lod + 1.0);
+ uv *= mipRatio[mip];
+ return textureLod(maxzBuffer, uv, lod).r;
+#ifdef PLANAR_PROBE_RAYTRACE
+ }
+#endif
+}
+
+vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
+{
+ vec4 depths;
+#ifdef PLANAR_PROBE_RAYTRACE
+ if (index > -1) {
+ depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r;
+ depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r;
+ depths.z = textureLod(planarDepth, vec3(uv2.xy, index), 0.0).r;
+ depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r;
+ }
+ else {
+#endif
+ depths.x = textureLod(maxzBuffer, uv1.xy, lod).r;
+ depths.y = textureLod(maxzBuffer, uv1.zw, lod).r;
+ depths.z = textureLod(maxzBuffer, uv2.xy, lod).r;
+ depths.w = textureLod(maxzBuffer, uv2.zw, lod).r;
+#ifdef PLANAR_PROBE_RAYTRACE
+ }
+#endif
+ return depths;
+}
+
+float refine_isect(float prev_delta, float curr_delta)
+{
+ /**
+ * Simplification of 2D intersection :
+ * r0 = (0.0, prev_ss_ray.z);
+ * r1 = (1.0, curr_ss_ray.z);
+ * d0 = (0.0, prev_hit_depth_sample);
+ * d1 = (1.0, curr_hit_depth_sample);
+ * vec2 r = r1 - r0;
+ * vec2 d = d1 - d0;
+ * vec2 isect = ((d * cross(r1, r0)) - (r * cross(d1, d0))) / cross(r,d);
+ *
+ * We only want isect.x to know how much stride we need. So it simplifies :
+ *
+ * isect_x = (cross(r1, r0) - cross(d1, d0)) / cross(r,d);
+ * isect_x = (prev_ss_ray.z - prev_hit_depth_sample.z) / cross(r,d);
+ */
+ return saturate(prev_delta / (prev_delta - curr_delta));
+}
+
+void prepare_raycast(
+ vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
+{
+ /* Negate the ray direction if it goes towards the camera.
+ * This way we don't need to care if the projected point
+ * is behind the near plane. */
+ float z_sign = -sign(ray_dir.z);
+ vec3 ray_end = ray_origin + z_sign * ray_dir;
+
+ /* Project into screen space. */
+ vec4 ss_start, ss_end;
+ ss_start.xyz = project_point(ProjectionMatrix, ray_origin);
+ ss_end.xyz = project_point(ProjectionMatrix, ray_end);
+
+ /* We interpolate the ray Z + thickness values to check if depth is within threshold. */
+ ray_origin.z -= thickness;
+ ray_end.z -= thickness;
+ ss_start.w = project_point(ProjectionMatrix, ray_origin).z;
+ ss_end.w = project_point(ProjectionMatrix, ray_end).z;
+
+ /* XXX This is a hack a better method is welcome ! */
+ /* We take the delta between the offseted depth and the depth and substract it from the ray depth.
+ * This will change the world space thickness appearance a bit but we can have negative
+ * values without worries. We cannot do this in viewspace because of the perspective division. */
+ ss_start.w = 2.0 * ss_start.z - ss_start.w;
+ ss_end.w = 2.0 * ss_end.z - ss_end.w;
+
+ ss_step = ss_end - ss_start;
+ max_time = length(ss_step.xyz);
+ ss_step = z_sign * ss_step / length(ss_step.xyz);
+
+ /* If the line is degenerate, make it cover at least one pixel
+ * to not have to handle zero-pixel extent as a special case later */
+ ss_step.xy += vec2((dot(ss_step.xy, ss_step.xy) < 0.000001) ? 0.001 : 0.0);
+
+ /* Make ss_step cover one pixel. */
+ ss_step /= max(abs(ss_step.x), abs(ss_step.y));
+ ss_step *= (abs(ss_step.x) > abs(ss_step.y)) ? ssrPixelSize.x : ssrPixelSize.y;
+
+ /* Clip to segment's end. */
+ max_time /= length(ss_step.xyz);
+
+ /* Clipping to frustum sides. */
+ max_time = min(max_time, line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz));
+
+ /* Convert to texture coords. Z component included
+ * since this is how it's stored in the depth buffer.
+ * 4th component how far we are on the ray */
+ ss_ray = ss_start * 0.5 + 0.5;
+ ss_step *= 0.5;
+
+ ss_ray.xy += 0.5 * ssrPixelSize * 2.0; /* take the center of the texel. * 2 because halfres. */
+}
+
+/* See times_and_deltas. */
+#define curr_time times_and_deltas.x
+#define prev_time times_and_deltas.y
+#define curr_delta times_and_deltas.z
+#define prev_delta times_and_deltas.w
+
+// #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */
+/* Return the hit position, and negate the z component (making it positive) if not hit occured. */
+/* __ray_dir__ is the ray direction premultiplied by it's maximum length */
+vec3 raycast(
+ int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter,
+ float trace_quality, float roughness, const bool discard_backface)
+{
+ vec4 ss_step, ss_start;
+ float max_time;
+ prepare_raycast(ray_origin, ray_dir, thickness, ss_step, ss_start, max_time);
+
+ float max_trace_time = max(0.001, max_time - 0.01);
+
+#ifdef GROUPED_FETCHES
+ ray_jitter *= 0.25;
+#endif
+
+ /* x : current_time, y: previous_time, z: current_delta, w: previous_delta */
+ vec4 times_and_deltas = vec4(0.0);
+
+ float ray_time = 0.0;
+ float depth_sample = sample_depth(ss_start.xy, index, 0.0);
+ curr_delta = depth_sample - ss_start.z;
+
+ float lod_fac = saturate(fast_sqrt(roughness) * 2.0 - 0.4);
+ bool hit = false;
+ float iter;
+ for (iter = 1.0; !hit && (ray_time < max_time) && (iter < MAX_STEP); iter++) {
+ /* Minimum stride of 2 because we are using half res minmax zbuffer. */
+ float stride = max(1.0, iter * trace_quality) * 2.0;
+ float lod = log2(stride * 0.5 * trace_quality) * lod_fac;
+ ray_time += stride;
+
+ /* Save previous values. */
+ times_and_deltas.xyzw = times_and_deltas.yxwz;
+
+#ifdef GROUPED_FETCHES
+ stride *= 4.0;
+ vec4 jit_stride = mix(vec4(2.0), vec4(stride), vec4(0.0, 0.25, 0.5, 0.75) + ray_jitter);
+
+ vec4 times = min(vec4(ray_time) + jit_stride, vec4(max_trace_time));
+
+ vec4 uv1 = ss_start.xyxy + ss_step.xyxy * times.xxyy;
+ vec4 uv2 = ss_start.xyxy + ss_step.xyxy * times.zzww;
+
+ vec4 depth_samples = sample_depth_grouped(uv1, uv2, index, lod);
+
+ vec4 ray_z = ss_start.zzzz + ss_step.zzzz * times.xyzw;
+ vec4 ray_w = ss_start.wwww + ss_step.wwww * vec4(prev_time, times.xyz);
+
+ vec4 deltas = depth_samples - ray_z;
+ /* Same as component wise (curr_delta <= 0.0) && (prev_w <= depth_sample). */
+ bvec4 test = equal(step(deltas, vec4(0.0)) * step(ray_w, depth_samples), vec4(1.0));
+ hit = any(test);
+
+ if (hit) {
+ vec2 m = vec2(1.0, 0.0); /* Mask */
+
+ vec4 ret_times_and_deltas = times.wzzz * m.xxyy + deltas.wwwz * m.yyxx;
+ ret_times_and_deltas = (test.z) ? times.zyyy * m.xxyy + deltas.zzzy * m.yyxx : ret_times_and_deltas;
+ ret_times_and_deltas = (test.y) ? times.yxxx * m.xxyy + deltas.yyyx * m.yyxx : ret_times_and_deltas;
+ times_and_deltas = (test.x) ? times.xxxx * m.xyyy + deltas.xxxx * m.yyxy + times_and_deltas.yyww * m.yxyx : ret_times_and_deltas;
+
+ depth_sample = depth_samples.w;
+ depth_sample = (test.z) ? depth_samples.z : depth_sample;
+ depth_sample = (test.y) ? depth_samples.y : depth_sample;
+ depth_sample = (test.x) ? depth_samples.x : depth_sample;
+ }
+ else {
+ curr_time = times.w;
+ curr_delta = deltas.w;
+ }
+#else
+ float jit_stride = mix(2.0, stride, ray_jitter);
+
+ curr_time = min(ray_time + jit_stride, max_trace_time);
+ vec4 ss_ray = ss_start + ss_step * curr_time;
+
+ depth_sample = sample_depth(ss_ray.xy, index, lod);
+
+ float prev_w = ss_start.w + ss_step.w * prev_time;
+ curr_delta = depth_sample - ss_ray.z;
+ hit = (curr_delta <= 0.0) && (prev_w <= depth_sample);
+#endif
+ }
+
+ if (discard_backface) {
+ /* Discard backface hits */
+ hit = hit && (prev_delta > 0.0);
+ }
+
+ /* Reject hit if background. */
+ hit = hit && (depth_sample != 1.0);
+
+ curr_time = (hit) ? mix(prev_time, curr_time, refine_isect(prev_delta, curr_delta)) : curr_time;
+ ray_time = (hit) ? curr_time : ray_time;
+
+ /* Clip to frustum. */
+ ray_time = max(0.001, min(ray_time, max_time - 1.5));
+
+ vec4 ss_ray = ss_start + ss_step * ray_time;
+
+ /* Tag Z if ray failed. */
+ ss_ray.z *= (hit) ? 1.0 : -1.0;
+ return ss_ray.xyz;
+}
+
+float screen_border_mask(vec2 hit_co)
+{
+ const float margin = 0.003;
+ float atten = ssrBorderFac + margin; /* Screen percentage */
+ hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co));
+
+ float screenfade = hit_co.x * hit_co.y;
+
+ return screenfade;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
new file mode 100644
index 00000000000..4ae22b480f1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
@@ -0,0 +1,208 @@
+/* Copy the depth only shadowmap into another texture while converting
+ * to linear depth (or other storage method) and doing a 3x3 box filter. */
+
+layout(std140) uniform shadow_render_block {
+ vec4 lampPosition;
+ float cubeTexelSize;
+ float storedTexelSize;
+ float nearClip;
+ float farClip;
+ int shadowSampleCount;
+ float shadowInvSampleCount;
+};
+
+#ifdef CSM
+uniform sampler2DArray shadowTexture;
+uniform int cascadeId;
+#else
+uniform samplerCube shadowTexture;
+uniform int faceId;
+#endif
+uniform float shadowFilterSize;
+
+out vec4 FragColor;
+
+float linear_depth(float z)
+{
+ return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
+}
+
+vec4 linear_depth(vec4 z)
+{
+ return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
+}
+
+#ifdef CSM
+vec4 get_world_distance(vec4 depths, vec3 cos[4])
+{
+ /* Background case */
+ vec4 is_background = step(vec4(0.99999), depths);
+ depths *= abs(farClip - nearClip); /* Same factor as in shadow_cascade(). */
+ depths += 1e1 * is_background;
+ return depths;
+}
+
+float get_world_distance(float depth, vec3 cos)
+{
+ /* Background case */
+ float is_background = step(0.9999, depth);
+ depth *= abs(farClip - nearClip); /* Same factor as in shadow_cascade(). */
+ depth += 1e1 * is_background;
+ return depth;
+}
+#else /* CUBEMAP */
+vec4 get_world_distance(vec4 depths, vec3 cos[4])
+{
+ vec4 is_background = step(vec4(1.0), depths);
+ depths = linear_depth(depths);
+ depths += vec4(1e1) * is_background;
+ cos[0] = normalize(abs(cos[0]));
+ cos[1] = normalize(abs(cos[1]));
+ cos[2] = normalize(abs(cos[2]));
+ cos[3] = normalize(abs(cos[3]));
+ vec4 cos_vec;
+ cos_vec.x = max(cos[0].x, max(cos[0].y, cos[0].z));
+ cos_vec.y = max(cos[1].x, max(cos[1].y, cos[1].z));
+ cos_vec.z = max(cos[2].x, max(cos[2].y, cos[2].z));
+ cos_vec.w = max(cos[3].x, max(cos[3].y, cos[3].z));
+ return depths / cos_vec;
+}
+
+float get_world_distance(float depth, vec3 cos)
+{
+ float is_background = step(1.0, depth);
+ depth = linear_depth(depth);
+ depth += 1e1 * is_background;
+ cos = normalize(abs(cos));
+ float cos_vec = max(cos.x, max(cos.y, cos.z));
+ return depth / cos_vec;
+}
+#endif
+
+/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
+float ln_space_prefilter(float w0, float x, float w1, float y)
+{
+ return x + log(w0 + w1 * exp(y - x));
+}
+
+#define SAMPLE_WEIGHT 0.11111
+
+#ifdef ESM
+void prefilter(vec4 depths, inout float accum)
+{
+ accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.x);
+ accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.y);
+ accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.z);
+ accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.w);
+}
+#else /* VSM */
+void prefilter(vec4 depths, inout vec2 accum)
+{
+ vec4 depths_sqr = depths * depths;
+ accum += vec2(dot(vec4(1.0), depths), dot(vec4(1.0), depths_sqr)) * SAMPLE_WEIGHT;
+}
+#endif
+
+#ifdef CSM
+vec3 get_texco(vec2 uvs, vec2 ofs)
+{
+ return vec3(uvs + ofs, float(cascadeId));
+}
+#else /* CUBEMAP */
+const vec3 minorAxisX[6] = vec3[6](
+ vec3(0.0f, 0.0f, -1.0f),
+ vec3(0.0f, 0.0f, 1.0f),
+ vec3(1.0f, 0.0f, 0.0f),
+ vec3(1.0f, 0.0f, 0.0f),
+ vec3(1.0f, 0.0f, 0.0f),
+ vec3(-1.0f, 0.0f, 0.0f)
+);
+
+const vec3 minorAxisY[6] = vec3[6](
+ vec3(0.0f, -1.0f, 0.0f),
+ vec3(0.0f, -1.0f, 0.0f),
+ vec3(0.0f, 0.0f, 1.0f),
+ vec3(0.0f, 0.0f, -1.0f),
+ vec3(0.0f, -1.0f, 0.0f),
+ vec3(0.0f, -1.0f, 0.0f)
+);
+
+const vec3 majorAxis[6] = vec3[6](
+ vec3(1.0f, 0.0f, 0.0f),
+ vec3(-1.0f, 0.0f, 0.0f),
+ vec3(0.0f, 1.0f, 0.0f),
+ vec3(0.0f, -1.0f, 0.0f),
+ vec3(0.0f, 0.0f, 1.0f),
+ vec3(0.0f, 0.0f, -1.0f)
+);
+
+vec3 get_texco(vec2 uvs, vec2 ofs)
+{
+ uvs += ofs;
+ return majorAxis[faceId] + uvs.x * minorAxisX[faceId] + uvs.y * minorAxisY[faceId];
+}
+#endif
+
+void main() {
+ /* Copy the depth only shadowmap into another texture while converting
+ * to linear depth and do a 3x3 box blur. */
+
+#ifdef CSM
+ vec2 uvs = gl_FragCoord.xy * storedTexelSize;
+#else /* CUBEMAP */
+ vec2 uvs = gl_FragCoord.xy * cubeTexelSize * 2.0 - 1.0;
+#endif
+
+ /* Center texel */
+ vec3 co = get_texco(uvs, vec2(0.0));
+ float depth = texture(shadowTexture, co).r;
+ depth = get_world_distance(depth, co);
+
+ if (shadowFilterSize == 0.0) {
+#ifdef ESM
+ FragColor = vec4(depth);
+#else /* VSM */
+ FragColor = vec2(depth, depth * depth).xyxy;
+#endif
+ return;
+ }
+
+#ifdef ESM
+ float accum = ln_space_prefilter(0.0, 0.0, SAMPLE_WEIGHT, depth);
+#else /* VSM */
+ vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;
+#endif
+
+#ifdef CSM
+ vec3 ofs = vec3(1.0, 0.0, -1.0) * shadowFilterSize;
+#else /* CUBEMAP */
+ vec3 ofs = vec3(1.0, 0.0, -1.0) * shadowFilterSize;
+#endif
+
+ vec3 cos[4];
+ cos[0] = get_texco(uvs, ofs.zz);
+ cos[1] = get_texco(uvs, ofs.yz);
+ cos[2] = get_texco(uvs, ofs.xz);
+ cos[3] = get_texco(uvs, ofs.zy);
+
+ vec4 depths;
+ depths.x = texture(shadowTexture, cos[0]).r;
+ depths.y = texture(shadowTexture, cos[1]).r;
+ depths.z = texture(shadowTexture, cos[2]).r;
+ depths.w = texture(shadowTexture, cos[3]).r;
+ depths = get_world_distance(depths, cos);
+ prefilter(depths, accum);
+
+ cos[0] = get_texco(uvs, ofs.xy);
+ cos[1] = get_texco(uvs, ofs.zx);
+ cos[2] = get_texco(uvs, ofs.yx);
+ cos[3] = get_texco(uvs, ofs.xx);
+ depths.x = texture(shadowTexture, cos[0]).r;
+ depths.y = texture(shadowTexture, cos[1]).r;
+ depths.z = texture(shadowTexture, cos[2]).r;
+ depths.w = texture(shadowTexture, cos[3]).r;
+ depths = get_world_distance(depths, cos);
+ prefilter(depths, accum);
+
+ FragColor = vec2(accum).xyxy;
+}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
new file mode 100644
index 00000000000..160fcee4c73
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
@@ -0,0 +1,4 @@
+
+void main() {
+ /* Do nothing */
+}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
new file mode 100644
index 00000000000..b40155be454
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -0,0 +1,243 @@
+
+layout(std140) uniform shadow_render_block {
+ vec4 lampPosition;
+ float cubeTexelSize;
+ float storedTexelSize;
+ float nearClip;
+ float farClip;
+ int shadowSampleCount;
+ float shadowInvSampleCount;
+};
+
+#ifdef CSM
+uniform sampler2DArray shadowTexture;
+uniform int cascadeId;
+#else
+uniform samplerCube shadowTexture;
+#endif
+uniform float shadowFilterSize;
+
+out vec4 FragColor;
+
+vec3 octahedral_to_cubemap_proj(vec2 co)
+{
+ co = co * 2.0 - 1.0;
+
+ vec2 abs_co = abs(co);
+ vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
+
+ if ( abs_co.x + abs_co.y > 1.0 ) {
+ v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
+ }
+
+ return v;
+}
+
+/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
+float ln_space_prefilter(float w0, float x, float w1, float y)
+{
+ return x + log(w0 + w1 * exp(y - x));
+}
+
+vec4 ln_space_prefilter(float w0, vec4 x, float w1, vec4 y)
+{
+ return x + log(w0 + w1 * exp(y - x));
+}
+
+#ifdef CSM
+vec3 get_texco(vec3 cos, const vec2 ofs)
+{
+ cos.xy += ofs * shadowFilterSize;
+ return cos;
+}
+#else /* CUBEMAP */
+/* global vars */
+vec3 T = vec3(0.0);
+vec3 B = vec3(0.0);
+
+void make_orthonormal_basis(vec3 N)
+{
+ vec3 UpVector = (abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ T = normalize(cross(UpVector, N));
+ B = cross(N, T);
+}
+
+vec3 get_texco(vec3 cos, const vec2 ofs)
+{
+ return cos + ofs.x * T + ofs.y * B;
+}
+
+#endif
+
+#ifdef ESM
+void grouped_samples_accum(
+ vec3 cos,
+ const vec2 co1, const vec2 co2, const vec2 co3, const vec2 co4,
+ inout vec4 accum)
+{
+ vec4 depths;
+ depths.x = texture(shadowTexture, get_texco(cos, co1)).r;
+ depths.y = texture(shadowTexture, get_texco(cos, co2)).r;
+ depths.z = texture(shadowTexture, get_texco(cos, co3)).r;
+ depths.w = texture(shadowTexture, get_texco(cos, co4)).r;
+
+ accum = ln_space_prefilter(1.0, accum, shadowInvSampleCount, depths);
+}
+#else /* VSM */
+void grouped_samples_accum(
+ vec3 cos,
+ const vec2 co1, const vec2 co2, const vec2 co3, const vec2 co4,
+ inout vec2 accum)
+{
+ vec4 depths1, depths2;
+ depths1.xy = texture(shadowTexture, get_texco(cos, co1)).rg;
+ depths1.zw = texture(shadowTexture, get_texco(cos, co2)).rg;
+ depths2.xy = texture(shadowTexture, get_texco(cos, co3)).rg;
+ depths2.zw = texture(shadowTexture, get_texco(cos, co4)).rg;
+
+ accum += depths1.xy + depths1.zw + depths2.xy + depths2.zw;
+}
+#endif
+
+void main() {
+ vec3 cos;
+
+ cos.xy = gl_FragCoord.xy * storedTexelSize;
+
+#ifdef CSM
+ cos.z = float(cascadeId);
+#else /* CUBEMAP */
+ /* add a 2 pixel border to ensure filtering is correct */
+ cos.xy *= 1.0 + storedTexelSize * 2.0;
+ cos.xy -= storedTexelSize;
+
+ float pattern = 1.0;
+
+ /* edge mirroring : only mirror if directly adjacent
+ * (not diagonally adjacent) */
+ vec2 m = abs(cos.xy - 0.5) + 0.5;
+ vec2 f = floor(m);
+ if (f.x - f.y != 0.0) {
+ cos.xy = 1.0 - cos.xy;
+ }
+
+ /* clamp to [0-1] */
+ cos.xy = fract(cos.xy);
+
+ /* get cubemap vector */
+ cos = normalize(octahedral_to_cubemap_proj(cos.xy));
+ make_orthonormal_basis(cos);
+
+ T *= shadowFilterSize;
+ B *= shadowFilterSize;
+#endif
+
+#ifdef ESM
+ /* disc blur in log space. */
+ vec4 accum = vec4(0.0);
+ vec4 depths;
+ depths.x = texture(shadowTexture, get_texco(cos, concentric[0])).r;
+ depths.y = texture(shadowTexture, get_texco(cos, concentric[1])).r;
+ depths.z = texture(shadowTexture, get_texco(cos, concentric[2])).r;
+ depths.w = texture(shadowTexture, get_texco(cos, concentric[3])).r;
+ accum = ln_space_prefilter(0.0, accum, shadowInvSampleCount, depths);
+
+#else /* VSM */
+ vec2 accum = vec2(0.0);
+ grouped_samples_accum(cos, concentric[0], concentric[1], concentric[2], concentric[3], accum);
+#endif
+
+ /**
+ * Making the `grouped_samples_accum` be called within a loop would be
+ * the most conventional solution, however in some older gpus, transverse the huge
+ * `const vec2 concentric[]` array with variable indices is extremely slow.
+ * The solution is to use constant indices to access the array.
+ */
+ if (shadowSampleCount > 4) {
+ grouped_samples_accum(cos, concentric[4], concentric[5], concentric[6], concentric[7], accum);
+ grouped_samples_accum(cos, concentric[8], concentric[9], concentric[10], concentric[11], accum);
+ grouped_samples_accum(cos, concentric[12], concentric[13], concentric[14], concentric[15], accum);
+ }
+ if (shadowSampleCount > 16) {
+ grouped_samples_accum(cos, concentric[16], concentric[17], concentric[18], concentric[19], accum);
+ grouped_samples_accum(cos, concentric[20], concentric[21], concentric[22], concentric[23], accum);
+ grouped_samples_accum(cos, concentric[24], concentric[25], concentric[26], concentric[27], accum);
+ grouped_samples_accum(cos, concentric[28], concentric[29], concentric[30], concentric[31], accum);
+ grouped_samples_accum(cos, concentric[32], concentric[33], concentric[34], concentric[35], accum);
+ }
+ if (shadowSampleCount > 36) {
+ grouped_samples_accum(cos, concentric[36], concentric[37], concentric[38], concentric[39], accum);
+ grouped_samples_accum(cos, concentric[40], concentric[41], concentric[42], concentric[43], accum);
+ grouped_samples_accum(cos, concentric[44], concentric[45], concentric[46], concentric[47], accum);
+ grouped_samples_accum(cos, concentric[48], concentric[49], concentric[50], concentric[51], accum);
+ grouped_samples_accum(cos, concentric[52], concentric[53], concentric[54], concentric[55], accum);
+ grouped_samples_accum(cos, concentric[56], concentric[57], concentric[58], concentric[59], accum);
+ grouped_samples_accum(cos, concentric[60], concentric[61], concentric[62], concentric[63], accum);
+ }
+ if (shadowSampleCount > 64) {
+ grouped_samples_accum(cos, concentric[64], concentric[65], concentric[66], concentric[67], accum);
+ grouped_samples_accum(cos, concentric[68], concentric[69], concentric[70], concentric[71], accum);
+ grouped_samples_accum(cos, concentric[72], concentric[73], concentric[74], concentric[75], accum);
+ grouped_samples_accum(cos, concentric[76], concentric[77], concentric[78], concentric[79], accum);
+ grouped_samples_accum(cos, concentric[80], concentric[81], concentric[82], concentric[83], accum);
+ grouped_samples_accum(cos, concentric[84], concentric[85], concentric[86], concentric[87], accum);
+ grouped_samples_accum(cos, concentric[88], concentric[89], concentric[90], concentric[91], accum);
+ grouped_samples_accum(cos, concentric[92], concentric[93], concentric[94], concentric[95], accum);
+ grouped_samples_accum(cos, concentric[96], concentric[97], concentric[98], concentric[99], accum);
+ }
+ if (shadowSampleCount > 100) {
+ grouped_samples_accum(cos, concentric[100], concentric[101], concentric[102], concentric[103], accum);
+ grouped_samples_accum(cos, concentric[104], concentric[105], concentric[106], concentric[107], accum);
+ grouped_samples_accum(cos, concentric[108], concentric[109], concentric[110], concentric[111], accum);
+ grouped_samples_accum(cos, concentric[112], concentric[113], concentric[114], concentric[115], accum);
+ grouped_samples_accum(cos, concentric[116], concentric[117], concentric[118], concentric[119], accum);
+ grouped_samples_accum(cos, concentric[120], concentric[121], concentric[122], concentric[123], accum);
+ grouped_samples_accum(cos, concentric[124], concentric[125], concentric[126], concentric[127], accum);
+ grouped_samples_accum(cos, concentric[128], concentric[129], concentric[130], concentric[131], accum);
+ grouped_samples_accum(cos, concentric[132], concentric[133], concentric[134], concentric[135], accum);
+ grouped_samples_accum(cos, concentric[136], concentric[137], concentric[138], concentric[139], accum);
+ grouped_samples_accum(cos, concentric[140], concentric[141], concentric[142], concentric[143], accum);
+ }
+ if (shadowSampleCount > 144) {
+ grouped_samples_accum(cos, concentric[144], concentric[145], concentric[146], concentric[147], accum);
+ grouped_samples_accum(cos, concentric[148], concentric[149], concentric[150], concentric[151], accum);
+ grouped_samples_accum(cos, concentric[152], concentric[153], concentric[154], concentric[155], accum);
+ grouped_samples_accum(cos, concentric[156], concentric[157], concentric[158], concentric[159], accum);
+ grouped_samples_accum(cos, concentric[160], concentric[161], concentric[162], concentric[163], accum);
+ grouped_samples_accum(cos, concentric[164], concentric[165], concentric[166], concentric[167], accum);
+ grouped_samples_accum(cos, concentric[168], concentric[169], concentric[170], concentric[171], accum);
+ grouped_samples_accum(cos, concentric[172], concentric[173], concentric[174], concentric[175], accum);
+ grouped_samples_accum(cos, concentric[176], concentric[177], concentric[178], concentric[179], accum);
+ grouped_samples_accum(cos, concentric[180], concentric[181], concentric[182], concentric[183], accum);
+ grouped_samples_accum(cos, concentric[184], concentric[185], concentric[186], concentric[187], accum);
+ grouped_samples_accum(cos, concentric[188], concentric[189], concentric[190], concentric[191], accum);
+ grouped_samples_accum(cos, concentric[192], concentric[193], concentric[194], concentric[195], accum);
+ }
+ if (shadowSampleCount > 196) {
+ grouped_samples_accum(cos, concentric[196], concentric[197], concentric[198], concentric[199], accum);
+ grouped_samples_accum(cos, concentric[200], concentric[201], concentric[202], concentric[203], accum);
+ grouped_samples_accum(cos, concentric[204], concentric[205], concentric[206], concentric[207], accum);
+ grouped_samples_accum(cos, concentric[208], concentric[209], concentric[210], concentric[211], accum);
+ grouped_samples_accum(cos, concentric[212], concentric[213], concentric[114], concentric[215], accum);
+ grouped_samples_accum(cos, concentric[216], concentric[217], concentric[218], concentric[219], accum);
+ grouped_samples_accum(cos, concentric[220], concentric[221], concentric[222], concentric[223], accum);
+ grouped_samples_accum(cos, concentric[224], concentric[225], concentric[226], concentric[227], accum);
+ grouped_samples_accum(cos, concentric[228], concentric[229], concentric[230], concentric[231], accum);
+ grouped_samples_accum(cos, concentric[232], concentric[233], concentric[234], concentric[235], accum);
+ grouped_samples_accum(cos, concentric[236], concentric[237], concentric[238], concentric[239], accum);
+ grouped_samples_accum(cos, concentric[240], concentric[241], concentric[242], concentric[243], accum);
+ grouped_samples_accum(cos, concentric[244], concentric[245], concentric[246], concentric[247], accum);
+ grouped_samples_accum(cos, concentric[248], concentric[249], concentric[250], concentric[251], accum);
+ grouped_samples_accum(cos, concentric[252], concentric[253], concentric[254], concentric[255], accum);
+ }
+
+#ifdef ESM
+ accum.x = ln_space_prefilter(1.0, accum.x, 1.0, accum.y);
+ accum.x = ln_space_prefilter(1.0, accum.x, 1.0, accum.z);
+ accum.x = ln_space_prefilter(1.0, accum.x, 1.0, accum.w);
+ FragColor = accum.xxxx;
+
+#else /* VSM */
+ FragColor = accum.xyxy * shadowInvSampleCount;
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
new file mode 100644
index 00000000000..6b6479089f6
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -0,0 +1,33 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+#ifdef MESH_SHADER
+uniform mat4 ModelMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat3 WorldNormalMatrix;
+# ifndef ATTRIB
+uniform mat3 NormalMatrix;
+# endif
+#endif
+
+in vec3 pos;
+in vec3 nor;
+
+#ifdef MESH_SHADER
+out vec3 worldPosition;
+out vec3 viewPosition;
+out vec3 worldNormal;
+out vec3 viewNormal;
+#endif
+
+void main() {
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+#ifdef MESH_SHADER
+ viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
+ worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
+ viewNormal = normalize(NormalMatrix * nor);
+ worldNormal = normalize(WorldNormalMatrix * nor);
+#ifdef ATTRIB
+ pass_attrib(pos);
+#endif
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
new file mode 100644
index 00000000000..6c7bfeb6b82
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
@@ -0,0 +1,72 @@
+/* ------------ Refraction ------------ */
+
+#define BTDF_BIAS 0.85
+
+vec4 screen_space_refraction(vec3 viewPosition, vec3 N, vec3 V, float ior, float roughnessSquared, vec4 rand)
+{
+ float a2 = max(5e-6, roughnessSquared * roughnessSquared);
+
+ /* Importance sampling bias */
+ rand.x = mix(rand.x, 0.0, BTDF_BIAS);
+
+ vec3 T, B;
+ float NH;
+ make_orthonormal_basis(N, T, B);
+ vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */
+ float pdf = pdf_ggx_reflect(NH, a2);
+
+ /* If ray is bad (i.e. going below the plane) regenerate. */
+ if (F_eta(ior, dot(H, V)) < 1.0) {
+ H = sample_ggx(rand.xzw * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */
+ pdf = pdf_ggx_reflect(NH, a2);
+ }
+
+ vec3 vV = viewCameraVec;
+ float eta = 1.0/ior;
+ if (dot(H, V) < 0.0) {
+ H = -H;
+ eta = ior;
+ }
+
+ vec3 R = refract(-V, H, 1.0 / ior);
+
+ R = transform_direction(ViewMatrix, R);
+
+ vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, rand.y, ssrQuality, roughnessSquared, false);
+
+ if ((hit_pos.z > 0.0) && (F_eta(ior, dot(H, V)) < 1.0)) {
+ hit_pos = get_view_space_from_depth(hit_pos.xy, hit_pos.z);
+ float hit_dist = distance(hit_pos, viewPosition);
+
+ float cone_cos = cone_cosine(roughnessSquared);
+ float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos;
+
+ /* Empirical fit for refraction. */
+ /* TODO find a better fit or precompute inside the LUT. */
+ cone_tan *= 0.5 * fast_sqrt(f0_from_ior((ior < 1.0) ? 1.0 / ior : ior));
+
+ float cone_footprint = hit_dist * cone_tan;
+
+ /* find the offset in screen space by multiplying a point
+ * in camera space at the depth of the point by the projection matrix. */
+ float homcoord = ProjectionMatrix[2][3] * hit_pos.z + ProjectionMatrix[3][3];
+ /* UV space footprint */
+ cone_footprint = BTDF_BIAS * 0.5 * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * cone_footprint / homcoord;
+
+ vec2 hit_uvs = project_point(ProjectionMatrix, hit_pos).xy * 0.5 + 0.5;
+
+ /* Texel footprint */
+ vec2 texture_size = vec2(textureSize(colorBuffer, 0).xy);
+ float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, 9.0);
+
+ /* Correct UVs for mipmaping mis-alignment */
+ hit_uvs *= mip_ratio_interp(mip);
+
+ vec3 spec = textureLod(colorBuffer, hit_uvs, mip).xyz;
+ float mask = screen_border_mask(hit_uvs);
+
+ return vec4(spec, mask);
+ }
+
+ return vec4(0.0);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
new file mode 100644
index 00000000000..2907f25782f
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
@@ -0,0 +1,18 @@
+
+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;
+
+ float noise = fract(blue_noise.y + offsets.z);
+ FragColor.x = fract(blue_noise.x + offsets.x);
+ FragColor.y = fract(blue_noise.z + offsets.y);
+ FragColor.z = cos(noise * M_2PI);
+ FragColor.w = sin(noise * M_2PI);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
new file mode 100644
index 00000000000..3a293647f84
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -0,0 +1,63 @@
+
+/* 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 mat4 volumeObjectMatrix;
+uniform vec3 volumeOrcoLoc;
+uniform vec3 volumeOrcoSize;
+#endif
+
+flat in int slice;
+
+/* Warning: theses are not attributes, theses are global vars. */
+vec3 worldPosition = vec3(0.0);
+vec3 viewPosition = vec3(0.0);
+vec3 viewNormal = vec3(0.0);
+#ifdef MESH_SHADER
+vec3 volumeObjectLocalCoord = vec3(0.0);
+#endif
+
+layout(location = 0) out vec4 volumeScattering;
+layout(location = 1) out vec4 volumeExtinction;
+layout(location = 2) out vec4 volumeEmissive;
+layout(location = 3) out vec4 volumePhase;
+
+/* Store volumetric properties into the froxel textures. */
+
+void main()
+{
+ ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice);
+ vec3 ndc_cell = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
+
+ viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);
+ worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+#ifdef MESH_SHADER
+ volumeObjectLocalCoord = transform_point(volumeObjectMatrix, worldPosition);
+ volumeObjectLocalCoord = (volumeObjectLocalCoord - volumeOrcoLoc + volumeOrcoSize) / (volumeOrcoSize * 2.0);
+
+ if (any(lessThan(volumeObjectLocalCoord, vec3(0.0))) ||
+ any(greaterThan(volumeObjectLocalCoord, vec3(1.0))))
+ discard;
+#endif
+
+#ifdef CLEAR
+ Closure cl = CLOSURE_DEFAULT;
+#else
+ Closure cl = nodetree_exec();
+#endif
+
+ volumeScattering = vec4(cl.scatter, 1.0);
+ volumeExtinction = vec4(max(vec3(1e-4), cl.absorption + cl.scatter), 1.0);
+ volumeEmissive = vec4(cl.emission, 1.0);
+
+ /* Do not add phase weight if no scattering. */
+ if (all(equal(cl.scatter, vec3(0.0)))) {
+ volumePhase = vec4(0.0);
+ }
+ else {
+ volumePhase = vec4(cl.anisotropy, vec3(1.0));
+ }
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
new file mode 100644
index 00000000000..208e8165689
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -0,0 +1,52 @@
+
+#ifdef MESH_SHADER
+/* TODO tight slices */
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+#else /* World */
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+#endif
+
+in vec4 vPos[];
+
+flat out int slice;
+
+#ifdef MESH_SHADER
+/* TODO tight slices */
+void main() {
+ gl_Layer = slice = int(vPos[0].z);
+
+ gl_Position = vPos[0].xyww;
+ EmitVertex();
+
+ gl_Position = vPos[1].xyww;
+ EmitVertex();
+
+ gl_Position = vPos[2].xyww;
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+#else /* World */
+
+/* This is just a pass-through geometry shader that send the geometry
+ * to the layer corresponding to it's depth. */
+
+void main() {
+ gl_Layer = slice = int(vPos[0].z);
+
+ gl_Position = vPos[0].xyww;
+ EmitVertex();
+
+ gl_Position = vPos[1].xyww;
+ EmitVertex();
+
+ gl_Position = vPos[2].xyww;
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+#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
new file mode 100644
index 00000000000..c5c97b97734
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -0,0 +1,63 @@
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+
+/* Step 3 : Integrate for each froxel the final amount of light
+ * scattered back to the viewer and the amout of transmittance. */
+
+uniform sampler3D volumeScattering; /* Result of the scatter step */
+uniform sampler3D volumeExtinction;
+
+flat in int slice;
+
+layout(location = 0) out vec4 finalScattering;
+layout(location = 1) out vec4 finalTransmittance;
+
+void main()
+{
+ /* Start with full transmittance and no scattered light. */
+ finalScattering = vec4(0.0);
+ finalTransmittance = vec4(1.0);
+
+ vec3 tex_size = vec3(textureSize(volumeScattering, 0).xyz);
+
+ /* Compute view ray. */
+ vec2 uvs = gl_FragCoord.xy / tex_size.xy;
+ vec3 ndc_cell = volume_to_ndc(vec3(uvs, 1e-5));
+ vec3 view_cell = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);
+
+ /* Ortho */
+ float prev_ray_len = view_cell.z;
+ float orig_ray_len = 1.0;
+
+ /* Persp */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ prev_ray_len = length(view_cell);
+ orig_ray_len = prev_ray_len / view_cell.z;
+ }
+
+ /* Without compute shader and arbitrary write we need to
+ * accumulate from the beginning of the ray for each cell. */
+ float integration_end = float(slice);
+ for (int i = 0; i < slice; ++i) {
+ ivec3 volume_cell = ivec3(gl_FragCoord.xy, i);
+
+ vec4 Lscat = texelFetch(volumeScattering, volume_cell, 0);
+ vec4 s_extinction = texelFetch(volumeExtinction, volume_cell, 0);
+
+ float cell_depth = volume_z_to_view_z((float(i) + 1.0) / tex_size.z);
+ float ray_len = orig_ray_len * cell_depth;
+
+ /* Evaluate Scattering */
+ float s_len = abs(ray_len - prev_ray_len);
+ prev_ray_len = ray_len;
+ vec4 Tr = exp(-s_extinction * s_len);
+
+ /* integrate along the current step segment */
+ Lscat = (Lscat - Lscat * Tr) / s_extinction;
+ /* accumulate and also take into account the transmittance from previous steps */
+ finalScattering += finalTransmittance * Lscat;
+
+ finalTransmittance *= Tr;
+ }
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
new file mode 100644
index 00000000000..5f641c5d490
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -0,0 +1,153 @@
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+
+/* Volume slice to view space depth. */
+float volume_z_to_view_z(float z)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* Exponential distribution */
+ return (exp2(z / volDepthParameters.z) - volDepthParameters.x) / volDepthParameters.y;
+ }
+ else {
+ /* Linear distribution */
+ return mix(volDepthParameters.x, volDepthParameters.y, z);
+ }
+}
+
+float view_z_to_volume_z(float depth)
+{
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* Exponential distribution */
+ return volDepthParameters.z * log2(depth * volDepthParameters.y + volDepthParameters.x);
+ }
+ else {
+ /* Linear distribution */
+ return (depth - volDepthParameters.x) * volDepthParameters.z;
+ }
+}
+
+/* Volume texture normalized coordinates to NDC (special range [0, 1]). */
+vec3 volume_to_ndc(vec3 cos)
+{
+ cos.z = volume_z_to_view_z(cos.z);
+ cos.z = get_depth_from_view_z(cos.z);
+ cos.xy /= volCoordScale.xy;
+ return cos;
+}
+
+vec3 ndc_to_volume(vec3 cos)
+{
+ cos.z = get_view_z_from_depth(cos.z);
+ cos.z = view_z_to_volume_z(cos.z);
+ cos.xy *= volCoordScale.xy;
+ return cos;
+}
+
+float phase_function_isotropic()
+{
+ return 1.0 / (4.0 * M_PI);
+}
+
+float phase_function(vec3 v, vec3 l, float g)
+{
+ /* Henyey-Greenstein */
+ float cos_theta = dot(v, l);
+ g = clamp(g, -1.0 + 1e-3, 1.0 - 1e-3);
+ float sqr_g = g * 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;
+ /* TODO : Area lighting ? */
+ /* XXX : Removing Area Power. */
+ /* TODO : put this out of the shader. */
+ /* See eevee_light_setup(). */
+ if (ld.l_type == AREA_RECT || ld.l_type == AREA_ELLIPSE) {
+ power = (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0);
+ if (ld.l_type == AREA_ELLIPSE) {
+ power *= M_PI * 0.25;
+ }
+ power *= 20.0 * max(0.0, dot(-ld.l_forward, l_vector.xyz / l_vector.w)); /* XXX ad hoc, empirical */
+ }
+ else if (ld.l_type == SUN) {
+ power = (4.0f * ld.l_radius * ld.l_radius * M_2PI) * (1.0 / 12.5); /* Removing area light power*/
+ power *= M_2PI * 0.78; /* Matching cycles with point light. */
+ }
+ else {
+ power = (4.0 * ld.l_radius * ld.l_radius) * (1.0 /10.0);
+ }
+
+ /* OPTI: find a better way than calculating this on the fly */
+ float lum = dot(ld.l_color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
+ vec3 tint = (lum > 0.0) ? ld.l_color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
+
+ power /= (l_vector.w * l_vector.w);
+
+ lum = min(lum * power, volLightClamp);
+
+ return tint * lum;
+}
+
+#define VOLUMETRIC_SHADOW_MAX_STEP 32.0
+
+vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction)
+{
+ /* Waiting for proper volume shadowmaps and out of frustum shadow map. */
+ vec3 ndc = project_point(ViewProjectionMatrix, wpos);
+ vec3 volume_co = ndc_to_volume(ndc * 0.5 + 0.5);
+
+ /* Let the texture be clamped to edge. This reduce visual glitches. */
+ return texture(volume_extinction, volume_co).rgb;
+}
+
+vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D volume_extinction)
+{
+#if defined(VOLUME_SHADOW)
+ /* Heterogeneous volume shadows */
+ float dd = l_vector.w / volShadowSteps;
+ vec3 L = l_vector.xyz * l_vector.w;
+ vec3 shadow = vec3(1.0);
+ for (float s = 0.5; s < VOLUMETRIC_SHADOW_MAX_STEP && s < (volShadowSteps - 0.1); s += 1.0) {
+ vec3 pos = ray_wpos + L * (s / volShadowSteps);
+ vec3 s_extinction = participating_media_extinction(pos, volume_extinction);
+ shadow *= exp(-s_extinction * dd);
+ }
+ return shadow;
+#else
+ return vec3(1.0);
+#endif /* VOLUME_SHADOW */
+}
+#endif
+
+#ifdef IRRADIANCE_LIB
+vec3 irradiance_volumetric(vec3 wpos)
+{
+#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
+ return vec3(0.0);
+#endif
+}
+#endif
+
+uniform sampler3D inScattering;
+uniform sampler3D inTransmittance;
+
+vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth)
+{
+ vec3 volume_cos = ndc_to_volume(vec3(frag_uvs, frag_depth));
+
+ vec3 scattering = texture(inScattering, volume_cos).rgb;
+ vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
+
+ return vec4(scene_color.rgb * transmittance + scattering, scene_color.a);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
new file mode 100644
index 00000000000..0115b2cb99e
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
@@ -0,0 +1,21 @@
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+
+/* Step 4 : Apply final integration on top of the scene color.
+ * Note that we do the blending ourself instead of relying
+ * on hardware blending which would require 2 pass. */
+
+uniform sampler2D inSceneColor;
+uniform sampler2D inSceneDepth;
+
+out vec4 FragColor;
+
+void main()
+{
+ vec2 uvs = gl_FragCoord.xy / vec2(textureSize(inSceneDepth, 0));
+ vec4 scene_color = texture(inSceneColor, uvs);
+ float scene_depth = texture(inSceneDepth, uvs).r;
+
+ FragColor = volumetric_resolve(scene_color, uvs, scene_depth);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
new file mode 100644
index 00000000000..fcbb6661b14
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
@@ -0,0 +1,75 @@
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+
+/* Step 2 : Evaluate all light scattering for each froxels.
+ * Also do the temporal reprojection to fight aliasing artifacts. */
+
+uniform sampler3D volumeScattering;
+uniform sampler3D volumeExtinction;
+uniform sampler3D volumeEmission;
+uniform sampler3D volumePhase;
+
+uniform sampler3D historyScattering;
+uniform sampler3D historyTransmittance;
+
+flat in int slice;
+
+layout(location = 0) out vec4 outScattering;
+layout(location = 1) out vec4 outTransmittance;
+
+void main()
+{
+ ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice);
+
+ /* Emission */
+ outScattering = texelFetch(volumeEmission, volume_cell, 0);
+ outTransmittance = texelFetch(volumeExtinction, volume_cell, 0);
+ vec3 s_scattering = texelFetch(volumeScattering, volume_cell, 0).rgb;
+ vec3 volume_ndc = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
+ vec3 worldPosition = get_world_space_from_depth(volume_ndc.xy, volume_ndc.z);
+ vec3 wdir = cameraVec;
+
+ vec2 phase = texelFetch(volumePhase, volume_cell, 0).rg;
+ float s_anisotropy = phase.x / max(1.0, phase.y);
+
+ /* Environment : Average color. */
+ outScattering.rgb += irradiance_volumetric(worldPosition) * s_scattering * phase_function_isotropic();
+
+#ifdef VOLUME_LIGHTING /* Lights */
+ for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
+
+ LightData ld = lights_data[i];
+
+ vec4 l_vector;
+ l_vector.xyz = (ld.l_type == SUN) ? -ld.l_forward : ld.l_position - worldPosition;
+ l_vector.w = length(l_vector.xyz);
+
+ float Vis = light_visibility(ld, worldPosition, l_vector);
+
+ vec3 Li = light_volume(ld, l_vector) * light_volume_shadow(ld, worldPosition, l_vector, volumeExtinction);
+
+ outScattering.rgb += Li * Vis * s_scattering * phase_function(-wdir, l_vector.xyz / l_vector.w, s_anisotropy);
+ }
+#endif
+
+ /* Temporal supersampling */
+ /* Note : this uses the cell non-jittered position (texel center). */
+ vec3 curr_ndc = volume_to_ndc(vec3(gl_FragCoord.xy, float(slice) + 0.5) * volInvTexSize.xyz);
+ vec3 wpos = get_world_space_from_depth(curr_ndc.xy, curr_ndc.z);
+ vec3 prev_ndc = project_point(pastViewProjectionMatrix, wpos);
+ vec3 prev_volume = ndc_to_volume(prev_ndc * 0.5 + 0.5);
+
+ if ((volHistoryAlpha > 0.0) && all(greaterThan(prev_volume, vec3(0.0))) && all(lessThan(prev_volume, vec3(1.0)))) {
+ vec4 h_Scattering = texture(historyScattering, prev_volume);
+ vec4 h_Transmittance = texture(historyTransmittance, prev_volume);
+ outScattering = mix(outScattering, h_Scattering, volHistoryAlpha);
+ outTransmittance = mix(outTransmittance, h_Transmittance, volHistoryAlpha);
+ }
+
+ /* Catch NaNs */
+ if (any(isnan(outScattering)) || any(isnan(outTransmittance))) {
+ outScattering = vec4(0.0);
+ outTransmittance = vec4(1.0);
+ }
+}
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
new file mode 100644
index 00000000000..a99acd41fbd
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
@@ -0,0 +1,27 @@
+
+out vec4 vPos;
+
+void main()
+{
+ /* Generate Triangle : less memory fetches from a VBO */
+ int v_id = gl_VertexID % 3; /* Vertex Id */
+ int t_id = gl_VertexID / 3; /* Triangle Id */
+
+ /* Crappy diagram
+ * ex 1
+ * | \
+ * | \
+ * 1 | \
+ * | \
+ * | \
+ * 0 | \
+ * | \
+ * | \
+ * -1 0 --------------- 2
+ * -1 0 1 ex
+ **/
+ vPos.x = float(v_id / 2) * 4.0 - 1.0; /* int divisor round down */
+ vPos.y = float(v_id % 2) * 4.0 - 1.0;
+ vPos.z = float(t_id);
+ vPos.w = 1.0;
+}
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
new file mode 100644
index 00000000000..2917805d233
--- /dev/null
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -0,0 +1,234 @@
+/*
+ * Copyright 2017, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file external_engine.c
+ * \ingroup draw_engine
+ *
+ * Base engine for external render engines.
+ * We use it for depth and non-mesh objects.
+ */
+
+#include "DRW_render.h"
+
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_icons.h"
+#include "BKE_idprop.h"
+#include "BKE_main.h"
+
+#include "ED_view3d.h"
+#include "ED_screen.h"
+
+#include "GPU_glew.h"
+#include "GPU_matrix.h"
+#include "GPU_shader.h"
+#include "GPU_viewport.h"
+
+#include "external_engine.h"
+/* Shaders */
+
+#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
+
+/* *********** LISTS *********** */
+
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct EXTERNAL_Storage {
+ int dummy;
+} EXTERNAL_Storage;
+
+typedef struct EXTERNAL_StorageList {
+ struct EXTERNAL_Storage *storage;
+ struct EXTERNAL_PrivateData *g_data;
+} EXTERNAL_StorageList;
+
+typedef struct EXTERNAL_FramebufferList {
+ struct GPUFrameBuffer *default_fb;
+} EXTERNAL_FramebufferList;
+
+typedef struct EXTERNAL_TextureList {
+ /* default */
+ struct GPUTexture *depth;
+} EXTERNAL_TextureList;
+
+typedef struct EXTERNAL_PassList {
+ struct DRWPass *depth_pass;
+} EXTERNAL_PassList;
+
+typedef struct EXTERNAL_Data {
+ void *engine_type;
+ EXTERNAL_FramebufferList *fbl;
+ EXTERNAL_TextureList *txl;
+ EXTERNAL_PassList *psl;
+ EXTERNAL_StorageList *stl;
+ char info[GPU_INFO_SIZE];
+} EXTERNAL_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Depth Pre Pass */
+ struct GPUShader *depth_sh;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EXTERNAL_PrivateData {
+ DRWShadingGroup *depth_shgrp;
+} EXTERNAL_PrivateData; /* Transient data */
+
+/* Functions */
+
+static void external_engine_init(void *UNUSED(vedata))
+{
+ /* Depth prepass */
+ if (!e_data.depth_sh) {
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+}
+
+static void external_cache_init(void *vedata)
+{
+ EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
+ EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ /* Depth Pass */
+ {
+ psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+ stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+ }
+}
+
+static void external_cache_populate(void *vedata, Object *ob)
+{
+ EXTERNAL_StorageList *stl = ((EXTERNAL_Data *)vedata)->stl;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ /* Depth Prepass */
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
+ }
+}
+
+static void external_cache_finish(void *UNUSED(vedata))
+{
+}
+
+static void external_draw_scene_do(void *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ ARegion *ar = draw_ctx->ar;
+ RenderEngineType *type;
+
+ DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS_EQUAL);
+
+ /* Create render engine. */
+ if (!rv3d->render_engine) {
+ RenderEngineType *engine_type = draw_ctx->engine_type;
+
+ if (!(engine_type->view_update && engine_type->view_draw)) {
+ return;
+ }
+
+ RenderEngine *engine = RE_engine_create_ex(engine_type, true);
+ engine->tile_x = scene->r.tilex;
+ engine->tile_y = scene->r.tiley;
+ engine_type->view_update(engine, draw_ctx->evil_C);
+ rv3d->render_engine = engine;
+ }
+
+ /* Rendered draw. */
+ gpuPushProjectionMatrix();
+ ED_region_pixelspace(ar);
+
+ /* Render result draw. */
+ type = rv3d->render_engine->type;
+ type->view_draw(rv3d->render_engine, draw_ctx->evil_C);
+
+ gpuPopProjectionMatrix();
+
+ /* Set render info. */
+ EXTERNAL_Data *data = vedata;
+ if (rv3d->render_engine->text[0] != '\0') {
+ BLI_strncpy(data->info, rv3d->render_engine->text, sizeof(data->info));
+ }
+ else {
+ data->info[0] = '\0';
+ }
+}
+
+static void external_draw_scene(void *vedata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ EXTERNAL_PassList *psl = ((EXTERNAL_Data *)vedata)->psl;
+
+ /* Will be NULL during OpenGL render.
+ * 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) {
+ external_draw_scene_do(vedata);
+ }
+ DRW_draw_pass(psl->depth_pass);
+}
+
+static void external_engine_free(void)
+{
+ /* All shaders are builtin. */
+}
+
+static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);
+
+DrawEngineType draw_engine_external_type = {
+ NULL, NULL,
+ N_("External"),
+ &external_data_size,
+ &external_engine_init,
+ &external_engine_free,
+ &external_cache_init,
+ &external_cache_populate,
+ &external_cache_finish,
+ NULL,
+ &external_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
+/* Note: currently unused, we should not register unless we want to see this when debugging the view. */
+
+RenderEngineType DRW_engine_viewport_external_type = {
+ NULL, NULL,
+ EXTERNAL_ENGINE, N_("External"), RE_INTERNAL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL,
+ &draw_engine_external_type,
+ {NULL, NULL, NULL}
+};
+
+#undef EXTERNAL_ENGINE
diff --git a/source/blender/draw/engines/external/external_engine.h b/source/blender/draw/engines/external/external_engine.h
new file mode 100644
index 00000000000..1789fb67efe
--- /dev/null
+++ b/source/blender/draw/engines/external/external_engine.h
@@ -0,0 +1,31 @@
+/*
+ * Copyright 2017, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file external_engine.h
+ * \ingroup draw_engine
+ */
+
+#ifndef __EXTERNAL_ENGINE_H__
+#define __EXTERNAL_ENGINE_H__
+
+extern RenderEngineType DRW_engine_viewport_external_type;
+
+#endif /* __EXTERNAL_ENGINE_H__ */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
new file mode 100644
index 00000000000..fda2fc85460
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
@@ -0,0 +1,3 @@
+vec3 background_color(WorldData world_data, float y) {
+ return mix(world_data.background_color_low, world_data.background_color_high, y).xyz + bayer_dither_noise();
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
new file mode 100644
index 00000000000..4e44f6e1914
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
@@ -0,0 +1,10 @@
+void main()
+{
+ vec2 p= vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
+ vec2 test = mod(p, 2.0);
+ if (mod(test.x + test.y, 2.0)==0.0) {
+ discard;
+ } else {
+ gl_FragDepth = 1.0;
+ }
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
new file mode 100644
index 00000000000..88b715f55a8
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -0,0 +1,71 @@
+#define NO_OBJECT_ID uint(0)
+#define EPSILON 0.00001
+/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
+#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
+const vec4 dither_mat4x4[4] = vec4[4](
+ vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0))
+);
+
+float bayer_dither_noise() {
+ ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
+ ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
+ return dither_mat4x4[tx1.x][tx1.y];
+}
+
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec3 normal_decode(vec2 enc)
+{
+ vec2 fenc = enc.xy * 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;
+}
+
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n)
+{
+ float p = sqrt(n.z * 8.0 + 8.0);
+ return vec2(n.xy / p + 0.5);
+}
+
+void fresnel(vec3 I, vec3 N, float ior, out float kr)
+{
+ float cosi = clamp(dot(I, N), -1.0, 1.0);
+ float etai = 1.0;
+ float etat = ior;
+ if (cosi > 0) {
+ etat = 1.0;
+ etai = ior;
+ }
+
+ // Compute sini using Snell's law
+ float sint = etai / etat * sqrt(max(0.0, 1.0 - cosi * cosi));
+ // Total internal reflection
+ if (sint >= 1) {
+ kr = 1;
+ }
+ else {
+ float cost = sqrt(max(0.0, 1.0 - sint * sint));
+ cosi = abs(cosi);
+ float Rs = ((etat * cosi) - (etai * cost)) / ((etat * cosi) + (etai * cost));
+ float Rp = ((etai * cosi) - (etat * cost)) / ((etai * cosi) + (etat * cost));
+ kr = (Rs * Rs + Rp * Rp) / 2;
+ }
+ // As a consequence of the conservation of energy, transmittance is given by:
+ // kt = 1 - kr;
+}
+
+vec4 calculate_transparent_accum(vec4 premultiplied) {
+ float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
+ float b = -gl_FragCoord.z * 0.95 + 1.0;
+ float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
+ return premultiplied * w;
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
new file mode 100644
index 00000000000..c826a5b82fa
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -0,0 +1,13 @@
+struct WorldData {
+ vec4 diffuse_light_x_pos;
+ vec4 diffuse_light_x_neg;
+ vec4 diffuse_light_y_pos;
+ vec4 diffuse_light_y_neg;
+ vec4 diffuse_light_z_pos;
+ vec4 diffuse_light_z_neg;
+ vec4 background_color_low;
+ vec4 background_color_high;
+ vec4 object_outline_color;
+ vec4 light_direction_vs;
+ float specular_sharpness;
+};
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
new file mode 100644
index 00000000000..7374dfbe79e
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -0,0 +1,98 @@
+out vec4 fragColor;
+
+uniform usampler2D objectId;
+uniform sampler2D colorBuffer;
+uniform sampler2D normalBuffer;
+/* normalBuffer contains viewport normals */
+uniform vec2 invertedViewportSize;
+uniform float shadowMultiplier;
+uniform float lightMultiplier;
+uniform float shadowShift = 0.1;
+uniform mat3 normalWorldMatrix;
+
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
+ uint object_id = texelFetch(objectId, texel, 0).r;
+
+#ifndef V3D_SHADING_OBJECT_OUTLINE
+ if (object_id == NO_OBJECT_ID) {
+ fragColor = vec4(background_color(world_data, uv_viewport.y), 0.0);
+ return;
+ }
+#else /* !V3D_SHADING_OBJECT_OUTLINE */
+ float object_outline = calculate_object_outline(objectId, texel, object_id);
+
+ if (object_id == NO_OBJECT_ID) {
+ vec3 background = background_color(world_data, uv_viewport.y);
+ if (object_outline == 0.0) {
+ fragColor = vec4(background, 0.0);
+ }
+ else {
+ fragColor = vec4(mix(world_data.object_outline_color.rgb, background, object_outline), 1.0-object_outline);
+ }
+ return;
+ }
+#endif /* !V3D_SHADING_OBJECT_OUTLINE */
+
+ vec4 diffuse_color = texelFetch(colorBuffer, texel, 0);
+/* Do we need normals */
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+#ifdef WORKBENCH_ENCODE_NORMALS
+ vec3 normal_viewport = normal_decode(texelFetch(normalBuffer, texel, 0).rg);
+ if (diffuse_color.a == 1.0) {
+ normal_viewport = -normal_viewport;
+ }
+#else /* WORKBENCH_ENCODE_NORMALS */
+ vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb;
+#endif /* WORKBENCH_ENCODE_NORMALS */
+#endif
+
+
+#ifdef V3D_LIGHTING_STUDIO
+ #ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+ vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+ #endif
+
+ #ifdef STUDIOLIGHT_ORIENTATION_WORLD
+ vec3 normal_world = normalWorldMatrix * normal_viewport;
+ vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
+ #endif
+
+ vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
+
+#else /* V3D_LIGHTING_STUDIO */
+ #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
+ vec3 shaded_color = diffuse_color.rgb + specular_color;
+
+ #else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
+ vec3 shaded_color = diffuse_color.rgb;
+
+ #endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
+
+#endif /* V3D_LIGHTING_STUDIO */
+
+#ifdef V3D_SHADING_SHADOW
+ float shadow_mix = step(-shadowShift, dot(normal_viewport, world_data.light_direction_vs.xyz));
+ float light_multiplier;
+ light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
+
+#else /* V3D_SHADING_SHADOW */
+ float light_multiplier = 1.0;
+#endif /* V3D_SHADING_SHADOW */
+
+ shaded_color *= light_multiplier;
+
+#ifdef V3D_SHADING_OBJECT_OUTLINE
+ shaded_color = mix(world_data.object_outline_color.rgb, shaded_color, object_outline);
+#endif /* V3D_SHADING_OBJECT_OUTLINE */
+ fragColor = vec4(shaded_color, 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
new file mode 100644
index 00000000000..12d6296655d
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
@@ -0,0 +1,42 @@
+out vec4 fragColor;
+
+uniform usampler2D objectId;
+uniform sampler2D transparentAccum;
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+uniform sampler2D transparentRevealage;
+#endif
+uniform vec2 invertedViewportSize;
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
+ uint object_id = texelFetch(objectId, texel, 0).r;
+ vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ float transparent_revealage = texelFetch(transparentRevealage, texel, 0).r;
+#endif
+ vec4 color;
+
+#ifdef V3D_SHADING_OBJECT_OUTLINE
+ float outline = calculate_object_outline(objectId, texel, object_id);
+#else /* V3D_SHADING_OBJECT_OUTLINE */
+ float outline = 1.0;
+#endif /* V3D_SHADING_OBJECT_OUTLINE */
+
+ if (object_id == NO_OBJECT_ID) {
+ color = vec4(background_color(world_data, uv_viewport.y), 0.0);
+ } else {
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0);
+#else
+ color = vec4(transparent_accum.xyz / max(transparent_accum.a, EPSILON), 1.0);
+#endif
+ }
+
+ fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
new file mode 100644
index 00000000000..450cb3e680b
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
@@ -0,0 +1,8 @@
+uniform int object_id = 0;
+layout(location=0) out uint objectId;
+
+void main()
+{
+ objectId = uint(object_id);
+}
+
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
new file mode 100644
index 00000000000..d0e3305cc70
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -0,0 +1,59 @@
+uniform vec4 color = vec4(0.0, 0.0, 1.0, 1.0);
+#ifdef OB_TEXTURE
+uniform sampler2D image;
+#endif
+uniform mat3 normalWorldMatrix;
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 normal_viewport;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef OB_TEXTURE
+in vec2 uv_interp;
+#endif
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+layout(location=0) out vec4 transparentAccum;
+
+
+void main()
+{
+ vec4 diffuse_color;
+#ifdef OB_SOLID
+ diffuse_color = color;
+#endif /* OB_SOLID */
+#ifdef OB_TEXTURE
+ diffuse_color = texture(image, uv_interp);
+#endif /* OB_TEXTURE */
+
+#ifdef V3D_LIGHTING_STUDIO
+#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+ vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+#endif
+#ifdef STUDIOLIGHT_ORIENTATION_WORLD
+ vec3 normal_world = normalWorldMatrix * normal_viewport;
+ vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
+#endif
+
+ vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
+
+#else /* V3D_LIGHTING_STUDIO */
+ #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
+ vec3 shaded_color = diffuse_color.rgb + specular_color;
+
+ #else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
+ vec3 shaded_color = diffuse_color.rgb;
+
+ #endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
+
+#endif /* V3D_LIGHTING_STUDIO */
+
+ float alpha = 0.5 ;
+ vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
+ transparentAccum = calculate_transparent_accum(premultiplied);
+}
+
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
new file mode 100644
index 00000000000..da87fe8f542
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
@@ -0,0 +1,7 @@
+layout(location=0) out float transparentRevealage;
+
+void main()
+{
+ transparentRevealage = 0.5;
+}
+
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl
new file mode 100644
index 00000000000..3e925ba023f
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl
@@ -0,0 +1,12 @@
+#define OBJECT_OUTLINE_OFFSET 1
+
+float calculate_object_outline(usampler2D objectId, ivec2 texel, uint object_id)
+{
+ uvec4 oid_offset = uvec4(
+ texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OUTLINE_OFFSET)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OUTLINE_OFFSET)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OUTLINE_OFFSET, 0)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OUTLINE_OFFSET, 0)).r);
+
+ return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
new file mode 100644
index 00000000000..2cc0ff3723d
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -0,0 +1,48 @@
+uniform int object_id = 0;
+uniform vec3 object_color = vec3(1.0, 0.0, 1.0);
+#ifdef OB_TEXTURE
+uniform sampler2D image;
+#endif
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 normal_viewport;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef OB_TEXTURE
+in vec2 uv_interp;
+#endif /* OB_TEXTURE */
+
+layout(location=0) out uint objectId;
+layout(location=1) out vec4 diffuseColor;
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+ #ifdef WORKBENCH_ENCODE_NORMALS
+layout(location=2) out vec2 normalViewport;
+ #else /* WORKBENCH_ENCODE_NORMALS */
+layout(location=2) out vec3 normalViewport;
+ #endif /* WORKBENCH_ENCODE_NORMALS */
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+
+void main()
+{
+ objectId = uint(object_id);
+#ifdef OB_SOLID
+ diffuseColor = vec4(object_color, 0.0);
+#endif /* OB_SOLID */
+#ifdef OB_TEXTURE
+ diffuseColor = texture(image, uv_interp);
+#endif /* OB_TEXTURE */
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+ #ifdef WORKBENCH_ENCODE_NORMALS
+ if (!gl_FrontFacing) {
+ normalViewport = normal_encode(normalize(-normal_viewport));
+ diffuseColor.a = 1.0;
+ }
+ else {
+ normalViewport = normal_encode(normalize(normal_viewport));
+ diffuseColor.a = 0.0;
+ }
+ #else /* WORKBENCH_ENCODE_NORMALS */
+ normalViewport = normal_viewport;
+ #endif /* WORKBENCH_ENCODE_NORMALS */
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
new file mode 100644
index 00000000000..f2df117d897
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -0,0 +1,30 @@
+uniform mat4 ModelViewProjectionMatrix;
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+uniform mat3 NormalMatrix;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+
+in vec3 pos;
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 nor;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef OB_TEXTURE
+in vec2 uv;
+#endif
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+out vec3 normal_viewport;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef OB_TEXTURE
+out vec2 uv_interp;
+#endif
+
+void main()
+{
+#ifdef OB_TEXTURE
+ uv_interp = uv;
+#endif
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+ normal_viewport = normalize(NormalMatrix * nor);
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl
new file mode 100644
index 00000000000..32b31718cf8
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_geom.glsl
@@ -0,0 +1,80 @@
+#extension GL_ARB_gpu_shader5 : enable
+
+#ifdef GL_ARB_gpu_shader5
+#define USE_INVOC_EXT
+#endif
+
+#ifdef DOUBLE_MANIFOLD
+# ifdef USE_INVOC_EXT
+# define invoc_ct 4
+# else
+# define vert_ct 12
+# endif
+#else
+# ifdef USE_INVOC_EXT
+# define invoc_ct 2
+# else
+# define vert_ct 6
+# endif
+#endif
+
+#ifdef USE_INVOC_EXT
+layout(triangles, invocations = invoc_ct) in;
+layout(triangle_strip, max_vertices = 3) out;
+#else
+layout(triangles) in;
+layout(triangle_strip, max_vertices = vert_ct) out;
+#endif
+
+uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
+
+in VertexData {
+ vec3 pos; /* local position */
+ vec4 frontPosition; /* final ndc position */
+ vec4 backPosition;
+} vData[];
+
+vec4 get_pos(int v, bool backface)
+{
+ return (backface) ? vData[v].backPosition : vData[v].frontPosition;
+}
+
+void emit_cap(const bool front)
+{
+ if (front) {
+ gl_Position = vData[0].frontPosition; EmitVertex();
+ gl_Position = vData[1].frontPosition; EmitVertex();
+ gl_Position = vData[2].frontPosition; EmitVertex();
+ }
+ else {
+ gl_Position = vData[0].backPosition; EmitVertex();
+ gl_Position = vData[2].backPosition; EmitVertex();
+ gl_Position = vData[1].backPosition; EmitVertex();
+ }
+ EndPrimitive();
+}
+
+void main()
+{
+ vec3 v10 = vData[0].pos - vData[1].pos;
+ vec3 v12 = vData[2].pos - vData[1].pos;
+
+ vec3 n = cross(v12, v10);
+ float facing = dot(n, lightDirection);
+
+ bool backface = facing > 0.0;
+
+ if (!backface) {
+#ifdef USE_INVOC_EXT
+ bool do_front = (gl_InvocationID & 1) == 0;
+ emit_cap(do_front);
+#else
+ emit_cap(true);
+ emit_cap(false);
+# ifdef DOUBLE_MANIFOLD
+ emit_cap(true);
+ emit_cap(false);
+# endif
+#endif
+ }
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl
new file mode 100644
index 00000000000..ceb33e77f2b
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_debug_frag.glsl
@@ -0,0 +1,14 @@
+
+out vec4 fragColor;
+
+void main()
+{
+ const float intensity = 0.25;
+#ifdef SHADOW_PASS
+ fragColor = vec4((gl_FrontFacing) ? vec3(intensity, -intensity, 0.0)
+ : vec3(-intensity, intensity, 0.0), 1.0);
+#else
+ fragColor = vec4((gl_FrontFacing) ? vec3(intensity, intensity, -intensity)
+ : vec3(-intensity, -intensity, intensity), 1.0);
+#endif
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl
new file mode 100644
index 00000000000..5a31aa34932
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl
@@ -0,0 +1,118 @@
+#extension GL_ARB_gpu_shader5 : enable
+
+#ifdef GL_ARB_gpu_shader5
+#define USE_INVOC_EXT
+#endif
+
+#ifdef DOUBLE_MANIFOLD
+# ifdef USE_INVOC_EXT
+# define invoc_ct 2
+# else
+# define vert_ct 8
+# endif
+#else
+# ifdef USE_INVOC_EXT
+# define invoc_ct 1
+# else
+# define vert_ct 4
+# endif
+#endif
+
+#ifdef USE_INVOC_EXT
+layout(lines_adjacency, invocations = invoc_ct) in;
+layout(triangle_strip, max_vertices = 4) out;
+#else
+layout(lines_adjacency) in;
+layout(triangle_strip, max_vertices = vert_ct) out;
+#endif
+
+uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
+
+in VertexData {
+ vec3 pos; /* local position */
+ vec4 frontPosition; /* final ndc position */
+ vec4 backPosition;
+} vData[];
+
+#define DEGENERATE_THRESHOLD 1e-12
+
+#define len_sqr(a) dot(a, a)
+
+void extrude_edge(bool invert)
+{
+ /* Reverse order if backfacing the light. */
+ ivec2 idx = (invert) ? ivec2(1, 2) : ivec2(2, 1);
+ gl_Position = vData[idx.x].frontPosition; EmitVertex();
+ gl_Position = vData[idx.y].frontPosition; EmitVertex();
+ gl_Position = vData[idx.x].backPosition; EmitVertex();
+ gl_Position = vData[idx.y].backPosition; EmitVertex();
+ EndPrimitive();
+}
+
+void main()
+{
+ vec3 v10 = vData[0].pos - vData[1].pos;
+ vec3 v12 = vData[2].pos - vData[1].pos;
+ vec3 v13 = vData[3].pos - vData[1].pos;
+
+#ifdef DEGENERATE_THRESHOLD
+ vec3 v20 = vData[0].pos - vData[2].pos;
+ vec3 v23 = vData[3].pos - vData[2].pos;
+
+ vec4 edges_lensqr = vec4(len_sqr(v10), len_sqr(v13), len_sqr(v20), len_sqr(v23));
+ bvec4 degen_edges = lessThan(edges_lensqr, vec4(DEGENERATE_THRESHOLD));
+
+ /* Both triangles are degenerate, abort. */
+ if (any(degen_edges.xz) && any(degen_edges.yw))
+ return;
+#endif
+
+ vec3 n1 = cross(v12, v10);
+ vec3 n2 = cross(v13, v12);
+ vec2 facing = vec2(dot(n1, lightDirection),
+ dot(n2, lightDirection));
+
+ /* WATCH: maybe unpredictable in some cases. */
+ bool is_manifold = any(notEqual(vData[0].pos, vData[3].pos));
+
+ bvec2 backface = greaterThan(facing, vec2(0.0));
+
+#ifdef DEGENERATE_THRESHOLD
+# ifndef DOUBLE_MANIFOLD
+ /* If the mesh is known to be manifold and we don't use double count,
+ * only create an quad if the we encounter a facing geom. */
+ if ((any(degen_edges.xz) && backface.y) ||
+ (any(degen_edges.yw) && backface.x))
+ return;
+# endif
+
+ /* If one of the 2 triangles is degenerate, replace edge by a non-manifold one. */
+ backface.x = (any(degen_edges.xz)) ? !backface.y : backface.x;
+ backface.y = (any(degen_edges.yw)) ? !backface.x : backface.y;
+ is_manifold = (any(degen_edges)) ? false : is_manifold;
+#endif
+
+ /* If both faces face the same direction it's not an outline edge. */
+ if (backface.x == backface.y)
+ return;
+
+#ifdef USE_INVOC_EXT
+ if (gl_InvocationID == 0) {
+ extrude_edge(backface.x);
+ }
+ else if (is_manifold) {
+# ifdef DOUBLE_MANIFOLD
+ /* Increment/Decrement twice for manifold edges. */
+ extrude_edge(backface.x);
+# endif
+ }
+#else
+ extrude_edge(backface.x);
+ if (is_manifold) {
+# ifdef DOUBLE_MANIFOLD
+ /* Increment/Decrement twice for manifold edges. */
+ extrude_edge(backface.x);
+# endif
+ }
+#endif
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
new file mode 100644
index 00000000000..3a61bf0a286
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
@@ -0,0 +1,20 @@
+#define INFINITE 1000.0
+
+uniform mat4 ModelViewProjectionMatrix;
+
+uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
+
+in vec3 pos;
+
+out VertexData {
+ vec3 pos; /* local position */
+ vec4 frontPosition; /* final ndc position */
+ vec4 backPosition;
+} vData;
+
+void main()
+{
+ vData.pos = pos;
+ vData.frontPosition = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vData.backPosition = ModelViewProjectionMatrix * vec4(pos + lightDirection * INFINITE, 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
new file mode 100644
index 00000000000..7d1084c78b4
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -0,0 +1,36 @@
+vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
+{
+ vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0);
+ result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_y_pos, clamp(-N.y, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_y_neg, clamp(N.y, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_z_pos, clamp(N.z, 0.0, 1.0));
+ return mix(result, world_data.diffuse_light_z_neg, clamp(-N.z, 0.0, 1.0)).xyz;
+}
+
+vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
+{
+ vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0);
+ result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_z_pos, clamp( N.y, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_z_neg, clamp(-N.y, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_y_pos, pow(clamp( N.z, 0.0, 1.0), 2.0));
+ result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0));
+ return result.rgb;
+}
+
+/* N And I are in View Space. */
+vec3 get_world_specular_light(WorldData world_data, vec3 N, vec3 I)
+{
+#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ vec3 reflection_vector = reflect(I, N);
+ vec3 specular_light = vec3(0.1);
+ /* Simple frontal specular highlights. */
+ float specular_influence = pow(max(0.0, dot(world_data.light_direction_vs.xyz, reflection_vector)), world_data.specular_sharpness);
+ vec3 specular_color = specular_light * specular_influence;
+
+#else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
+ vec3 specular_color = vec3(0.0);
+#endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
+ return specular_color;
+}
diff --git a/source/blender/draw/engines/workbench/solid_mode.c b/source/blender/draw/engines/workbench/solid_mode.c
new file mode 100644
index 00000000000..1e49d1ae573
--- /dev/null
+++ b/source/blender/draw/engines/workbench/solid_mode.c
@@ -0,0 +1,96 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file solid_mode.c
+ * \ingroup draw_engine
+ *
+ * Simple engine for drawing color and/or depth.
+ * When we only need simple studio shaders.
+ */
+
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "workbench_private.h"
+
+/* Functions */
+
+static void workbench_solid_engine_init(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_deferred_engine_init(data);
+}
+
+static void workbench_solid_cache_init(void *vedata)
+{
+
+ WORKBENCH_Data *data = vedata;
+ workbench_deferred_cache_init(data);
+}
+
+static void workbench_solid_cache_populate(void *vedata, Object *ob)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_deferred_solid_cache_populate(data, ob);
+}
+
+static void workbench_solid_cache_finish(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_deferred_cache_finish(data);
+}
+
+static void workbench_solid_draw_background(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_deferred_draw_background(data);
+}
+
+static void workbench_solid_draw_scene(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_deferred_draw_scene(data);
+}
+
+static void workbench_solid_engine_free(void)
+{
+ workbench_deferred_engine_free();
+}
+
+static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
+
+DrawEngineType draw_engine_workbench_solid = {
+ NULL, NULL,
+ N_("Workbench"),
+ &workbench_data_size,
+ &workbench_solid_engine_init,
+ &workbench_solid_engine_free,
+ &workbench_solid_cache_init,
+ &workbench_solid_cache_populate,
+ &workbench_solid_cache_finish,
+ &workbench_solid_draw_background,
+ &workbench_solid_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
diff --git a/source/blender/draw/engines/workbench/transparent_mode.c b/source/blender/draw/engines/workbench/transparent_mode.c
new file mode 100644
index 00000000000..c5d3db4b390
--- /dev/null
+++ b/source/blender/draw/engines/workbench/transparent_mode.c
@@ -0,0 +1,96 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file transparent_mode.c
+ * \ingroup draw_engine
+ *
+ * Simple engine for drawing color and/or depth.
+ * When we only need simple studio shaders.
+ */
+
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "workbench_private.h"
+
+/* Functions */
+
+static void workbench_transparent_engine_init(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_engine_init(data);
+}
+
+static void workbench_transparent_cache_init(void *vedata)
+{
+
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_cache_init(data);
+}
+
+static void workbench_transparent_cache_populate(void *vedata, Object *ob)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_cache_populate(data, ob);
+}
+
+static void workbench_transparent_cache_finish(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_cache_finish(data);
+}
+
+static void workbench_transparent_draw_background(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_draw_background(data);
+}
+
+static void workbench_transparent_draw_scene(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_draw_scene(data);
+}
+
+static void workbench_transparent_engine_free(void)
+{
+ workbench_forward_engine_free();
+}
+
+static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
+
+DrawEngineType draw_engine_workbench_transparent = {
+ NULL, NULL,
+ N_("Workbench"),
+ &workbench_data_size,
+ &workbench_transparent_engine_init,
+ &workbench_transparent_engine_free,
+ &workbench_transparent_cache_init,
+ &workbench_transparent_cache_populate,
+ &workbench_transparent_cache_finish,
+ &workbench_transparent_draw_background,
+ &workbench_transparent_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
new file mode 100644
index 00000000000..19bec9734e5
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -0,0 +1,76 @@
+#include "workbench_private.h"
+
+#include "UI_resources.h"
+
+void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ wpd->material_hash = BLI_ghash_ptr_new(__func__);
+
+ View3D *v3d = draw_ctx->v3d;
+ if (v3d) {
+ wpd->shading = v3d->shading;
+ wpd->drawtype = v3d->drawtype;
+ wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light, 0);
+ }
+ else {
+ memset(&wpd->shading, 0, sizeof(wpd->shading));
+ wpd->shading.light = V3D_LIGHTING_STUDIO;
+ wpd->shading.shadow_intensity = 0.5;
+ copy_v3_fl(wpd->shading.single_color, 0.8f);
+ wpd->drawtype = OB_SOLID;
+ wpd->studio_light = BKE_studiolight_findindex(0);
+ }
+ wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
+
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low);
+ UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
+
+ /* XXX: Really quick conversion to avoid washed out background.
+ * Needs to be adressed properly (color managed using ocio). */
+ srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
+ srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
+
+ studiolight_update_world(wpd->studio_light, wd);
+
+ copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
+ wd->object_outline_color[3] = 1.0f;
+ wd->specular_sharpness = 100.0f - scene->display.roughness * 100.0f;
+
+ wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
+}
+
+void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3])
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+
+#if 0
+ if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
+ BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
+ float rot_matrix[3][3];
+ axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
+ mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
+ }
+ else {
+#else
+ {
+#endif
+ copy_v3_v3(light_direction, scene->display.light_direction);
+ negate_v3(light_direction);
+ }
+
+ float view_matrix[4][4];
+ DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
+ mul_v3_mat3_m4v3(wpd->world_data.light_direction_vs, view_matrix, light_direction);
+ wpd->world_data.light_direction_vs[3] = 0.0;
+ DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
+}
+
+void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
+{
+ BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
+ DRW_UBO_FREE_SAFE(wpd->world_ubo);
+}
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
new file mode 100644
index 00000000000..e7655eee940
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -0,0 +1,659 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_deferred.c
+ * \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_alloca.h"
+#include "BLI_dynstr.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_node.h"
+#include "BKE_particle.h"
+
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+
+#include "ED_uvedit.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+
+/* *********** STATIC *********** */
+
+// #define DEBUG_SHADOW_VOLUME
+
+#ifdef DEBUG_SHADOW_VOLUME
+# include "draw_debug.h"
+#endif
+
+static struct {
+ struct GPUShader *prepass_sh_cache[MAX_SHADERS];
+ struct GPUShader *composite_sh_cache[MAX_SHADERS];
+ struct GPUShader *shadow_fail_sh;
+ struct GPUShader *shadow_fail_manifold_sh;
+ struct GPUShader *shadow_pass_sh;
+ struct GPUShader *shadow_pass_manifold_sh;
+ struct GPUShader *shadow_caps_sh;
+ struct GPUShader *shadow_caps_manifold_sh;
+
+ struct GPUTexture *object_id_tx; /* ref only, not alloced */
+ struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
+
+ SceneDisplay display; /* world light direction for shadows */
+ float light_direction_vs[3];
+ int next_object_id;
+ float normal_world_matrix[3][3];
+} e_data = {{NULL}};
+
+/* Shaders */
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_prepass_frag_glsl[];
+extern char datatoc_workbench_deferred_composite_frag_glsl[];
+
+extern char datatoc_workbench_shadow_vert_glsl[];
+extern char datatoc_workbench_shadow_geom_glsl[];
+extern char datatoc_workbench_shadow_caps_geom_glsl[];
+extern char datatoc_workbench_shadow_debug_frag_glsl[];
+
+extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_object_outline_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
+
+ if ((wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
+ BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
+ }
+ if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
+ BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
+ }
+
+ BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_prepass_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
+{
+ if (e_data.prepass_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *composite_frag = workbench_build_composite_frag(wpd);
+ char *prepass_frag = workbench_build_prepass_frag();
+ e_data.prepass_sh_cache[index] = DRW_shader_create(
+ datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
+ if (drawtype == OB_SOLID) {
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ }
+ MEM_freeN(prepass_frag);
+ MEM_freeN(composite_frag);
+ MEM_freeN(defines);
+ }
+}
+
+static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
+ int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
+
+ ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
+ ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
+
+ wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
+ wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
+ wpd->composite_sh = e_data.composite_sh_cache[index_solid];
+}
+
+/* Functions */
+
+
+static void workbench_init_object_data(ObjectEngineData *engine_data)
+{
+ WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
+ data->object_id = e_data.next_object_id++;
+ data->shadow_bbox_dirty = true;
+}
+
+void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ if (!e_data.next_object_id) {
+ memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ e_data.next_object_id = 1;
+#ifdef DEBUG_SHADOW_VOLUME
+ const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
+#else
+ const char *shadow_frag = NULL;
+#endif
+ e_data.shadow_pass_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_PASS\n"
+ "#define DOUBLE_MANIFOLD\n");
+ e_data.shadow_pass_manifold_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_PASS\n");
+ e_data.shadow_fail_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n"
+ "#define DOUBLE_MANIFOLD\n");
+ e_data.shadow_fail_manifold_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n");
+ e_data.shadow_caps_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_caps_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n"
+ "#define DOUBLE_MANIFOLD\n");
+ e_data.shadow_caps_manifold_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_caps_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n");
+ }
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ workbench_private_data_init(stl->g_data);
+
+ {
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+ e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
+ e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
+ e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
+
+ if (NORMAL_ENCODING_ENABLED()) {
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
+ }
+ else {
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
+ }
+
+ GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->composite_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
+ });
+ }
+
+ /* Prepass */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->prepass_pass = DRW_pass_create("Prepass", state);
+ }
+}
+
+void workbench_deferred_engine_free()
+{
+ for (int index = 0; index < MAX_SHADERS; index++) {
+ DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
+ DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
+ }
+ DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh);
+}
+
+static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
+{
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
+ if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
+ }
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+
+ workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
+}
+
+void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DRWShadingGroup *grp;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ static float light_multiplier = 1.0f;
+
+
+ Scene *scene = draw_ctx->scene;
+
+ select_deferred_shaders(wpd);
+ /* Deferred Mix Pass */
+ {
+ workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
+
+ e_data.display.shadow_shift = scene->display.shadow_shift;
+ copy_v3_v3(e_data.light_direction_vs, wpd->world_data.light_direction_vs);
+
+ if (SHADOW_ENABLED(wpd)) {
+ psl->composite_pass = DRW_pass_create(
+ "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+
+ /* Stencil Shadow passes. */
+#ifdef DEBUG_SHADOW_VOLUME
+ DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
+ DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
+#else
+ DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS;
+ DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL;
+#endif
+ psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state);
+ psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state);
+ psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state);
+ psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state);
+ psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state);
+ psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani", depth_fail_state);
+
+#ifndef DEBUG_SHADOW_VOLUME
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+
+ psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+#endif
+
+ studiolight_update_light(wpd, e_data.display.light_direction);
+ }
+ else {
+ psl->composite_pass = DRW_pass_create(
+ "Composite", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ }
+}
+
+static WORKBENCH_MaterialData *get_or_create_material_data(
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ WORKBENCH_MaterialData *material;
+ WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
+ ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
+ WORKBENCH_MaterialData material_template;
+
+ /* Solid */
+ workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
+ material_template.object_id = engine_object_data->object_id;
+ material_template.drawtype = drawtype;
+ material_template.ima = ima;
+ uint hash = workbench_material_get_hash(&material_template);
+
+ material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
+ if (material == NULL) {
+ material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+ material->shgrp = DRW_shgroup_create(
+ drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
+ DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
+ material->object_id = engine_object_data->object_id;
+ copy_v4_v4(material->color, material_template.color);
+ switch (drawtype) {
+ case OB_SOLID:
+ DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
+ break;
+
+ case OB_TEXTURE:
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
+ DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
+ break;
+ }
+ }
+ DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
+ BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
+ }
+ return material;
+}
+
+static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+ for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ DRW_shgroup_call_add(material->shgrp, geom, mat);
+ }
+ }
+}
+
+void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ if (ob->type == OB_MESH) {
+ workbench_cache_populate_particles(vedata, ob);
+ }
+
+ WORKBENCH_MaterialData *material;
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ bool is_drawn = false;
+ if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
+ const Mesh *me = ob->data;
+ if (me->mloopuv) {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
+ if (materials_len > 0 && geom_array) {
+ for (int i = 0; i < materials_len; i++) {
+ Material *mat = give_current_material(ob, i + 1);
+ Image *image;
+ ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
+ /* use OB_SOLID when no texture could be determined */
+ int mat_drawtype = OB_SOLID;
+ if (image) {
+ mat_drawtype = OB_TEXTURE;
+ }
+ material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+ DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
+ }
+ is_drawn = true;
+ }
+ }
+ }
+
+ /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
+ if (!is_drawn) {
+ if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
+ /* No material split needed */
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(material->shgrp, geom, ob);
+ }
+ }
+ }
+ else { /* MATERIAL colors */
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ for (int i = 0; i < materials_len; i++) {
+ gpumat_array[i] = NULL;
+ }
+
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
+ ob, gpumat_array, materials_len, NULL, NULL, NULL);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ Material *mat = give_current_material(ob, i + 1);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+ DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
+ }
+ }
+ }
+ }
+
+ if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
+ bool is_manifold;
+ struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold);
+ if (geom_shadow) {
+ if (is_sculpt_mode) {
+ /* Currently unsupported in sculpt mode. We could revert to the slow
+ * method in this case but i'm not sure if it's a good idea given that
+ * sculped meshes are heavy to begin with. */
+ // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
+ }
+ else {
+ WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
+ ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
+
+ if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) {
+
+ invert_m4_m4(ob->imat, ob->obmat);
+ mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
+
+ DRWShadingGroup *grp;
+ bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow(wpd, ob, engine_object_data);
+
+ /* Unless we expose a parameter to the user, it's better to use the depth pass technique if the object is
+ * non manifold. Exposing a switch to the user to force depth fail in this case can be beneficial for
+ * planes and non-closed terrains. */
+ if (!is_manifold) {
+ use_shadow_pass_technique = true;
+ }
+
+ if (use_shadow_pass_technique) {
+ if (is_manifold) {
+ grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
+ }
+ else {
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ }
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_call_add(grp, geom_shadow, ob->obmat);
+#ifdef DEBUG_SHADOW_VOLUME
+ DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
+#endif
+ }
+ else {
+ /* TODO(fclem): only use caps if they are in the view frustum. */
+ const bool need_caps = true;
+ if (need_caps) {
+ if (is_manifold) {
+ grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass);
+ }
+ else {
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ }
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_object_surface_get(ob), ob->obmat);
+ }
+
+ if (is_manifold) {
+ grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
+ }
+ else {
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ }
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_call_add(grp, geom_shadow, ob->obmat);
+#ifdef DEBUG_SHADOW_VOLUME
+ DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
+#endif
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ const float clear_depth = 1.0f;
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ uint clear_stencil = 0xFF;
+
+ DRW_stats_group_start("Clear Background");
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
+ SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
+ GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
+ DRW_stats_group_end();
+}
+
+void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ /* clear in background */
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ DRW_draw_pass(psl->prepass_pass);
+ if (SHADOW_ENABLED(wpd)) {
+#ifdef DEBUG_SHADOW_VOLUME
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+#else
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+#endif
+ DRW_draw_pass(psl->shadow_depth_pass_pass);
+ DRW_draw_pass(psl->shadow_depth_pass_mani_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_mani_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass);
+#ifndef DEBUG_SHADOW_VOLUME
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ DRW_draw_pass(psl->composite_shadow_pass);
+#endif
+ }
+ else {
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ }
+
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_transform_to_display(e_data.composite_buffer_tx);
+
+ workbench_private_data_free(wpd);
+}
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
new file mode 100644
index 00000000000..26ae1c289c8
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -0,0 +1,47 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_engine.c
+ * \ingroup draw_engine
+ *
+ * Simple engine for drawing color and/or depth.
+ * When we only need simple flat shaders.
+ */
+
+#include "DRW_render.h"
+
+#include "workbench_engine.h"
+/* Shaders */
+
+#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
+
+
+/* Note: currently unused, we may want to register so we can see this when debugging the view. */
+RenderEngineType DRW_engine_viewport_workbench_type = {
+ NULL, NULL,
+ WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
+ NULL, NULL, NULL, NULL, NULL, NULL, NULL,
+ &draw_engine_workbench_solid,
+ {NULL, NULL, NULL}
+};
+
+
+#undef WORKBENCH_ENGINE
diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h
new file mode 100644
index 00000000000..a7f168db093
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_engine.h
@@ -0,0 +1,33 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_engine.h
+ * \ingroup draw_engine
+ */
+
+#ifndef __WORKBENCH_ENGINE_H__
+#define __WORKBENCH_ENGINE_H__
+
+extern DrawEngineType draw_engine_workbench_solid;
+extern DrawEngineType draw_engine_workbench_transparent;
+extern RenderEngineType DRW_engine_viewport_workbench_type;
+
+#endif /* __WORKBENCH_ENGINE_H__ */
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
new file mode 100644
index 00000000000..4ba6ee3fdc9
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -0,0 +1,565 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_forward.c
+ * \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_alloca.h"
+#include "BLI_dynstr.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_node.h"
+#include "BKE_particle.h"
+
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+
+#include "ED_uvedit.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "UI_resources.h"
+
+/* *********** STATIC *********** */
+static struct {
+ struct GPUShader *composite_sh_cache[MAX_SHADERS];
+ struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
+ struct GPUShader *transparent_revealage_sh;
+ struct GPUShader *object_outline_sh;
+ struct GPUShader *depth_sh;
+ struct GPUShader *checker_depth_sh;
+
+ struct GPUTexture *object_id_tx; /* ref only, not alloced */
+ struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
+#endif
+ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
+ int next_object_id;
+ float normal_world_matrix[3][3];
+} e_data = {{NULL}};
+
+/* Shaders */
+extern char datatoc_workbench_forward_composite_frag_glsl[];
+extern char datatoc_workbench_forward_depth_frag_glsl[];
+extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+extern char datatoc_workbench_forward_transparent_revealage_frag_glsl[];
+#endif
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
+extern char datatoc_workbench_object_outline_lib_glsl[];
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+/* static functions */
+static char *workbench_build_forward_depth_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_depth_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_forward_transparent_accum_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_accum_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+static char *workbench_build_forward_transparent_revealage_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_revealage_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+#endif
+
+static char *workbench_build_forward_composite_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static void workbench_init_object_data(ObjectEngineData *engine_data)
+{
+ WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
+ data->object_id = e_data.next_object_id++;
+}
+
+static WORKBENCH_MaterialData *get_or_create_material_data(
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ WORKBENCH_MaterialData *material;
+ WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
+ ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
+ WORKBENCH_MaterialData material_template;
+ DRWShadingGroup *grp;
+
+ /* Solid */
+ workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
+ material_template.object_id = engine_object_data->object_id;
+ material_template.drawtype = drawtype;
+ material_template.ima = ima;
+ uint hash = workbench_material_get_hash(&material_template);
+
+ material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
+ if (material == NULL) {
+ material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+
+ /* transparent accum */
+ grp = DRW_shgroup_create(
+ drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh,
+ psl->transparent_accum_pass);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
+ copy_v4_v4(material->color, material_template.color);
+ switch (drawtype) {
+ case OB_SOLID:
+ DRW_shgroup_uniform_vec4(grp, "color", material->color, 1);
+ break;
+
+ case OB_TEXTURE:
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ break;
+ }
+ }
+ material->shgrp = grp;
+
+ /* Depth */
+ material->shgrp_object_outline = DRW_shgroup_create(e_data.object_outline_sh, psl->object_outline_pass);
+ material->object_id = engine_object_data->object_id;
+ DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
+ BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
+ }
+ return material;
+}
+
+static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
+{
+ if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID) {
+ char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *composite_frag = workbench_build_forward_composite_frag();
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ MEM_freeN(composite_frag);
+ MEM_freeN(defines);
+ }
+
+ if (e_data.transparent_accum_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
+ e_data.transparent_accum_sh_cache[index] = DRW_shader_create(
+ datatoc_workbench_prepass_vert_glsl, NULL, transparent_accum_frag, defines);
+ MEM_freeN(transparent_accum_frag);
+
+ MEM_freeN(defines);
+ }
+}
+
+static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
+ int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
+
+ ensure_forward_shaders(wpd, index_solid, OB_SOLID);
+ ensure_forward_shaders(wpd, index_texture, OB_TEXTURE);
+
+ wpd->composite_sh = e_data.composite_sh_cache[index_solid];
+ wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
+ wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture];
+}
+
+/* public functions */
+void workbench_forward_engine_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DRWShadingGroup *grp;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ workbench_private_data_init(wpd);
+ float light_direction[3];
+ workbench_private_data_get_light_direction(wpd, light_direction);
+
+ if (!e_data.next_object_id) {
+ e_data.next_object_id = 1;
+ memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+
+ char *defines = workbench_material_build_defines(wpd, OB_SOLID);
+ char *forward_depth_frag = workbench_build_forward_depth_frag();
+ e_data.object_outline_sh = DRW_shader_create(
+ datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
+ e_data.transparent_revealage_sh = DRW_shader_create(
+ datatoc_workbench_prepass_vert_glsl, NULL, forward_transparent_revealage_frag, defines);
+ MEM_freeN(forward_transparent_revealage_frag);
+#endif
+
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ e_data.checker_depth_sh = DRW_shader_create_fullscreen(
+ datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
+ MEM_freeN(forward_depth_frag);
+ MEM_freeN(defines);
+ }
+ select_forward_shaders(wpd);
+
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ e_data.object_id_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
+ e_data.transparent_accum_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ e_data.transparent_revealage_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
+#endif
+ e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
+ size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
+ GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
+ });
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ GPU_framebuffer_ensure_config(&fbl->transparent_revealage_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
+ });
+#endif
+
+ GPU_framebuffer_ensure_config(&fbl->composite_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
+ });
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ DRW_stats_group_start("Clear Buffers");
+ GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ const float clear_color1[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ GPU_framebuffer_bind(fbl->transparent_revealage_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_revealage_fb, clear_color1);
+#endif
+ GPU_framebuffer_bind(fbl->object_outline_fb);
+ GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
+ DRW_stats_group_end();
+
+ /* Treansparecy Accum */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
+ psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
+ }
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ /* Treansparecy Revealage */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
+ psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
+ grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass);
+ wpd->transparent_revealage_shgrp = grp;
+ }
+#endif
+
+ /* Depth */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state);
+ }
+ /* Composite */
+ {
+ int state = DRW_STATE_WRITE_COLOR;
+ psl->composite_pass = DRW_pass_create("Composite", state);
+
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx);
+#endif
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ /* Checker Depth */
+ {
+ int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS;
+ psl->checker_depth_pass = DRW_pass_create("Checker Depth", state);
+ grp = DRW_shgroup_create(e_data.checker_depth_sh, psl->checker_depth_pass);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+void workbench_forward_engine_free()
+{
+ for (int index = 0; index < MAX_SHADERS; index++) {
+ DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
+ DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
+ }
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
+#endif
+ DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
+ DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
+}
+
+void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
+{
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+#endif
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+ for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_shgroup_call_add(wpd->transparent_revealage_shgrp, geom, mat);
+#endif
+ DRW_shgroup_call_add(material->shgrp_object_outline, geom, mat);
+ DRW_shgroup_call_add(material->shgrp, geom, mat);
+ }
+ }
+}
+
+void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ if (ob->type == OB_MESH) {
+ workbench_forward_cache_populate_particles(vedata, ob);
+ }
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ bool is_drawn = false;
+
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
+ const Mesh *me = ob->data;
+ if (me->mloopuv) {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
+ if (materials_len > 0 && geom_array) {
+ for (int i = 0; i < materials_len; i++) {
+ Material *mat = give_current_material(ob, i + 1);
+ Image *image;
+ ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
+ /* use OB_SOLID when no texture could be determined */
+ int mat_drawtype = OB_SOLID;
+ if (image) {
+ mat_drawtype = OB_TEXTURE;
+ }
+ material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom_array[i], ob);
+#endif
+ DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
+ DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
+ }
+ is_drawn = true;
+ }
+ }
+ }
+
+ /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
+ if (!is_drawn) {
+ if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
+ /* No material split needed */
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ if (is_sculpt_mode) {
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_shgroup_call_sculpt_add(wpd->transparent_revealage_shgrp, ob, ob->obmat);
+#endif
+ DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom, ob);
+#endif
+ DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
+ DRW_shgroup_call_object_add(material->shgrp, geom, ob);
+ }
+ }
+ }
+ else {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ for (int i = 0; i < materials_len; i++) {
+ gpumat_array[i] = NULL;
+ }
+
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
+ ob, gpumat_array, materials_len, NULL, NULL, NULL);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ Material *mat = give_current_material(ob, i + 1);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, mat_geom[i], ob);
+#endif
+ DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
+ DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
+ }
+ }
+ }
+ }
+ }
+}
+
+void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
+{
+ const float clear_depth = 1.0f;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DRW_stats_group_start("Clear Background");
+ GPU_framebuffer_bind(dfbl->default_fb);
+ GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
+ DRW_stats_group_end();
+}
+
+void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ /* Write Depth + Object ID */
+ GPU_framebuffer_bind(fbl->object_outline_fb);
+ DRW_draw_pass(psl->object_outline_pass);
+
+ /* Shade */
+ GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ DRW_draw_pass(psl->transparent_accum_pass);
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ GPU_framebuffer_bind(fbl->transparent_revealage_fb);
+ DRW_draw_pass(psl->transparent_revealage_pass);
+#endif
+ /* Composite */
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+
+ /* Color correct */
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_transform_to_display(e_data.composite_buffer_tx);
+
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+ DRW_draw_pass(psl->checker_depth_pass);
+
+ workbench_private_data_free(wpd);
+}
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
new file mode 100644
index 00000000000..fb9b73c48b0
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -0,0 +1,137 @@
+
+
+#include "workbench_private.h"
+
+#include "BLI_dynstr.h"
+
+#define HSV_SATURATION 0.5
+#define HSV_VALUE 0.9
+
+void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color)
+{
+ /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
+ int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
+ static float default_color[] = {0.8f, 0.8f, 0.8f, 1.0f};
+ color[3] = 1.0f;
+ if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
+ copy_v3_v3(color, wpd->shading.single_color);
+ }
+ else if (color_type == V3D_SHADING_RANDOM_COLOR) {
+ uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
+ if (ob->id.lib) {
+ hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
+ }
+ float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0);
+
+ float hsv[3] = {offset, HSV_SATURATION, HSV_VALUE};
+ hsv_to_rgb_v(hsv, color);
+ }
+ else {
+ /* V3D_SHADING_MATERIAL_COLOR */
+ if (mat) {
+ copy_v3_v3(color, &mat->r);
+ }
+ else {
+ copy_v3_v3(color, default_color);
+ }
+ }
+}
+
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
+ BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n");
+ }
+ if (wpd->shading.flag & V3D_SHADING_SHADOW) {
+ BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
+ }
+ if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) {
+ BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
+ }
+ if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
+ BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
+ if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
+ BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_WORLD\n");
+ }
+ else {
+ BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_CAMERA\n");
+ }
+ }
+ if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
+ BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
+ }
+ switch (drawtype) {
+ case OB_SOLID:
+ BLI_dynstr_appendf(ds, "#define OB_SOLID\n");
+ break;
+ case OB_TEXTURE:
+ BLI_dynstr_appendf(ds, "#define OB_TEXTURE\n");
+ break;
+ }
+
+ if (NORMAL_ENCODING_ENABLED()) {
+ BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
+ }
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ BLI_dynstr_appendf(ds, "#define WORKBENCH_REVEALAGE_ENABLED\n");
+#endif
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
+{
+ /* TODO: make a C-string with settings and hash the string */
+ uint input[4];
+ uint result;
+ float *color = material_template->color;
+ input[0] = (uint)(color[0] * 512);
+ input[1] = (uint)(color[1] * 512);
+ input[2] = (uint)(color[2] * 512);
+ input[3] = material_template->object_id;
+ result = BLI_ghashutil_uinthash_v4_murmur(input);
+
+ if (material_template->drawtype == OB_TEXTURE) {
+ /* add texture reference */
+ result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
+ }
+ return result;
+}
+
+int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
+{
+ const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHT;
+ int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
+ index = (index << 2) + wpd->shading.light;
+ index = (index << 2);
+ /* set the drawtype flag
+ 0 = OB_SOLID,
+ 1 = OB_TEXTURE
+ 2 = STUDIOLIGHT_ORIENTATION_WORLD
+ */
+ SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
+ SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
+ return index;
+}
+
+void workbench_material_set_normal_world_matrix(
+ DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3])
+{
+ if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
+ float view_matrix_inverse[4][4];
+ float rot_matrix[4][4];
+ float matrix[4][4];
+ axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z);
+ DRW_viewport_matrix_get(view_matrix_inverse, DRW_MAT_VIEWINV);
+ mul_m4_m4m4(matrix, rot_matrix, view_matrix_inverse);
+ copy_m3_m4(persistent_matrix, matrix);
+ DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", persistent_matrix);
+ }
+}
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
new file mode 100644
index 00000000000..54cf82c59bb
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -0,0 +1,221 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_private.h
+ * \ingroup draw_engine
+ */
+
+#ifndef __WORKBENCH_PRIVATE_H__
+#define __WORKBENCH_PRIVATE_H__
+
+
+#include "BKE_studiolight.h"
+
+#include "DNA_image_types.h"
+#include "DNA_view3d_types.h"
+
+#include "DRW_render.h"
+
+
+#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
+#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
+#define MAX_SHADERS 512
+
+
+#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
+#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
+#define SPECULAR_HIGHLIGHT_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)
+#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED (wpd))
+#define NORMAL_ENCODING_ENABLED() (true)
+#define WORKBENCH_REVEALAGE_ENABLED
+#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
+
+
+typedef struct WORKBENCH_FramebufferList {
+ /* Deferred render buffers */
+ struct GPUFrameBuffer *prepass_fb;
+ struct GPUFrameBuffer *composite_fb;
+
+ /* Forward render buffers */
+ struct GPUFrameBuffer *object_outline_fb;
+ struct GPUFrameBuffer *transparent_accum_fb;
+
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ struct GPUFrameBuffer *transparent_revealage_fb;
+#endif
+} WORKBENCH_FramebufferList;
+
+typedef struct WORKBENCH_StorageList {
+ struct WORKBENCH_PrivateData *g_data;
+} WORKBENCH_StorageList;
+
+typedef struct WORKBENCH_PassList {
+ /* deferred rendering */
+ struct DRWPass *prepass_pass;
+ struct DRWPass *shadow_depth_pass_pass;
+ struct DRWPass *shadow_depth_pass_mani_pass;
+ struct DRWPass *shadow_depth_fail_pass;
+ struct DRWPass *shadow_depth_fail_mani_pass;
+ struct DRWPass *shadow_depth_fail_caps_pass;
+ struct DRWPass *shadow_depth_fail_caps_mani_pass;
+ struct DRWPass *composite_pass;
+ struct DRWPass *composite_shadow_pass;
+
+ /* forward rendering */
+ struct DRWPass *transparent_accum_pass;
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ struct DRWPass *transparent_revealage_pass;
+#endif
+ struct DRWPass *object_outline_pass;
+ struct DRWPass *depth_pass;
+ struct DRWPass *checker_depth_pass;
+} WORKBENCH_PassList;
+
+typedef struct WORKBENCH_Data {
+ void *engine_type;
+ WORKBENCH_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ WORKBENCH_PassList *psl;
+ WORKBENCH_StorageList *stl;
+} WORKBENCH_Data;
+
+typedef struct WORKBENCH_UBO_World {
+ float diffuse_light_x_pos[4];
+ float diffuse_light_x_neg[4];
+ float diffuse_light_y_pos[4];
+ float diffuse_light_y_neg[4];
+ float diffuse_light_z_pos[4];
+ float diffuse_light_z_neg[4];
+ float background_color_low[4];
+ float background_color_high[4];
+ float object_outline_color[4];
+ float light_direction_vs[4];
+ float specular_sharpness;
+ float pad[3];
+} WORKBENCH_UBO_World;
+BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
+
+typedef struct WORKBENCH_PrivateData {
+ struct GHash *material_hash;
+ struct GPUShader *prepass_solid_sh;
+ struct GPUShader *prepass_texture_sh;
+ struct GPUShader *composite_sh;
+ struct GPUShader *transparent_accum_sh;
+ struct GPUShader *transparent_accum_texture_sh;
+ View3DShading shading;
+ StudioLight *studio_light;
+ int drawtype;
+ struct GPUUniformBuffer *world_ubo;
+ struct DRWShadingGroup *shadow_shgrp;
+ struct DRWShadingGroup *depth_shgrp;
+#ifdef WORKBENCH_REVEALAGE_ENABLED
+ struct DRWShadingGroup *transparent_revealage_shgrp;
+#endif
+ WORKBENCH_UBO_World world_data;
+ float shadow_multiplier;
+ float cached_shadow_direction[3];
+ float shadow_mat[4][4];
+ float shadow_inv[4][4];
+ float shadow_near_corners[4][3]; /* Near plane corners in shadow space. */
+ float shadow_near_min[3]; /* min and max of shadow_near_corners. allow fast test */
+ float shadow_near_max[3];
+ float shadow_near_sides[2][4]; /* This is a parallelogram, so only 2 normal and distance to the edges. */
+ bool shadow_changed;
+} WORKBENCH_PrivateData; /* Transient data */
+
+typedef struct WORKBENCH_MaterialData {
+ /* Solid color */
+ float color[4];
+ int object_id;
+ int drawtype;
+ Image *ima;
+
+ /* Linked shgroup for drawing */
+ DRWShadingGroup *shgrp;
+ /* forward rendering */
+ DRWShadingGroup *shgrp_object_outline;
+} WORKBENCH_MaterialData;
+
+typedef struct WORKBENCH_ObjectData {
+ struct ObjectEngineData *next, *prev;
+ struct DrawEngineType *engine_type;
+ /* Only nested data, NOT the engine data itself. */
+ ObjectEngineDataFreeCb free;
+ /* Accumulated recalc flags, which corresponds to ID->recalc flags. */
+ int recalc;
+ /* Shadow direction in local object space. */
+ float shadow_dir[3];
+ float shadow_min[3], shadow_max[3]; /* Min, max in shadow space */
+ BoundBox shadow_bbox;
+ bool shadow_bbox_dirty;
+
+ int object_id;
+} WORKBENCH_ObjectData;
+
+/* workbench_engine.c */
+void workbench_solid_materials_init(WORKBENCH_Data *vedata);
+void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata);
+void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob);
+void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
+void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
+void workbench_solid_materials_free(void);
+
+/* workbench_deferred.c */
+void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
+void workbench_deferred_engine_free(void);
+void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
+void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
+void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
+void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
+void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
+
+/* workbench_forward.c */
+void workbench_forward_engine_init(WORKBENCH_Data *vedata);
+void workbench_forward_engine_free(void);
+void workbench_forward_draw_background(WORKBENCH_Data *vedata);
+void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
+void workbench_forward_cache_init(WORKBENCH_Data *vedata);
+void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
+void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
+
+/* workbench_materials.c */
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype);
+void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color);
+uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
+int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype);
+void workbench_material_set_normal_world_matrix(
+ DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
+
+/* workbench_studiolight.c */
+void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
+void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]);
+bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);
+bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed);
+
+/* workbench_data.c */
+void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
+void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
+void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3]);
+
+extern DrawEngineType draw_engine_workbench_solid;
+extern DrawEngineType draw_engine_workbench_transparent;
+
+#endif
diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c
new file mode 100644
index 00000000000..4db89717b2a
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_studiolight.c
@@ -0,0 +1,181 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file workbench_studiolight.c
+ * \ingroup draw_engine
+ */
+#include "BKE_studiolight.h"
+
+#include "DRW_engine.h"
+#include "workbench_private.h"
+
+#include "BKE_object.h"
+
+#include "BLI_math.h"
+#include "BKE_global.h"
+
+void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd)
+{
+ BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
+
+ copy_v3_v3(wd->diffuse_light_x_pos, sl->diffuse_light[STUDIOLIGHT_X_POS]);
+ copy_v3_v3(wd->diffuse_light_x_neg, sl->diffuse_light[STUDIOLIGHT_X_NEG]);
+ copy_v3_v3(wd->diffuse_light_y_pos, sl->diffuse_light[STUDIOLIGHT_Y_POS]);
+ copy_v3_v3(wd->diffuse_light_y_neg, sl->diffuse_light[STUDIOLIGHT_Y_NEG]);
+ copy_v3_v3(wd->diffuse_light_z_pos, sl->diffuse_light[STUDIOLIGHT_Z_POS]);
+ copy_v3_v3(wd->diffuse_light_z_neg, sl->diffuse_light[STUDIOLIGHT_Z_NEG]);
+}
+
+static void compute_parallel_lines_nor_and_dist(const float v1[2], const float v2[2], const float v3[2], float r_line[2])
+{
+ sub_v2_v2v2(r_line, v2, v1);
+ /* Find orthogonal vector. */
+ SWAP(float, r_line[0], r_line[1]);
+ r_line[0] = -r_line[0];
+ /* Edge distances. */
+ r_line[2] = dot_v2v2(r_line, v1);
+ r_line[3] = dot_v2v2(r_line, v3);
+ /* Make sure r_line[2] is the minimum. */
+ if (r_line[2] > r_line[3]) {
+ SWAP(float, r_line[2], r_line[3]);
+ }
+}
+
+void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3])
+{
+ wpd->shadow_changed = !compare_v3v3(wpd->cached_shadow_direction, light_direction, 1e-5f);
+
+ if (wpd->shadow_changed) {
+ float up[3] = {0.0f, 0.0f, 1.0f};
+ unit_m4(wpd->shadow_mat);
+
+ /* TODO fix singularity. */
+ copy_v3_v3(wpd->shadow_mat[2], light_direction);
+ cross_v3_v3v3(wpd->shadow_mat[0], wpd->shadow_mat[2], up);
+ normalize_v3(wpd->shadow_mat[0]);
+ cross_v3_v3v3(wpd->shadow_mat[1], wpd->shadow_mat[2], wpd->shadow_mat[0]);
+
+ invert_m4_m4(wpd->shadow_inv, wpd->shadow_mat);
+
+ copy_v3_v3(wpd->cached_shadow_direction, light_direction);
+
+ }
+
+ BoundBox frustum_corners;
+ DRW_culling_frustum_corners_get(&frustum_corners);
+
+ mul_v3_mat3_m4v3(wpd->shadow_near_corners[0], wpd->shadow_inv, frustum_corners.vec[0]);
+ mul_v3_mat3_m4v3(wpd->shadow_near_corners[1], wpd->shadow_inv, frustum_corners.vec[3]);
+ mul_v3_mat3_m4v3(wpd->shadow_near_corners[2], wpd->shadow_inv, frustum_corners.vec[7]);
+ mul_v3_mat3_m4v3(wpd->shadow_near_corners[3], wpd->shadow_inv, frustum_corners.vec[4]);
+
+ INIT_MINMAX(wpd->shadow_near_min, wpd->shadow_near_max);
+ for (int i = 0; i < 4; ++i) {
+ minmax_v3v3_v3(wpd->shadow_near_min, wpd->shadow_near_max, wpd->shadow_near_corners[i]);
+ }
+
+ compute_parallel_lines_nor_and_dist(wpd->shadow_near_corners[0], wpd->shadow_near_corners[1], wpd->shadow_near_corners[2], wpd->shadow_near_sides[0]);
+ compute_parallel_lines_nor_and_dist(wpd->shadow_near_corners[1], wpd->shadow_near_corners[2], wpd->shadow_near_corners[0], wpd->shadow_near_sides[1]);
+}
+
+static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed)
+{
+ if ((oed->shadow_bbox_dirty) || (wpd->shadow_changed)) {
+ float tmp_mat[4][4];
+ mul_m4_m4m4(tmp_mat, wpd->shadow_inv, ob->obmat);
+
+ /* Get AABB in shadow space. */
+ INIT_MINMAX(oed->shadow_min, oed->shadow_max);
+
+ /* From object space to shadow space */
+ BoundBox *bbox = BKE_object_boundbox_get(ob);
+ for (int i = 0; i < 8; ++i) {
+ float corner[3];
+ mul_v3_m4v3(corner, tmp_mat, bbox->vec[i]);
+ minmax_v3v3_v3(oed->shadow_min, oed->shadow_max, corner);
+ }
+ /* Extend towards infinity. */
+ oed->shadow_max[2] += 1e4;
+
+ /* Get extended AABB in world space. */
+ BKE_boundbox_init_from_minmax(&oed->shadow_bbox, oed->shadow_min, oed->shadow_max);
+ for (int i = 0; i < 8; ++i) {
+ mul_m4_v3(wpd->shadow_mat, oed->shadow_bbox.vec[i]);
+ }
+ }
+
+ return &oed->shadow_bbox;
+}
+
+bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed)
+{
+ BoundBox *shadow_bbox = studiolight_object_shadow_bbox_get(wpd, ob, oed);
+ return DRW_culling_box_test(shadow_bbox);
+}
+
+bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed)
+{
+ /* Just to be sure the min, max are updated. */
+ studiolight_object_shadow_bbox_get(wpd, ob, oed);
+
+ /* Test if near plane is in front of the shadow. */
+ if (oed->shadow_min[2] > wpd->shadow_near_max[2]) {
+ return false;
+ }
+
+ /* Separation Axis Theorem test */
+
+ /* Test bbox sides first (faster) */
+ if ((oed->shadow_min[0] > wpd->shadow_near_max[0]) ||
+ (oed->shadow_max[0] < wpd->shadow_near_min[0]) ||
+ (oed->shadow_min[1] > wpd->shadow_near_max[1]) ||
+ (oed->shadow_max[1] < wpd->shadow_near_min[1]))
+ {
+ return false;
+ }
+
+ /* Test projected near rectangle sides */
+ float pts[4][2] = {
+ {oed->shadow_min[0], oed->shadow_min[1]},
+ {oed->shadow_min[0], oed->shadow_max[1]},
+ {oed->shadow_max[0], oed->shadow_min[1]},
+ {oed->shadow_max[0], oed->shadow_max[1]}
+ };
+
+ for (int i = 0; i < 2; ++i) {
+ float min_dst = FLT_MAX, max_dst = -FLT_MAX;
+ for (int j = 0; j < 4; ++j) {
+ float dst = dot_v2v2(wpd->shadow_near_sides[i], pts[j]);
+ /* Do min max */
+ if (min_dst > dst) min_dst = dst;
+ if (max_dst < dst) max_dst = dst;
+ }
+
+ if ((wpd->shadow_near_sides[i][2] > max_dst) ||
+ (wpd->shadow_near_sides[i][3] < min_dst))
+ {
+ return false;
+ }
+ }
+
+ /* No separation axis found. Both shape intersect. */
+ return true;
+}
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
new file mode 100644
index 00000000000..44fb71a231b
--- /dev/null
+++ b/source/blender/draw/intern/DRW_render.h
@@ -0,0 +1,560 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file DRW_render.h
+ * \ingroup draw
+ */
+
+/* This is the Render Functions used by Realtime engines to draw with OpenGL */
+
+#ifndef __DRW_RENDER_H__
+#define __DRW_RENDER_H__
+
+#include "BLI_listbase.h"
+#include "BLI_math_matrix.h"
+#include "BLI_math_vector.h"
+#include "BLI_string.h"
+
+#include "BKE_context.h"
+#include "BKE_layer.h"
+#include "BKE_material.h"
+#include "BKE_scene.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_object_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_material_types.h"
+#include "DNA_scene_types.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_texture.h"
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+#include "draw_cache.h"
+#include "draw_view.h"
+
+#include "draw_manager_profiling.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "RE_engine.h"
+
+#include "DEG_depsgraph.h"
+
+struct rcti;
+struct bContext;
+struct GPUFrameBuffer;
+struct GPUShader;
+struct GPUMaterial;
+struct GPUTexture;
+struct GPUUniformBuffer;
+struct Object;
+struct Gwn_Batch;
+struct DefaultFramebufferList;
+struct DefaultTextureList;
+struct DRWTextStore;
+struct LampEngineData;
+struct ParticleSystem;
+struct RenderEngineType;
+struct ViewportEngineData;
+struct ViewportEngineData_Info;
+
+typedef struct DRWUniform DRWUniform;
+typedef struct DRWInterface DRWInterface;
+typedef struct DRWPass DRWPass;
+typedef struct DRWShadingGroup DRWShadingGroup;
+
+/* TODO Put it somewhere else? */
+typedef struct BoundSphere {
+ float center[3], radius;
+} BoundSphere;
+
+/* declare members as empty (unused) */
+typedef char DRWViewportEmptyList;
+
+#define DRW_VIEWPORT_LIST_SIZE(list) \
+ (sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))
+
+/* Unused members must be either pass list or 'char *' when not usd. */
+#define DRW_VIEWPORT_DATA_SIZE(ty) { \
+ DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), \
+ DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
+ DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
+ DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)) \
+}
+
+/* Use of multisample framebuffers. */
+#define MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl) { \
+ if (dfbl->multisample_fb != NULL) { \
+ DRW_stats_query_start("Multisample Blit"); \
+ GPU_framebuffer_bind(dfbl->multisample_fb); \
+ /* TODO clear only depth but need to do alpha to coverage for transparencies. */ \
+ GPU_framebuffer_clear_color_depth(dfbl->multisample_fb, (const float[4]){0.0f}, 1.0f); \
+ DRW_stats_query_end(); \
+ } \
+}
+
+#define MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) { \
+ if (dfbl->multisample_fb != NULL) { \
+ DRW_stats_query_start("Multisample Resolve"); \
+ GPU_framebuffer_bind(dfbl->default_fb); \
+ DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color); \
+ DRW_stats_query_end(); \
+ } \
+}
+
+
+
+typedef struct DrawEngineDataSize {
+ int fbl_len;
+ int txl_len;
+ int psl_len;
+ int stl_len;
+} DrawEngineDataSize;
+
+typedef struct DrawEngineType {
+ struct DrawEngineType *next, *prev;
+
+ char idname[32];
+
+ const DrawEngineDataSize *vedata_size;
+
+ void (*engine_init)(void *vedata);
+ void (*engine_free)(void);
+
+ void (*cache_init)(void *vedata);
+ void (*cache_populate)(void *vedata, struct Object *ob);
+ void (*cache_finish)(void *vedata);
+
+ void (*draw_background)(void *vedata);
+ void (*draw_scene)(void *vedata);
+
+ void (*view_update)(void *vedata);
+ void (*id_update)(void *vedata, struct ID *id);
+
+ void (*render_to_image)(
+ void *vedata, struct RenderEngine *engine,
+ struct RenderLayer *layer, const struct rcti *rect);
+} DrawEngineType;
+
+#ifndef __DRW_ENGINE_H__
+/* Buffer and textures used by the viewport by default */
+typedef struct DefaultFramebufferList {
+ struct GPUFrameBuffer *default_fb;
+ struct GPUFrameBuffer *color_only_fb;
+ struct GPUFrameBuffer *depth_only_fb;
+ struct GPUFrameBuffer *multisample_fb;
+} DefaultFramebufferList;
+
+typedef struct DefaultTextureList {
+ struct GPUTexture *color;
+ struct GPUTexture *depth;
+ struct GPUTexture *multisample_color;
+ struct GPUTexture *multisample_depth;
+} DefaultTextureList;
+#endif
+
+/* Textures */
+typedef enum {
+ DRW_TEX_FILTER = (1 << 0),
+ DRW_TEX_WRAP = (1 << 1),
+ DRW_TEX_COMPARE = (1 << 2),
+ DRW_TEX_MIPMAP = (1 << 3),
+} DRWTextureFlag;
+
+/* Textures from DRW_texture_pool_query_* have the options
+ * DRW_TEX_FILTER for color float textures, and no options
+ * for depth textures and integer textures. */
+struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type);
+
+struct GPUTexture *DRW_texture_create_1D(
+ int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_2D(
+ int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_2D_array(
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_3D(
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_cube(
+ int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+
+void DRW_texture_ensure_fullscreen_2D(
+ struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags);
+void DRW_texture_ensure_2D(
+ struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags);
+
+void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
+void DRW_texture_free(struct GPUTexture *tex);
+#define DRW_TEXTURE_FREE_SAFE(tex) do { \
+ if (tex != NULL) { \
+ DRW_texture_free(tex); \
+ tex = NULL; \
+ } \
+} while (0)
+
+/* UBOs */
+struct GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data);
+void DRW_uniformbuffer_update(struct GPUUniformBuffer *ubo, const void *data);
+void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
+#define DRW_UBO_FREE_SAFE(ubo) do { \
+ if (ubo != NULL) { \
+ DRW_uniformbuffer_free(ubo); \
+ ubo = NULL; \
+ } \
+} while (0)
+
+void DRW_transform_to_display(struct GPUTexture *tex);
+void DRW_multisamples_resolve(
+ struct GPUTexture *src_depth, struct GPUTexture *src_color);
+
+/* Shaders */
+struct GPUShader *DRW_shader_create(
+ const char *vert, const char *geom, const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_with_lib(
+ const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
+struct GPUShader *DRW_shader_create_with_transform_feedback(
+ const char *vert, const char *geom, const char *defines,
+ const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count);
+struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
+struct GPUShader *DRW_shader_create_3D_depth_only(void);
+struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options);
+struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options);
+struct GPUMaterial *DRW_shader_create_from_world(
+ struct Scene *scene, struct World *wo, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines);
+struct GPUMaterial *DRW_shader_create_from_material(
+ struct Scene *scene, struct Material *ma, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines);
+void DRW_shader_free(struct GPUShader *shader);
+#define DRW_SHADER_FREE_SAFE(shader) do { \
+ if (shader != NULL) { \
+ DRW_shader_free(shader); \
+ shader = NULL; \
+ } \
+} while (0)
+
+/* Batches */
+
+typedef enum {
+ DRW_STATE_WRITE_DEPTH = (1 << 0),
+ DRW_STATE_WRITE_COLOR = (1 << 1),
+ DRW_STATE_DEPTH_ALWAYS = (1 << 2),
+ DRW_STATE_DEPTH_LESS = (1 << 3),
+ DRW_STATE_DEPTH_LESS_EQUAL = (1 << 4),
+ DRW_STATE_DEPTH_EQUAL = (1 << 5),
+ DRW_STATE_DEPTH_GREATER = (1 << 6),
+ DRW_STATE_DEPTH_GREATER_EQUAL = (1 << 7),
+ DRW_STATE_CULL_BACK = (1 << 8),
+ DRW_STATE_CULL_FRONT = (1 << 9),
+ DRW_STATE_WIRE = (1 << 10),
+ DRW_STATE_POINT = (1 << 11),
+ DRW_STATE_STIPPLE_2 = (1 << 12),
+ DRW_STATE_STIPPLE_3 = (1 << 13),
+ DRW_STATE_STIPPLE_4 = (1 << 14),
+ DRW_STATE_BLEND = (1 << 15),
+ DRW_STATE_ADDITIVE = (1 << 16),
+ DRW_STATE_MULTIPLY = (1 << 17),
+ DRW_STATE_TRANSMISSION = (1 << 18),
+ DRW_STATE_CLIP_PLANES = (1 << 19),
+ DRW_STATE_ADDITIVE_FULL = (1 << 20), /* Same as DRW_STATE_ADDITIVE but let alpha accumulate without premult. */
+ DRW_STATE_BLEND_PREMUL = (1 << 21), /* Use that if color is already premult by alpha. */
+ DRW_STATE_WIRE_SMOOTH = (1 << 22),
+ DRW_STATE_TRANS_FEEDBACK = (1 << 23),
+ DRW_STATE_TRANSPARENT_REVEALAGE = (1 << 24),
+
+ DRW_STATE_WRITE_STENCIL = (1 << 27),
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 28),
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (1 << 29),
+ DRW_STATE_STENCIL_EQUAL = (1 << 30),
+ DRW_STATE_STENCIL_NEQUAL = (1 << 31),
+} DRWState;
+#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
+
+typedef enum {
+ DRW_ATTRIB_INT,
+ DRW_ATTRIB_FLOAT,
+} DRWAttribType;
+
+typedef struct DRWInstanceAttribFormat {
+ char name[32];
+ DRWAttribType type;
+ int components;
+} DRWInstanceAttribFormat;
+
+struct Gwn_VertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribFormat attribs[], int arraysize);
+#define DRW_shgroup_instance_format(format, ...) do { \
+ if (format == NULL) { \
+ DRWInstanceAttribFormat drw_format[] = __VA_ARGS__;\
+ format = DRW_shgroup_instance_format_array(drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttribFormat))); \
+ } \
+} while (0)
+
+DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_material_instance_create(
+ struct GPUMaterial *material, DRWPass *pass, struct Gwn_Batch *geom, struct Object *ob,
+ struct Gwn_VertFormat *format);
+DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(struct GPUMaterial *material, DRWPass *pass, int size);
+DRWShadingGroup *DRW_shgroup_instance_create(
+ struct GPUShader *shader, DRWPass *pass, struct Gwn_Batch *geom, struct Gwn_VertFormat *format);
+DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(
+ struct GPUShader *shader, DRWPass *pass, struct Gwn_VertFormat *format);
+DRWShadingGroup *DRW_shgroup_line_batch_create(
+ struct GPUShader *shader, DRWPass *pass);
+DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(
+ struct GPUShader *shader, DRWPass *pass, int size);
+DRWShadingGroup *DRW_shgroup_transform_feedback_create(
+ struct GPUShader *shader, DRWPass *pass, struct Gwn_VertBuf *tf_target);
+
+
+typedef void (DRWCallGenerateFn)(
+ DRWShadingGroup *shgroup,
+ void (*draw_fn)(DRWShadingGroup *shgroup, struct Gwn_Batch *geom),
+ void *user_data);
+
+/* return final visibility */
+typedef bool (DRWCallVisibilityFn)(
+ bool vis_in,
+ void *user_data);
+
+void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Gwn_Batch *batch);
+
+void DRW_shgroup_free(struct DRWShadingGroup *shgroup);
+void DRW_shgroup_call_add(DRWShadingGroup *shgroup, struct Gwn_Batch *geom, float (*obmat)[4]);
+void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, unsigned int point_count, float (*obmat)[4]);
+void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, unsigned int line_count, float (*obmat)[4]);
+void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, unsigned int tria_count, float (*obmat)[4]);
+void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, struct Gwn_Batch *geom, struct Object *ob, bool bypass_culling);
+#define DRW_shgroup_call_object_add(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, false)
+#define DRW_shgroup_call_object_add_no_cull(shgroup, geom, ob) DRW_shgroup_call_object_add_ex(shgroup, geom, ob, true)
+void DRW_shgroup_call_object_add_with_callback(
+ DRWShadingGroup *shgroup, struct Gwn_Batch *geom, struct Object *ob,
+ DRWCallVisibilityFn *callback, void *user_data);
+/* Used for drawing a batch with instancing without instance attribs. */
+void DRW_shgroup_call_instances_add(
+ DRWShadingGroup *shgroup, struct Gwn_Batch *geom, float (*obmat)[4], uint *count);
+void DRW_shgroup_call_object_instances_add(
+ DRWShadingGroup *shgroup, struct Gwn_Batch *geom, struct Object *ob, uint *count);
+void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, struct Object *ob, float (*obmat)[4]);
+void DRW_shgroup_call_generate_add(
+ DRWShadingGroup *shgroup, DRWCallGenerateFn *geometry_fn, void *user_data, float (*obmat)[4]);
+void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], uint attr_len);
+#define DRW_shgroup_call_dynamic_add(shgroup, ...) do { \
+ const void *array[] = {__VA_ARGS__}; \
+ DRW_shgroup_call_dynamic_add_array(shgroup, array, (sizeof(array) / sizeof(*array))); \
+} while (0)
+
+uint DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup);
+
+void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
+void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
+void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);
+
+void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
+void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const struct GPUTexture *tex);
+void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
+void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const struct GPUUniformBuffer *ubo);
+void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, struct GPUTexture **tex);
+void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize);
+void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
+void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize);
+/* Boolean are expected to be 4bytes longs for opengl! */
+void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize);
+void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
+void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
+/* Store value instead of referencing it. */
+void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
+void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
+void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
+
+/* Passes */
+DRWPass *DRW_pass_create(const char *name, DRWState state);
+void DRW_pass_state_set(DRWPass *pass, DRWState state);
+void DRW_pass_state_add(DRWPass *pass, DRWState state);
+void DRW_pass_state_remove(DRWPass *pass, DRWState state);
+void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData);
+void DRW_pass_sort_shgroup_z(DRWPass *pass);
+
+/* Viewport */
+typedef enum {
+ DRW_MAT_PERS = 0,
+ DRW_MAT_PERSINV,
+ DRW_MAT_VIEW,
+ DRW_MAT_VIEWINV,
+ DRW_MAT_WIN,
+ DRW_MAT_WININV,
+
+ DRW_MAT_COUNT, // Don't use this.
+} DRWViewportMatrixType;
+
+typedef struct DRWMatrixState {
+ float mat[DRW_MAT_COUNT][4][4];
+} DRWMatrixState;
+
+void DRW_viewport_init(const bContext *C);
+void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type);
+void DRW_viewport_matrix_get_all(DRWMatrixState *state);
+void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type);
+void DRW_viewport_matrix_override_set_all(DRWMatrixState *state);
+void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type);
+void DRW_viewport_matrix_override_unset_all(void);
+
+/* Thoses are in viewspace so negative if in persp.
+ * Extract near and far clip distance from the projection matrix. */
+float DRW_viewport_near_distance_get(void);
+float DRW_viewport_far_distance_get(void);
+
+const float *DRW_viewport_size_get(void);
+const float *DRW_viewport_invert_size_get(void);
+const float *DRW_viewport_screenvecs_get(void);
+const float *DRW_viewport_pixelsize_get(void);
+bool DRW_viewport_is_persp_get(void);
+
+struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
+struct DefaultTextureList *DRW_viewport_texture_list_get(void);
+
+void DRW_viewport_request_redraw(void);
+
+void DRW_render_to_image(struct RenderEngine *engine, struct Depsgraph *depsgraph);
+void DRW_render_object_iter(
+ void *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph,
+ void (*callback)(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph));
+void DRW_render_instance_buffer_finish(void);
+
+/* ViewLayers */
+void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type);
+void **DRW_view_layer_engine_data_ensure_ex(
+ struct ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage));
+void **DRW_view_layer_engine_data_ensure(
+ DrawEngineType *engine_type, void (*callback)(void *storage));
+
+/* Objects */
+ObjectEngineData *DRW_object_engine_data_get(Object *ob, DrawEngineType *engine_type);
+ObjectEngineData *DRW_object_engine_data_ensure(
+ Object *ob,
+ DrawEngineType *engine_type,
+ size_t size,
+ ObjectEngineDataInitCb init_cb,
+ ObjectEngineDataFreeCb free_cb);
+struct LampEngineData *DRW_lamp_engine_data_ensure(Object *ob, struct RenderEngineType *engine_type);
+void DRW_lamp_engine_data_free(struct LampEngineData *led);
+
+/* Settings */
+bool DRW_object_is_renderable(struct Object *ob);
+bool DRW_check_object_visible_within_active_context(struct Object *ob);
+bool DRW_object_is_flat_normal(const struct Object *ob);
+int DRW_object_is_mode_shade(const struct Object *ob);
+int DRW_object_is_paint_mode(const struct Object *ob);
+
+bool DRW_check_psys_visible_within_active_context(struct Object *object, struct ParticleSystem *psys);
+
+/* Draw commands */
+void DRW_draw_pass(DRWPass *pass);
+void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group);
+
+void DRW_draw_text_cache_queue(struct DRWTextStore *dt);
+
+void DRW_draw_callbacks_pre_scene(void);
+void DRW_draw_callbacks_post_scene(void);
+
+int DRW_draw_region_engine_info_offset(void);
+void DRW_draw_region_engine_info(void);
+
+void DRW_state_reset_ex(DRWState state);
+void DRW_state_reset(void);
+void DRW_state_lock(DRWState state);
+
+void DRW_state_invert_facing(void);
+
+void DRW_state_clip_planes_count_set(uint plane_ct);
+void DRW_state_clip_planes_reset(void);
+
+/* Culling, return true if object is inside view frustum. */
+bool DRW_culling_sphere_test(BoundSphere *bsphere);
+bool DRW_culling_box_test(BoundBox *bbox);
+bool DRW_culling_plane_test(float plane[4]);
+
+void DRW_culling_frustum_corners_get(BoundBox *corners);
+
+/* Selection */
+void DRW_select_load_id(uint id);
+
+/* Draw State */
+void DRW_state_dfdy_factors_get(float dfdyfac[2]);
+bool DRW_state_is_fbo(void);
+bool DRW_state_is_select(void);
+bool DRW_state_is_depth(void);
+bool DRW_state_is_image_render(void);
+bool DRW_state_is_scene_render(void);
+bool DRW_state_is_opengl_render(void);
+bool DRW_state_show_text(void);
+bool DRW_state_draw_support(void);
+bool DRW_state_draw_background(void);
+
+enum eDepsObjectIteratorMode DRW_iterator_mode_get(void);
+
+struct DRWTextStore *DRW_state_text_cache_get(void);
+
+/* Avoid too many lookups while drawing */
+typedef struct DRWContextState {
+
+ struct ARegion *ar; /* 'CTX_wm_region(C)' */
+ struct RegionView3D *rv3d; /* 'CTX_wm_region_view3d(C)' */
+ struct View3D *v3d; /* 'CTX_wm_view3d(C)' */
+
+ struct Scene *scene; /* 'CTX_data_scene(C)' */
+ struct ViewLayer *view_layer; /* 'CTX_data_view_layer(C)' */
+
+ /* Use 'object_edit' for edit-mode */
+ struct Object *obact; /* 'OBACT' */
+
+ struct RenderEngineType *engine_type;
+
+ struct Depsgraph *depsgraph;
+
+ eObjectMode object_mode;
+
+ /* Last resort (some functions take this as an arg so we can't easily avoid).
+ * May be NULL when used for selection or depth buffer. */
+ const struct bContext *evil_C;
+
+ /* ---- */
+
+ /* Cache: initialized by 'drw_context_state_init'. */
+ struct Object *object_pose;
+ struct Object *object_edit;
+
+} DRWContextState;
+
+const DRWContextState *DRW_context_state_get(void);
+
+#endif /* __DRW_RENDER_H__ */
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
new file mode 100644
index 00000000000..ed9bb6f8ca9
--- /dev/null
+++ b/source/blender/draw/intern/draw_armature.c
@@ -0,0 +1,1742 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_armature.c
+ * \ingroup draw
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_object_types.h"
+
+#include "DRW_render.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_dlrbTree.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_global.h"
+#include "BKE_modifier.h"
+#include "BKE_nla.h"
+#include "BKE_curve.h"
+
+#include "BIF_gl.h"
+
+#include "ED_armature.h"
+#include "ED_keyframes_draw.h"
+
+#include "GPU_select.h"
+
+#include "UI_resources.h"
+
+#include "draw_common.h"
+#include "draw_manager_text.h"
+
+#define BONE_VAR(eBone, pchan, var) ((eBone) ? (eBone->var) : (pchan->var))
+#define BONE_FLAG(eBone, pchan) ((eBone) ? (eBone->flag) : (pchan->bone->flag))
+
+#define PT_DEFAULT_RAD 0.05f /* radius of the point batch. */
+
+/* For now just match 2.7x where possible. */
+// #define USE_SOLID_COLOR
+
+/* Reset for drawing each armature object */
+static struct {
+ /* Current armature object */
+ Object *ob;
+ /* Reset when changing current_armature */
+ DRWShadingGroup *bone_octahedral_solid;
+ DRWShadingGroup *bone_octahedral_wire;
+ DRWShadingGroup *bone_octahedral_outline;
+ DRWShadingGroup *bone_box_solid;
+ DRWShadingGroup *bone_box_wire;
+ DRWShadingGroup *bone_box_outline;
+ DRWShadingGroup *bone_wire;
+ DRWShadingGroup *bone_stick;
+ DRWShadingGroup *bone_envelope_solid;
+ DRWShadingGroup *bone_envelope_distance;
+ DRWShadingGroup *bone_envelope_wire;
+ DRWShadingGroup *bone_point_solid;
+ DRWShadingGroup *bone_point_wire;
+ DRWShadingGroup *bone_axes;
+ DRWShadingGroup *lines_relationship;
+ DRWShadingGroup *lines_ik;
+ DRWShadingGroup *lines_ik_no_target;
+ DRWShadingGroup *lines_ik_spline;
+
+ DRWArmaturePasses passes;
+} g_data = {NULL};
+
+
+/**
+ * Follow `TH_*` naming except for mixed colors.
+ */
+static struct {
+ float select_color[4];
+ float edge_select_color[4];
+ float bone_select_color[4]; /* tint */
+ float wire_color[4];
+ float wire_edit_color[4];
+ float bone_solid_color[4];
+ float bone_active_unselect_color[4]; /* mix */
+ float bone_pose_color[4];
+ float bone_pose_active_color[4];
+ float bone_pose_active_unselect_color[4]; /* mix */
+ float text_hi_color[4];
+ float text_color[4];
+ float vertex_select_color[4];
+ float vertex_color[4];
+
+ /* not a theme, this is an override */
+ const float *const_color;
+ float const_wire;
+} g_theme;
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Shader Groups (DRW_shgroup)
+ * \{ */
+
+/* Octahedral */
+static void drw_shgroup_bone_octahedral(
+ const float (*bone_mat)[4],
+ const float bone_color[4], const float hint_color[4], const float outline_color[4])
+{
+ if (g_data.bone_octahedral_outline == NULL) {
+ struct Gwn_Batch *geom = DRW_cache_bone_octahedral_wire_get();
+ g_data.bone_octahedral_outline = shgroup_instance_bone_shape_outline(g_data.passes.bone_outline, geom);
+ }
+ if (g_data.bone_octahedral_solid == NULL) {
+ struct Gwn_Batch *geom = DRW_cache_bone_octahedral_get();
+ g_data.bone_octahedral_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom);
+ }
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ DRW_shgroup_call_dynamic_add(g_data.bone_octahedral_solid, final_bonemat, bone_color, hint_color);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(g_data.bone_octahedral_outline, final_bonemat, outline_color);
+ }
+}
+
+/* Box / B-Bone */
+static void drw_shgroup_bone_box(
+ const float (*bone_mat)[4],
+ const float bone_color[4], const float hint_color[4], const float outline_color[4])
+{
+ if (g_data.bone_box_wire == NULL) {
+ struct Gwn_Batch *geom = DRW_cache_bone_box_wire_get();
+ g_data.bone_box_outline = shgroup_instance_bone_shape_outline(g_data.passes.bone_outline, geom);
+ }
+ if (g_data.bone_box_solid == NULL) {
+ struct Gwn_Batch *geom = DRW_cache_bone_box_get();
+ g_data.bone_box_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom);
+ }
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ DRW_shgroup_call_dynamic_add(g_data.bone_box_solid, final_bonemat, bone_color, hint_color);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(g_data.bone_box_outline, final_bonemat, outline_color);
+ }
+}
+
+/* Wire */
+static void drw_shgroup_bone_wire(const float (*bone_mat)[4], const float color[4])
+{
+ if (g_data.bone_wire == NULL) {
+ g_data.bone_wire = shgroup_dynlines_flat_color(g_data.passes.bone_wire);
+ }
+ float head[3], tail[3];
+ mul_v3_m4v3(head, g_data.ob->obmat, bone_mat[3]);
+ DRW_shgroup_call_dynamic_add(g_data.bone_wire, head, color);
+
+ add_v3_v3v3(tail, bone_mat[3], bone_mat[1]);
+ mul_m4_v3(g_data.ob->obmat, tail);
+ DRW_shgroup_call_dynamic_add(g_data.bone_wire, tail, color);
+}
+
+/* Stick */
+static void drw_shgroup_bone_stick(
+ const float (*bone_mat)[4],
+ const float col_wire[4], const float col_bone[4], const float col_head[4], const float col_tail[4])
+{
+ if (g_data.bone_stick == NULL) {
+ g_data.bone_stick = shgroup_instance_bone_stick(g_data.passes.bone_wire);
+ }
+ float final_bonemat[4][4], tail[4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ add_v3_v3v3(tail, final_bonemat[3], final_bonemat[1]);
+ DRW_shgroup_call_dynamic_add(g_data.bone_stick, final_bonemat[3], tail, col_wire, col_bone, col_head, col_tail);
+}
+
+
+/* Envelope */
+static void drw_shgroup_bone_envelope_distance(
+ const float (*bone_mat)[4],
+ const float *radius_head, const float *radius_tail, const float *distance)
+{
+ if (g_data.passes.bone_envelope != NULL) {
+ if (g_data.bone_envelope_distance == NULL) {
+ g_data.bone_envelope_distance = shgroup_instance_bone_envelope_distance(g_data.passes.bone_envelope);
+ /* passes.bone_envelope should have the DRW_STATE_CULL_FRONT state enabled. */
+ }
+ float head_sphere[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sphere[4] = {0.0f, 1.0f, 0.0f, 1.0f};
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ /* We need matrix mul because we need shear applied. */
+ /* NOTE: could be done in shader if that becomes a bottleneck. */
+ mul_m4_v4(final_bonemat, head_sphere);
+ mul_m4_v4(final_bonemat, tail_sphere);
+ head_sphere[3] = *radius_head;
+ head_sphere[3] += *distance;
+ tail_sphere[3] = *radius_tail;
+ tail_sphere[3] += *distance;
+ DRW_shgroup_call_dynamic_add(g_data.bone_envelope_distance, head_sphere, tail_sphere, final_bonemat[0]);
+ }
+}
+
+static void drw_shgroup_bone_envelope(
+ const float (*bone_mat)[4],
+ const float bone_color[4], const float hint_color[4], const float outline_color[4],
+ const float *radius_head, const float *radius_tail)
+{
+ if (g_data.bone_point_wire == NULL) {
+ g_data.bone_point_wire = shgroup_instance_bone_sphere_outline(g_data.passes.bone_wire);
+ }
+ if (g_data.bone_point_solid == NULL) {
+ g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid);
+ }
+ if (g_data.bone_envelope_wire == NULL) {
+ g_data.bone_envelope_wire = shgroup_instance_bone_envelope_outline(g_data.passes.bone_wire);
+ }
+ if (g_data.bone_envelope_solid == NULL) {
+ g_data.bone_envelope_solid = shgroup_instance_bone_envelope_solid(g_data.passes.bone_solid);
+ /* We can have a lot of overdraw if we don't do this. Also envelope are not subject to
+ * inverted matrix. */
+ DRW_shgroup_state_enable(g_data.bone_envelope_solid, DRW_STATE_CULL_BACK);
+ }
+
+ float head_sphere[4] = {0.0f, 0.0f, 0.0f, 1.0f}, tail_sphere[4] = {0.0f, 1.0f, 0.0f, 1.0f};
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ mul_m4_v4(final_bonemat, head_sphere);
+ mul_m4_v4(final_bonemat, tail_sphere);
+ head_sphere[3] = *radius_head;
+ tail_sphere[3] = *radius_tail;
+
+ if (head_sphere[3] < 0.0f) {
+ /* Draw Tail only */
+ float tmp[4][4] = {{0.0f}};
+ tmp[0][0] = tmp[1][1] = tmp[2][2] = tail_sphere[3] / PT_DEFAULT_RAD;
+ tmp[3][3] = 1.0f;
+ copy_v3_v3(tmp[3], tail_sphere);
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_solid, tmp, bone_color, hint_color);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_wire, tmp, outline_color);
+ }
+ }
+ else if (tail_sphere[3] < 0.0f) {
+ /* Draw Head only */
+ float tmp[4][4] = {{0.0f}};
+ tmp[0][0] = tmp[1][1] = tmp[2][2] = head_sphere[3] / PT_DEFAULT_RAD;
+ tmp[3][3] = 1.0f;
+ copy_v3_v3(tmp[3], head_sphere);
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_solid, tmp, bone_color, hint_color);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_wire, tmp, outline_color);
+ }
+ }
+ else {
+ /* Draw Body */
+ float tmp_sphere[4];
+ float len = len_v3v3(tail_sphere, head_sphere);
+ float fac_head = (len - head_sphere[3]) / len;
+ float fac_tail = (len - tail_sphere[3]) / len;
+
+ /* Small epsilon to avoid problem with float precison in shader. */
+ if (len > (tail_sphere[3] + head_sphere[3]) + 1e-8f) {
+
+ copy_v4_v4(tmp_sphere, head_sphere);
+ interp_v4_v4v4(head_sphere, tail_sphere, head_sphere, fac_head);
+ interp_v4_v4v4(tail_sphere, tmp_sphere, tail_sphere, fac_tail);
+ DRW_shgroup_call_dynamic_add(
+ g_data.bone_envelope_solid, head_sphere, tail_sphere, bone_color, hint_color, final_bonemat[0]);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(
+ g_data.bone_envelope_wire, head_sphere, tail_sphere, outline_color, final_bonemat[0]);
+ }
+ }
+ else {
+ float tmp[4][4] = {{0.0f}};
+ float fac = max_ff(fac_head, 1.0f - fac_tail);
+ interp_v4_v4v4(tmp_sphere, tail_sphere, head_sphere, clamp_f(fac, 0.0f, 1.0f));
+ tmp[0][0] = tmp[1][1] = tmp[2][2] = tmp_sphere[3] / PT_DEFAULT_RAD;
+ tmp[3][3] = 1.0f;
+ copy_v3_v3(tmp[3], tmp_sphere);
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_solid, tmp, bone_color, hint_color);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_wire, tmp, outline_color);
+ }
+ }
+ }
+}
+
+/* Custom (geometry) */
+
+static void drw_shgroup_bone_custom_solid(
+ const float (*bone_mat)[4],
+ const float bone_color[4], const float hint_color[4], const float outline_color[4],
+ Object *custom)
+{
+ /* grr, not re-using instances! */
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(custom);
+ if (geom) {
+ DRWShadingGroup *shgrp_geom_solid = shgroup_instance_bone_shape_solid(g_data.passes.bone_solid, geom);
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ DRW_shgroup_call_dynamic_add(shgrp_geom_solid, final_bonemat, bone_color, hint_color);
+ }
+
+ geom = DRW_cache_object_edge_detection_get(custom, NULL);
+ if (geom && outline_color[3] > 0.0f) {
+ DRWShadingGroup *shgrp_geom_wire = shgroup_instance_bone_shape_outline(g_data.passes.bone_outline, geom);
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ DRW_shgroup_call_dynamic_add(shgrp_geom_wire, final_bonemat, outline_color);
+ }
+}
+
+static void drw_shgroup_bone_custom_wire(
+ const float (*bone_mat)[4],
+ const float color[4], Object *custom)
+{
+ /* grr, not re-using instances! */
+ struct Gwn_Batch *geom = DRW_cache_object_wire_outline_get(custom);
+ if (geom) {
+ DRWShadingGroup *shgrp_geom_wire = shgroup_instance_wire(g_data.passes.bone_wire, geom);
+ float final_bonemat[4][4], final_color[4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ copy_v3_v3(final_color, color);
+ final_color[3] = 1.0f; /* hack */
+ DRW_shgroup_call_dynamic_add(shgrp_geom_wire, final_bonemat, final_color);
+ }
+}
+
+/* Head and tail sphere */
+static void drw_shgroup_bone_point(
+ const float (*bone_mat)[4],
+ const float bone_color[4], const float hint_color[4], const float outline_color[4])
+{
+ if (g_data.bone_point_wire == NULL) {
+ g_data.bone_point_wire = shgroup_instance_bone_sphere_outline(g_data.passes.bone_wire);
+ }
+ if (g_data.bone_point_solid == NULL) {
+ g_data.bone_point_solid = shgroup_instance_bone_sphere_solid(g_data.passes.bone_solid);
+ }
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_solid, final_bonemat, bone_color, hint_color);
+ if (outline_color[3] > 0.0f) {
+ DRW_shgroup_call_dynamic_add(g_data.bone_point_wire, final_bonemat, outline_color);
+ }
+}
+
+/* Axes */
+static void drw_shgroup_bone_axes(const float (*bone_mat)[4], const float color[4])
+{
+ if (g_data.bone_axes == NULL) {
+ g_data.bone_axes = shgroup_instance_bone_axes(g_data.passes.bone_axes);
+ }
+ float final_bonemat[4][4];
+ mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
+ DRW_shgroup_call_dynamic_add(g_data.bone_axes, final_bonemat, color);
+}
+
+/* Relationship lines */
+static void drw_shgroup_bone_relationship_lines(const float start[3], const float end[3])
+{
+ if (g_data.lines_relationship == NULL) {
+ g_data.lines_relationship = shgroup_dynlines_dashed_uniform_color(
+ g_data.passes.relationship_lines, g_theme.wire_color);
+ }
+ /* reverse order to have less stipple overlap */
+ float v[3];
+ mul_v3_m4v3(v, g_data.ob->obmat, end);
+ DRW_shgroup_call_dynamic_add(g_data.lines_relationship, v);
+ mul_v3_m4v3(v, g_data.ob->obmat, start);
+ DRW_shgroup_call_dynamic_add(g_data.lines_relationship, v);
+}
+
+static void drw_shgroup_bone_ik_lines(const float start[3], const float end[3])
+{
+ if (g_data.lines_ik == NULL) {
+ static float fcolor[4] = {0.8f, 0.5f, 0.0f, 1.0f}; /* add theme! */
+ g_data.lines_ik = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor);
+ }
+ /* reverse order to have less stipple overlap */
+ float v[3];
+ mul_v3_m4v3(v, g_data.ob->obmat, end);
+ DRW_shgroup_call_dynamic_add(g_data.lines_ik, v);
+ mul_v3_m4v3(v, g_data.ob->obmat, start);
+ DRW_shgroup_call_dynamic_add(g_data.lines_ik, v);
+}
+
+static void drw_shgroup_bone_ik_no_target_lines(const float start[3], const float end[3])
+{
+ if (g_data.lines_ik_no_target == NULL) {
+ static float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */
+ g_data.lines_ik_no_target = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor);
+ }
+ /* reverse order to have less stipple overlap */
+ DRW_shgroup_call_dynamic_add(g_data.lines_ik_no_target, end);
+ DRW_shgroup_call_dynamic_add(g_data.lines_ik_no_target, start);
+}
+
+static void drw_shgroup_bone_ik_spline_lines(const float start[3], const float end[3])
+{
+ if (g_data.lines_ik_spline == NULL) {
+ static float fcolor[4] = {0.8f, 0.8f, 0.2f, 1.0f}; /* add theme! */
+ g_data.lines_ik_spline = shgroup_dynlines_dashed_uniform_color(g_data.passes.relationship_lines, fcolor);
+ }
+ /* reverse order to have less stipple overlap */
+ DRW_shgroup_call_dynamic_add(g_data.lines_ik_spline, end);
+ DRW_shgroup_call_dynamic_add(g_data.lines_ik_spline, start);
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Drawing Theme Helpers
+ *
+ * Note, this section is duplicate of code in 'drawarmature.c'.
+ *
+ * \{ */
+
+/* global here is reset before drawing each bone */
+struct {
+ const ThemeWireColor *bcolor;
+} g_color;
+
+/* values of colCode for set_pchan_color */
+enum {
+ PCHAN_COLOR_NORMAL = 0, /* normal drawing */
+ PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
+ PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */
+
+ PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */
+ PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */
+ PCHAN_COLOR_LINEBONE /* for the middle of line-bones */
+};
+
+/* This function sets the color-set for coloring a certain bone */
+static void set_pchan_colorset(Object *ob, bPoseChannel *pchan)
+{
+ bPose *pose = (ob) ? ob->pose : NULL;
+ bArmature *arm = (ob) ? ob->data : NULL;
+ bActionGroup *grp = NULL;
+ short color_index = 0;
+
+ /* sanity check */
+ if (ELEM(NULL, ob, arm, pose, pchan)) {
+ g_color.bcolor = NULL;
+ return;
+ }
+
+ /* only try to set custom color if enabled for armature */
+ if (arm->flag & ARM_COL_CUSTOM) {
+ /* currently, a bone can only use a custom color set if it's group (if it has one),
+ * has been set to use one
+ */
+ if (pchan->agrp_index) {
+ grp = (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
+ if (grp)
+ color_index = grp->customCol;
+ }
+ }
+
+ /* bcolor is a pointer to the color set to use. If NULL, then the default
+ * color set (based on the theme colors for 3d-view) is used.
+ */
+ if (color_index > 0) {
+ bTheme *btheme = UI_GetTheme();
+ g_color.bcolor = &btheme->tarm[(color_index - 1)];
+ }
+ else if (color_index == -1) {
+ /* use the group's own custom color set (grp is always != NULL here) */
+ g_color.bcolor = &grp->cs;
+ }
+ else {
+ g_color.bcolor = NULL;
+ }
+}
+
+/* This function is for brightening/darkening a given color (like UI_GetThemeColorShade3ubv()) */
+static void cp_shade_color3ub(unsigned char cp[3], const int offset)
+{
+ int r, g, b;
+
+ r = offset + (int) cp[0];
+ CLAMP(r, 0, 255);
+ g = offset + (int) cp[1];
+ CLAMP(g, 0, 255);
+ b = offset + (int) cp[2];
+ CLAMP(b, 0, 255);
+
+ cp[0] = r;
+ cp[1] = g;
+ cp[2] = b;
+}
+
+static void cp_shade_color3f(float cp[3], const float offset)
+{
+ add_v3_fl(cp, offset);
+ CLAMP(cp[0], 0, 255);
+ CLAMP(cp[1], 0, 255);
+ CLAMP(cp[2], 0, 255);
+}
+
+
+/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
+static bool set_pchan_color(short colCode, const int boneflag, const short constflag, float r_color[4])
+{
+ float *fcolor = r_color;
+ const ThemeWireColor *bcolor = g_color.bcolor;
+
+ switch (colCode) {
+ case PCHAN_COLOR_NORMAL:
+ {
+ if (bcolor) {
+ unsigned char cp[4] = {255};
+
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3_char((char *)cp, bcolor->active);
+ if (!(boneflag & BONE_SELECTED)) {
+ cp_shade_color3ub(cp, -80);
+ }
+ }
+ else if (boneflag & BONE_SELECTED) {
+ copy_v3_v3_char((char *)cp, bcolor->select);
+ }
+ else {
+ /* a bit darker than solid */
+ copy_v3_v3_char((char *)cp, bcolor->solid);
+ cp_shade_color3ub(cp, -50);
+ }
+
+ rgb_uchar_to_float(fcolor, cp);
+ }
+ else {
+ if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
+ UI_GetThemeColor4fv(TH_BONE_POSE_ACTIVE, fcolor);
+ }
+ else if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorBlendShade4fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_WIRE, fcolor);
+ }
+ }
+
+ return true;
+ }
+ case PCHAN_COLOR_SOLID:
+ {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+
+ if (bcolor) {
+ float solid_bcolor[3];
+ rgb_uchar_to_float(solid_bcolor, (unsigned char *)bcolor->solid);
+ interp_v3_v3v3(fcolor, fcolor, solid_bcolor, 1.0f);
+ }
+
+ return true;
+ }
+ case PCHAN_COLOR_CONSTS:
+ {
+ if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
+ unsigned char cp[4];
+ if (constflag & PCHAN_HAS_TARGET) rgba_char_args_set((char *)cp, 255, 150, 0, 80);
+ else if (constflag & PCHAN_HAS_IK) rgba_char_args_set((char *)cp, 255, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_SPLINEIK) rgba_char_args_set((char *)cp, 200, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_CONST) rgba_char_args_set((char *)cp, 0, 255, 120, 80);
+ else {
+ return false;
+ }
+
+ rgba_uchar_to_float(fcolor, cp);
+
+ return true;
+ }
+ return false;
+ }
+ case PCHAN_COLOR_SPHEREBONE_BASE:
+ {
+ if (bcolor) {
+ unsigned char cp[4] = {255};
+
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3_char((char *)cp, bcolor->active);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ copy_v3_v3_char((char *)cp, bcolor->select);
+ }
+ else {
+ copy_v3_v3_char((char *)cp, bcolor->solid);
+ }
+
+ rgb_uchar_to_float(fcolor, cp);
+ }
+ else {
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, 40, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColor4fv(TH_BONE_POSE, fcolor);
+ }
+ else {
+ UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
+ }
+ }
+
+ return true;
+ }
+ case PCHAN_COLOR_SPHEREBONE_END:
+ {
+ if (bcolor) {
+ unsigned char cp[4] = {255};
+
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3_char((char *)cp, bcolor->active);
+ cp_shade_color3ub(cp, 10);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ copy_v3_v3_char((char *)cp, bcolor->select);
+ cp_shade_color3ub(cp, -30);
+ }
+ else {
+ copy_v3_v3_char((char *)cp, bcolor->solid);
+ cp_shade_color3ub(cp, -30);
+ }
+
+ rgb_uchar_to_float(fcolor, cp);
+ }
+ else {
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, 10, fcolor);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_GetThemeColorShade4fv(TH_BONE_POSE, -30, fcolor);
+ }
+ else {
+ UI_GetThemeColorShade4fv(TH_BONE_SOLID, -30, fcolor);
+ }
+ }
+ break;
+ }
+ case PCHAN_COLOR_LINEBONE:
+ {
+ /* inner part in background color or constraint */
+ if ((constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS))) {
+ unsigned char cp[4];
+ if (constflag & PCHAN_HAS_TARGET) rgba_char_args_set((char *)cp, 255, 150, 0, 255);
+ else if (constflag & PCHAN_HAS_IK) rgba_char_args_set((char *)cp, 255, 255, 0, 255);
+ else if (constflag & PCHAN_HAS_SPLINEIK) rgba_char_args_set((char *)cp, 200, 255, 0, 255);
+ else if (constflag & PCHAN_HAS_CONST) rgba_char_args_set((char *)cp, 0, 255, 120, 255);
+ else if (constflag) UI_GetThemeColor4ubv(TH_BONE_POSE, cp); /* PCHAN_HAS_ACTION */
+
+ rgb_uchar_to_float(fcolor, cp);
+ }
+ else {
+ if (bcolor) {
+ const char *cp = bcolor->solid;
+ rgb_uchar_to_float(fcolor, (unsigned char *)cp);
+ fcolor[3] = 204.f / 255.f;
+ }
+ else {
+ UI_GetThemeColorShade4fv(TH_BACK, -30, fcolor);
+ }
+ }
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Drawing Color Helpers
+ * \{ */
+
+/** See: 'set_pchan_color'*/
+static void update_color(const Object *ob, const float const_color[4])
+{
+ g_theme.const_color = const_color;
+ g_theme.const_wire = ((ob->base_flag & BASE_SELECTED) != 0) ? 1.5f : 0.0f;
+
+#define NO_ALPHA(c) (((c)[3] = 1.0f), (c))
+
+ UI_GetThemeColor3fv(TH_SELECT, NO_ALPHA(g_theme.select_color));
+ UI_GetThemeColor3fv(TH_EDGE_SELECT, NO_ALPHA(g_theme.edge_select_color));
+ UI_GetThemeColorShade3fv(TH_EDGE_SELECT, -20, NO_ALPHA(g_theme.bone_select_color));
+ UI_GetThemeColor3fv(TH_WIRE, NO_ALPHA(g_theme.wire_color));
+ UI_GetThemeColor3fv(TH_WIRE_EDIT, NO_ALPHA(g_theme.wire_edit_color));
+ UI_GetThemeColor3fv(TH_BONE_SOLID, NO_ALPHA(g_theme.bone_solid_color));
+ UI_GetThemeColorBlendShade3fv(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f, 0, NO_ALPHA(g_theme.bone_active_unselect_color));
+ UI_GetThemeColor3fv(TH_BONE_POSE, NO_ALPHA(g_theme.bone_pose_color));
+ UI_GetThemeColor3fv(TH_BONE_POSE_ACTIVE, NO_ALPHA(g_theme.bone_pose_active_color));
+ UI_GetThemeColorBlendShade3fv(TH_WIRE, TH_BONE_POSE, 0.15f, 0, NO_ALPHA(g_theme.bone_pose_active_unselect_color));
+ UI_GetThemeColor3fv(TH_TEXT_HI, NO_ALPHA(g_theme.text_hi_color));
+ UI_GetThemeColor3fv(TH_TEXT, NO_ALPHA(g_theme.text_color));
+ UI_GetThemeColor3fv(TH_VERTEX_SELECT, NO_ALPHA(g_theme.vertex_select_color));
+ UI_GetThemeColor3fv(TH_VERTEX, NO_ALPHA(g_theme.vertex_color));
+
+#undef NO_ALPHA
+}
+
+static const float *get_bone_solid_color(
+ const EditBone *UNUSED(eBone), const bPoseChannel *pchan, const bArmature *arm,
+ const int boneflag, const short constflag)
+{
+ if (g_theme.const_color)
+ return g_theme.bone_solid_color;
+
+ if (arm->flag & ARM_POSEMODE) {
+ static float disp_color[4];
+ copy_v4_v4(disp_color, pchan->draw_data->solid_color);
+ set_pchan_color(PCHAN_COLOR_SOLID, boneflag, constflag, disp_color);
+ return disp_color;
+ }
+
+ return g_theme.bone_solid_color;
+}
+
+static const float *get_bone_solid_with_consts_color(
+ const EditBone *eBone, const bPoseChannel *pchan, const bArmature *arm,
+ const int boneflag, const short constflag)
+{
+ if (g_theme.const_color)
+ return g_theme.bone_solid_color;
+
+ const float *col = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag);
+
+ static float consts_color[4];
+ if (set_pchan_color(PCHAN_COLOR_CONSTS, boneflag, constflag, consts_color)) {
+ interp_v3_v3v3(consts_color, col, consts_color, 0.5f);
+ }
+ else {
+ copy_v4_v4(consts_color, col);
+ }
+ return consts_color;
+}
+
+static float get_bone_wire_thickness(int boneflag)
+{
+ if (g_theme.const_color)
+ return g_theme.const_wire;
+ else if (boneflag & (BONE_DRAW_ACTIVE | BONE_SELECTED))
+ return 2.0f;
+ else
+ return 1.0f;
+}
+
+static const float *get_bone_wire_color(
+ const EditBone *eBone, const bPoseChannel *pchan, const bArmature *arm,
+ const int boneflag, const short constflag)
+{
+ static float disp_color[4];
+
+ if (g_theme.const_color) {
+ copy_v3_v3(disp_color, g_theme.const_color);
+ }
+ else if (eBone) {
+ if (boneflag & BONE_SELECTED) {
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3(disp_color, g_theme.edge_select_color);
+ }
+ else {
+ copy_v3_v3(disp_color, g_theme.bone_select_color);
+ }
+ }
+ else {
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3(disp_color, g_theme.bone_active_unselect_color);
+ }
+ else {
+ copy_v3_v3(disp_color, g_theme.wire_edit_color);
+ }
+ }
+ }
+ else if (arm->flag & ARM_POSEMODE) {
+ copy_v4_v4(disp_color, pchan->draw_data->wire_color);
+ set_pchan_color(PCHAN_COLOR_NORMAL, boneflag, constflag, disp_color);
+ }
+ else {
+ copy_v3_v3(disp_color, g_theme.vertex_color);
+ }
+
+ disp_color[3] = get_bone_wire_thickness(boneflag);
+
+ return disp_color;
+}
+
+#define HINT_MUL 0.5f
+#define HINT_SHADE 0.2f
+
+static void bone_hint_color_shade(float hint_color[4], const float color[4])
+{
+ mul_v3_v3fl(hint_color, color, HINT_MUL);
+ cp_shade_color3f(hint_color, -HINT_SHADE);
+ hint_color[3] = 1.0f;
+}
+
+static const float *get_bone_hint_color(
+ const EditBone *eBone, const bPoseChannel *pchan, const bArmature *arm,
+ const int boneflag, const short constflag)
+{
+ static float hint_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+
+ if (g_theme.const_color) {
+ bone_hint_color_shade(hint_color, g_theme.bone_solid_color);
+ }
+ else {
+ const float *wire_color = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ bone_hint_color_shade(hint_color, wire_color);
+ }
+
+ return hint_color;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Helper Utils
+ * \{ */
+
+static void pchan_draw_data_init(bPoseChannel *pchan)
+{
+ if (pchan->draw_data != NULL) {
+ if (pchan->draw_data->bbone_matrix_len != pchan->bone->segments) {
+ MEM_SAFE_FREE(pchan->draw_data);
+ }
+ }
+
+ if (pchan->draw_data == NULL) {
+ pchan->draw_data = MEM_mallocN(sizeof(*pchan->draw_data) + sizeof(Mat4) * pchan->bone->segments, __func__);
+ pchan->draw_data->bbone_matrix_len = pchan->bone->segments;
+ }
+}
+
+static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel *pchan)
+{
+ float s[4][4], ebmat[4][4];
+ float length;
+ float (*bone_mat)[4];
+ float (*disp_mat)[4];
+ float (*disp_tail_mat)[4];
+
+ /* TODO : This should be moved to depsgraph or armature refresh
+ * and not be tight to the draw pass creation.
+ * This would refresh armature without invalidating the draw cache */
+ if (pchan) {
+ length = pchan->bone->length;
+ bone_mat = pchan->pose_mat;
+ disp_mat = pchan->disp_mat;
+ disp_tail_mat = pchan->disp_tail_mat;
+ }
+ else {
+ eBone->length = len_v3v3(eBone->tail, eBone->head);
+ ED_armature_ebone_to_mat4(eBone, ebmat);
+
+ length = eBone->length;
+ bone_mat = ebmat;
+ disp_mat = eBone->disp_mat;
+ disp_tail_mat = eBone->disp_tail_mat;
+ }
+
+ scale_m4_fl(s, length);
+ mul_m4_m4m4(disp_mat, bone_mat, s);
+ copy_m4_m4(disp_tail_mat, disp_mat);
+ translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f);
+}
+
+/* XXX Direct copy from drawarmature.c... This is ugly! */
+/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings
+ *
+ * This assumes that prev/next bones don't have any impact (since they should all still be in the "straight"
+ * position here anyway), and that we can simply apply the bbone settings to get the desired effect...
+ */
+static void ebone_spline_preview(EditBone *ebone, float result_array[MAX_BBONE_SUBDIV][4][4])
+{
+ float h1[3], h2[3], length, hlength1, hlength2, roll1 = 0.0f, roll2 = 0.0f;
+ float mat3[3][3];
+ float data[MAX_BBONE_SUBDIV + 1][4], *fp;
+ int a;
+
+ length = ebone->length;
+
+ hlength1 = ebone->ease1 * length * 0.390464f; /* 0.5f * sqrt(2) * kappa, the handle length for near-perfect circles */
+ hlength2 = ebone->ease2 * length * 0.390464f;
+
+ /* find the handle points, since this is inside bone space, the
+ * first point = (0, 0, 0)
+ * last point = (0, length, 0)
+ *
+ * we also just apply all the "extra effects", since they're the whole reason we're doing this...
+ */
+ h1[0] = ebone->curveInX;
+ h1[1] = hlength1;
+ h1[2] = ebone->curveInY;
+ roll1 = ebone->roll1;
+
+ h2[0] = ebone->curveOutX;
+ h2[1] = -hlength2;
+ h2[2] = ebone->curveOutY;
+ roll2 = ebone->roll2;
+
+ /* make curve */
+ if (ebone->segments > MAX_BBONE_SUBDIV)
+ ebone->segments = MAX_BBONE_SUBDIV;
+
+ BKE_curve_forward_diff_bezier(0.0f, h1[0], h2[0], 0.0f, data[0], MAX_BBONE_SUBDIV, 4 * sizeof(float));
+ BKE_curve_forward_diff_bezier(0.0f, h1[1], length + h2[1], length, data[0] + 1, MAX_BBONE_SUBDIV, 4 * sizeof(float));
+ BKE_curve_forward_diff_bezier(0.0f, h1[2], h2[2], 0.0f, data[0] + 2, MAX_BBONE_SUBDIV, 4 * sizeof(float));
+ BKE_curve_forward_diff_bezier(roll1, roll1 + 0.390464f * (roll2 - roll1), roll2 - 0.390464f * (roll2 - roll1), roll2, data[0] + 3, MAX_BBONE_SUBDIV, 4 * sizeof(float));
+
+ equalize_bbone_bezier(data[0], ebone->segments); /* note: does stride 4! */
+
+ /* make transformation matrices for the segments for drawing */
+ for (a = 0, fp = data[0]; a < ebone->segments; a++, fp += 4) {
+ sub_v3_v3v3(h1, fp + 4, fp);
+ vec_roll_to_mat3(h1, fp[3], mat3); /* fp[3] is roll */
+
+ copy_m4_m3(result_array[a], mat3);
+ copy_v3_v3(result_array[a][3], fp);
+
+ /* "extra" scale facs... */
+ {
+ const int num_segments = ebone->segments;
+
+ const float scaleFactorIn = 1.0f + (ebone->scaleIn - 1.0f) * ((float)(num_segments - a) / (float)num_segments);
+ const float scaleFactorOut = 1.0f + (ebone->scaleOut - 1.0f) * ((float)(a + 1) / (float)num_segments);
+
+ const float scalefac = scaleFactorIn * scaleFactorOut;
+ float bscalemat[4][4], bscale[3];
+
+ bscale[0] = scalefac;
+ bscale[1] = 1.0f;
+ bscale[2] = scalefac;
+
+ size_to_mat4(bscalemat, bscale);
+
+ /* Note: don't multiply by inverse scale mat here,
+ * as it causes problems with scaling shearing and breaking segment chains */
+ mul_m4_series(result_array[a], result_array[a], bscalemat);
+ }
+ }
+}
+
+static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pchan)
+{
+ float s[4][4], ebmat[4][4];
+ float length, xwidth, zwidth;
+ float (*bone_mat)[4];
+ short bbone_segments;
+
+ /* TODO : This should be moved to depsgraph or armature refresh
+ * and not be tight to the draw pass creation.
+ * This would refresh armature without invalidating the draw cache */
+ if (pchan) {
+ length = pchan->bone->length;
+ xwidth = pchan->bone->xwidth;
+ zwidth = pchan->bone->zwidth;
+ bone_mat = pchan->pose_mat;
+ bbone_segments = pchan->bone->segments;
+ }
+ else {
+ eBone->length = len_v3v3(eBone->tail, eBone->head);
+ ED_armature_ebone_to_mat4(eBone, ebmat);
+
+ length = eBone->length;
+ xwidth = eBone->xwidth;
+ zwidth = eBone->zwidth;
+ bone_mat = ebmat;
+ bbone_segments = eBone->segments;
+ }
+
+ size_to_mat4(s, (const float[3]){xwidth, length / bbone_segments, zwidth});
+
+ /* Compute BBones segment matrices... */
+ /* Note that we need this even for one-segment bones, because box drawing need specific weirdo matrix for the box,
+ * that we cannot use to draw end points & co. */
+ if (pchan) {
+ Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix;
+ if (bbone_segments > 1) {
+ b_bone_spline_setup(pchan, 0, bbones_mat);
+
+ for (int i = bbone_segments; i--; bbones_mat++) {
+ mul_m4_m4m4(bbones_mat->mat, bbones_mat->mat, s);
+ mul_m4_m4m4(bbones_mat->mat, bone_mat, bbones_mat->mat);
+ }
+ }
+ else {
+ mul_m4_m4m4(bbones_mat->mat, bone_mat, s);
+ }
+ }
+ else {
+ float (*bbones_mat)[4][4] = eBone->disp_bbone_mat;
+
+ if (bbone_segments > 1) {
+ ebone_spline_preview(eBone, bbones_mat);
+
+ for (int i = bbone_segments; i--; bbones_mat++) {
+ mul_m4_m4m4(*bbones_mat, *bbones_mat, s);
+ mul_m4_m4m4(*bbones_mat, bone_mat, *bbones_mat);
+ }
+ }
+ else {
+ mul_m4_m4m4(*bbones_mat, bone_mat, s);
+ }
+ }
+
+ /* Grrr... We need default display matrix to draw end points, axes, etc. :( */
+ draw_bone_update_disp_matrix_default(eBone, pchan);
+}
+
+static void draw_bone_update_disp_matrix_custom(bPoseChannel *pchan)
+{
+ float s[4][4];
+ float length;
+ float (*bone_mat)[4];
+ float (*disp_mat)[4];
+ float (*disp_tail_mat)[4];
+
+ /* See TODO above */
+ length = PCHAN_CUSTOM_DRAW_SIZE(pchan);
+ bone_mat = pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat;
+ disp_mat = pchan->disp_mat;
+ disp_tail_mat = pchan->disp_tail_mat;
+
+ scale_m4_fl(s, length);
+ mul_m4_m4m4(disp_mat, bone_mat, s);
+ copy_m4_m4(disp_tail_mat, disp_mat);
+ translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f);
+}
+
+static void draw_axes(EditBone *eBone, bPoseChannel *pchan)
+{
+ float final_col[4];
+ const float *col = (g_theme.const_color) ? g_theme.const_color :
+ (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? g_theme.text_hi_color : g_theme.text_color;
+ copy_v4_v4(final_col, col);
+ /* Mix with axes color. */
+ final_col[3] = (g_theme.const_color) ? 1.0 : (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? 0.3 : 0.8;
+ drw_shgroup_bone_axes(BONE_VAR(eBone, pchan, disp_mat), final_col);
+}
+
+static void draw_points(
+ const EditBone *eBone, const bPoseChannel *pchan, const bArmature *arm,
+ const int boneflag, const short constflag,
+ const int select_id)
+{
+ float col_solid_root[4], col_solid_tail[4], col_wire_root[4], col_wire_tail[4];
+ float col_hint_root[4], col_hint_tail[4];
+
+ copy_v4_v4(col_solid_root, g_theme.bone_solid_color);
+ copy_v4_v4(col_solid_tail, g_theme.bone_solid_color);
+ copy_v4_v4(col_wire_root, (g_theme.const_color) ? g_theme.const_color : g_theme.vertex_color);
+ copy_v4_v4(col_wire_tail, (g_theme.const_color) ? g_theme.const_color : g_theme.vertex_color);
+
+ const bool is_envelope_draw = (arm->drawtype == ARM_ENVELOPE);
+ static const float envelope_ignore = -1.0f;
+
+ col_wire_tail[3] = col_wire_root[3] = get_bone_wire_thickness(boneflag);
+
+ /* Edit bone points can be selected */
+ if (eBone) {
+ if (eBone->flag & BONE_ROOTSEL) {
+ copy_v3_v3(col_wire_root, g_theme.vertex_select_color);
+ }
+ if (eBone->flag & BONE_TIPSEL) {
+ copy_v3_v3(col_wire_tail, g_theme.vertex_select_color);
+ }
+ }
+ else if (arm->flag & ARM_POSEMODE) {
+ const float *solid_color = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag);
+ const float *wire_color = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ copy_v4_v4(col_wire_tail, wire_color);
+ copy_v4_v4(col_wire_root, wire_color);
+ copy_v4_v4(col_solid_tail, solid_color);
+ copy_v4_v4(col_solid_root, solid_color);
+ }
+
+ bone_hint_color_shade(col_hint_root, (g_theme.const_color) ? col_solid_root : col_wire_root);
+ bone_hint_color_shade(col_hint_tail, (g_theme.const_color) ? col_solid_tail : col_wire_tail);
+
+ /* Draw root point if we are not connected and parent are not hidden */
+ if ((BONE_FLAG(eBone, pchan) & BONE_CONNECTED) == 0) {
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_ROOT);
+ }
+
+ if (eBone) {
+ if (!((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent))) {
+ if (is_envelope_draw) {
+ drw_shgroup_bone_envelope(
+ eBone->disp_mat, col_solid_root, col_hint_root, col_wire_root,
+ &eBone->rad_head, &envelope_ignore);
+ }
+ else {
+ drw_shgroup_bone_point(eBone->disp_mat, col_solid_root, col_hint_root, col_wire_root);
+ }
+ }
+ }
+ else {
+ Bone *bone = pchan->bone;
+ if (!((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)))) {
+ if (is_envelope_draw) {
+ drw_shgroup_bone_envelope(
+ pchan->disp_mat, col_solid_root, col_hint_root, col_wire_root,
+ &bone->rad_head, &envelope_ignore);
+ }
+ else {
+ drw_shgroup_bone_point(pchan->disp_mat, col_solid_root, col_hint_root, col_wire_root);
+ }
+ }
+ }
+ }
+
+ /* Draw tip point */
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_TIP);
+ }
+
+ if (is_envelope_draw) {
+ const float *rad_tail = eBone ? &eBone->rad_tail : &pchan->bone->rad_tail;
+ drw_shgroup_bone_envelope(
+ BONE_VAR(eBone, pchan, disp_mat), col_solid_tail, col_hint_tail, col_wire_tail,
+ &envelope_ignore, rad_tail);
+ }
+ else {
+ drw_shgroup_bone_point(BONE_VAR(eBone, pchan, disp_tail_mat), col_solid_tail, col_hint_tail, col_wire_tail);
+ }
+
+ if (select_id != -1) {
+ DRW_select_load_id(-1);
+ }
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Draw Bones
+ * \{ */
+
+static void draw_bone_custom_shape(
+ EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag,
+ const int select_id)
+{
+ const float *col_solid = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag);
+ const float (*disp_mat)[4] = pchan->disp_mat;
+
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_BONE);
+ }
+
+ if ((boneflag & BONE_DRAWWIRE) == 0) {
+ drw_shgroup_bone_custom_solid(disp_mat, col_solid, col_hint, col_wire, pchan->custom);
+ }
+ else {
+ drw_shgroup_bone_custom_wire(disp_mat, col_wire, pchan->custom);
+ }
+
+ if (select_id != -1) {
+ DRW_select_load_id(-1);
+ }
+}
+
+static void draw_bone_envelope(
+ EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag,
+ const int select_id)
+{
+ const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag);
+
+ float *rad_head, *rad_tail, *distance;
+ if (eBone) {
+ rad_tail = &eBone->rad_tail;
+ distance = &eBone->dist;
+ rad_head = (eBone->parent && (boneflag & BONE_CONNECTED)) ? &eBone->parent->rad_tail : &eBone->rad_head;
+ }
+ else {
+ rad_tail = &pchan->bone->rad_tail;
+ distance = &pchan->bone->dist;
+ rad_head = (pchan->parent && (boneflag & BONE_CONNECTED)) ? &pchan->parent->bone->rad_tail : &pchan->bone->rad_head;
+ }
+
+ if ((select_id == -1) &&
+ (boneflag & BONE_NO_DEFORM) == 0 &&
+ ((boneflag & BONE_SELECTED) || (eBone && (boneflag & (BONE_ROOTSEL | BONE_TIPSEL)))))
+ {
+ drw_shgroup_bone_envelope_distance(BONE_VAR(eBone, pchan, disp_mat), rad_head, rad_tail, distance);
+ }
+
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_BONE);
+ }
+
+ drw_shgroup_bone_envelope(
+ BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire,
+ rad_head, rad_tail);
+
+ if (select_id != -1) {
+ DRW_select_load_id(-1);
+ }
+
+ draw_points(eBone, pchan, arm, boneflag, constflag, select_id);
+}
+
+static void draw_bone_line(
+ EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag, const int select_id)
+{
+ const float *col_bone = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ const float no_display[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ const float *col_head = no_display;
+ const float *col_tail = col_bone;
+
+ if (eBone) {
+ if (eBone->flag & BONE_TIPSEL) {
+ col_tail = g_theme.vertex_select_color;
+ }
+ if (boneflag & BONE_SELECTED) {
+ col_bone = g_theme.edge_select_color;
+ }
+ col_wire = g_theme.wire_color;
+ }
+
+ /* Draw root point if we are not connected and parent are not hidden */
+ if ((BONE_FLAG(eBone, pchan) & BONE_CONNECTED) == 0) {
+ if (eBone && !(eBone->parent && !EBONE_VISIBLE(arm, eBone->parent))) {
+ col_head = (eBone->flag & BONE_ROOTSEL) ? g_theme.vertex_select_color : col_bone;
+ }
+ else if (pchan) {
+ Bone *bone = pchan->bone;
+ if (!(bone->parent && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)))) {
+ col_head = col_bone;
+ }
+ }
+ }
+
+ if (g_theme.const_color != NULL) {
+ col_wire = no_display; /* actually shrink the display. */
+ col_bone = col_head = col_tail = g_theme.const_color;
+ }
+
+ if (select_id == -1) {
+ /* Not in selection mode, draw everything at once. */
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail);
+ }
+ else {
+ /* In selection mode, draw bone, root and tip separatly. */
+ DRW_select_load_id(select_id | BONESEL_BONE);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display);
+
+ if (col_head[3] > 0.0f) {
+ DRW_select_load_id(select_id | BONESEL_ROOT);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, col_head, no_display);
+ }
+
+ DRW_select_load_id(select_id | BONESEL_TIP);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, no_display, col_tail);
+
+ DRW_select_load_id(-1);
+ }
+}
+
+static void draw_bone_wire(
+ EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag,
+ const int select_id)
+{
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_BONE);
+ }
+
+ if (pchan) {
+ Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix;
+ BLI_assert(bbones_mat != NULL);
+
+ for (int i = pchan->bone->segments; i--; bbones_mat++) {
+ drw_shgroup_bone_wire(bbones_mat->mat, col_wire);
+ }
+ }
+ else if (eBone) {
+ for (int i = 0; i < eBone->segments; i++) {
+ drw_shgroup_bone_wire(eBone->disp_bbone_mat[i], col_wire);
+ }
+ }
+
+ if (select_id != -1) {
+ DRW_select_load_id(-1);
+ }
+
+ if (eBone) {
+ draw_points(eBone, pchan, arm, boneflag, constflag, select_id);
+ }
+}
+
+static void draw_bone_box(
+ EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag,
+ const int select_id)
+{
+ const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag);
+
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_BONE);
+ }
+
+ if (pchan) {
+ Mat4 *bbones_mat = (Mat4 *)pchan->draw_data->bbone_matrix;
+ BLI_assert(bbones_mat != NULL);
+
+ for (int i = pchan->bone->segments; i--; bbones_mat++) {
+ drw_shgroup_bone_box(bbones_mat->mat, col_solid, col_hint, col_wire);
+ }
+ }
+ else if (eBone) {
+ for (int i = 0; i < eBone->segments; i++) {
+ drw_shgroup_bone_box(eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire);
+ }
+ }
+
+ if (select_id != -1) {
+ DRW_select_load_id(-1);
+ }
+
+ if (eBone) {
+ draw_points(eBone, pchan, arm, boneflag, constflag, select_id);
+ }
+}
+
+static void draw_bone_octahedral(
+ EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag,
+ const int select_id)
+{
+ const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
+ const float *col_hint = get_bone_hint_color(eBone, pchan, arm, boneflag, constflag);
+
+ if (select_id != -1) {
+ DRW_select_load_id(select_id | BONESEL_BONE);
+ }
+
+ drw_shgroup_bone_octahedral(BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire);
+
+ if (select_id != -1) {
+ DRW_select_load_id(-1);
+ }
+
+ draw_points(eBone, pchan, arm, boneflag, constflag, select_id);
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Draw Relationships
+ * \{ */
+
+static void pchan_draw_ik_lines(bPoseChannel *pchan, const bool only_temp, const int constflag)
+{
+ bConstraint *con;
+ bPoseChannel *parchan;
+ float *line_start = NULL, *line_end = NULL;
+
+ for (con = pchan->constraints.first; con; con = con->next) {
+ if (con->enforce == 0.0f)
+ continue;
+
+ switch (con->type) {
+ case CONSTRAINT_TYPE_KINEMATIC:
+ {
+ bKinematicConstraint *data = (bKinematicConstraint *)con->data;
+ int segcount = 0;
+
+ /* if only_temp, only draw if it is a temporary ik-chain */
+ if (only_temp && !(data->flag & CONSTRAINT_IK_TEMP))
+ continue;
+
+ /* exclude tip from chain? */
+ parchan = ((data->flag & CONSTRAINT_IK_TIP) == 0) ? pchan->parent : pchan;
+ line_start = parchan->pose_tail;
+
+ /* Find the chain's root */
+ while (parchan->parent) {
+ segcount++;
+ if (segcount == data->rootbone || segcount > 255) {
+ break; /* 255 is weak */
+ }
+ parchan = parchan->parent;
+ }
+
+ if (parchan) {
+ line_end = parchan->pose_head;
+
+ if (constflag & PCHAN_HAS_TARGET)
+ drw_shgroup_bone_ik_lines(line_start, line_end);
+ else
+ drw_shgroup_bone_ik_no_target_lines(line_start, line_end);
+ }
+ break;
+ }
+ case CONSTRAINT_TYPE_SPLINEIK:
+ {
+ bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
+ int segcount = 0;
+
+ parchan = pchan;
+ line_start = parchan->pose_tail;
+
+ /* Find the chain's root */
+ while (parchan->parent) {
+ segcount++;
+ /* FIXME: revise the breaking conditions */
+ if (segcount == data->chainlen || segcount > 255) break; /* 255 is weak */
+ parchan = parchan->parent;
+ }
+ /* Only draw line in case our chain is more than one bone long! */
+ if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
+ line_end = parchan->pose_head;
+ drw_shgroup_bone_ik_spline_lines(line_start, line_end);
+ }
+ break;
+ }
+ }
+ }
+}
+
+static void draw_bone_relations(
+ EditBone *ebone, bPoseChannel *pchan, bArmature *arm,
+ const int boneflag, const short constflag, const bool do_relations)
+{
+ if (g_data.passes.relationship_lines) {
+ if (ebone && ebone->parent) {
+ if ((boneflag & BONE_CONNECTED) == 0) {
+ drw_shgroup_bone_relationship_lines(ebone->head, ebone->parent->tail);
+ }
+ }
+ else if (pchan && pchan->parent) {
+ /* Only draw if bone or its parent is selected - reduces viewport complexity with complex rigs */
+ if ((boneflag & BONE_SELECTED) ||
+ (pchan->parent->bone && (pchan->parent->bone->flag & BONE_SELECTED)))
+ {
+ if ((boneflag & BONE_CONNECTED) == 0) {
+ drw_shgroup_bone_relationship_lines(pchan->pose_head, pchan->parent->pose_tail);
+ }
+ }
+
+ /* Draw a line to IK root bone if bone is selected. */
+ if (arm->flag & ARM_POSEMODE) {
+ if (constflag & (PCHAN_HAS_IK | PCHAN_HAS_SPLINEIK)) {
+ if (boneflag & BONE_SELECTED) {
+ pchan_draw_ik_lines(pchan, !do_relations, constflag);
+ }
+ }
+ }
+ }
+ }
+}
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Main Draw Loops
+ * \{ */
+
+static void draw_armature_edit(Object *ob)
+{
+ EditBone *eBone;
+ bArmature *arm = ob->data;
+ int index;
+ const bool is_select = DRW_state_is_select();
+
+ update_color(ob, NULL);
+
+ const bool show_text = DRW_state_show_text();
+ const bool show_relations = true; /* TODO get value from overlays settings. */
+
+ for (eBone = arm->edbo->first, index = ob->select_color; eBone; eBone = eBone->next, index += 0x10000) {
+ if (eBone->layer & arm->layer) {
+ if ((eBone->flag & BONE_HIDDEN_A) == 0) {
+ const int select_id = is_select ? index : (uint)-1;
+
+ const short constflag = 0;
+
+ /* catch exception for bone with hidden parent */
+ int boneflag = eBone->flag;
+ if ((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent)) {
+ boneflag &= ~BONE_CONNECTED;
+ }
+
+ /* set temporary flag for drawing bone as active, but only if selected */
+ if (eBone == arm->act_edbone) {
+ boneflag |= BONE_DRAW_ACTIVE;
+ }
+
+ draw_bone_relations(eBone, NULL, arm, boneflag, constflag, show_relations);
+
+ if (arm->drawtype == ARM_ENVELOPE) {
+ draw_bone_update_disp_matrix_default(eBone, NULL);
+ draw_bone_envelope(eBone, NULL, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_LINE) {
+ draw_bone_update_disp_matrix_default(eBone, NULL);
+ draw_bone_line(eBone, NULL, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_WIRE) {
+ draw_bone_update_disp_matrix_bbone(eBone, NULL);
+ draw_bone_wire(eBone, NULL, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_B_BONE) {
+ draw_bone_update_disp_matrix_bbone(eBone, NULL);
+ draw_bone_box(eBone, NULL, arm, boneflag, constflag, select_id);
+ }
+ else {
+ draw_bone_update_disp_matrix_default(eBone, NULL);
+ draw_bone_octahedral(eBone, NULL, arm, boneflag, constflag, select_id);
+ }
+
+ /* Draw names of bone */
+ if (show_text && (arm->flag & ARM_DRAWNAMES)) {
+ unsigned char color[4];
+ UI_GetThemeColor4ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, color);
+
+ float vec[3];
+ mid_v3_v3v3(vec, eBone->head, eBone->tail);
+ mul_m4_v3(ob->obmat, vec);
+
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+ DRW_text_cache_add(
+ dt, vec, eBone->name, strlen(eBone->name),
+ 10, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, color);
+ }
+
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES) {
+ draw_axes(eBone, NULL);
+ }
+ }
+ }
+ }
+}
+
+/* if const_color is NULL do pose mode coloring */
+static void draw_armature_pose(Object *ob, const float const_color[4])
+{
+ bArmature *arm = ob->data;
+ bPoseChannel *pchan;
+ int index = -1;
+ Bone *bone;
+
+ update_color(ob, const_color);
+
+ /* We can't safely draw non-updated pose, might contain NULL bone pointers... */
+ if (ob->pose->flag & POSE_RECALC) {
+ BKE_pose_rebuild(ob, arm);
+ }
+
+ // if (!(base->flag & OB_FROMDUPLI)) // TODO
+ {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if ((draw_ctx->object_mode & OB_MODE_POSE) || (ob == draw_ctx->object_pose)) {
+ arm->flag |= ARM_POSEMODE;
+ }
+
+ if (arm->flag & ARM_POSEMODE) {
+ index = ob->select_color;
+ }
+ }
+
+ const bool is_pose_select = (arm->flag & ARM_POSEMODE) && DRW_state_is_select();
+ const bool show_text = DRW_state_show_text();
+ const bool show_relations = true; /* TODO get value from overlays settings. */
+
+ /* being set below */
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
+
+ /* bone must be visible */
+ if ((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) {
+ if (bone->layer & arm->layer) {
+ const int select_id = is_pose_select ? index : (uint)-1;
+
+ const short constflag = pchan->constflag;
+
+ pchan_draw_data_init(pchan);
+
+ if (const_color) {
+ /* keep color */
+ }
+ else {
+ /* set color-set to use */
+ set_pchan_colorset(ob, pchan);
+ }
+
+ int boneflag = bone->flag;
+ /* catch exception for bone with hidden parent */
+ boneflag = bone->flag;
+ if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG))) {
+ boneflag &= ~BONE_CONNECTED;
+ }
+
+ /* set temporary flag for drawing bone as active, but only if selected */
+ if (bone == arm->act_bone)
+ boneflag |= BONE_DRAW_ACTIVE;
+
+ draw_bone_relations(NULL, pchan, arm, boneflag, constflag, show_relations);
+
+ if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
+ draw_bone_update_disp_matrix_custom(pchan);
+ draw_bone_custom_shape(NULL, pchan, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_ENVELOPE) {
+ draw_bone_update_disp_matrix_default(NULL, pchan);
+ draw_bone_envelope(NULL, pchan, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_LINE) {
+ draw_bone_update_disp_matrix_default(NULL, pchan);
+ draw_bone_line(NULL, pchan, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_WIRE) {
+ draw_bone_update_disp_matrix_bbone(NULL, pchan);
+ draw_bone_wire(NULL, pchan, arm, boneflag, constflag, select_id);
+ }
+ else if (arm->drawtype == ARM_B_BONE) {
+ draw_bone_update_disp_matrix_bbone(NULL, pchan);
+ draw_bone_box(NULL, pchan, arm, boneflag, constflag, select_id);
+ }
+ else {
+ draw_bone_update_disp_matrix_default(NULL, pchan);
+ draw_bone_octahedral(NULL, pchan, arm, boneflag, constflag, select_id);
+ }
+
+ /* Draw names of bone */
+ if (show_text && (arm->flag & ARM_DRAWNAMES)) {
+ unsigned char color[4];
+ UI_GetThemeColor4ubv((arm->flag & ARM_POSEMODE) &&
+ (bone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, color);
+ float vec[3];
+ mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail);
+ mul_m4_v3(ob->obmat, vec);
+
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+ DRW_text_cache_add(
+ dt, vec, pchan->name, strlen(pchan->name),
+ 10, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, color);
+ }
+
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES) {
+ draw_axes(NULL, pchan);
+ }
+ }
+ }
+ if (is_pose_select) {
+ index += 0x10000;
+ }
+ }
+
+ arm->flag &= ~ARM_POSEMODE;
+}
+
+/**
+ * This function set the object space to use for all subsequent `DRW_shgroup_bone_*` calls.
+ */
+static void drw_shgroup_armature(Object *ob, DRWArmaturePasses passes)
+{
+ memset(&g_data, 0x0, sizeof(g_data));
+ g_data.ob = ob;
+ g_data.passes = passes;
+ memset(&g_color, 0x0, sizeof(g_color));
+}
+
+void DRW_shgroup_armature_object(Object *ob, ViewLayer *view_layer, DRWArmaturePasses passes)
+{
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+ passes.bone_envelope = NULL; /* Don't do envelope distance in object mode. */
+ drw_shgroup_armature(ob, passes);
+ draw_armature_pose(ob, color);
+}
+
+void DRW_shgroup_armature_pose(Object *ob, DRWArmaturePasses passes)
+{
+ drw_shgroup_armature(ob, passes);
+ draw_armature_pose(ob, NULL);
+}
+
+void DRW_shgroup_armature_edit(Object *ob, DRWArmaturePasses passes)
+{
+ drw_shgroup_armature(ob, passes);
+ draw_armature_edit(ob);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
new file mode 100644
index 00000000000..b08735860c9
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache.c
@@ -0,0 +1,3155 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_cache.c
+ * \ingroup draw
+ */
+
+
+#include "DNA_scene_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_object_types.h"
+#include "DNA_particle_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_lattice_types.h"
+
+#include "UI_resources.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_math.h"
+
+#include "GPU_batch.h"
+
+#include "draw_cache.h"
+#include "draw_cache_impl.h"
+
+/* Batch's only (free'd as an array) */
+static struct DRWShapeCache {
+ Gwn_Batch *drw_single_vertice;
+ Gwn_Batch *drw_cursor;
+ Gwn_Batch *drw_cursor_only_circle;
+ Gwn_Batch *drw_fullscreen_quad;
+ Gwn_Batch *drw_quad;
+ Gwn_Batch *drw_sphere;
+ Gwn_Batch *drw_screenspace_circle;
+ Gwn_Batch *drw_plain_axes;
+ Gwn_Batch *drw_single_arrow;
+ Gwn_Batch *drw_cube;
+ Gwn_Batch *drw_circle;
+ Gwn_Batch *drw_square;
+ Gwn_Batch *drw_line;
+ Gwn_Batch *drw_line_endpoints;
+ Gwn_Batch *drw_empty_sphere;
+ Gwn_Batch *drw_empty_cone;
+ Gwn_Batch *drw_arrows;
+ Gwn_Batch *drw_axis_names;
+ Gwn_Batch *drw_image_plane;
+ Gwn_Batch *drw_image_plane_wire;
+ Gwn_Batch *drw_field_wind;
+ Gwn_Batch *drw_field_force;
+ Gwn_Batch *drw_field_vortex;
+ Gwn_Batch *drw_field_tube_limit;
+ Gwn_Batch *drw_field_cone_limit;
+ Gwn_Batch *drw_lamp;
+ Gwn_Batch *drw_lamp_shadows;
+ Gwn_Batch *drw_lamp_sunrays;
+ Gwn_Batch *drw_lamp_area_square;
+ Gwn_Batch *drw_lamp_area_disk;
+ Gwn_Batch *drw_lamp_hemi;
+ Gwn_Batch *drw_lamp_spot;
+ Gwn_Batch *drw_lamp_spot_square;
+ Gwn_Batch *drw_speaker;
+ Gwn_Batch *drw_lightprobe_cube;
+ Gwn_Batch *drw_lightprobe_planar;
+ Gwn_Batch *drw_lightprobe_grid;
+ Gwn_Batch *drw_bone_octahedral;
+ Gwn_Batch *drw_bone_octahedral_wire;
+ Gwn_Batch *drw_bone_box;
+ Gwn_Batch *drw_bone_box_wire;
+ Gwn_Batch *drw_bone_wire_wire;
+ Gwn_Batch *drw_bone_envelope;
+ Gwn_Batch *drw_bone_envelope_outline;
+ Gwn_Batch *drw_bone_point;
+ Gwn_Batch *drw_bone_point_wire;
+ Gwn_Batch *drw_bone_stick;
+ Gwn_Batch *drw_bone_arrows;
+ Gwn_Batch *drw_camera;
+ Gwn_Batch *drw_camera_frame;
+ Gwn_Batch *drw_camera_tria;
+ Gwn_Batch *drw_camera_focus;
+ Gwn_Batch *drw_particle_cross;
+ Gwn_Batch *drw_particle_circle;
+ Gwn_Batch *drw_particle_axis;
+} SHC = {NULL};
+
+void DRW_shape_cache_free(void)
+{
+ uint i = sizeof(SHC) / sizeof(Gwn_Batch *);
+ Gwn_Batch **batch = (Gwn_Batch **)&SHC;
+ while (i--) {
+ GWN_BATCH_DISCARD_SAFE(*batch);
+ batch++;
+ }
+}
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Helper functions
+ * \{ */
+
+static void UNUSED_FUNCTION(add_fancy_edge)(
+ Gwn_VertBuf *vbo, uint pos_id, uint n1_id, uint n2_id,
+ uint *v_idx, const float co1[3], const float co2[3],
+ const float n1[3], const float n2[3])
+{
+ GWN_vertbuf_attr_set(vbo, n1_id, *v_idx, n1);
+ GWN_vertbuf_attr_set(vbo, n2_id, *v_idx, n2);
+ GWN_vertbuf_attr_set(vbo, pos_id, (*v_idx)++, co1);
+
+ GWN_vertbuf_attr_set(vbo, n1_id, *v_idx, n1);
+ GWN_vertbuf_attr_set(vbo, n2_id, *v_idx, n2);
+ GWN_vertbuf_attr_set(vbo, pos_id, (*v_idx)++, co2);
+}
+
+#if 0 /* UNUSED */
+static void add_lat_lon_vert(
+ Gwn_VertBuf *vbo, uint pos_id, uint nor_id,
+ uint *v_idx, const float rad, const float lat, const float lon)
+{
+ float pos[3], nor[3];
+ nor[0] = sinf(lat) * cosf(lon);
+ nor[1] = cosf(lat);
+ nor[2] = sinf(lat) * sinf(lon);
+ mul_v3_v3fl(pos, nor, rad);
+
+ GWN_vertbuf_attr_set(vbo, nor_id, *v_idx, nor);
+ GWN_vertbuf_attr_set(vbo, pos_id, (*v_idx)++, pos);
+}
+#endif
+
+static Gwn_VertBuf *fill_arrows_vbo(const float scale)
+{
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Line */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 6 * 3);
+
+ float v1[3] = {0.0, 0.0, 0.0};
+ float v2[3] = {0.0, 0.0, 0.0};
+ float vtmp1[3], vtmp2[3];
+
+ for (int axis = 0; axis < 3; axis++) {
+ const int arrow_axis = (axis == 0) ? 1 : 0;
+
+ v2[axis] = 1.0f;
+ mul_v3_v3fl(vtmp1, v1, scale);
+ mul_v3_v3fl(vtmp2, v2, scale);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 6 + 0, vtmp1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 6 + 1, vtmp2);
+
+ v1[axis] = 0.85f;
+ v1[arrow_axis] = -0.08f;
+ mul_v3_v3fl(vtmp1, v1, scale);
+ mul_v3_v3fl(vtmp2, v2, scale);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 6 + 2, vtmp1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 6 + 3, vtmp2);
+
+ v1[arrow_axis] = 0.08f;
+ mul_v3_v3fl(vtmp1, v1, scale);
+ mul_v3_v3fl(vtmp2, v2, scale);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 6 + 4, vtmp1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 6 + 5, vtmp2);
+
+ /* reset v1 & v2 to zero */
+ v1[arrow_axis] = v1[axis] = v2[axis] = 0.0f;
+ }
+
+ return vbo;
+}
+
+static Gwn_VertBuf *sphere_wire_vbo(const float rad)
+{
+#define NSEGMENTS 32
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, NSEGMENTS * 2 * 3);
+
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = rad * cosf(angle);
+ p[i][1] = rad * sinf(angle);
+ }
+
+ for (int axis = 0; axis < 3; ++axis) {
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ for (int j = 0; j < 2; ++j) {
+ float cv[2], v[3];
+
+ cv[0] = p[(i + j) % NSEGMENTS][0];
+ cv[1] = p[(i + j) % NSEGMENTS][1];
+
+ if (axis == 0)
+ v[0] = cv[0], v[1] = cv[1], v[2] = 0.0f;
+ else if (axis == 1)
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ else
+ v[0] = 0.0f, v[1] = cv[0], v[2] = cv[1];
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 2 + j + (NSEGMENTS * 2 * axis), v);
+ }
+ }
+ }
+
+ return vbo;
+#undef NSEGMENTS
+}
+
+/* Quads */
+/* Use this one for rendering fullscreen passes. For 3D objects use DRW_cache_quad_get(). */
+Gwn_Batch *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}};
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, uvs; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 3);
+
+ for (int i = 0; i < 3; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]);
+ GWN_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]);
+ }
+
+ SHC.drw_fullscreen_quad = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_fullscreen_quad;
+}
+
+/* Just a regular quad with 4 vertices. */
+Gwn_Batch *DRW_cache_quad_get(void)
+{
+ if (!SHC.drw_quad) {
+ float pos[4][2] = {{-1.0f, -1.0f}, { 1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}};
+ float uvs[4][2] = {{ 0.0f, 0.0f}, { 1.0f, 0.0f}, {1.0f, 1.0f}, { 0.0f, 1.0f}};
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, uvs; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 4);
+
+ for (int i = 0; i < 4; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]);
+ GWN_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]);
+ }
+
+ SHC.drw_quad = GWN_batch_create_ex(GWN_PRIM_TRI_FAN, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_quad;
+}
+
+/* Sphere */
+Gwn_Batch *DRW_cache_sphere_get(void)
+{
+ if (!SHC.drw_sphere) {
+ SHC.drw_sphere = gpu_batch_sphere(32, 24);
+ }
+ return SHC.drw_sphere;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Common
+ * \{ */
+
+Gwn_Batch *DRW_cache_cube_get(void)
+{
+ if (!SHC.drw_cube) {
+ const GLfloat verts[8][3] = {
+ {-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, -1.0f, 1.0f},
+ { 1.0f, 1.0f, -1.0f},
+ { 1.0f, 1.0f, 1.0f}
+ };
+
+ const GLubyte indices[24] = {0, 1, 1, 3, 3, 2, 2, 0, 0, 4, 4, 5, 5, 7, 7, 6, 6, 4, 1, 5, 3, 7, 2, 6};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 24);
+
+ for (int i = 0; i < 24; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]);
+ }
+
+ SHC.drw_cube = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_cube;
+}
+
+Gwn_Batch *DRW_cache_circle_get(void)
+{
+#define CIRCLE_RESOL 64
+ if (!SHC.drw_circle) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL);
+
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a, v);
+ }
+
+ SHC.drw_circle = GWN_batch_create_ex(GWN_PRIM_LINE_LOOP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_circle;
+#undef CIRCLE_RESOL
+}
+
+Gwn_Batch *DRW_cache_square_get(void)
+{
+ if (!SHC.drw_square) {
+ float p[4][3] = {{ 1.0f, 0.0f, 1.0f},
+ { 1.0f, 0.0f, -1.0f},
+ {-1.0f, 0.0f, -1.0f},
+ {-1.0f, 0.0f, 1.0f}};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 8);
+
+ for (int i = 0; i < 4; i++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 2, p[i % 4]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 2 + 1, p[(i + 1) % 4]);
+ }
+
+ SHC.drw_square = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_square;
+}
+
+Gwn_Batch *DRW_cache_single_line_get(void)
+{
+ /* Z axis line */
+ if (!SHC.drw_line) {
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+ float v2[3] = {0.0f, 0.0f, 1.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 2);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 0, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 1, v2);
+
+ SHC.drw_line = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_line;
+}
+
+Gwn_Batch *DRW_cache_single_line_endpoints_get(void)
+{
+ /* Z axis line */
+ if (!SHC.drw_line_endpoints) {
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+ float v2[3] = {0.0f, 0.0f, 1.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 2);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 0, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 1, v2);
+
+ SHC.drw_line_endpoints = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_line_endpoints;
+}
+
+Gwn_Batch *DRW_cache_screenspace_circle_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_screenspace_circle) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL + 1);
+
+ for (int a = 0; a <= CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a, v);
+ }
+
+ SHC.drw_screenspace_circle = GWN_batch_create_ex(GWN_PRIM_LINE_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_screenspace_circle;
+#undef CIRCLE_RESOL
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Common Object API
+ * \{ */
+
+Gwn_Batch *DRW_cache_object_wire_outline_get(Object *ob)
+{
+ switch (ob->type) {
+ case OB_MESH:
+ return DRW_cache_mesh_wire_outline_get(ob);
+
+ /* TODO, should match 'DRW_cache_object_surface_get' */
+ default:
+ return NULL;
+ }
+}
+
+/* Returns a buffer texture. */
+Gwn_Batch *DRW_cache_object_edge_detection_get(Object *ob, bool *r_is_manifold)
+{
+ switch (ob->type) {
+ case OB_MESH:
+ return DRW_cache_mesh_edge_detection_get(ob, r_is_manifold);
+
+ /* TODO, should match 'DRW_cache_object_surface_get' */
+ default:
+ return NULL;
+ }
+}
+
+Gwn_Batch *DRW_cache_object_surface_get(Object *ob)
+{
+ switch (ob->type) {
+ case OB_MESH:
+ return DRW_cache_mesh_surface_get(ob);
+ case OB_CURVE:
+ return DRW_cache_curve_surface_get(ob);
+ case OB_SURF:
+ return DRW_cache_surf_surface_get(ob);
+ case OB_FONT:
+ return DRW_cache_text_surface_get(ob);
+ case OB_MBALL:
+ return DRW_cache_mball_surface_get(ob);
+ default:
+ return NULL;
+ }
+}
+
+Gwn_Batch **DRW_cache_object_surface_material_get(
+ struct Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len,
+ char **auto_layer_names, int **auto_layer_is_srgb, int *auto_layer_count)
+{
+ if (auto_layer_names != NULL) {
+ *auto_layer_names = NULL;
+ *auto_layer_is_srgb = NULL;
+ *auto_layer_count = 0;
+ }
+
+ switch (ob->type) {
+ case OB_MESH:
+ return DRW_cache_mesh_surface_shaded_get(ob, gpumat_array, gpumat_array_len,
+ auto_layer_names, auto_layer_is_srgb, auto_layer_count);
+ case OB_CURVE:
+ return DRW_cache_curve_surface_shaded_get(ob, gpumat_array, gpumat_array_len);
+ case OB_SURF:
+ return DRW_cache_surf_surface_shaded_get(ob, gpumat_array, gpumat_array_len);
+ case OB_FONT:
+ return DRW_cache_text_surface_shaded_get(ob, gpumat_array, gpumat_array_len);
+ default:
+ return NULL;
+ }
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Empties
+ * \{ */
+
+Gwn_Batch *DRW_cache_plain_axes_get(void)
+{
+ if (!SHC.drw_plain_axes) {
+ int axis;
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+ float v2[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 6);
+
+ for (axis = 0; axis < 3; axis++) {
+ v1[axis] = 1.0f;
+ v2[axis] = -1.0f;
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 2, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, axis * 2 + 1, v2);
+
+ /* reset v1 & v2 to zero for next axis */
+ v1[axis] = v2[axis] = 0.0f;
+ }
+
+ SHC.drw_plain_axes = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_plain_axes;
+}
+
+Gwn_Batch *DRW_cache_single_arrow_get(void)
+{
+ if (!SHC.drw_single_arrow) {
+ float v1[3] = {0.0f, 0.0f, 1.0f}, v2[3], v3[3];
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Square Pyramid */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 12);
+
+ v2[0] = 0.035f; v2[1] = 0.035f;
+ v3[0] = -0.035f; v3[1] = 0.035f;
+ v2[2] = v3[2] = 0.75f;
+
+ for (int sides = 0; sides < 4; sides++) {
+ if (sides % 2 == 1) {
+ v2[0] = -v2[0];
+ v3[1] = -v3[1];
+ }
+ else {
+ v2[1] = -v2[1];
+ v3[0] = -v3[0];
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, sides * 3 + 0, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, sides * 3 + 1, v2);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, sides * 3 + 2, v3);
+ }
+
+ SHC.drw_single_arrow = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_single_arrow;
+}
+
+Gwn_Batch *DRW_cache_empty_sphere_get(void)
+{
+ if (!SHC.drw_empty_sphere) {
+ Gwn_VertBuf *vbo = sphere_wire_vbo(1.0f);
+ SHC.drw_empty_sphere = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_empty_sphere;
+}
+
+Gwn_Batch *DRW_cache_empty_cone_get(void)
+{
+#define NSEGMENTS 8
+ if (!SHC.drw_empty_cone) {
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = cosf(angle);
+ p[i][1] = sinf(angle);
+ }
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, NSEGMENTS * 4);
+
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float cv[2], v[3];
+ cv[0] = p[(i) % NSEGMENTS][0];
+ cv[1] = p[(i) % NSEGMENTS][1];
+
+ /* cone sides */
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4, v);
+ v[0] = 0.0f, v[1] = 2.0f, v[2] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 1, v);
+
+ /* end ring */
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 2, v);
+ cv[0] = p[(i + 1) % NSEGMENTS][0];
+ cv[1] = p[(i + 1) % NSEGMENTS][1];
+ v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 3, v);
+ }
+
+ SHC.drw_empty_cone = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_empty_cone;
+#undef NSEGMENTS
+}
+
+Gwn_Batch *DRW_cache_arrows_get(void)
+{
+ if (!SHC.drw_arrows) {
+ Gwn_VertBuf *vbo = fill_arrows_vbo(1.0f);
+
+ SHC.drw_arrows = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_arrows;
+}
+
+Gwn_Batch *DRW_cache_axis_names_get(void)
+{
+ if (!SHC.drw_axis_names) {
+ const float size = 0.1f;
+ float v1[3], v2[3];
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* Using 3rd component as axis indicator */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Line */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 14);
+
+ /* X */
+ copy_v3_fl3(v1, -size, size, 0.0f);
+ copy_v3_fl3(v2, size, -size, 0.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 0, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 1, v2);
+
+ copy_v3_fl3(v1, size, size, 0.0f);
+ copy_v3_fl3(v2, -size, -size, 0.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 2, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 3, v2);
+
+ /* Y */
+ copy_v3_fl3(v1, -size + 0.25f * size, size, 1.0f);
+ copy_v3_fl3(v2, 0.0f, 0.0f, 1.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 4, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 5, v2);
+
+ copy_v3_fl3(v1, size - 0.25f * size, size, 1.0f);
+ copy_v3_fl3(v2, -size + 0.25f * size, -size, 1.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 6, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 7, v2);
+
+ /* Z */
+ copy_v3_fl3(v1, -size, size, 2.0f);
+ copy_v3_fl3(v2, size, size, 2.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 8, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 9, v2);
+
+ copy_v3_fl3(v1, size, size, 2.0f);
+ copy_v3_fl3(v2, -size, -size, 2.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 10, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 11, v2);
+
+ copy_v3_fl3(v1, -size, -size, 2.0f);
+ copy_v3_fl3(v2, size, -size, 2.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 12, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 13, v2);
+
+ SHC.drw_axis_names = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_axis_names;
+}
+
+Gwn_Batch *DRW_cache_image_plane_get(void)
+{
+ if (!SHC.drw_image_plane) {
+ const float quad[4][2] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, texCoords; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.texCoords = GWN_vertformat_attr_add(&format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 4);
+ for (uint j = 0; j < 4; j++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, j, quad[j]);
+ GWN_vertbuf_attr_set(vbo, attr_id.texCoords, j, quad[j]);
+ }
+ SHC.drw_image_plane = GWN_batch_create_ex(GWN_PRIM_TRI_FAN, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_image_plane;
+}
+
+Gwn_Batch *DRW_cache_image_plane_wire_get(void)
+{
+ if (!SHC.drw_image_plane_wire) {
+ const float quad[4][2] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 4);
+ for (uint j = 0; j < 4; j++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, j, quad[j]);
+ }
+ SHC.drw_image_plane_wire = GWN_batch_create_ex(GWN_PRIM_LINE_LOOP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_image_plane_wire;
+}
+
+/* Force Field */
+Gwn_Batch *DRW_cache_field_wind_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_field_wind) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 4);
+
+ for (int i = 0; i < 4; i++) {
+ float z = 0.05f * (float)i;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2 + 1, v);
+ }
+ }
+
+ SHC.drw_field_wind = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_field_wind;
+#undef CIRCLE_RESOL
+}
+
+Gwn_Batch *DRW_cache_field_force_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_field_force) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 3);
+
+ for (int i = 0; i < 3; i++) {
+ float radius = 1.0f + 0.5f * (float)i;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2, v);
+
+ v[0] = radius * sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[1] = radius * cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[2] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * CIRCLE_RESOL * 2 + a * 2 + 1, v);
+ }
+ }
+
+ SHC.drw_field_force = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_field_force;
+#undef CIRCLE_RESOL
+}
+
+Gwn_Batch *DRW_cache_field_vortex_get(void)
+{
+#define SPIRAL_RESOL 32
+ if (!SHC.drw_field_vortex) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+ uint v_idx = 0;
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, SPIRAL_RESOL * 2 + 1);
+
+ for (int a = SPIRAL_RESOL; a > -1; a--) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL);
+ v[1] = cosf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+ }
+
+ for (int a = 1; a <= SPIRAL_RESOL; a++) {
+ v[0] = -sinf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL);
+ v[1] = -cosf((2.0f * M_PI * a) / ((float)SPIRAL_RESOL)) * (a / (float)SPIRAL_RESOL);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+ }
+
+ SHC.drw_field_vortex = GWN_batch_create_ex(GWN_PRIM_LINE_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_field_vortex;
+#undef SPIRAL_RESOL
+}
+
+Gwn_Batch *DRW_cache_field_tube_limit_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_field_tube_limit) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+ uint v_idx = 0;
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 2 + 8);
+
+ /* Caps */
+ for (int i = 0; i < 2; i++) {
+ float z = (float)i * 2.0f - 1.0f;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+ }
+ }
+ /* Side Edges */
+ for (int a = 0; a < 4; a++) {
+ for (int i = 0; i < 2; i++) {
+ float z = (float)i * 2.0f - 1.0f;
+ v[0] = sinf((2.0f * M_PI * a) / 4.0f);
+ v[1] = cosf((2.0f * M_PI * a) / 4.0f);
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+ }
+ }
+
+ SHC.drw_field_tube_limit = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_field_tube_limit;
+#undef CIRCLE_RESOL
+}
+
+Gwn_Batch *DRW_cache_field_cone_limit_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_field_cone_limit) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+ uint v_idx = 0;
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 2 + 8);
+
+ /* Caps */
+ for (int i = 0; i < 2; i++) {
+ float z = (float)i * 2.0f - 1.0f;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+ }
+ }
+ /* Side Edges */
+ for (int a = 0; a < 4; a++) {
+ for (int i = 0; i < 2; i++) {
+ float z = (float)i * 2.0f - 1.0f;
+ v[0] = z * sinf((2.0f * M_PI * a) / 4.0f);
+ v[1] = z * cosf((2.0f * M_PI * a) / 4.0f);
+ v[2] = z;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v);
+ }
+ }
+
+ SHC.drw_field_cone_limit = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_field_cone_limit;
+#undef CIRCLE_RESOL
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Lamps
+ * \{ */
+
+Gwn_Batch *DRW_cache_lamp_get(void)
+{
+#define NSEGMENTS 8
+ if (!SHC.drw_lamp) {
+ float v[2];
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, NSEGMENTS * 2);
+
+ for (int a = 0; a < NSEGMENTS * 2; a += 2) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2));
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a + 1, v);
+ }
+
+ SHC.drw_lamp = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp;
+#undef NSEGMENTS
+}
+
+Gwn_Batch *DRW_cache_lamp_shadows_get(void)
+{
+#define NSEGMENTS 10
+ if (!SHC.drw_lamp_shadows) {
+ float v[2];
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, NSEGMENTS * 2);
+
+ for (int a = 0; a < NSEGMENTS * 2; a += 2) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)NSEGMENTS * 2));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2));
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)NSEGMENTS * 2));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a + 1, v);
+ }
+
+ SHC.drw_lamp_shadows = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_shadows;
+#undef NSEGMENTS
+}
+
+Gwn_Batch *DRW_cache_lamp_sunrays_get(void)
+{
+ if (!SHC.drw_lamp_sunrays) {
+ float v[2], v1[2], v2[2];
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 32);
+
+ for (int a = 0; a < 8; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / 8.0f);
+ v[1] = cosf((2.0f * M_PI * a) / 8.0f);
+
+ mul_v2_v2fl(v1, v, 1.6f);
+ mul_v2_v2fl(v2, v, 1.9f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a * 4, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 1, v2);
+
+ mul_v2_v2fl(v1, v, 2.2f);
+ mul_v2_v2fl(v2, v, 2.5f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 2, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a * 4 + 3, v2);
+ }
+
+ SHC.drw_lamp_sunrays = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_sunrays;
+}
+
+Gwn_Batch *DRW_cache_lamp_area_square_get(void)
+{
+ if (!SHC.drw_lamp_area_square) {
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 8);
+
+ v1[0] = v1[1] = 0.5f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 0, v1);
+ v1[0] = -0.5f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 1, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 2, v1);
+ v1[1] = -0.5f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 3, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 4, v1);
+ v1[0] = 0.5f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 5, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 6, v1);
+ v1[1] = 0.5f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 7, v1);
+
+ SHC.drw_lamp_area_square = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_area_square;
+}
+
+Gwn_Batch *DRW_cache_lamp_area_disk_get(void)
+{
+#define NSEGMENTS 32
+ if (!SHC.drw_lamp_area_disk) {
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 2 * NSEGMENTS);
+
+ float v[3] = {0.0f, 0.5f, 0.0f};
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 0, v);
+ for (int a = 1; a < NSEGMENTS; a++) {
+ v[0] = 0.5f * sinf(2.0f * (float)M_PI * a / NSEGMENTS);
+ v[1] = 0.5f * cosf(2.0f * (float)M_PI * a / NSEGMENTS);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 2 * a - 1, v);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 2 * a, v);
+ }
+ copy_v3_fl3(v, 0.0f, 0.5f, 0.0f);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, (2 * NSEGMENTS) - 1, v);
+
+ SHC.drw_lamp_area_disk = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_area_disk;
+#undef NSEGMENTS
+}
+
+Gwn_Batch *DRW_cache_lamp_hemi_get(void)
+{
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_lamp_hemi) {
+ float v[3];
+ int vidx = 0;
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL * 2 * 2 - 6 * 2 * 2);
+
+ /* XZ plane */
+ for (int a = 3; a < CIRCLE_RESOL / 2 - 3; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL) - M_PI / 2);
+ v[2] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL) - M_PI / 2) - 1.0f;
+ v[1] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+
+ v[0] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL) - M_PI / 2);
+ v[2] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL) - M_PI / 2) - 1.0f;
+ v[1] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ }
+
+ /* XY plane */
+ for (int a = 3; a < CIRCLE_RESOL / 2 - 3; a++) {
+ v[2] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL)) - 1.0f;
+ v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[0] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+
+ v[2] = sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL)) - 1.0f;
+ v[1] = cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[0] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ }
+
+ /* YZ plane full circle */
+ /* lease v[2] as it is */
+ const float rad = cosf((2.0f * M_PI * 3) / ((float)CIRCLE_RESOL));
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[1] = rad * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[0] = rad * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+
+ v[1] = rad * sinf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ v[0] = rad * cosf((2.0f * M_PI * (a + 1)) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ }
+
+
+ SHC.drw_lamp_hemi = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_hemi;
+#undef CIRCLE_RESOL
+}
+
+
+Gwn_Batch *DRW_cache_lamp_spot_get(void)
+{
+#define NSEGMENTS 32
+ if (!SHC.drw_lamp_spot) {
+ /* a single ring of vertices */
+ float p[NSEGMENTS][2];
+ float n[NSEGMENTS][3];
+ float neg[NSEGMENTS][3];
+ float half_angle = 2 * M_PI / ((float)NSEGMENTS * 2);
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS);
+ p[i][0] = cosf(angle);
+ p[i][1] = sinf(angle);
+
+ n[i][0] = cosf(angle - half_angle);
+ n[i][1] = sinf(angle - half_angle);
+ n[i][2] = cosf(M_PI / 16.0f); /* slope of the cone */
+ normalize_v3(n[i]); /* necessary ? */
+ negate_v3_v3(neg[i], n[i]);
+ }
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, n1, n2; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.n1 = GWN_vertformat_attr_add(&format, "N1", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.n2 = GWN_vertformat_attr_add(&format, "N2", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, NSEGMENTS * 4);
+
+ for (int i = 0; i < NSEGMENTS; ++i) {
+ float cv[2], v[3];
+ cv[0] = p[i % NSEGMENTS][0];
+ cv[1] = p[i % NSEGMENTS][1];
+
+ /* cone sides */
+ v[0] = cv[0], v[1] = cv[1], v[2] = -1.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4, v);
+ v[0] = 0.0f, v[1] = 0.0f, v[2] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 1, v);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.n1, i * 4, n[(i) % NSEGMENTS]);
+ GWN_vertbuf_attr_set(vbo, attr_id.n1, i * 4 + 1, n[(i) % NSEGMENTS]);
+ GWN_vertbuf_attr_set(vbo, attr_id.n2, i * 4, n[(i + 1) % NSEGMENTS]);
+ GWN_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 1, n[(i + 1) % NSEGMENTS]);
+
+ /* end ring */
+ v[0] = cv[0], v[1] = cv[1], v[2] = -1.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 2, v);
+ cv[0] = p[(i + 1) % NSEGMENTS][0];
+ cv[1] = p[(i + 1) % NSEGMENTS][1];
+ v[0] = cv[0], v[1] = cv[1], v[2] = -1.0f;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i * 4 + 3, v);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.n1, i * 4 + 2, n[(i) % NSEGMENTS]);
+ GWN_vertbuf_attr_set(vbo, attr_id.n1, i * 4 + 3, n[(i) % NSEGMENTS]);
+ GWN_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 2, neg[(i) % NSEGMENTS]);
+ GWN_vertbuf_attr_set(vbo, attr_id.n2, i * 4 + 3, neg[(i) % NSEGMENTS]);
+ }
+
+ SHC.drw_lamp_spot = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_spot;
+#undef NSEGMENTS
+}
+
+Gwn_Batch *DRW_cache_lamp_spot_square_get(void)
+{
+ if (!SHC.drw_lamp_spot_square) {
+ float p[5][3] = {{ 0.0f, 0.0f, 0.0f},
+ { 1.0f, 1.0f, -1.0f},
+ { 1.0f, -1.0f, -1.0f},
+ {-1.0f, -1.0f, -1.0f},
+ {-1.0f, 1.0f, -1.0f}};
+
+ uint v_idx = 0;
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 16);
+
+ /* piramid sides */
+ for (int i = 1; i <= 4; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[i]);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[(i % 4) + 1]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[((i + 1) % 4) + 1]);
+ }
+
+ SHC.drw_lamp_spot_square = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lamp_spot_square;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Speaker
+ * \{ */
+
+Gwn_Batch *DRW_cache_speaker_get(void)
+{
+ if (!SHC.drw_speaker) {
+ float v[3];
+ const int segments = 16;
+ int vidx = 0;
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 3 * segments * 2 + 4 * 4);
+
+ for (int j = 0; j < 3; j++) {
+ float z = 0.25f * j - 0.125f;
+ float r = (j == 0 ? 0.5f : 0.25f);
+
+ copy_v3_fl3(v, r, 0.0f, z);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ for (int i = 1; i < segments; i++) {
+ float x = cosf(2.f * (float)M_PI * i / segments) * r;
+ float y = sinf(2.f * (float)M_PI * i / segments) * r;
+ copy_v3_fl3(v, x, y, z);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ }
+ copy_v3_fl3(v, r, 0.0f, z);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ }
+
+ for (int j = 0; j < 4; j++) {
+ float x = (((j + 1) % 2) * (j - 1)) * 0.5f;
+ float y = ((j % 2) * (j - 2)) * 0.5f;
+ for (int i = 0; i < 3; i++) {
+ if (i == 1) {
+ x *= 0.5f;
+ y *= 0.5f;
+ }
+
+ float z = 0.25f * i - 0.125f;
+ copy_v3_fl3(v, x, y, z);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ if (i == 1) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v);
+ }
+ }
+ }
+
+ SHC.drw_speaker = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_speaker;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Probe
+ * \{ */
+
+Gwn_Batch *DRW_cache_lightprobe_cube_get(void)
+{
+ if (!SHC.drw_lightprobe_cube) {
+ int v_idx = 0;
+ const float sin_pi_3 = 0.86602540378f;
+ const float cos_pi_3 = 0.5f;
+ float v[7][3] = {
+ {0.0f, 1.0f, 0.0f},
+ {sin_pi_3, cos_pi_3, 0.0f},
+ {sin_pi_3, -cos_pi_3, 0.0f},
+ {0.0f, -1.0f, 0.0f},
+ {-sin_pi_3, -cos_pi_3, 0.0f},
+ {-sin_pi_3, cos_pi_3, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ };
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (6 + 3) * 2);
+
+ for (int i = 0; i < 6; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 6]);
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[1]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[5]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[3]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]);
+
+ SHC.drw_lightprobe_cube = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lightprobe_cube;
+}
+
+Gwn_Batch *DRW_cache_lightprobe_grid_get(void)
+{
+ if (!SHC.drw_lightprobe_grid) {
+ int v_idx = 0;
+ const float sin_pi_3 = 0.86602540378f;
+ const float cos_pi_3 = 0.5f;
+ const float v[7][3] = {
+ {0.0f, 1.0f, 0.0f},
+ {sin_pi_3, cos_pi_3, 0.0f},
+ {sin_pi_3, -cos_pi_3, 0.0f},
+ {0.0f, -1.0f, 0.0f},
+ {-sin_pi_3, -cos_pi_3, 0.0f},
+ {-sin_pi_3, cos_pi_3, 0.0f},
+ {0.0f, 0.0f, 0.0f},
+ };
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (6 * 2 + 3) * 2);
+
+ for (int i = 0; i < 6; ++i) {
+ float tmp_v1[3], tmp_v2[3], tmp_tr[3];
+ copy_v3_v3(tmp_v1, v[i]);
+ copy_v3_v3(tmp_v2, v[(i + 1) % 6]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v2);
+
+ /* Internal wires. */
+ for (int j = 1; j < 2; ++j) {
+ mul_v3_v3fl(tmp_tr, v[(i / 2) * 2 + 1], -0.5f * j);
+ add_v3_v3v3(tmp_v1, v[i], tmp_tr);
+ add_v3_v3v3(tmp_v2, v[(i + 1) % 6], tmp_tr);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v2);
+ }
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[1]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[5]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[3]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[6]);
+
+ SHC.drw_lightprobe_grid = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lightprobe_grid;
+}
+
+Gwn_Batch *DRW_cache_lightprobe_planar_get(void)
+{
+ if (!SHC.drw_lightprobe_planar) {
+ int v_idx = 0;
+ const float sin_pi_3 = 0.86602540378f;
+ float v[4][3] = {
+ {0.0f, 0.5f, 0.0f},
+ {sin_pi_3, 0.0f, 0.0f},
+ {0.0f, -0.5f, 0.0f},
+ {-sin_pi_3, 0.0f, 0.0f},
+ };
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 4 * 2);
+
+ for (int i = 0; i < 4; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 4]);
+ }
+
+ SHC.drw_lightprobe_planar = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_lightprobe_planar;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Armature Bones
+ * \{ */
+
+static const float bone_octahedral_verts[6][3] = {
+ { 0.0f, 0.0f, 0.0f},
+ { 0.1f, 0.1f, 0.1f},
+ { 0.1f, 0.1f, -0.1f},
+ {-0.1f, 0.1f, -0.1f},
+ {-0.1f, 0.1f, 0.1f},
+ { 0.0f, 1.0f, 0.0f}
+};
+
+static const float bone_octahedral_smooth_normals[6][3] = {
+ { 0.0f, -1.0f, 0.0f},
+#if 0 /* creates problems for outlines when scaled */
+ { 0.943608f * M_SQRT1_2, -0.331048f, 0.943608f * M_SQRT1_2},
+ { 0.943608f * M_SQRT1_2, -0.331048f, -0.943608f * M_SQRT1_2},
+ {-0.943608f * M_SQRT1_2, -0.331048f, -0.943608f * M_SQRT1_2},
+ {-0.943608f * M_SQRT1_2, -0.331048f, 0.943608f * M_SQRT1_2},
+#else
+ { M_SQRT1_2, 0.0f, M_SQRT1_2},
+ { M_SQRT1_2, 0.0f, -M_SQRT1_2},
+ {-M_SQRT1_2, 0.0f, -M_SQRT1_2},
+ {-M_SQRT1_2, 0.0f, M_SQRT1_2},
+#endif
+ { 0.0f, 1.0f, 0.0f}
+};
+
+#if 0 /* UNUSED */
+
+static const uint bone_octahedral_wire[24] = {
+ 0, 1, 1, 5, 5, 3, 3, 0,
+ 0, 4, 4, 5, 5, 2, 2, 0,
+ 1, 2, 2, 3, 3, 4, 4, 1,
+};
+
+/* aligned with bone_octahedral_wire
+ * Contains adjacent normal index */
+static const uint bone_octahedral_wire_adjacent_face[24] = {
+ 0, 3, 4, 7, 5, 6, 1, 2,
+ 2, 3, 6, 7, 4, 5, 0, 1,
+ 0, 4, 1, 5, 2, 6, 3, 7,
+};
+#endif
+
+static const uint bone_octahedral_solid_tris[8][3] = {
+ {2, 1, 0}, /* bottom */
+ {3, 2, 0},
+ {4, 3, 0},
+ {1, 4, 0},
+
+ {5, 1, 2}, /* top */
+ {5, 2, 3},
+ {5, 3, 4},
+ {5, 4, 1}
+};
+
+/**
+ * Store indices of generated verts from bone_octahedral_solid_tris to define adjacency infos.
+ * Example: triangle {2, 1, 0} is adjacent to {3, 2, 0}, {1, 4, 0} and {5, 1, 2}.
+ * {2, 1, 0} becomes {0, 1, 2}
+ * {3, 2, 0} becomes {3, 4, 5}
+ * {1, 4, 0} becomes {9, 10, 11}
+ * {5, 1, 2} becomes {12, 13, 14}
+ * According to opengl specification it becomes (starting from
+ * the first vertex of the first face aka. vertex 2):
+ * {0, 12, 1, 10, 2, 3}
+ **/
+static const uint bone_octahedral_wire_lines_adjacency[12][4] = {
+ { 0, 1, 2, 6}, { 0, 12, 1, 6}, { 0, 3, 12, 6}, { 0, 2, 3, 6},
+ { 1, 6, 2, 3}, { 1, 12, 6, 3}, { 1, 0, 12, 3}, { 1, 2, 0, 3},
+ { 2, 0, 1, 12}, { 2, 3, 0, 12}, { 2, 6, 3, 12}, { 2, 1, 6, 12},
+};
+
+#if 0 /* UNUSED */
+static const uint bone_octahedral_solid_tris_adjacency[8][6] = {
+ { 0, 12, 1, 10, 2, 3},
+ { 3, 15, 4, 1, 5, 6},
+ { 6, 18, 7, 4, 8, 9},
+ { 9, 21, 10, 7, 11, 0},
+
+ {12, 22, 13, 2, 14, 17},
+ {15, 13, 16, 5, 17, 20},
+ {18, 16, 19, 8, 20, 23},
+ {21, 19, 22, 11, 23, 14},
+};
+#endif
+
+/* aligned with bone_octahedral_solid_tris */
+static const float bone_octahedral_solid_normals[8][3] = {
+ { M_SQRT1_2, -M_SQRT1_2, 0.00000000f},
+ {-0.00000000f, -M_SQRT1_2, -M_SQRT1_2},
+ {-M_SQRT1_2, -M_SQRT1_2, 0.00000000f},
+ { 0.00000000f, -M_SQRT1_2, M_SQRT1_2},
+ { 0.99388373f, 0.11043154f, -0.00000000f},
+ { 0.00000000f, 0.11043154f, -0.99388373f},
+ {-0.99388373f, 0.11043154f, 0.00000000f},
+ { 0.00000000f, 0.11043154f, 0.99388373f}
+};
+
+Gwn_Batch *DRW_cache_bone_octahedral_get(void)
+{
+ if (!SHC.drw_bone_octahedral) {
+ uint v_idx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, nor, snor; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.snor = GWN_vertformat_attr_add(&format, "snor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 24);
+
+ for (int i = 0; i < 8; i++) {
+ for (int j = 0; j < 3; ++j) {
+ GWN_vertbuf_attr_set(vbo, attr_id.nor, v_idx, bone_octahedral_solid_normals[i]);
+ GWN_vertbuf_attr_set(vbo, attr_id.snor, v_idx, bone_octahedral_smooth_normals[bone_octahedral_solid_tris[i][j]]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, bone_octahedral_verts[bone_octahedral_solid_tris[i][j]]);
+ }
+ }
+
+ SHC.drw_bone_octahedral = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL,
+ GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_bone_octahedral;
+}
+
+Gwn_Batch *DRW_cache_bone_octahedral_wire_get(void)
+{
+ if (!SHC.drw_bone_octahedral_wire) {
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES_ADJ, 12, 24);
+
+ for (int i = 0; i < 12; i++) {
+ GWN_indexbuf_add_line_adj_verts(&elb,
+ bone_octahedral_wire_lines_adjacency[i][0],
+ bone_octahedral_wire_lines_adjacency[i][1],
+ bone_octahedral_wire_lines_adjacency[i][2],
+ bone_octahedral_wire_lines_adjacency[i][3]);
+ }
+
+ /* HACK Reuse vertex buffer. */
+ Gwn_Batch *pos_nor_batch = DRW_cache_bone_octahedral_get();
+
+ SHC.drw_bone_octahedral_wire = GWN_batch_create_ex(GWN_PRIM_LINES_ADJ, pos_nor_batch->verts[0], GWN_indexbuf_build(&elb),
+ GWN_BATCH_OWNS_INDEX);
+ }
+ return SHC.drw_bone_octahedral_wire;
+}
+
+/* XXX TODO move that 1 unit cube to more common/generic place? */
+static const float bone_box_verts[8][3] = {
+ { 1.0f, 0.0f, 1.0f},
+ { 1.0f, 0.0f, -1.0f},
+ {-1.0f, 0.0f, -1.0f},
+ {-1.0f, 0.0f, 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}
+};
+
+static const float bone_box_smooth_normals[8][3] = {
+ { M_SQRT3, -M_SQRT3, M_SQRT3},
+ { M_SQRT3, -M_SQRT3, -M_SQRT3},
+ {-M_SQRT3, -M_SQRT3, -M_SQRT3},
+ {-M_SQRT3, -M_SQRT3, M_SQRT3},
+ { M_SQRT3, M_SQRT3, M_SQRT3},
+ { M_SQRT3, M_SQRT3, -M_SQRT3},
+ {-M_SQRT3, M_SQRT3, -M_SQRT3},
+ {-M_SQRT3, M_SQRT3, M_SQRT3},
+};
+
+#if 0 /* UNUSED */
+static const uint bone_box_wire[24] = {
+ 0, 1, 1, 2, 2, 3, 3, 0,
+ 4, 5, 5, 6, 6, 7, 7, 4,
+ 0, 4, 1, 5, 2, 6, 3, 7,
+};
+
+/* aligned with bone_octahedral_wire
+ * Contains adjacent normal index */
+static const uint bone_box_wire_adjacent_face[24] = {
+ 0, 2, 0, 4, 1, 6, 1, 8,
+ 3, 10, 5, 10, 7, 11, 9, 11,
+ 3, 8, 2, 5, 4, 7, 6, 9,
+};
+#endif
+
+static const uint bone_box_solid_tris[12][3] = {
+ {0, 2, 1}, /* bottom */
+ {0, 3, 2},
+
+ {0, 1, 5}, /* sides */
+ {0, 5, 4},
+
+ {1, 2, 6},
+ {1, 6, 5},
+
+ {2, 3, 7},
+ {2, 7, 6},
+
+ {3, 0, 4},
+ {3, 4, 7},
+
+ {4, 5, 6}, /* top */
+ {4, 6, 7},
+};
+
+/**
+ * Store indices of generated verts from bone_box_solid_tris to define adjacency infos.
+ * See bone_octahedral_solid_tris for more infos.
+ **/
+static const uint bone_box_wire_lines_adjacency[12][4] = {
+ { 4, 2, 0, 11}, { 0, 1, 2, 8}, { 2, 4, 1, 14}, { 1, 0, 4, 20}, /* bottom */
+ { 0, 8, 11, 14}, { 2, 14, 8, 20}, { 1, 20, 14, 11}, { 4, 11, 20, 8}, /* top */
+ { 20, 0, 11, 2}, { 11, 2, 8, 1}, { 8, 1, 14, 4}, { 14, 4, 20, 0}, /* sides */
+};
+
+#if 0 /* UNUSED */
+static const uint bone_box_solid_tris_adjacency[12][6] = {
+ { 0, 5, 1, 14, 2, 8},
+ { 3, 26, 4, 20, 5, 1},
+
+ { 6, 2, 7, 16, 8, 11},
+ { 9, 7, 10, 32, 11, 24},
+
+ {12, 0, 13, 22, 14, 17},
+ {15, 13, 16, 30, 17, 6},
+
+ {18, 3, 19, 28, 20, 23},
+ {21, 19, 22, 33, 23, 12},
+
+ {24, 4, 25, 10, 26, 29},
+ {27, 25, 28, 34, 29, 18},
+
+ {30, 9, 31, 15, 32, 35},
+ {33, 31, 34, 21, 35, 27},
+};
+#endif
+
+/* aligned with bone_box_solid_tris */
+static const float bone_box_solid_normals[12][3] = {
+ { 0.0f, -1.0f, 0.0f},
+ { 0.0f, -1.0f, 0.0f},
+
+ { 1.0f, 0.0f, 0.0f},
+ { 1.0f, 0.0f, 0.0f},
+
+ { 0.0f, 0.0f, -1.0f},
+ { 0.0f, 0.0f, -1.0f},
+
+ {-1.0f, 0.0f, 0.0f},
+ {-1.0f, 0.0f, 0.0f},
+
+ { 0.0f, 0.0f, 1.0f},
+ { 0.0f, 0.0f, 1.0f},
+
+ { 0.0f, 1.0f, 0.0f},
+ { 0.0f, 1.0f, 0.0f},
+};
+
+Gwn_Batch *DRW_cache_bone_box_get(void)
+{
+ if (!SHC.drw_bone_box) {
+ uint v_idx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, nor, snor; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.snor = GWN_vertformat_attr_add(&format, "snor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 36);
+
+ for (int i = 0; i < 12; i++) {
+ for (int j = 0; j < 3; j++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.nor, v_idx, bone_box_solid_normals[i]);
+ GWN_vertbuf_attr_set(vbo, attr_id.snor, v_idx, bone_box_smooth_normals[bone_box_solid_tris[i][j]]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, bone_box_verts[bone_box_solid_tris[i][j]]);
+ }
+ }
+
+ SHC.drw_bone_box = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL,
+ GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_bone_box;
+}
+
+Gwn_Batch *DRW_cache_bone_box_wire_get(void)
+{
+ if (!SHC.drw_bone_box_wire) {
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES_ADJ, 12, 36);
+
+ for (int i = 0; i < 12; i++) {
+ GWN_indexbuf_add_line_adj_verts(&elb,
+ bone_box_wire_lines_adjacency[i][0],
+ bone_box_wire_lines_adjacency[i][1],
+ bone_box_wire_lines_adjacency[i][2],
+ bone_box_wire_lines_adjacency[i][3]);
+ }
+
+ /* HACK Reuse vertex buffer. */
+ Gwn_Batch *pos_nor_batch = DRW_cache_bone_box_get();
+
+ SHC.drw_bone_box_wire = GWN_batch_create_ex(GWN_PRIM_LINES_ADJ, pos_nor_batch->verts[0], GWN_indexbuf_build(&elb),
+ GWN_BATCH_OWNS_INDEX);
+ }
+ return SHC.drw_bone_box_wire;
+}
+
+/* Helpers for envelope bone's solid sphere-with-hidden-equatorial-cylinder.
+ * Note that here we only encode head/tail in forth component of the vector. */
+static void benv_lat_lon_to_co(const float lat, const float lon, float r_nor[3])
+{
+ r_nor[0] = sinf(lat) * cosf(lon);
+ r_nor[1] = sinf(lat) * sinf(lon);
+ r_nor[2] = cosf(lat);
+}
+
+Gwn_Batch *DRW_cache_bone_envelope_solid_get(void)
+{
+ if (!SHC.drw_bone_envelope) {
+ const int lon_res = 24;
+ const int lat_res = 24;
+ const float lon_inc = 2.0f * M_PI / lon_res;
+ const float lat_inc = M_PI / lat_res;
+ uint v_idx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, ((lat_res + 1) * 2) * lon_res * 1);
+
+ float lon = 0.0f;
+ for (int i = 0; i < lon_res; i++, lon += lon_inc) {
+ float lat = 0.0f;
+ float co1[3], co2[3];
+
+ /* Note: the poles are duplicated on purpose, to restart the strip. */
+
+ /* 1st sphere */
+ for (int j = 0; j < lat_res; j++, lat += lat_inc) {
+ benv_lat_lon_to_co(lat, lon, co1);
+ benv_lat_lon_to_co(lat, lon + lon_inc, co2);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, co1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, co2);
+ }
+
+ /* Closing the loop */
+ benv_lat_lon_to_co(M_PI, lon, co1);
+ benv_lat_lon_to_co(M_PI, lon + lon_inc, co2);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, co1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, co2);
+ }
+
+ SHC.drw_bone_envelope = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_bone_envelope;
+}
+
+Gwn_Batch *DRW_cache_bone_envelope_outline_get(void)
+{
+ if (!SHC.drw_bone_envelope_outline) {
+# define CIRCLE_RESOL 64
+ float v0[2], v1[2], v2[2];
+ const float radius = 1.0f;
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos0, pos1, pos2; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos0 = GWN_vertformat_attr_add(&format, "pos0", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.pos1 = GWN_vertformat_attr_add(&format, "pos1", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.pos2 = GWN_vertformat_attr_add(&format, "pos2", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (CIRCLE_RESOL + 1) * 2);
+
+ v0[0] = radius * sinf((2.0f * M_PI * -2) / ((float)CIRCLE_RESOL));
+ v0[1] = radius * cosf((2.0f * M_PI * -2) / ((float)CIRCLE_RESOL));
+ v1[0] = radius * sinf((2.0f * M_PI * -1) / ((float)CIRCLE_RESOL));
+ v1[1] = radius * cosf((2.0f * M_PI * -1) / ((float)CIRCLE_RESOL));
+
+ /* Output 4 verts for each position. See shader for explanation. */
+ uint v = 0;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v2[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v2[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+ copy_v2_v2(v0, v1);
+ copy_v2_v2(v1, v2);
+ }
+ v2[0] = 0.0f;
+ v2[1] = radius;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos2, v++, v2);
+
+ SHC.drw_bone_envelope_outline = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+# undef CIRCLE_RESOL
+ }
+ return SHC.drw_bone_envelope_outline;
+}
+
+Gwn_Batch *DRW_cache_bone_point_get(void)
+{
+ if (!SHC.drw_bone_point) {
+#if 0 /* old style geometry sphere */
+ const int lon_res = 16;
+ const int lat_res = 8;
+ const float rad = 0.05f;
+ const float lon_inc = 2 * M_PI / lon_res;
+ const float lat_inc = M_PI / lat_res;
+ uint v_idx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, nor; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (lat_res - 1) * lon_res * 6);
+
+ float lon = 0.0f;
+ for (int i = 0; i < lon_res; i++, lon += lon_inc) {
+ float lat = 0.0f;
+ for (int j = 0; j < lat_res; j++, lat += lat_inc) {
+ if (j != lat_res - 1) { /* Pole */
+ add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon + lon_inc);
+ add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon);
+ add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon);
+ }
+
+ if (j != 0) { /* Pole */
+ add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon + lon_inc);
+ add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat + lat_inc, lon + lon_inc);
+ add_lat_lon_vert(vbo, attr_id.pos, attr_id.nor, &v_idx, rad, lat, lon);
+ }
+ }
+ }
+
+ SHC.drw_bone_point = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+#else
+# define CIRCLE_RESOL 64
+ float v[2];
+ const float radius = 0.05f;
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL);
+
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, a, v);
+ }
+
+ SHC.drw_bone_point = GWN_batch_create_ex(GWN_PRIM_TRI_FAN, vbo, NULL, GWN_BATCH_OWNS_VBO);
+# undef CIRCLE_RESOL
+#endif
+ }
+ return SHC.drw_bone_point;
+}
+
+Gwn_Batch *DRW_cache_bone_point_wire_outline_get(void)
+{
+ if (!SHC.drw_bone_point_wire) {
+#if 0 /* old style geometry sphere */
+ Gwn_VertBuf *vbo = sphere_wire_vbo(0.05f);
+ SHC.drw_bone_point_wire = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+#else
+# define CIRCLE_RESOL 64
+ float v0[2], v1[2];
+ const float radius = 0.05f;
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos0, pos1; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos0 = GWN_vertformat_attr_add(&format, "pos0", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.pos1 = GWN_vertformat_attr_add(&format, "pos1", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (CIRCLE_RESOL + 1) * 2);
+
+ v0[0] = radius * sinf((2.0f * M_PI * -1) / ((float)CIRCLE_RESOL));
+ v0[1] = radius * cosf((2.0f * M_PI * -1) / ((float)CIRCLE_RESOL));
+
+ uint v = 0;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v1[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v1[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v++, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v++, v1);
+ copy_v2_v2(v0, v1);
+ }
+ v1[0] = 0.0f;
+ v1[1] = radius;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v++, v1);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos0, v, v0);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos1, v++, v1);
+
+ SHC.drw_bone_point_wire = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+# undef CIRCLE_RESOL
+#endif
+ }
+ return SHC.drw_bone_point_wire;
+}
+
+/* keep in sync with armature_stick_vert.glsl */
+#define COL_WIRE (1 << 0)
+#define COL_HEAD (1 << 1)
+#define COL_TAIL (1 << 2)
+#define COL_BONE (1 << 3)
+
+#define POS_HEAD (1 << 4)
+#define POS_TAIL (1 << 5)
+#define POS_BONE (1 << 6)
+
+Gwn_Batch *DRW_cache_bone_stick_get(void)
+{
+ if (!SHC.drw_bone_stick) {
+#define CIRCLE_RESOL 12
+ uint v = 0;
+ uint flag;
+ const float radius = 2.0f; /* head/tail radius */
+ float pos[2];
+
+ /* Position Only 2D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, flag; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.flag = GWN_vertformat_attr_add(&format, "flag", GWN_COMP_U32, 1, GWN_FETCH_INT);
+ }
+
+ const uint vcount = (CIRCLE_RESOL + 1) * 2 + 6;
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vcount);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init_ex(&elb, GWN_PRIM_TRI_FAN, (CIRCLE_RESOL + 2) * 2 + 6 + 2, vcount, true);
+
+ /* head/tail points */
+ for (int i = 0; i < 2; ++i) {
+ /* center vertex */
+ copy_v2_fl(pos, 0.0f);
+ flag = (i == 0) ? POS_HEAD : POS_TAIL;
+ flag |= (i == 0) ? COL_HEAD : COL_TAIL;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, pos);
+ GWN_vertbuf_attr_set(vbo, attr_id.flag, v, &flag);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ /* circle vertices */
+ flag |= COL_WIRE;
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ pos[0] = radius * sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ pos[1] = radius * cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, pos);
+ GWN_vertbuf_attr_set(vbo, attr_id.flag, v, &flag);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ }
+ /* Close the circle */
+ GWN_indexbuf_add_generic_vert(&elb, v - CIRCLE_RESOL);
+
+ GWN_indexbuf_add_primitive_restart(&elb);
+ }
+
+ /* Bone rectangle */
+ pos[0] = 0.0f;
+ for (int i = 0; i < 6; ++i) {
+ pos[1] = (i == 0 || i == 3) ? 0.0f : ((i < 3) ? 1.0f : -1.0f);
+ flag = ((i < 2 || i > 4) ? POS_HEAD : POS_TAIL) |
+ ((i == 0 || i == 3) ? 0 : COL_WIRE) | COL_BONE | POS_BONE;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, pos);
+ GWN_vertbuf_attr_set(vbo, attr_id.flag, v, &flag);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ }
+
+ SHC.drw_bone_stick = GWN_batch_create_ex(GWN_PRIM_TRI_FAN, vbo, GWN_indexbuf_build(&elb), GWN_BATCH_OWNS_VBO);
+#undef CIRCLE_RESOL
+ }
+ return SHC.drw_bone_stick;
+}
+
+static void set_bone_axis_vert(
+ Gwn_VertBuf *vbo, uint axis, uint pos, uint col,
+ uint *v, const float *a, const float *p, const float *c)
+{
+ GWN_vertbuf_attr_set(vbo, axis, *v, a);
+ GWN_vertbuf_attr_set(vbo, pos, *v, p);
+ GWN_vertbuf_attr_set(vbo, col, *v, c);
+ *v += 1;
+}
+
+#define S_X 0.0215f
+#define S_Y 0.025f
+static float x_axis_name[4][2] = {
+ { 0.9f * S_X, 1.0f * S_Y}, {-1.0f * S_X, -1.0f * S_Y},
+ {-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))
+#undef S_X
+#undef S_Y
+
+#define S_X 0.0175f
+#define S_Y 0.025f
+static float y_axis_name[6][2] = {
+ {-1.0f * S_X, 1.0f * S_Y}, { 0.0f * S_X, -0.1f * S_Y},
+ { 1.0f * S_X, 1.0f * S_Y}, { 0.0f * S_X, -0.1f * S_Y},
+ { 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))
+#undef S_X
+#undef S_Y
+
+#define S_X 0.02f
+#define S_Y 0.025f
+static float z_axis_name[10][2] = {
+ {-0.95f * S_X, 1.00f * S_Y}, { 0.95f * S_X, 1.00f * S_Y},
+ { 0.95f * S_X, 1.00f * S_Y}, { 0.95f * S_X, 0.90f * S_Y},
+ { 0.95f * S_X, 0.90f * S_Y}, {-1.00f * S_X, -0.90f * S_Y},
+ {-1.00f * S_X, -0.90f * S_Y}, {-1.00f * S_X, -1.00f * S_Y},
+ {-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))
+#undef S_X
+#undef S_Y
+
+#define S_X 0.007f
+#define S_Y 0.007f
+static float axis_marker[8][2] = {
+#if 0 /* square */
+ {-1.0f * S_X, 1.0f * S_Y}, { 1.0f * S_X, 1.0f * S_Y},
+ { 1.0f * S_X, 1.0f * S_Y}, { 1.0f * S_X, -1.0f * S_Y},
+ { 1.0f * S_X, -1.0f * S_Y}, {-1.0f * S_X, -1.0f * S_Y},
+ {-1.0f * S_X, -1.0f * S_Y}, {-1.0f * S_X, 1.0f * S_Y}
+#else /* diamond */
+ {-S_X, 0.f}, { 0.f, S_Y},
+ { 0.f, S_Y}, { S_X, 0.f},
+ { S_X, 0.f}, { 0.f, -S_Y},
+ { 0.f, -S_Y}, {-S_X, 0.f}
+#endif
+};
+#define MARKER_LEN (sizeof(axis_marker) / (sizeof(float) * 2))
+#define MARKER_FILL_LAYER 6
+#undef S_X
+#undef S_Y
+
+#define S_X 0.0007f
+#define S_Y 0.0007f
+#define O_X 0.001f
+#define O_Y -0.001f
+static float axis_name_shadow[8][2] = {
+ {-S_X + O_X, S_Y + O_Y}, { S_X + O_X, S_Y + O_Y},
+ { S_X + O_X, S_Y + O_Y}, { S_X + O_X, -S_Y + O_Y},
+ { S_X + O_X, -S_Y + O_Y}, {-S_X + O_X, -S_Y + O_Y},
+ {-S_X + O_X, -S_Y + O_Y}, {-S_X + O_X, S_Y + O_Y}
+};
+// #define SHADOW_RES (sizeof(axis_name_shadow) / (sizeof(float) * 2))
+#define SHADOW_RES 0
+#undef O_X
+#undef O_Y
+#undef S_X
+#undef S_Y
+
+Gwn_Batch *DRW_cache_bone_arrows_get(void)
+{
+ if (!SHC.drw_bone_arrows) {
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint axis, pos, col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.axis = GWN_vertformat_attr_add(&format, "axis", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ attr_id.pos = GWN_vertformat_attr_add(&format, "screenPos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.col = GWN_vertformat_attr_add(&format, "colorAxis", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ /* Line */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, (2 + MARKER_LEN * MARKER_FILL_LAYER) * 3 +
+ (X_LEN + Y_LEN + Z_LEN) * (1 + SHADOW_RES));
+
+ uint v = 0;
+
+ for (int axis = 0; axis < 3; axis++) {
+ float pos[2] = {0.0f, 0.0f};
+ float c[3] = {0.0f, 0.0f, 0.0f};
+ float a = 0.0f;
+ /* center to axis line */
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c);
+ c[axis] = 0.5f;
+ a = axis + 0.25f;
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c);
+
+ /* Axis end marker */
+ for (int j = 1; j < MARKER_FILL_LAYER + 1; ++j) {
+ for (int i = 0; i < MARKER_LEN; ++i) {
+ float tmp[2];
+ mul_v2_v2fl(tmp, axis_marker[i], j / (float)MARKER_FILL_LAYER);
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col,
+ &v, &a, tmp, c);
+ }
+ }
+
+ a = axis + 0.31f;
+ /* Axis name */
+ int axis_v_ct;
+ float (*axis_verts)[2];
+ if (axis == 0) {
+ axis_verts = x_axis_name;
+ axis_v_ct = X_LEN;
+ }
+ else if (axis == 1) {
+ axis_verts = y_axis_name;
+ axis_v_ct = Y_LEN;
+ }
+ else {
+ axis_verts = z_axis_name;
+ axis_v_ct = Z_LEN;
+ }
+
+ /* Axis name shadows */
+ copy_v3_fl(c, 0.0f);
+ c[axis] = 0.3f;
+ for (int j = 0; j < SHADOW_RES; ++j) {
+ for (int i = 0; i < axis_v_ct; ++i) {
+ float tmp[2];
+ add_v2_v2v2(tmp, axis_verts[i], axis_name_shadow[j]);
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col,
+ &v, &a, tmp, c);
+ }
+ }
+
+ /* Axis name */
+ copy_v3_fl(c, 0.1f);
+ c[axis] = 1.0f;
+ for (int i = 0; i < axis_v_ct; ++i) {
+ set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col,
+ &v, &a, axis_verts[i], c);
+ }
+ }
+
+ SHC.drw_bone_arrows = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_bone_arrows;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Camera
+ * \{ */
+
+/**
+ * We could make these more generic functions.
+ * although filling 1d lines is not common.
+ *
+ * \note Use x coordinate to identify the vertex the vertex shader take care to place it appropriately.
+ */
+
+static const float camera_coords_frame_bounds[5] = {
+ 0.0f, /* center point */
+ 1.0f, /* + X + Y */
+ 2.0f, /* + X - Y */
+ 3.0f, /* - X - Y */
+ 4.0f, /* - X + Y */
+};
+
+static const float camera_coords_frame_tri[3] = {
+ 5.0f, /* tria + X */
+ 6.0f, /* tria - X */
+ 7.0f, /* tria + Y */
+};
+
+/** Draw a loop of lines. */
+static void camera_fill_lines_loop_fl_v1(
+ Gwn_VertBufRaw *pos_step,
+ const float *coords, const uint coords_len)
+{
+ for (uint i = 0, i_prev = coords_len - 1; i < coords_len; i_prev = i++) {
+ *((float *)GWN_vertbuf_raw_step(pos_step)) = coords[i_prev];
+ *((float *)GWN_vertbuf_raw_step(pos_step)) = coords[i];
+ }
+}
+
+/** Fan lines out from the first vertex. */
+static void camera_fill_lines_fan_fl_v1(
+ Gwn_VertBufRaw *pos_step,
+ const float *coords, const uint coords_len)
+{
+ for (uint i = 1; i < coords_len; i++) {
+ *((float *)GWN_vertbuf_raw_step(pos_step)) = coords[0];
+ *((float *)GWN_vertbuf_raw_step(pos_step)) = coords[i];
+ }
+}
+
+/** Simply fill the array. */
+static void camera_fill_array_fl_v1(
+ Gwn_VertBufRaw *pos_step,
+ const float *coords, const uint coords_len)
+{
+ for (uint i = 0; i < coords_len; i++) {
+ *((float *)GWN_vertbuf_raw_step(pos_step)) = coords[i];
+ }
+}
+
+
+Gwn_Batch *DRW_cache_camera_get(void)
+{
+ if (!SHC.drw_camera) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = 22;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ Gwn_VertBufRaw pos_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
+
+ /* camera cone (from center to frame) */
+ camera_fill_lines_fan_fl_v1(&pos_step, camera_coords_frame_bounds, ARRAY_SIZE(camera_coords_frame_bounds));
+
+ /* camera frame (skip center) */
+ camera_fill_lines_loop_fl_v1(&pos_step, &camera_coords_frame_bounds[1], ARRAY_SIZE(camera_coords_frame_bounds) - 1);
+
+ /* camera triangle (above the frame) */
+ camera_fill_lines_loop_fl_v1(&pos_step, camera_coords_frame_tri, ARRAY_SIZE(camera_coords_frame_tri));
+
+ BLI_assert(vbo_len_capacity == GWN_vertbuf_raw_used(&pos_step));
+
+ SHC.drw_camera = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_camera;
+}
+
+Gwn_Batch *DRW_cache_camera_frame_get(void)
+{
+ if (!SHC.drw_camera_frame) {
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = 8;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ Gwn_VertBufRaw pos_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
+
+ /* camera frame (skip center) */
+ camera_fill_lines_loop_fl_v1(&pos_step, &camera_coords_frame_bounds[1], ARRAY_SIZE(camera_coords_frame_bounds) - 1);
+
+ BLI_assert(vbo_len_capacity == GWN_vertbuf_raw_used(&pos_step));
+
+ SHC.drw_camera_frame = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_camera_frame;
+}
+
+Gwn_Batch *DRW_cache_camera_tria_get(void)
+{
+ if (!SHC.drw_camera_tria) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ }
+
+ /* Vertices */
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = 3;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ Gwn_VertBufRaw pos_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
+
+ /* camera triangle (above the frame) */
+ camera_fill_array_fl_v1(&pos_step, camera_coords_frame_tri, ARRAY_SIZE(camera_coords_frame_tri));
+
+ BLI_assert(vbo_len_capacity == GWN_vertbuf_raw_used(&pos_step));
+
+ SHC.drw_camera_tria = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_camera_tria;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Object Mode Helpers
+ * \{ */
+
+/* Object Center */
+Gwn_Batch *DRW_cache_single_vert_get(void)
+{
+ if (!SHC.drw_single_vertice) {
+ float v1[3] = {0.0f, 0.0f, 0.0f};
+
+ /* Position Only 3D format */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 1);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 0, v1);
+
+ SHC.drw_single_vertice = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_single_vertice;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Meshes
+ * \{ */
+
+Gwn_Batch *DRW_cache_mesh_surface_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_all_triangles(me);
+}
+
+void DRW_cache_mesh_wire_overlay_get(
+ Object *ob,
+ Gwn_Batch **r_tris, Gwn_Batch **r_ledges, Gwn_Batch **r_lverts)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+
+ *r_tris = DRW_mesh_batch_cache_get_overlay_triangles(me);
+ *r_ledges = DRW_mesh_batch_cache_get_overlay_loose_edges(me);
+ *r_lverts = DRW_mesh_batch_cache_get_overlay_loose_verts(me);
+}
+
+void DRW_cache_mesh_normals_overlay_get(
+ Object *ob,
+ Gwn_Batch **r_tris, Gwn_Batch **r_ledges, Gwn_Batch **r_lverts)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+
+ *r_tris = DRW_mesh_batch_cache_get_overlay_triangles_nor(me);
+ *r_ledges = DRW_mesh_batch_cache_get_overlay_loose_edges_nor(me);
+ *r_lverts = DRW_mesh_batch_cache_get_overlay_loose_verts(me);
+}
+
+Gwn_Batch *DRW_cache_face_centers_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+
+ return DRW_mesh_batch_cache_get_overlay_facedots(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_wire_outline_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_fancy_edges(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_edge_detection_get(Object *ob, bool *r_is_manifold)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_edge_detection(me, r_is_manifold);
+}
+
+Gwn_Batch *DRW_cache_mesh_surface_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_triangles_with_normals(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_surface_weights_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_triangles_with_normals_and_weights(me, ob->actdef - 1);
+}
+
+Gwn_Batch *DRW_cache_mesh_surface_vert_colors_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_triangles_with_normals_and_vert_colors(me);
+}
+
+/* Return list of batches */
+Gwn_Batch **DRW_cache_mesh_surface_shaded_get(
+ Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len,
+ char **auto_layer_names, int **auto_layer_is_srgb, int *auto_layer_count)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_surface_shaded(me, gpumat_array, gpumat_array_len,
+ auto_layer_names, auto_layer_is_srgb, auto_layer_count);
+}
+
+/* Return list of batches */
+Gwn_Batch **DRW_cache_mesh_surface_texpaint_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_surface_texpaint(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_surface_texpaint_single_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_surface_texpaint_single(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_surface_verts_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_points_with_normals(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_edges_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_all_edges(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_verts_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_all_verts(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_edges_paint_overlay_get(Object *ob, bool use_wire, bool use_sel)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_weight_overlay_edges(me, use_wire, use_sel);
+}
+
+Gwn_Batch *DRW_cache_mesh_faces_weight_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_weight_overlay_faces(me);
+}
+
+Gwn_Batch *DRW_cache_mesh_verts_weight_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ return DRW_mesh_batch_cache_get_weight_overlay_verts(me);
+}
+
+void DRW_cache_mesh_sculpt_coords_ensure(Object *ob)
+{
+ BLI_assert(ob->type == OB_MESH);
+
+ Mesh *me = ob->data;
+ DRW_mesh_cache_sculpt_coords_ensure(me);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Curve
+ * \{ */
+
+Gwn_Batch *DRW_cache_curve_edge_wire_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_CURVE);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_wire_edge(cu, ob->curve_cache);
+}
+
+Gwn_Batch *DRW_cache_curve_edge_normal_get(Object *ob, float normal_size)
+{
+ BLI_assert(ob->type == OB_CURVE);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_normal_edge(cu, ob->curve_cache, normal_size);
+}
+
+Gwn_Batch *DRW_cache_curve_edge_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_CURVE);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_overlay_edges(cu);
+}
+
+Gwn_Batch *DRW_cache_curve_vert_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_CURVE);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_overlay_verts(cu);
+}
+
+Gwn_Batch *DRW_cache_curve_surface_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_CURVE);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_triangles_with_normals(cu, ob->curve_cache);
+}
+
+/* Return list of batches */
+Gwn_Batch **DRW_cache_curve_surface_shaded_get(
+ Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len)
+{
+ BLI_assert(ob->type == OB_CURVE);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_surface_shaded(cu, ob->curve_cache, gpumat_array, gpumat_array_len);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name MetaBall
+ * \{ */
+
+Gwn_Batch *DRW_cache_mball_surface_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_MBALL);
+ return DRW_metaball_batch_cache_get_triangles_with_normals(ob);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Font
+ * \{ */
+
+Gwn_Batch *DRW_cache_text_edge_wire_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_FONT);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_wire_edge(cu, ob->curve_cache);
+}
+
+Gwn_Batch *DRW_cache_text_surface_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_FONT);
+ struct Curve *cu = ob->data;
+ if (cu->editfont && (cu->flag & CU_FAST)) {
+ return NULL;
+ }
+ return DRW_curve_batch_cache_get_triangles_with_normals(cu, ob->curve_cache);
+}
+
+Gwn_Batch **DRW_cache_text_surface_shaded_get(
+ Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len)
+{
+ BLI_assert(ob->type == OB_FONT);
+ struct Curve *cu = ob->data;
+ if (cu->editfont && (cu->flag & CU_FAST)) {
+ return NULL;
+ }
+ return DRW_curve_batch_cache_get_surface_shaded(cu, ob->curve_cache, gpumat_array, gpumat_array_len);
+}
+
+Gwn_Batch *DRW_cache_text_cursor_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_FONT);
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_overlay_cursor(cu);
+}
+
+Gwn_Batch *DRW_cache_text_select_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_FONT);
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_overlay_select(cu);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Surface
+ * \{ */
+
+Gwn_Batch *DRW_cache_surf_surface_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_SURF);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_triangles_with_normals(cu, ob->curve_cache);
+}
+
+/* Return list of batches */
+Gwn_Batch **DRW_cache_surf_surface_shaded_get(
+ Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len)
+{
+ BLI_assert(ob->type == OB_SURF);
+
+ struct Curve *cu = ob->data;
+ return DRW_curve_batch_cache_get_surface_shaded(cu, ob->curve_cache, gpumat_array, gpumat_array_len);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Lattice
+ * \{ */
+
+Gwn_Batch *DRW_cache_lattice_verts_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_LATTICE);
+
+ struct Lattice *lt = ob->data;
+ return DRW_lattice_batch_cache_get_all_verts(lt);
+}
+
+Gwn_Batch *DRW_cache_lattice_wire_get(Object *ob, bool use_weight)
+{
+ BLI_assert(ob->type == OB_LATTICE);
+
+ Lattice *lt = ob->data;
+ int actdef = -1;
+
+ if (use_weight && ob->defbase.first && lt->editlatt->latt->dvert) {
+ actdef = ob->actdef - 1;
+ }
+
+ return DRW_lattice_batch_cache_get_all_edges(lt, use_weight, actdef);
+}
+
+Gwn_Batch *DRW_cache_lattice_vert_overlay_get(Object *ob)
+{
+ BLI_assert(ob->type == OB_LATTICE);
+
+ struct Lattice *lt = ob->data;
+ return DRW_lattice_batch_cache_get_overlay_verts(lt);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Particles
+ * \{ */
+
+Gwn_Batch *DRW_cache_particles_get_hair(Object *object, ParticleSystem *psys, ModifierData *md)
+{
+ return DRW_particles_batch_cache_get_hair(object, psys, md);
+}
+
+Gwn_Batch *DRW_cache_particles_get_dots(Object *object, ParticleSystem *psys)
+{
+ return DRW_particles_batch_cache_get_dots(object, psys);
+}
+
+Gwn_Batch *DRW_cache_particles_get_edit_strands(
+ Object *object,
+ ParticleSystem *psys,
+ struct PTCacheEdit *edit)
+{
+ return DRW_particles_batch_cache_get_edit_strands(object, psys, edit);
+}
+
+Gwn_Batch *DRW_cache_particles_get_edit_inner_points(
+ Object *object,
+ ParticleSystem *psys,
+ struct PTCacheEdit *edit)
+{
+ return DRW_particles_batch_cache_get_edit_inner_points(object, psys, edit);
+}
+
+Gwn_Batch *DRW_cache_particles_get_edit_tip_points(
+ Object *object,
+ ParticleSystem *psys,
+ struct PTCacheEdit *edit)
+{
+ return DRW_particles_batch_cache_get_edit_tip_points(object, psys, edit);
+}
+
+Gwn_Batch *DRW_cache_particles_get_prim(int type)
+{
+ switch (type) {
+ case PART_DRAW_CROSS:
+ if (!SHC.drw_particle_cross) {
+ static Gwn_VertFormat format = { 0 };
+ static unsigned pos_id, axis_id;
+
+ if (format.attrib_ct == 0) {
+ pos_id = GWN_vertformat_attr_add(&format, "inst_pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ axis_id = GWN_vertformat_attr_add(&format, "axis", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 6);
+
+ /* X axis */
+ float co[3] = {-1.0f, 0.0f, 0.0f};
+ int axis = -1;
+ GWN_vertbuf_attr_set(vbo, pos_id, 0, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 0, &axis);
+
+ co[0] = 1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 1, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 1, &axis);
+
+ /* Y axis */
+ co[0] = 0.0f;
+ co[1] = -1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 2, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 2, &axis);
+
+ co[1] = 1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 3, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 3, &axis);
+
+ /* Z axis */
+ co[1] = 0.0f;
+ co[2] = -1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 4, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 4, &axis);
+
+ co[2] = 1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 5, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 5, &axis);
+
+ SHC.drw_particle_cross = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+ return SHC.drw_particle_cross;
+ case PART_DRAW_AXIS:
+ if (!SHC.drw_particle_axis) {
+ static Gwn_VertFormat format = { 0 };
+ static unsigned pos_id, axis_id;
+
+ if (format.attrib_ct == 0) {
+ pos_id = GWN_vertformat_attr_add(&format, "inst_pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ axis_id = GWN_vertformat_attr_add(&format, "axis", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 6);
+
+ /* X axis */
+ float co[3] = {0.0f, 0.0f, 0.0f};
+ int axis = 0;
+ GWN_vertbuf_attr_set(vbo, pos_id, 0, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 0, &axis);
+
+ co[0] = 1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 1, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 1, &axis);
+
+ /* Y axis */
+ co[0] = 0.0f;
+ axis = 1;
+ GWN_vertbuf_attr_set(vbo, pos_id, 2, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 2, &axis);
+
+ co[1] = 1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 3, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 3, &axis);
+
+ /* Z axis */
+ co[1] = 0.0f;
+ axis = 2;
+ GWN_vertbuf_attr_set(vbo, pos_id, 4, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 4, &axis);
+
+ co[2] = 1.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, 5, co);
+ GWN_vertbuf_attr_set(vbo, axis_id, 5, &axis);
+
+ SHC.drw_particle_axis = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+ return SHC.drw_particle_axis;
+ case PART_DRAW_CIRC:
+#define CIRCLE_RESOL 32
+ if (!SHC.drw_particle_circle) {
+ float v[3] = {0.0f, 0.0f, 0.0f};
+ int axis = -1;
+
+ static Gwn_VertFormat format = { 0 };
+ static unsigned pos_id, axis_id;
+
+ if (format.attrib_ct == 0) {
+ pos_id = GWN_vertformat_attr_add(&format, "inst_pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ axis_id = GWN_vertformat_attr_add(&format, "axis", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, CIRCLE_RESOL);
+
+ for (int a = 0; a < CIRCLE_RESOL; a++) {
+ v[0] = sinf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[1] = cosf((2.0f * M_PI * a) / ((float)CIRCLE_RESOL));
+ v[2] = 0.0f;
+ GWN_vertbuf_attr_set(vbo, pos_id, a, v);
+ GWN_vertbuf_attr_set(vbo, axis_id, a, &axis);
+ }
+
+ SHC.drw_particle_circle = GWN_batch_create_ex(GWN_PRIM_LINE_LOOP, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+ return SHC.drw_particle_circle;
+#undef CIRCLE_RESOL
+ default:
+ BLI_assert(false);
+ break;
+ }
+
+ return NULL;
+}
+
+/* 3D cursor */
+Gwn_Batch *DRW_cache_cursor_get(bool crosshair_lines)
+{
+ Gwn_Batch **drw_cursor = crosshair_lines ? &SHC.drw_cursor : &SHC.drw_cursor_only_circle;
+
+ if (*drw_cursor == NULL) {
+ const float f5 = 0.25f;
+ const float f10 = 0.5f;
+ const float f20 = 1.0f;
+
+ const int segments = 16;
+ const int vert_ct = segments + 8;
+ const int index_ct = vert_ct + 5;
+
+ unsigned char red[3] = {255, 0, 0};
+ unsigned char white[3] = {255, 255, 255};
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, color; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ attr_id.color = GWN_vertformat_attr_add(&format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init_ex(&elb, GWN_PRIM_LINE_STRIP, index_ct, vert_ct, true);
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_ct);
+
+ int v = 0;
+ for (int i = 0; i < segments; ++i) {
+ float angle = (float)(2 * M_PI) * ((float)i / (float)segments);
+ float x = f10 * cosf(angle);
+ float y = f10 * sinf(angle);
+
+ if (i % 2 == 0)
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, red);
+ else
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, white);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){x, y});
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ }
+ GWN_indexbuf_add_generic_vert(&elb, 0);
+
+ if (crosshair_lines) {
+ unsigned char crosshair_color[3];
+ UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
+
+ GWN_indexbuf_add_primitive_restart(&elb);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){-f20, 0});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){-f5, 0});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+
+ GWN_indexbuf_add_primitive_restart(&elb);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){+f5, 0});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){+f20, 0});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+
+ GWN_indexbuf_add_primitive_restart(&elb);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){0, -f20});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){0, -f5});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+
+ GWN_indexbuf_add_primitive_restart(&elb);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){0, +f5});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, v, (const float[2]){0, +f20});
+ GWN_vertbuf_attr_set(vbo, attr_id.color, v, crosshair_color);
+ GWN_indexbuf_add_generic_vert(&elb, v++);
+ }
+
+ Gwn_IndexBuf *ibo = GWN_indexbuf_build(&elb);
+
+ *drw_cursor = GWN_batch_create_ex(GWN_PRIM_LINE_STRIP, vbo, ibo, GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
+ }
+ return *drw_cursor;
+}
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
new file mode 100644
index 00000000000..1fd6b22c221
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache.h
@@ -0,0 +1,187 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_cache.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_CACHE_H__
+#define __DRAW_CACHE_H__
+
+struct Gwn_Batch;
+struct GPUMaterial;
+struct ModifierData;
+struct Object;
+struct PTCacheEdit;
+
+void DRW_shape_cache_free(void);
+
+/* 3D cursor */
+struct Gwn_Batch *DRW_cache_cursor_get(bool crosshair_lines);
+
+/* Common Shapes */
+struct Gwn_Batch *DRW_cache_fullscreen_quad_get(void);
+struct Gwn_Batch *DRW_cache_quad_get(void);
+struct Gwn_Batch *DRW_cache_sphere_get(void);
+struct Gwn_Batch *DRW_cache_single_vert_get(void);
+struct Gwn_Batch *DRW_cache_single_line_get(void);
+struct Gwn_Batch *DRW_cache_single_line_endpoints_get(void);
+struct Gwn_Batch *DRW_cache_screenspace_circle_get(void);
+
+/* Common Object */
+struct Gwn_Batch *DRW_cache_object_wire_outline_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_object_edge_detection_get(struct Object *ob, bool *r_is_manifold);
+struct Gwn_Batch *DRW_cache_object_surface_get(struct Object *ob);
+struct Gwn_Batch **DRW_cache_object_surface_material_get(
+ struct Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len,
+ char **auto_layer_names, int **auto_layer_is_srgb, int *auto_layer_count);
+
+/* Empties */
+struct Gwn_Batch *DRW_cache_plain_axes_get(void);
+struct Gwn_Batch *DRW_cache_single_arrow_get(void);
+struct Gwn_Batch *DRW_cache_cube_get(void);
+struct Gwn_Batch *DRW_cache_circle_get(void);
+struct Gwn_Batch *DRW_cache_square_get(void);
+struct Gwn_Batch *DRW_cache_empty_sphere_get(void);
+struct Gwn_Batch *DRW_cache_empty_cone_get(void);
+struct Gwn_Batch *DRW_cache_arrows_get(void);
+struct Gwn_Batch *DRW_cache_axis_names_get(void);
+struct Gwn_Batch *DRW_cache_image_plane_get(void);
+struct Gwn_Batch *DRW_cache_image_plane_wire_get(void);
+
+/* Force Field */
+struct Gwn_Batch *DRW_cache_field_wind_get(void);
+struct Gwn_Batch *DRW_cache_field_force_get(void);
+struct Gwn_Batch *DRW_cache_field_vortex_get(void);
+struct Gwn_Batch *DRW_cache_field_tube_limit_get(void);
+struct Gwn_Batch *DRW_cache_field_cone_limit_get(void);
+
+/* Lamps */
+struct Gwn_Batch *DRW_cache_lamp_get(void);
+struct Gwn_Batch *DRW_cache_lamp_shadows_get(void);
+struct Gwn_Batch *DRW_cache_lamp_sunrays_get(void);
+struct Gwn_Batch *DRW_cache_lamp_area_square_get(void);
+struct Gwn_Batch *DRW_cache_lamp_area_disk_get(void);
+struct Gwn_Batch *DRW_cache_lamp_hemi_get(void);
+struct Gwn_Batch *DRW_cache_lamp_spot_get(void);
+struct Gwn_Batch *DRW_cache_lamp_spot_square_get(void);
+
+/* Camera */
+struct Gwn_Batch *DRW_cache_camera_get(void);
+struct Gwn_Batch *DRW_cache_camera_frame_get(void);
+struct Gwn_Batch *DRW_cache_camera_tria_get(void);
+
+/* Speaker */
+struct Gwn_Batch *DRW_cache_speaker_get(void);
+
+/* Probe */
+struct Gwn_Batch *DRW_cache_lightprobe_cube_get(void);
+struct Gwn_Batch *DRW_cache_lightprobe_grid_get(void);
+struct Gwn_Batch *DRW_cache_lightprobe_planar_get(void);
+
+/* Bones */
+struct Gwn_Batch *DRW_cache_bone_octahedral_get(void);
+struct Gwn_Batch *DRW_cache_bone_octahedral_wire_get(void);
+struct Gwn_Batch *DRW_cache_bone_box_get(void);
+struct Gwn_Batch *DRW_cache_bone_box_wire_get(void);
+struct Gwn_Batch *DRW_cache_bone_envelope_solid_get(void);
+struct Gwn_Batch *DRW_cache_bone_envelope_outline_get(void);
+struct Gwn_Batch *DRW_cache_bone_envelope_head_wire_outline_get(void);
+struct Gwn_Batch *DRW_cache_bone_point_get(void);
+struct Gwn_Batch *DRW_cache_bone_point_wire_outline_get(void);
+struct Gwn_Batch *DRW_cache_bone_stick_get(void);
+struct Gwn_Batch *DRW_cache_bone_arrows_get(void);
+
+/* Meshes */
+struct Gwn_Batch *DRW_cache_mesh_surface_overlay_get(struct Object *ob);
+void DRW_cache_mesh_wire_overlay_get(
+ struct Object *ob,
+ struct Gwn_Batch **r_tris, struct Gwn_Batch **r_ledges, struct Gwn_Batch **r_lverts);
+void DRW_cache_mesh_normals_overlay_get(
+ struct Object *ob,
+ struct Gwn_Batch **r_tris, struct Gwn_Batch **r_ledges, struct Gwn_Batch **r_lverts);
+struct Gwn_Batch *DRW_cache_face_centers_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_wire_outline_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_edge_detection_get(struct Object *ob, bool *r_is_manifold);
+struct Gwn_Batch *DRW_cache_mesh_surface_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_surface_weights_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_surface_vert_colors_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_surface_verts_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_edges_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_verts_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_edges_paint_overlay_get(struct Object *ob, bool use_wire, bool use_sel);
+struct Gwn_Batch *DRW_cache_mesh_faces_weight_overlay_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_verts_weight_overlay_get(struct Object *ob);
+struct Gwn_Batch **DRW_cache_mesh_surface_shaded_get(
+ struct Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len,
+ char **auto_layer_names, int **auto_layer_is_srgb, int *auto_layer_count);
+struct Gwn_Batch **DRW_cache_mesh_surface_texpaint_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_mesh_surface_texpaint_single_get(struct Object *ob);
+
+void DRW_cache_mesh_sculpt_coords_ensure(struct Object *ob);
+
+/* Curve */
+struct Gwn_Batch *DRW_cache_curve_surface_get(struct Object *ob);
+struct Gwn_Batch **DRW_cache_curve_surface_shaded_get(
+ struct Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len);
+struct Gwn_Batch *DRW_cache_curve_surface_verts_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_curve_edge_wire_get(struct Object *ob);
+/* edit-mode */
+struct Gwn_Batch *DRW_cache_curve_edge_normal_get(struct Object *ob, float normal_size);
+struct Gwn_Batch *DRW_cache_curve_edge_overlay_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_curve_vert_overlay_get(struct Object *ob);
+
+/* Font */
+struct Gwn_Batch *DRW_cache_text_edge_wire_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_text_surface_get(struct Object *ob);
+struct Gwn_Batch **DRW_cache_text_surface_shaded_get(
+ struct Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len);
+/* edit-mode */
+struct Gwn_Batch *DRW_cache_text_cursor_overlay_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_text_select_overlay_get(struct Object *ob);
+
+/* Surface */
+struct Gwn_Batch *DRW_cache_surf_surface_get(struct Object *ob);
+struct Gwn_Batch **DRW_cache_surf_surface_shaded_get(
+ struct Object *ob, struct GPUMaterial **gpumat_array, uint gpumat_array_len);
+
+/* Lattice */
+struct Gwn_Batch *DRW_cache_lattice_verts_get(struct Object *ob);
+struct Gwn_Batch *DRW_cache_lattice_wire_get(struct Object *ob, bool use_weight);
+struct Gwn_Batch *DRW_cache_lattice_vert_overlay_get(struct Object *ob);
+
+/* Particles */
+struct Gwn_Batch *DRW_cache_particles_get_hair(
+ struct Object *object, struct ParticleSystem *psys, struct ModifierData *md);
+struct Gwn_Batch *DRW_cache_particles_get_dots(
+ struct Object *object, struct ParticleSystem *psys);
+struct Gwn_Batch *DRW_cache_particles_get_edit_strands(
+ struct Object *object, struct ParticleSystem *psys, struct PTCacheEdit *edit);
+struct Gwn_Batch *DRW_cache_particles_get_edit_inner_points(
+ struct Object *object, struct ParticleSystem *psys, struct PTCacheEdit *edit);
+struct Gwn_Batch *DRW_cache_particles_get_edit_tip_points(
+ struct Object *object, struct ParticleSystem *psys, struct PTCacheEdit *edit);
+struct Gwn_Batch *DRW_cache_particles_get_prim(int type);
+
+/* Metaball */
+struct Gwn_Batch *DRW_cache_mball_surface_get(struct Object *ob);
+
+#endif /* __DRAW_CACHE_H__ */
diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h
new file mode 100644
index 00000000000..f77dafc9b31
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl.h
@@ -0,0 +1,139 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_cache_impl.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_CACHE_IMPL_H__
+#define __DRAW_CACHE_IMPL_H__
+
+struct CurveCache;
+struct GPUMaterial;
+struct Gwn_Batch;
+struct Gwn_IndexBuf;
+struct Gwn_VertBuf;
+struct ListBase;
+struct ModifierData;
+struct ParticleSystem;
+struct PTCacheEdit;
+
+struct Curve;
+struct Lattice;
+struct Mesh;
+struct MetaBall;
+
+/* Expose via BKE callbacks */
+void DRW_mball_batch_cache_dirty(struct MetaBall *mb, int mode);
+void DRW_mball_batch_cache_free(struct MetaBall *mb);
+
+void DRW_curve_batch_cache_dirty(struct Curve *cu, int mode);
+void DRW_curve_batch_cache_free(struct Curve *cu);
+
+void DRW_mesh_batch_cache_dirty(struct Mesh *me, int mode);
+void DRW_mesh_batch_cache_free(struct Mesh *me);
+
+void DRW_lattice_batch_cache_dirty(struct Lattice *lt, int mode);
+void DRW_lattice_batch_cache_free(struct Lattice *lt);
+
+void DRW_particle_batch_cache_dirty(struct ParticleSystem *psys, int mode);
+void DRW_particle_batch_cache_free(struct ParticleSystem *psys);
+
+/* Curve */
+struct Gwn_Batch *DRW_curve_batch_cache_get_wire_edge(struct Curve *cu, struct CurveCache *ob_curve_cache);
+struct Gwn_Batch *DRW_curve_batch_cache_get_normal_edge(
+ struct Curve *cu, struct CurveCache *ob_curve_cache, float normal_size);
+struct Gwn_Batch *DRW_curve_batch_cache_get_overlay_edges(struct Curve *cu);
+struct Gwn_Batch *DRW_curve_batch_cache_get_overlay_verts(struct Curve *cu);
+
+struct Gwn_Batch *DRW_curve_batch_cache_get_triangles_with_normals(
+ struct Curve *cu, struct CurveCache *ob_curve_cache);
+struct Gwn_Batch **DRW_curve_batch_cache_get_surface_shaded(
+ struct Curve *cu, struct CurveCache *ob_curve_cache,
+ struct GPUMaterial **gpumat_array, uint gpumat_array_len);
+
+/* Metaball */
+struct Gwn_Batch *DRW_metaball_batch_cache_get_triangles_with_normals(struct Object *ob);
+
+/* Curve (Font) */
+struct Gwn_Batch *DRW_curve_batch_cache_get_overlay_cursor(struct Curve *cu);
+struct Gwn_Batch *DRW_curve_batch_cache_get_overlay_select(struct Curve *cu);
+
+/* DispList */
+struct Gwn_VertBuf *DRW_displist_vertbuf_calc_pos_with_normals(struct ListBase *lb);
+struct Gwn_IndexBuf *DRW_displist_indexbuf_calc_triangles_in_order(struct ListBase *lb);
+struct Gwn_IndexBuf **DRW_displist_indexbuf_calc_triangles_in_order_split_by_material(
+ struct ListBase *lb, uint gpumat_array_len);
+struct Gwn_Batch **DRW_displist_batch_calc_tri_pos_normals_and_uv_split_by_material(
+ struct ListBase *lb, uint gpumat_array_len);
+
+/* Lattice */
+struct Gwn_Batch *DRW_lattice_batch_cache_get_all_edges(struct Lattice *lt, bool use_weight, const int actdef);
+struct Gwn_Batch *DRW_lattice_batch_cache_get_all_verts(struct Lattice *lt);
+struct Gwn_Batch *DRW_lattice_batch_cache_get_overlay_verts(struct Lattice *lt);
+
+/* Mesh */
+
+struct Gwn_Batch **DRW_mesh_batch_cache_get_surface_shaded(
+ struct Mesh *me, struct GPUMaterial **gpumat_array, uint gpumat_array_len,
+ char **auto_layer_names, int **auto_layer_is_srgb, int *auto_layer_count);
+struct Gwn_Batch **DRW_mesh_batch_cache_get_surface_texpaint(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_surface_texpaint_single(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_weight_overlay_edges(struct Mesh *me, bool use_wire, bool use_sel);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_weight_overlay_faces(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_weight_overlay_verts(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_all_edges(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_all_triangles(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_normals(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_weights(struct Mesh *me, int defgroup);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_vert_colors(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_select_id(struct Mesh *me, bool use_hide, uint select_id_offset);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_select_mask(struct Mesh *me, bool use_hide);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_points_with_normals(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_all_verts(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_fancy_edges(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_edge_detection(struct Mesh *me, bool *r_is_manifold);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_triangles(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_triangles_nor(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_edges(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_edges_nor(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_verts(struct Mesh *me);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_overlay_facedots(struct Mesh *me);
+/* edit-mesh selection (use generic function for faces) */
+struct Gwn_Batch *DRW_mesh_batch_cache_get_facedots_with_select_id(struct Mesh *me, uint select_id_offset);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_edges_with_select_id(struct Mesh *me, uint select_id_offset);
+struct Gwn_Batch *DRW_mesh_batch_cache_get_verts_with_select_id(struct Mesh *me, uint select_id_offset);
+
+void DRW_mesh_cache_sculpt_coords_ensure(struct Mesh *me);
+
+/* Particles */
+struct Gwn_Batch *DRW_particles_batch_cache_get_hair(
+ struct Object *object, struct ParticleSystem *psys, struct ModifierData *md);
+struct Gwn_Batch *DRW_particles_batch_cache_get_dots(
+ struct Object *object, struct ParticleSystem *psys);
+struct Gwn_Batch *DRW_particles_batch_cache_get_edit_strands(
+ struct Object *object, struct ParticleSystem *psys, struct PTCacheEdit *edit);
+struct Gwn_Batch *DRW_particles_batch_cache_get_edit_inner_points(
+ struct Object *object, struct ParticleSystem *psys, struct PTCacheEdit *edit);
+struct Gwn_Batch *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_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c
new file mode 100644
index 00000000000..3939ea062e9
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl_curve.c
@@ -0,0 +1,1118 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_cache_impl_curve.c
+ * \ingroup draw
+ *
+ * \brief Curve API for render engines
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_math_vector.h"
+
+#include "DNA_curve_types.h"
+
+#include "BKE_curve.h"
+
+#include "BKE_font.h"
+
+#include "GPU_batch.h"
+
+#include "UI_resources.h"
+
+#include "draw_cache_impl.h" /* own include */
+
+#define SELECT 1
+#define ACTIVE_NURB 1 << 7 /* last char bite */
+#define HANDLE_SEL_OFFSET (TH_HANDLE_SEL_FREE - TH_HANDLE_FREE)
+
+/* Used as values of `color_id` in `edit_curve_overlay_handle_geom.glsl` */
+enum {
+ COLOR_NURB_ULINE_ID = TH_HANDLE_SEL_AUTOCLAMP - TH_HANDLE_FREE + 1,
+ COLOR_NURB_SEL_ULINE_ID,
+ COLOR_ACTIVE_SPLINE,
+
+ TOT_HANDLE_COL,
+};
+
+/**
+ * TODO
+ * - Ensure `CurveCache`, `SEQUENCER_DAG_WORKAROUND`.
+ * - Check number of verts/edges to see if cache is valid.
+ * - Check if 'overlay.edges' can use single attribyte per edge, not 2 (for selection drawing).
+ */
+
+static void curve_batch_cache_clear(Curve *cu);
+
+/* ---------------------------------------------------------------------- */
+/* Curve Interface, direct access to basic data. */
+
+static void curve_render_overlay_verts_edges_len_get(
+ ListBase *lb, bool hide_handles,
+ int *r_vert_len, int *r_edge_len)
+{
+ BLI_assert(r_vert_len || r_edge_len);
+ int vert_len = 0;
+ int edge_len = 0;
+ for (Nurb *nu = lb->first; nu; nu = nu->next) {
+ if (nu->bezt) {
+ vert_len += hide_handles ? nu->pntsu : (nu->pntsu * 3);
+ /* 2x handles per point*/
+ edge_len += 2 * nu->pntsu;
+ }
+ else if (nu->bp) {
+ vert_len += nu->pntsu;
+ /* segments between points */
+ edge_len += nu->pntsu - 1;
+ }
+ }
+ if (r_vert_len) {
+ *r_vert_len = vert_len;
+ }
+ if (r_edge_len) {
+ *r_edge_len = edge_len;
+ }
+}
+
+static void curve_render_wire_verts_edges_len_get(
+ const CurveCache *ob_curve_cache,
+ int *r_vert_len, int *r_edge_len)
+{
+ BLI_assert(r_vert_len || r_edge_len);
+ int vert_len = 0;
+ int edge_len = 0;
+ for (const BevList *bl = ob_curve_cache->bev.first; bl; bl = bl->next) {
+ if (bl->nr > 0) {
+ const bool is_cyclic = bl->poly != -1;
+
+ /* verts */
+ vert_len += bl->nr;
+
+ /* edges */
+ edge_len += bl->nr;
+ if (!is_cyclic) {
+ edge_len -= 1;
+ }
+ }
+ }
+ if (r_vert_len) {
+ *r_vert_len = vert_len;
+ }
+ if (r_edge_len) {
+ *r_edge_len = edge_len;
+ }
+}
+
+static int curve_render_normal_len_get(const ListBase *lb, const CurveCache *ob_curve_cache)
+{
+ int normal_len = 0;
+ const BevList *bl;
+ const Nurb *nu;
+ for (bl = ob_curve_cache->bev.first, nu = lb->first; nu && bl; bl = bl->next, nu = nu->next) {
+ int nr = bl->nr;
+ int skip = nu->resolu / 16;
+#if 0
+ while (nr-- > 0) { /* accounts for empty bevel lists */
+ normal_len += 1;
+ nr -= skip;
+ }
+#else
+ /* Same as loop above */
+ normal_len += (nr / (skip + 1)) + ((nr % (skip + 1)) != 0);
+#endif
+ }
+ return normal_len;
+}
+
+/* ---------------------------------------------------------------------- */
+/* Curve Interface, indirect, partially cached access to complex data. */
+
+typedef struct CurveRenderData {
+ int types;
+
+ struct {
+ int vert_len;
+ int edge_len;
+ } overlay;
+
+ struct {
+ int vert_len;
+ int edge_len;
+ } wire;
+
+ /* edit mode normal's */
+ struct {
+ /* 'edge_len == len * 2'
+ * 'vert_len == len * 3' */
+ int len;
+ } normal;
+
+ struct {
+ EditFont *edit_font;
+ } text;
+
+ bool hide_handles;
+ bool hide_normals;
+
+ /* borrow from 'Object' */
+ CurveCache *ob_curve_cache;
+
+ /* borrow from 'Curve' */
+ ListBase *nurbs;
+
+ /* edit, index in nurb list */
+ int actnu;
+ /* edit, index in active nurb (BPoint or BezTriple) */
+ int actvert;
+} CurveRenderData;
+
+enum {
+ /* Wire center-line */
+ CU_DATATYPE_WIRE = 1 << 0,
+ /* Edit-mode verts and optionally handles */
+ CU_DATATYPE_OVERLAY = 1 << 1,
+ /* Edit-mode normals */
+ CU_DATATYPE_NORMAL = 1 << 2,
+ /* Geometry */
+ CU_DATATYPE_SURFACE = 1 << 3,
+ /* Text */
+ CU_DATATYPE_TEXT_SELECT = 1 << 4,
+};
+
+/*
+ * ob_curve_cache can be NULL, only needed for CU_DATATYPE_WIRE
+ */
+static CurveRenderData *curve_render_data_create(Curve *cu, CurveCache *ob_curve_cache, const int types)
+{
+ CurveRenderData *rdata = MEM_callocN(sizeof(*rdata), __func__);
+ rdata->types = types;
+ ListBase *nurbs;
+
+ rdata->hide_handles = (cu->drawflag & CU_HIDE_HANDLES) != 0;
+ rdata->hide_normals = (cu->drawflag & CU_HIDE_NORMALS) != 0;
+
+ rdata->actnu = cu->actnu;
+ rdata->actvert = cu->actvert;
+
+ rdata->ob_curve_cache = ob_curve_cache;
+
+ if (types & CU_DATATYPE_WIRE) {
+ curve_render_wire_verts_edges_len_get(
+ rdata->ob_curve_cache,
+ &rdata->wire.vert_len, &rdata->wire.edge_len);
+ }
+
+ if (cu->editnurb) {
+ EditNurb *editnurb = cu->editnurb;
+ nurbs = &editnurb->nurbs;
+
+ if (types & CU_DATATYPE_OVERLAY) {
+ curve_render_overlay_verts_edges_len_get(
+ nurbs, rdata->hide_handles,
+ &rdata->overlay.vert_len,
+ rdata->hide_handles ? NULL : &rdata->overlay.edge_len);
+
+ rdata->actnu = cu->actnu;
+ rdata->actvert = cu->actvert;
+ }
+ if (types & CU_DATATYPE_NORMAL) {
+ rdata->normal.len = curve_render_normal_len_get(nurbs, rdata->ob_curve_cache);
+ }
+ }
+ else {
+ nurbs = &cu->nurb;
+ }
+
+ rdata->nurbs = nurbs;
+
+ rdata->text.edit_font = cu->editfont;
+
+ return rdata;
+}
+
+static void curve_render_data_free(CurveRenderData *rdata)
+{
+#if 0
+ if (rdata->loose_verts) {
+ MEM_freeN(rdata->loose_verts);
+ }
+#endif
+ MEM_freeN(rdata);
+}
+
+static int curve_render_data_overlay_verts_len_get(const CurveRenderData *rdata)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_OVERLAY);
+ return rdata->overlay.vert_len;
+}
+
+static int curve_render_data_overlay_edges_len_get(const CurveRenderData *rdata)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_OVERLAY);
+ return rdata->overlay.edge_len;
+}
+
+static int curve_render_data_wire_verts_len_get(const CurveRenderData *rdata)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_WIRE);
+ return rdata->wire.vert_len;
+}
+
+static int curve_render_data_wire_edges_len_get(const CurveRenderData *rdata)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_WIRE);
+ return rdata->wire.edge_len;
+}
+
+static int curve_render_data_normal_len_get(const CurveRenderData *rdata)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_NORMAL);
+ return rdata->normal.len;
+}
+
+enum {
+ VFLAG_VERTEX_SELECTED = 1 << 0,
+ VFLAG_VERTEX_ACTIVE = 1 << 1,
+};
+
+/* ---------------------------------------------------------------------- */
+/* Curve Gwn_Batch Cache */
+
+typedef struct CurveBatchCache {
+ /* center-line */
+ struct {
+ Gwn_VertBuf *verts;
+ Gwn_VertBuf *edges;
+ Gwn_Batch *batch;
+ Gwn_IndexBuf *elem;
+ } wire;
+
+ /* normals */
+ struct {
+ Gwn_VertBuf *verts;
+ Gwn_VertBuf *edges;
+ Gwn_Batch *batch;
+ Gwn_IndexBuf *elem;
+ } normal;
+
+ /* control handles and vertices */
+ struct {
+ Gwn_Batch *edges;
+ Gwn_Batch *verts;
+ } overlay;
+
+ struct {
+ Gwn_VertBuf *verts;
+ Gwn_IndexBuf *triangles_in_order;
+ Gwn_Batch **shaded_triangles;
+ Gwn_Batch *batch;
+ int mat_len;
+ } surface;
+
+ /* 3d text */
+ struct {
+ Gwn_Batch *select;
+ Gwn_Batch *cursor;
+ } text;
+
+ /* settings to determine if cache is invalid */
+ bool is_dirty;
+
+ bool hide_handles;
+ bool hide_normals;
+
+ float normal_size;
+
+ bool is_editmode;
+} CurveBatchCache;
+
+/* Gwn_Batch cache management. */
+
+static bool curve_batch_cache_valid(Curve *cu)
+{
+ CurveBatchCache *cache = cu->batch_cache;
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ if (cache->is_dirty) {
+ return false;
+ }
+
+ if (cache->is_editmode != ((cu->editnurb != NULL) || (cu->editfont != NULL))) {
+ return false;
+ }
+
+ if (cache->is_editmode) {
+ if (cu->editnurb) {
+ if ((cache->hide_handles != ((cu->drawflag & CU_HIDE_HANDLES) != 0))) {
+ return false;
+ }
+ else if ((cache->hide_normals != ((cu->drawflag & CU_HIDE_NORMALS) != 0))) {
+ return false;
+ }
+ }
+ else if (cu->editfont) {
+ /* TODO */
+ }
+ }
+
+ return true;
+}
+
+static void curve_batch_cache_init(Curve *cu)
+{
+ CurveBatchCache *cache = cu->batch_cache;
+
+ if (!cache) {
+ cache = cu->batch_cache = MEM_callocN(sizeof(*cache), __func__);
+ }
+ else {
+ memset(cache, 0, sizeof(*cache));
+ }
+
+ cache->hide_handles = (cu->drawflag & CU_HIDE_HANDLES) != 0;
+ cache->hide_normals = (cu->drawflag & CU_HIDE_NORMALS) != 0;
+
+#if 0
+ ListBase *nurbs;
+ if (cu->editnurb) {
+ EditNurb *editnurb = cu->editnurb;
+ nurbs = &editnurb->nurbs;
+ }
+ else {
+ nurbs = &cu->nurb;
+ }
+#endif
+
+ cache->is_editmode = (cu->editnurb != NULL) || (cu->editfont != NULL);
+
+ cache->is_dirty = false;
+}
+
+static CurveBatchCache *curve_batch_cache_get(Curve *cu)
+{
+ if (!curve_batch_cache_valid(cu)) {
+ curve_batch_cache_clear(cu);
+ curve_batch_cache_init(cu);
+ }
+ return cu->batch_cache;
+}
+
+void DRW_curve_batch_cache_dirty(Curve *cu, int mode)
+{
+ CurveBatchCache *cache = cu->batch_cache;
+ if (cache == NULL) {
+ return;
+ }
+ switch (mode) {
+ case BKE_CURVE_BATCH_DIRTY_ALL:
+ cache->is_dirty = true;
+ break;
+ case BKE_CURVE_BATCH_DIRTY_SELECT:
+ /* editnurb */
+ GWN_BATCH_DISCARD_SAFE(cache->overlay.verts);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay.edges);
+
+ /* editfont */
+ GWN_BATCH_DISCARD_SAFE(cache->text.select);
+ GWN_BATCH_DISCARD_SAFE(cache->text.cursor);
+ break;
+ default:
+ BLI_assert(0);
+ }
+}
+
+static void curve_batch_cache_clear(Curve *cu)
+{
+ CurveBatchCache *cache = cu->batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ GWN_BATCH_DISCARD_SAFE(cache->overlay.verts);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay.edges);
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->surface.verts);
+ GWN_INDEXBUF_DISCARD_SAFE(cache->surface.triangles_in_order);
+ if (cache->surface.shaded_triangles) {
+ for (int i = 0; i < cache->surface.mat_len; ++i) {
+ GWN_BATCH_DISCARD_SAFE(cache->surface.shaded_triangles[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->surface.shaded_triangles);
+ GWN_BATCH_DISCARD_SAFE(cache->surface.batch);
+
+ /* don't own vbo & elems */
+ GWN_BATCH_DISCARD_SAFE(cache->wire.batch);
+ GWN_VERTBUF_DISCARD_SAFE(cache->wire.verts);
+ GWN_VERTBUF_DISCARD_SAFE(cache->wire.edges);
+ GWN_INDEXBUF_DISCARD_SAFE(cache->wire.elem);
+
+ /* don't own vbo & elems */
+ GWN_BATCH_DISCARD_SAFE(cache->normal.batch);
+ GWN_VERTBUF_DISCARD_SAFE(cache->normal.verts);
+ GWN_VERTBUF_DISCARD_SAFE(cache->normal.edges);
+ GWN_INDEXBUF_DISCARD_SAFE(cache->normal.elem);
+
+ /* 3d text */
+ GWN_BATCH_DISCARD_SAFE(cache->text.cursor);
+ GWN_BATCH_DISCARD_SAFE(cache->text.select);
+}
+
+void DRW_curve_batch_cache_free(Curve *cu)
+{
+ curve_batch_cache_clear(cu);
+ MEM_SAFE_FREE(cu->batch_cache);
+}
+
+/* -------------------------------------------------------------------- */
+
+/** \name Private Curve Cache API
+ * \{ */
+
+/* Gwn_Batch cache usage. */
+static Gwn_VertBuf *curve_batch_cache_get_wire_verts(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_WIRE);
+ BLI_assert(rdata->ob_curve_cache != NULL);
+
+ if (cache->wire.verts == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ const int vert_len = curve_render_data_wire_verts_len_get(rdata);
+
+ Gwn_VertBuf *vbo = cache->wire.verts = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_len);
+ int vbo_len_used = 0;
+ for (const BevList *bl = rdata->ob_curve_cache->bev.first; bl; bl = bl->next) {
+ if (bl->nr > 0) {
+ const int i_end = vbo_len_used + bl->nr;
+ for (const BevPoint *bevp = bl->bevpoints; vbo_len_used < i_end; vbo_len_used++, bevp++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bevp->vec);
+ }
+ }
+ }
+ BLI_assert(vbo_len_used == vert_len);
+ }
+
+ return cache->wire.verts;
+}
+
+static Gwn_IndexBuf *curve_batch_cache_get_wire_edges(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_WIRE);
+ BLI_assert(rdata->ob_curve_cache != NULL);
+
+ if (cache->wire.edges == NULL) {
+ const int vert_len = curve_render_data_wire_verts_len_get(rdata);
+ const int edge_len = curve_render_data_wire_edges_len_get(rdata);
+ int edge_len_used = 0;
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, edge_len, vert_len);
+
+ int i = 0;
+ for (const BevList *bl = rdata->ob_curve_cache->bev.first; bl; bl = bl->next) {
+ if (bl->nr > 0) {
+ const bool is_cyclic = bl->poly != -1;
+ const int i_end = i + (bl->nr);
+ int i_prev;
+ if (is_cyclic) {
+ i_prev = i + (bl->nr - 1);
+ }
+ else {
+ i_prev = i;
+ i += 1;
+ }
+ for (; i < i_end; i_prev = i++) {
+ GWN_indexbuf_add_line_verts(&elb, i_prev, i);
+ edge_len_used += 1;
+ }
+ }
+ }
+
+ if (rdata->hide_handles) {
+ BLI_assert(edge_len_used <= edge_len);
+ }
+ else {
+ BLI_assert(edge_len_used == edge_len);
+ }
+
+ cache->wire.elem = GWN_indexbuf_build(&elb);
+ }
+
+ return cache->wire.elem;
+}
+
+static Gwn_VertBuf *curve_batch_cache_get_normal_verts(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_NORMAL);
+ BLI_assert(rdata->ob_curve_cache != NULL);
+
+ if (cache->normal.verts == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ const int normal_len = curve_render_data_normal_len_get(rdata);
+ const int vert_len = normal_len * 3;
+
+ Gwn_VertBuf *vbo = cache->normal.verts = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_len);
+ int vbo_len_used = 0;
+
+ const BevList *bl;
+ const Nurb *nu;
+
+ for (bl = rdata->ob_curve_cache->bev.first, nu = rdata->nurbs->first;
+ nu && bl;
+ bl = bl->next, nu = nu->next)
+ {
+ const BevPoint *bevp = bl->bevpoints;
+ int nr = bl->nr;
+ int skip = nu->resolu / 16;
+
+ while (nr-- > 0) { /* accounts for empty bevel lists */
+ const float fac = bevp->radius * cache->normal_size;
+ float vec_a[3]; /* Offset perpendicular to the curve */
+ float vec_b[3]; /* Delta along the curve */
+
+ vec_a[0] = fac;
+ vec_a[1] = 0.0f;
+ vec_a[2] = 0.0f;
+
+ mul_qt_v3(bevp->quat, vec_a);
+ madd_v3_v3fl(vec_a, bevp->dir, -fac);
+
+ reflect_v3_v3v3(vec_b, vec_a, bevp->dir);
+ negate_v3(vec_b);
+
+ add_v3_v3(vec_a, bevp->vec);
+ add_v3_v3(vec_b, bevp->vec);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, vec_a);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, bevp->vec);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, vec_b);
+
+ bevp += skip + 1;
+ nr -= skip;
+ }
+ }
+ BLI_assert(vbo_len_used == vert_len);
+ }
+
+ return cache->normal.verts;
+}
+
+static Gwn_IndexBuf *curve_batch_cache_get_normal_edges(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_NORMAL);
+ BLI_assert(rdata->ob_curve_cache != NULL);
+
+ if (cache->normal.edges == NULL) {
+ const int normal_len = curve_render_data_normal_len_get(rdata);
+ const int vert_len = normal_len * 3;
+ const int edge_len = normal_len * 2;
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, edge_len, vert_len);
+
+ int vbo_len_used = 0;
+ for (int i = 0; i < normal_len; i++) {
+ GWN_indexbuf_add_line_verts(&elb, vbo_len_used + 0, vbo_len_used + 1);
+ GWN_indexbuf_add_line_verts(&elb, vbo_len_used + 1, vbo_len_used + 2);
+ vbo_len_used += 3;
+ }
+
+ BLI_assert(vbo_len_used == vert_len);
+
+ cache->normal.elem = GWN_indexbuf_build(&elb);
+ }
+
+ return cache->normal.elem;
+}
+
+static void curve_batch_cache_create_overlay_batches(Curve *cu)
+{
+ /* Since CU_DATATYPE_OVERLAY is slow to generate, generate them all at once */
+ int options = CU_DATATYPE_OVERLAY;
+
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+ CurveRenderData *rdata = curve_render_data_create(cu, NULL, options);
+
+ if (cache->overlay.verts == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, data; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.data = GWN_vertformat_attr_add(&format, "data", GWN_COMP_U8, 1, GWN_FETCH_INT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = curve_render_data_overlay_verts_len_get(rdata);
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ int i = 0;
+ for (Nurb *nu = rdata->nurbs->first; nu; nu = nu->next) {
+ if (nu->bezt) {
+ int a = 0;
+ for (const BezTriple *bezt = nu->bezt; a < nu->pntsu; a++, bezt++) {
+ if (bezt->hide == false) {
+ const bool is_active = (i == rdata->actvert);
+ char vflag;
+
+ if (rdata->hide_handles) {
+ vflag = (bezt->f2 & SELECT) ?
+ (is_active ? VFLAG_VERTEX_ACTIVE : VFLAG_VERTEX_SELECTED) : 0;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bezt->vec[1]);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, vbo_len_used, &vflag);
+ vbo_len_used += 1;
+ }
+ else {
+ for (int j = 0; j < 3; j++) {
+ vflag = ((&bezt->f1)[j] & SELECT) ?
+ (is_active ? VFLAG_VERTEX_ACTIVE : VFLAG_VERTEX_SELECTED) : 0;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bezt->vec[j]);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, vbo_len_used, &vflag);
+ vbo_len_used += 1;
+ }
+ }
+ }
+ i += 1;
+ }
+ }
+ else if (nu->bp) {
+ int a = 0;
+ for (const BPoint *bp = nu->bp; a < nu->pntsu; a++, bp++) {
+ if (bp->hide == false) {
+ const bool is_active = (i == rdata->actvert);
+ char vflag;
+ vflag = (bp->f1 & SELECT) ? (is_active ? VFLAG_VERTEX_ACTIVE : VFLAG_VERTEX_SELECTED) : 0;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bp->vec);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, vbo_len_used, &vflag);
+ vbo_len_used += 1;
+ }
+ i += 1;
+ }
+ }
+ i += nu->pntsu;
+ }
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+
+ cache->overlay.verts = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+
+ if ((cache->overlay.edges == NULL) && (rdata->hide_handles == false)) {
+ /* Note: we could reference indices to vertices (above) */
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, data; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.data = GWN_vertformat_attr_add(&format, "data", GWN_COMP_U8, 1, GWN_FETCH_INT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int edge_len = curve_render_data_overlay_edges_len_get(rdata);
+ const int vbo_len_capacity = edge_len * 2;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ int i = 0;
+ for (Nurb *nu = rdata->nurbs->first; nu; nu = nu->next, i++) {
+ const bool is_active_nurb = (i == cu->actnu);
+
+ if (nu->bezt) {
+ int a = 0;
+ for (const BezTriple *bezt = nu->bezt; a < nu->pntsu; a++, bezt++) {
+ if (bezt->hide == false) {
+ char col_id;
+
+ for (int j = 0; j < 2; j += 1) {
+ /* same vertex twice, only check different selection */
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bezt->vec[1]);
+ vbo_len_used += 1;
+
+ col_id = (&bezt->h1)[j];
+ if ((&bezt->f1)[j * 2] & SELECT) {
+ col_id += HANDLE_SEL_OFFSET;
+ }
+ if (is_active_nurb) {
+ col_id |= ACTIVE_NURB;
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bezt->vec[j * 2]);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, vbo_len_used, &col_id);
+ vbo_len_used += 1;
+ }
+ }
+ }
+ }
+ else if (nu->bp) {
+ int a = 1;
+ for (const BPoint *bp_prev = nu->bp, *bp_curr = &nu->bp[1]; a < nu->pntsu; a++, bp_prev = bp_curr++) {
+ if ((bp_prev->hide == false) && (bp_curr->hide == false)) {
+ char col_id = ((bp_prev->f1 & SELECT) && (bp_curr->f1 & SELECT)) ? COLOR_NURB_SEL_ULINE_ID : COLOR_NURB_ULINE_ID;
+
+ if (is_active_nurb) {
+ col_id |= ACTIVE_NURB;
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bp_prev->vec);
+ vbo_len_used += 1;
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, bp_curr->vec);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, vbo_len_used, &col_id);
+ vbo_len_used += 1;
+
+ }
+ }
+ }
+ }
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+
+ cache->overlay.edges = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+ curve_render_data_free(rdata);
+}
+
+static Gwn_Batch *curve_batch_cache_get_pos_and_normals(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_SURFACE);
+ if (cache->surface.batch == NULL) {
+ ListBase *lb = &rdata->ob_curve_cache->disp;
+
+ if (cache->surface.verts == NULL) {
+ cache->surface.verts = DRW_displist_vertbuf_calc_pos_with_normals(lb);
+ }
+ if (cache->surface.triangles_in_order == NULL) {
+ cache->surface.triangles_in_order = DRW_displist_indexbuf_calc_triangles_in_order(lb);
+ }
+ cache->surface.batch = GWN_batch_create(
+ GWN_PRIM_TRIS, cache->surface.verts, cache->surface.triangles_in_order);
+ }
+
+ return cache->surface.batch;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Private Object/Font Cache API
+ * \{ */
+
+
+static Gwn_Batch *curve_batch_cache_get_overlay_select(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_TEXT_SELECT);
+ if (cache->text.select == NULL) {
+ EditFont *ef = rdata->text.edit_font;
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = ef->selboxes_len * 6;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ float box[4][3];
+
+ /* fill in xy below */
+ box[0][2] = box[1][2] = box[2][2] = box[3][2] = 0.001;
+
+ for (int i = 0; i < ef->selboxes_len; i++) {
+ EditFontSelBox *sb = &ef->selboxes[i];
+
+ float selboxw;
+ if (i + 1 != ef->selboxes_len) {
+ if (ef->selboxes[i + 1].y == sb->y)
+ selboxw = ef->selboxes[i + 1].x - sb->x;
+ else
+ selboxw = sb->w;
+ }
+ else {
+ selboxw = sb->w;
+ }
+
+ if (sb->rot == 0.0f) {
+ copy_v2_fl2(box[0], sb->x, sb->y);
+ copy_v2_fl2(box[1], sb->x + selboxw, sb->y);
+ copy_v2_fl2(box[2], sb->x + selboxw, sb->y + sb->h);
+ copy_v2_fl2(box[3], sb->x, sb->y + sb->h);
+ }
+ else {
+ float mat[2][2];
+
+ angle_to_mat2(mat, sb->rot);
+
+ copy_v2_fl2(box[0], sb->x, sb->y);
+
+ copy_v2_fl2(box[1], selboxw, 0.0f);
+ mul_m2v2(mat, box[1]);
+ add_v2_v2(box[1], &sb->x);
+
+ copy_v2_fl2(box[2], selboxw, sb->h);
+ mul_m2v2(mat, box[2]);
+ add_v2_v2(box[2], &sb->x);
+
+ copy_v2_fl2(box[3], 0.0f, sb->h);
+ mul_m2v2(mat, box[3]);
+ add_v2_v2(box[3], &sb->x);
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, box[0]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, box[1]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, box[2]);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, box[0]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, box[2]);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used++, box[3]);
+ }
+ BLI_assert(vbo_len_used == vbo_len_capacity);
+ cache->text.select = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return cache->text.select;
+}
+
+static Gwn_Batch *curve_batch_cache_get_overlay_cursor(CurveRenderData *rdata, CurveBatchCache *cache)
+{
+ BLI_assert(rdata->types & CU_DATATYPE_TEXT_SELECT);
+ if (cache->text.cursor == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = 4;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ for (int i = 0; i < 4; i++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, rdata->text.edit_font->textcurs[i]);
+ }
+ cache->text.cursor = GWN_batch_create_ex(GWN_PRIM_TRI_FAN, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+ return cache->text.cursor;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Public Object/Curve API
+ * \{ */
+
+Gwn_Batch *DRW_curve_batch_cache_get_wire_edge(Curve *cu, CurveCache *ob_curve_cache)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->wire.batch == NULL) {
+ /* create batch from Curve */
+ CurveRenderData *rdata = curve_render_data_create(cu, ob_curve_cache, CU_DATATYPE_WIRE);
+
+ cache->wire.batch = GWN_batch_create(
+ GWN_PRIM_LINES,
+ curve_batch_cache_get_wire_verts(rdata, cache),
+ curve_batch_cache_get_wire_edges(rdata, cache));
+
+ curve_render_data_free(rdata);
+ }
+ return cache->wire.batch;
+}
+
+Gwn_Batch *DRW_curve_batch_cache_get_normal_edge(Curve *cu, CurveCache *ob_curve_cache, float normal_size)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->normal.batch != NULL) {
+ cache->normal_size = normal_size;
+ if (cache->normal_size != normal_size) {
+ GWN_BATCH_DISCARD_SAFE(cache->normal.batch);
+ GWN_VERTBUF_DISCARD_SAFE(cache->normal.edges);
+ }
+ }
+ cache->normal_size = normal_size;
+
+ if (cache->normal.batch == NULL) {
+ /* create batch from Curve */
+ CurveRenderData *rdata = curve_render_data_create(cu, ob_curve_cache, CU_DATATYPE_NORMAL);
+
+ cache->normal.batch = GWN_batch_create(
+ GWN_PRIM_LINES,
+ curve_batch_cache_get_normal_verts(rdata, cache),
+ curve_batch_cache_get_normal_edges(rdata, cache));
+
+ curve_render_data_free(rdata);
+ cache->normal_size = normal_size;
+ }
+ return cache->normal.batch;
+}
+
+Gwn_Batch *DRW_curve_batch_cache_get_overlay_edges(Curve *cu)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->overlay.edges == NULL) {
+ curve_batch_cache_create_overlay_batches(cu);
+ }
+
+ return cache->overlay.edges;
+}
+
+Gwn_Batch *DRW_curve_batch_cache_get_overlay_verts(Curve *cu)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->overlay.verts == NULL) {
+ curve_batch_cache_create_overlay_batches(cu);
+ }
+
+ return cache->overlay.verts;
+}
+
+Gwn_Batch *DRW_curve_batch_cache_get_triangles_with_normals(
+ struct Curve *cu, struct CurveCache *ob_curve_cache)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->surface.batch == NULL) {
+ CurveRenderData *rdata = curve_render_data_create(cu, ob_curve_cache, CU_DATATYPE_SURFACE);
+
+ curve_batch_cache_get_pos_and_normals(rdata, cache);
+
+ curve_render_data_free(rdata);
+ }
+
+ return cache->surface.batch;
+}
+
+Gwn_Batch **DRW_curve_batch_cache_get_surface_shaded(
+ struct Curve *cu, struct CurveCache *ob_curve_cache,
+ struct GPUMaterial **UNUSED(gpumat_array), uint gpumat_array_len)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->surface.mat_len != gpumat_array_len) {
+ /* TODO: deduplicate code */
+ if (cache->surface.shaded_triangles) {
+ for (int i = 0; i < cache->surface.mat_len; ++i) {
+ GWN_BATCH_DISCARD_SAFE(cache->surface.shaded_triangles[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->surface.shaded_triangles);
+ }
+
+ if (cache->surface.shaded_triangles == NULL) {
+ CurveRenderData *rdata = curve_render_data_create(cu, ob_curve_cache, CU_DATATYPE_SURFACE);
+ ListBase *lb = &rdata->ob_curve_cache->disp;
+
+ cache->surface.mat_len = gpumat_array_len;
+ if (cu->flag & CU_UV_ORCO) {
+ cache->surface.shaded_triangles = DRW_displist_batch_calc_tri_pos_normals_and_uv_split_by_material(
+ lb, gpumat_array_len);
+ }
+ else {
+ cache->surface.shaded_triangles = MEM_mallocN(
+ sizeof(*cache->surface.shaded_triangles) * gpumat_array_len, __func__);
+ Gwn_IndexBuf **el = DRW_displist_indexbuf_calc_triangles_in_order_split_by_material(
+ lb, gpumat_array_len);
+
+ if (cache->surface.verts == NULL) {
+ cache->surface.verts = DRW_displist_vertbuf_calc_pos_with_normals(lb);
+ }
+
+ for (int i = 0; i < gpumat_array_len; ++i) {
+ cache->surface.shaded_triangles[i] = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, cache->surface.verts, el[i], GWN_BATCH_OWNS_INDEX);
+ }
+
+ MEM_freeN(el); /* Save `el` in cache? */
+ }
+
+ curve_render_data_free(rdata);
+ }
+
+ return cache->surface.shaded_triangles;
+}
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Public Object/Font API
+ * \{ */
+
+Gwn_Batch *DRW_curve_batch_cache_get_overlay_select(Curve *cu)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->text.select == NULL) {
+ CurveRenderData *rdata = curve_render_data_create(cu, NULL, CU_DATATYPE_TEXT_SELECT);
+
+ curve_batch_cache_get_overlay_select(rdata, cache);
+
+ curve_render_data_free(rdata);
+ }
+
+ return cache->text.select;
+}
+
+Gwn_Batch *DRW_curve_batch_cache_get_overlay_cursor(Curve *cu)
+{
+ CurveBatchCache *cache = curve_batch_cache_get(cu);
+
+ if (cache->text.cursor == NULL) {
+ CurveRenderData *rdata = curve_render_data_create(cu, NULL, CU_DATATYPE_TEXT_SELECT);
+
+ curve_batch_cache_get_overlay_cursor(rdata, cache);
+
+ curve_render_data_free(rdata);
+ }
+
+ return cache->text.cursor;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_cache_impl_displist.c b/source/blender/draw/intern/draw_cache_impl_displist.c
new file mode 100644
index 00000000000..3eecff024a1
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl_displist.c
@@ -0,0 +1,399 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_cache_impl_displist.c
+ * \ingroup draw
+ *
+ * \brief DispList API for render engines
+ *
+ * \note DispList may be removed soon! This is a utility for object types that use render.
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_alloca.h"
+#include "BLI_utildefines.h"
+#include "BLI_math_vector.h"
+
+#include "DNA_curve_types.h"
+
+#include "BKE_displist.h"
+
+#include "GPU_batch.h"
+
+#include "draw_cache_impl.h" /* own include */
+
+static int dl_vert_len(const DispList *dl)
+{
+ switch (dl->type) {
+ case DL_INDEX3:
+ case DL_INDEX4:
+ return dl->nr;
+ case DL_SURF:
+ return dl->parts * dl->nr;
+ }
+ return 0;
+}
+
+static int dl_tri_len(const DispList *dl)
+{
+ switch (dl->type) {
+ case DL_INDEX3:
+ return dl->parts;
+ case DL_INDEX4:
+ return dl->parts * 2;
+ case DL_SURF:
+ return dl->totindex * 2;
+ }
+ return 0;
+}
+
+/* see: displist_get_allverts */
+static int curve_render_surface_vert_len_get(const ListBase *lb)
+{
+ int vert_len = 0;
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ vert_len += dl_vert_len(dl);
+ }
+ return vert_len;
+}
+
+static int curve_render_surface_tri_len_get(const ListBase *lb)
+{
+ int tri_len = 0;
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ tri_len += dl_tri_len(dl);
+ }
+ return tri_len;
+}
+
+static void displist_indexbufbuilder_set(Gwn_IndexBufBuilder *elb, const DispList *dl, const int ofs)
+{
+ if (ELEM(dl->type, DL_INDEX3, DL_INDEX4, DL_SURF)) {
+ const int *idx = dl->index;
+ if (dl->type == DL_INDEX3) {
+ const int i_end = dl->parts;
+ for (int i = 0; i < i_end; i++, idx += 3) {
+ GWN_indexbuf_add_tri_verts(elb, idx[0] + ofs, idx[2] + ofs, idx[1] + ofs);
+ }
+ }
+ else if (dl->type == DL_SURF) {
+ const int i_end = dl->totindex;
+ for (int i = 0; i < i_end; i++, idx += 4) {
+ GWN_indexbuf_add_tri_verts(elb, idx[0] + ofs, idx[2] + ofs, idx[1] + ofs);
+ GWN_indexbuf_add_tri_verts(elb, idx[0] + ofs, idx[3] + ofs, idx[2] + ofs);
+ }
+ }
+ else {
+ BLI_assert(dl->type == DL_INDEX4);
+ const int i_end = dl->parts;
+ for (int i = 0; i < i_end; i++, idx += 4) {
+ GWN_indexbuf_add_tri_verts(elb, idx[0] + ofs, idx[1] + ofs, idx[2] + ofs);
+
+ if (idx[2] != idx[3]) {
+ GWN_indexbuf_add_tri_verts(elb, idx[0] + ofs, idx[2] + ofs, idx[3] + ofs);
+ }
+ }
+ }
+ }
+}
+
+Gwn_VertBuf *DRW_displist_vertbuf_calc_pos_with_normals(ListBase *lb)
+{
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, nor; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, curve_render_surface_vert_len_get(lb));
+
+ BKE_displist_normals_add(lb);
+
+ int vbo_len_used = 0;
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ const bool ndata_is_single = dl->type == DL_INDEX3;
+ if (ELEM(dl->type, DL_INDEX3, DL_INDEX4, DL_SURF)) {
+ const float *fp_co = dl->verts;
+ const float *fp_no = dl->nors;
+ const int vbo_end = vbo_len_used + dl_vert_len(dl);
+ while (vbo_len_used < vbo_end) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vbo_len_used, fp_co);
+ if (fp_no) {
+ GWN_vertbuf_attr_set(vbo, attr_id.nor, vbo_len_used, fp_no);
+ if (ndata_is_single == false) {
+ fp_no += 3;
+ }
+ }
+ fp_co += 3;
+ vbo_len_used += 1;
+ }
+ }
+ }
+
+ return vbo;
+}
+
+Gwn_IndexBuf *DRW_displist_indexbuf_calc_triangles_in_order(ListBase *lb)
+{
+ const int tri_len = curve_render_surface_tri_len_get(lb);
+ const int vert_len = curve_render_surface_vert_len_get(lb);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tri_len, vert_len);
+
+ int ofs = 0;
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ displist_indexbufbuilder_set(&elb, dl, ofs);
+ ofs += dl_vert_len(dl);
+ }
+
+ return GWN_indexbuf_build(&elb);
+}
+
+Gwn_IndexBuf **DRW_displist_indexbuf_calc_triangles_in_order_split_by_material(ListBase *lb, uint gpumat_array_len)
+{
+ Gwn_IndexBuf **shaded_triangles_in_order = MEM_callocN(
+ sizeof(*shaded_triangles_in_order) * gpumat_array_len, __func__);
+ Gwn_IndexBufBuilder *elb = BLI_array_alloca(elb, gpumat_array_len);
+
+ const int tri_len = curve_render_surface_tri_len_get(lb);
+ const int vert_len = curve_render_surface_vert_len_get(lb);
+ int i;
+
+ /* Init each index buffer builder */
+ for (i = 0; i < gpumat_array_len; i++) {
+ GWN_indexbuf_init(&elb[i], GWN_PRIM_TRIS, tri_len, vert_len);
+ }
+
+ /* calc each index buffer builder */
+ int ofs = 0;
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ displist_indexbufbuilder_set(&elb[dl->col], dl, ofs);
+ ofs += dl_vert_len(dl);
+ }
+
+ /* build each indexbuf */
+ for (i = 0; i < gpumat_array_len; i++) {
+ shaded_triangles_in_order[i] = GWN_indexbuf_build(&elb[i]);
+ }
+
+ return shaded_triangles_in_order;
+}
+
+static void displist_vertbuf_attr_set_tri_pos_normals_and_uv(
+ Gwn_VertBufRaw *pos_step, Gwn_VertBufRaw *nor_step, Gwn_VertBufRaw *uv_step,
+ const float v1[3], const float v2[3], const float v3[3],
+ const float n1[3], const float n2[3], const float n3[3],
+ const float uv1[2], const float uv2[2], const float uv3[2])
+{
+ copy_v3_v3(GWN_vertbuf_raw_step(pos_step), v1);
+ copy_v3_v3(GWN_vertbuf_raw_step(nor_step), n1);
+ copy_v2_v2(GWN_vertbuf_raw_step(uv_step), uv1);
+
+ copy_v3_v3(GWN_vertbuf_raw_step(pos_step), v2);
+ copy_v3_v3(GWN_vertbuf_raw_step(nor_step), n2);
+ copy_v2_v2(GWN_vertbuf_raw_step(uv_step), uv2);
+
+ copy_v3_v3(GWN_vertbuf_raw_step(pos_step), v3);
+ copy_v3_v3(GWN_vertbuf_raw_step(nor_step), n3);
+ copy_v2_v2(GWN_vertbuf_raw_step(uv_step), uv3);
+}
+
+Gwn_Batch **DRW_displist_batch_calc_tri_pos_normals_and_uv_split_by_material(ListBase *lb, uint gpumat_array_len)
+{
+ static Gwn_VertFormat shaded_triangles_format = { 0 };
+ static struct { uint pos, nor, uv; } attr_id;
+
+ if (shaded_triangles_format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&shaded_triangles_format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&shaded_triangles_format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.uv = GWN_vertformat_attr_add(&shaded_triangles_format, "u", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ Gwn_Batch **shaded_triangles = MEM_mallocN(sizeof(*shaded_triangles) * gpumat_array_len, __func__);
+
+ Gwn_VertBuf **vbo = BLI_array_alloca(vbo, gpumat_array_len);
+ uint *vbo_len_capacity = BLI_array_alloca(vbo_len_capacity, gpumat_array_len);
+
+ Gwn_VertBufRaw *pos_step, *nor_step, *uv_step;
+ pos_step = BLI_array_alloca(pos_step, gpumat_array_len);
+ nor_step = BLI_array_alloca(nor_step, gpumat_array_len);
+ uv_step = BLI_array_alloca(uv_step, gpumat_array_len);
+
+ /* Create each vertex buffer */
+ for (int i = 0; i < gpumat_array_len; i++) {
+ vbo[i] = GWN_vertbuf_create_with_format(&shaded_triangles_format);
+ vbo_len_capacity[i] = 0;
+ }
+
+ /* Calc `vbo_len_capacity` */
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ vbo_len_capacity[dl->col] += dl_tri_len(dl) * 3;
+ }
+
+ /* Alloc each vertex buffer and get each raw data */
+ for (int i = 0; i < gpumat_array_len; i++) {
+ GWN_vertbuf_data_alloc(vbo[i], vbo_len_capacity[i]);
+ GWN_vertbuf_attr_get_raw_data(vbo[i], attr_id.pos, &pos_step[i]);
+ GWN_vertbuf_attr_get_raw_data(vbo[i], attr_id.nor, &nor_step[i]);
+ GWN_vertbuf_attr_get_raw_data(vbo[i], attr_id.uv, &uv_step[i]);
+ }
+
+ BKE_displist_normals_add(lb);
+
+ for (const DispList *dl = lb->first; dl; dl = dl->next) {
+ if (ELEM(dl->type, DL_INDEX3, DL_INDEX4, DL_SURF)) {
+ const int col = dl->col;
+ const float(*verts)[3] = (float(*)[3])dl->verts;
+ const float(*nors)[3] = (float(*)[3])dl->nors;
+ const int *idx = dl->index;
+ float uv[4][2];
+
+ if (dl->type == DL_INDEX3) {
+ const float x_max = (float)(dl->nr - 1);
+ uv[0][1] = uv[1][1] = uv[2][1] = 0.0f;
+ const int i_end = dl->parts;
+ for (int i = 0; i < i_end; i++, idx += 3) {
+ uv[0][0] = idx[0] / x_max;
+ uv[1][0] = idx[2] / x_max;
+ uv[2][0] = idx[1] / x_max;
+
+ displist_vertbuf_attr_set_tri_pos_normals_and_uv(
+ &pos_step[col], &nor_step[col], &uv_step[col],
+ verts[idx[0]], verts[idx[2]], verts[idx[1]],
+ dl->nors, dl->nors, dl->nors,
+ uv[0], uv[1], uv[2]);
+ }
+ }
+ else if (dl->type == DL_SURF) {
+ uint quad[4];
+ for (int a = 0; a < dl->parts; a++) {
+ if ((dl->flag & DL_CYCL_V) == 0 && a == dl->parts - 1) {
+ break;
+ }
+
+ int b;
+ if (dl->flag & DL_CYCL_U) {
+ quad[0] = dl->nr * a;
+ quad[3] = quad[0] + dl->nr - 1;
+ quad[1] = quad[0] + dl->nr;
+ quad[2] = quad[3] + dl->nr;
+ b = 0;
+ }
+ else {
+ quad[3] = dl->nr * a;
+ quad[0] = quad[3] + 1;
+ quad[2] = quad[3] + dl->nr;
+ quad[1] = quad[0] + dl->nr;
+ b = 1;
+ }
+ if ((dl->flag & DL_CYCL_V) && a == dl->parts - 1) {
+ quad[1] -= dl->parts * dl->nr;
+ quad[2] -= dl->parts * dl->nr;
+ }
+
+ for (; b < dl->nr; b++) {
+ int orco_sizeu = dl->nr - 1;
+ int orco_sizev = dl->parts - 1;
+
+ /* exception as handled in convertblender.c too */
+ if (dl->flag & DL_CYCL_U) {
+ orco_sizeu++;
+ }
+ if (dl->flag & DL_CYCL_V) {
+ orco_sizev++;
+ }
+
+ for (int i = 0; i < 4; i++) {
+ /* find uv based on vertex index into grid array */
+ uv[i][0] = (quad[i] / dl->nr) / (float)orco_sizev;
+ uv[i][1] = (quad[i] % dl->nr) / (float)orco_sizeu;
+
+ /* cyclic correction */
+ if ((i == 1 || i == 2) && uv[i][0] == 0.0f) {
+ uv[i][0] = 1.0f;
+ }
+ if ((i == 0 || i == 1) && uv[i][1] == 0.0f) {
+ uv[i][1] = 1.0f;
+ }
+ }
+
+ displist_vertbuf_attr_set_tri_pos_normals_and_uv(
+ &pos_step[col], &nor_step[col], &uv_step[col],
+ verts[quad[0]], verts[quad[1]], verts[quad[2]],
+ nors[quad[0]], nors[quad[1]], nors[quad[2]],
+ uv[0], uv[1], uv[2]);
+
+ displist_vertbuf_attr_set_tri_pos_normals_and_uv(
+ &pos_step[col], &nor_step[col], &uv_step[col],
+ verts[quad[0]], verts[quad[2]], verts[quad[3]],
+ nors[quad[0]], nors[quad[2]], nors[quad[3]],
+ uv[0], uv[2], uv[3]);
+
+ quad[2] = quad[1];
+ quad[1]++;
+ quad[3] = quad[0];
+ quad[0]++;
+ }
+ }
+ }
+ else {
+ BLI_assert(dl->type == DL_INDEX4);
+ uv[0][0] = uv[0][1] = uv[1][0] = uv[3][1] = 0.0f;
+ uv[1][1] = uv[2][0] = uv[2][1] = uv[3][0] = 1.0f;
+
+ const int i_end = dl->parts;
+ for (int i = 0; i < i_end; i++, idx += 4) {
+ displist_vertbuf_attr_set_tri_pos_normals_and_uv(
+ &pos_step[col], &nor_step[col], &uv_step[col],
+ verts[idx[0]], verts[idx[1]], verts[idx[2]],
+ nors[idx[0]], nors[idx[1]], nors[idx[2]],
+ uv[0], uv[1], uv[2]);
+
+ if (idx[2] != idx[3]) {
+ displist_vertbuf_attr_set_tri_pos_normals_and_uv(
+ &pos_step[col], &nor_step[col], &uv_step[col],
+ verts[idx[0]], verts[idx[2]], verts[idx[3]],
+ nors[idx[0]], nors[idx[2]], nors[idx[3]],
+ uv[0], uv[2], uv[3]);
+ }
+ }
+ }
+ }
+ }
+
+ for (int i = 0; i < gpumat_array_len; i++) {
+ uint vbo_len_used = GWN_vertbuf_raw_used(&pos_step[i]);
+ if (vbo_len_capacity[i] != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo[i], vbo_len_used);
+ }
+ shaded_triangles[i] = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo[i], NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+ return shaded_triangles;
+}
diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c
new file mode 100644
index 00000000000..6046d9854fb
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl_lattice.c
@@ -0,0 +1,584 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_cache_impl_lattice.c
+ * \ingroup draw
+ *
+ * \brief Lattice API for render engines
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_math_vector.h"
+
+#include "DNA_curve_types.h"
+#include "DNA_lattice_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BKE_lattice.h"
+#include "BKE_deform.h"
+#include "BKE_colorband.h"
+
+#include "GPU_batch.h"
+
+#include "draw_cache_impl.h" /* own include */
+
+#define SELECT 1
+
+/**
+ * TODO
+ * - 'DispList' is currently not used
+ * (we could avoid using since it will be removed)
+ */
+
+static void lattice_batch_cache_clear(Lattice *lt);
+
+/* ---------------------------------------------------------------------- */
+/* Lattice Interface, direct access to basic data. */
+
+static int vert_len_calc(int u, int v, int w)
+{
+ if (u <= 0 || v <= 0 || w <= 0) {
+ return 0;
+ }
+ return u * v * w;
+}
+
+static int edge_len_calc(int u, int v, int w)
+{
+ if (u <= 0 || v <= 0 || w <= 0) {
+ return 0;
+ }
+ return (((((u - 1) * v) +
+ ((v - 1) * u)) * w) +
+ ((w - 1) * (u * v)));
+}
+
+static int lattice_render_verts_len_get(Lattice *lt)
+{
+ if (lt->editlatt) {
+ lt = lt->editlatt->latt;
+ }
+
+ const int u = lt->pntsu;
+ const int v = lt->pntsv;
+ const int w = lt->pntsw;
+
+ 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);
+ }
+}
+
+static int lattice_render_edges_len_get(Lattice *lt)
+{
+ if (lt->editlatt) {
+ lt = lt->editlatt->latt;
+ }
+
+ const int u = lt->pntsu;
+ const int v = lt->pntsv;
+ const int w = lt->pntsw;
+
+ 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);
+ }
+}
+
+/* ---------------------------------------------------------------------- */
+/* Lattice Interface, indirect, partially cached access to complex data. */
+
+typedef struct LatticeRenderData {
+ int types;
+
+ int vert_len;
+ int edge_len;
+
+ struct {
+ int u_len, v_len, w_len;
+ } dims;
+ bool show_only_outside;
+
+ struct EditLatt *edit_latt;
+ BPoint *bp;
+
+ int actbp;
+
+ struct MDeformVert *dvert;
+} LatticeRenderData;
+
+enum {
+ LR_DATATYPE_VERT = 1 << 0,
+ LR_DATATYPE_EDGE = 1 << 1,
+ LR_DATATYPE_OVERLAY = 1 << 2,
+};
+
+static LatticeRenderData *lattice_render_data_create(Lattice *lt, const int types)
+{
+ LatticeRenderData *rdata = MEM_callocN(sizeof(*rdata), __func__);
+ rdata->types = types;
+
+ if (lt->editlatt) {
+ EditLatt *editlatt = lt->editlatt;
+ lt = editlatt->latt;
+
+ rdata->edit_latt = editlatt;
+
+ rdata->dvert = lt->dvert;
+
+ if (types & (LR_DATATYPE_VERT)) {
+ rdata->vert_len = lattice_render_verts_len_get(lt);
+ }
+ if (types & (LR_DATATYPE_EDGE)) {
+ rdata->edge_len = lattice_render_edges_len_get(lt);
+ }
+ if (types & LR_DATATYPE_OVERLAY) {
+ rdata->actbp = lt->actbp;
+ }
+ }
+ else {
+ rdata->dvert = NULL;
+
+ if (types & (LR_DATATYPE_VERT)) {
+ rdata->vert_len = lattice_render_verts_len_get(lt);
+ }
+ if (types & (LR_DATATYPE_EDGE)) {
+ rdata->edge_len = lattice_render_edges_len_get(lt);
+ /*no edge data */
+ }
+ }
+
+ rdata->bp = lt->def;
+
+ rdata->dims.u_len = lt->pntsu;
+ rdata->dims.v_len = lt->pntsv;
+ rdata->dims.w_len = lt->pntsw;
+
+ rdata->show_only_outside = (lt->flag & LT_OUTSIDE) != 0;
+ rdata->actbp = lt->actbp;
+
+ return rdata;
+}
+
+static void lattice_render_data_free(LatticeRenderData *rdata)
+{
+#if 0
+ if (rdata->loose_verts) {
+ MEM_freeN(rdata->loose_verts);
+ }
+#endif
+ MEM_freeN(rdata);
+}
+
+static int lattice_render_data_verts_len_get(const LatticeRenderData *rdata)
+{
+ BLI_assert(rdata->types & LR_DATATYPE_VERT);
+ return rdata->vert_len;
+}
+
+static int lattice_render_data_edges_len_get(const LatticeRenderData *rdata)
+{
+ BLI_assert(rdata->types & LR_DATATYPE_EDGE);
+ return rdata->edge_len;
+}
+
+static const BPoint *lattice_render_data_vert_bpoint(const LatticeRenderData *rdata, const int vert_idx)
+{
+ BLI_assert(rdata->types & LR_DATATYPE_VERT);
+ return &rdata->bp[vert_idx];
+}
+
+/* TODO, move into shader? */
+static void rgb_from_weight(float r_rgb[3], const float weight)
+{
+ const float blend = ((weight / 2.0f) + 0.5f);
+
+ if (weight <= 0.25f) { /* blue->cyan */
+ r_rgb[0] = 0.0f;
+ r_rgb[1] = blend * weight * 4.0f;
+ r_rgb[2] = blend;
+ }
+ else if (weight <= 0.50f) { /* cyan->green */
+ r_rgb[0] = 0.0f;
+ r_rgb[1] = blend;
+ r_rgb[2] = blend * (1.0f - ((weight - 0.25f) * 4.0f));
+ }
+ else if (weight <= 0.75f) { /* green->yellow */
+ r_rgb[0] = blend * ((weight - 0.50f) * 4.0f);
+ r_rgb[1] = blend;
+ r_rgb[2] = 0.0f;
+ }
+ else if (weight <= 1.0f) { /* yellow->red */
+ r_rgb[0] = blend;
+ r_rgb[1] = blend * (1.0f - ((weight - 0.75f) * 4.0f));
+ r_rgb[2] = 0.0f;
+ }
+ else {
+ /* exceptional value, unclamped or nan,
+ * avoid uninitialized memory use */
+ r_rgb[0] = 1.0f;
+ r_rgb[1] = 0.0f;
+ r_rgb[2] = 1.0f;
+ }
+}
+
+static void lattice_render_data_weight_col_get(const LatticeRenderData *rdata, const int vert_idx,
+ const int actdef, float r_col[4])
+{
+ if (actdef > -1) {
+ float weight = defvert_find_weight(rdata->dvert + vert_idx, actdef);
+
+ if (U.flag & USER_CUSTOM_RANGE) {
+ BKE_colorband_evaluate(&U.coba_weight, weight, r_col);
+ }
+ else {
+ rgb_from_weight(r_col, weight);
+ }
+
+ r_col[3] = 1.0f;
+ }
+ else {
+ zero_v4(r_col);
+ }
+}
+
+enum {
+ VFLAG_VERTEX_SELECTED = 1 << 0,
+ VFLAG_VERTEX_ACTIVE = 1 << 1,
+};
+
+/* ---------------------------------------------------------------------- */
+/* Lattice Gwn_Batch Cache */
+
+typedef struct LatticeBatchCache {
+ Gwn_VertBuf *pos;
+ Gwn_IndexBuf *edges;
+
+ Gwn_Batch *all_verts;
+ Gwn_Batch *all_edges;
+
+ Gwn_Batch *overlay_verts;
+
+ /* settings to determine if cache is invalid */
+ bool is_dirty;
+
+ struct {
+ int u_len, v_len, w_len;
+ } dims;
+ bool show_only_outside;
+
+ bool is_editmode;
+} LatticeBatchCache;
+
+/* Gwn_Batch cache management. */
+
+static bool lattice_batch_cache_valid(Lattice *lt)
+{
+ LatticeBatchCache *cache = lt->batch_cache;
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ if (cache->is_editmode != (lt->editlatt != NULL)) {
+ return false;
+ }
+
+ 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;
+ }
+ }
+
+ return true;
+}
+
+static void lattice_batch_cache_init(Lattice *lt)
+{
+ LatticeBatchCache *cache = lt->batch_cache;
+
+ if (!cache) {
+ cache = lt->batch_cache = MEM_callocN(sizeof(*cache), __func__);
+ }
+ else {
+ memset(cache, 0, sizeof(*cache));
+ }
+
+ 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;
+
+ cache->is_editmode = lt->editlatt != NULL;
+
+ cache->is_dirty = false;
+}
+
+static LatticeBatchCache *lattice_batch_cache_get(Lattice *lt)
+{
+ if (!lattice_batch_cache_valid(lt)) {
+ lattice_batch_cache_clear(lt);
+ lattice_batch_cache_init(lt);
+ }
+ return lt->batch_cache;
+}
+
+void DRW_lattice_batch_cache_dirty(Lattice *lt, int mode)
+{
+ LatticeBatchCache *cache = lt->batch_cache;
+ if (cache == NULL) {
+ return;
+ }
+ switch (mode) {
+ case BKE_LATTICE_BATCH_DIRTY_ALL:
+ cache->is_dirty = true;
+ break;
+ case BKE_LATTICE_BATCH_DIRTY_SELECT:
+ /* TODO Separate Flag vbo */
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_verts);
+ break;
+ default:
+ BLI_assert(0);
+ }
+}
+
+static void lattice_batch_cache_clear(Lattice *lt)
+{
+ LatticeBatchCache *cache = lt->batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ GWN_BATCH_DISCARD_SAFE(cache->all_verts);
+ GWN_BATCH_DISCARD_SAFE(cache->all_edges);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_verts);
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->pos);
+ GWN_INDEXBUF_DISCARD_SAFE(cache->edges);
+}
+
+void DRW_lattice_batch_cache_free(Lattice *lt)
+{
+ lattice_batch_cache_clear(lt);
+ MEM_SAFE_FREE(lt->batch_cache);
+}
+
+/* Gwn_Batch cache usage. */
+static Gwn_VertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata, LatticeBatchCache *cache,
+ bool use_weight, const int actdef)
+{
+ BLI_assert(rdata->types & LR_DATATYPE_VERT);
+
+ if (cache->pos == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, col; } attr_id;
+
+ GWN_vertformat_clear(&format);
+
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ if (use_weight) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ }
+
+ const int vert_len = lattice_render_data_verts_len_get(rdata);
+
+ cache->pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(cache->pos, vert_len);
+ for (int i = 0; i < vert_len; ++i) {
+ const BPoint *bp = lattice_render_data_vert_bpoint(rdata, i);
+ GWN_vertbuf_attr_set(cache->pos, attr_id.pos, i, bp->vec);
+
+ if (use_weight) {
+ float w_col[4];
+ lattice_render_data_weight_col_get(rdata, i, actdef, w_col);
+
+ GWN_vertbuf_attr_set(cache->pos, attr_id.col, i, w_col);
+ }
+ }
+ }
+
+ return cache->pos;
+}
+
+static Gwn_IndexBuf *lattice_batch_cache_get_edges(LatticeRenderData *rdata, LatticeBatchCache *cache)
+{
+ BLI_assert(rdata->types & (LR_DATATYPE_VERT | LR_DATATYPE_EDGE));
+
+ if (cache->edges == NULL) {
+ const int vert_len = lattice_render_data_verts_len_get(rdata);
+ const int edge_len = lattice_render_data_edges_len_get(rdata);
+ int edge_len_real = 0;
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, edge_len, vert_len);
+
+#define LATT_INDEX(u, v, w) \
+ ((((w) * rdata->dims.v_len + (v)) * rdata->dims.u_len) + (u))
+
+ for (int w = 0; w < rdata->dims.w_len; w++) {
+ int wxt = (w == 0 || w == rdata->dims.w_len - 1);
+ for (int v = 0; v < rdata->dims.v_len; v++) {
+ int vxt = (v == 0 || v == rdata->dims.v_len - 1);
+ for (int u = 0; u < rdata->dims.u_len; u++) {
+ int uxt = (u == 0 || u == rdata->dims.u_len - 1);
+
+ if (w && ((uxt || vxt) || !rdata->show_only_outside)) {
+ GWN_indexbuf_add_line_verts(&elb, LATT_INDEX(u, v, w - 1), LATT_INDEX(u, v, w));
+ BLI_assert(edge_len_real <= edge_len);
+ edge_len_real++;
+ }
+ if (v && ((uxt || wxt) || !rdata->show_only_outside)) {
+ GWN_indexbuf_add_line_verts(&elb, LATT_INDEX(u, v - 1, w), LATT_INDEX(u, v, w));
+ BLI_assert(edge_len_real <= edge_len);
+ edge_len_real++;
+ }
+ if (u && ((vxt || wxt) || !rdata->show_only_outside)) {
+ GWN_indexbuf_add_line_verts(&elb, LATT_INDEX(u - 1, v, w), LATT_INDEX(u, v, w));
+ BLI_assert(edge_len_real <= edge_len);
+ edge_len_real++;
+ }
+ }
+ }
+ }
+
+#undef LATT_INDEX
+
+ if (rdata->show_only_outside) {
+ BLI_assert(edge_len_real <= edge_len);
+ }
+ else {
+ BLI_assert(edge_len_real == edge_len);
+ }
+
+ cache->edges = GWN_indexbuf_build(&elb);
+ }
+
+ return cache->edges;
+}
+
+static void lattice_batch_cache_create_overlay_batches(Lattice *lt)
+{
+ /* Since LR_DATATYPE_OVERLAY is slow to generate, generate them all at once */
+ int options = LR_DATATYPE_VERT | LR_DATATYPE_OVERLAY;
+
+ LatticeBatchCache *cache = lattice_batch_cache_get(lt);
+ LatticeRenderData *rdata = lattice_render_data_create(lt, options);
+
+ if (cache->overlay_verts == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, data; } attr_id;
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.data = GWN_vertformat_attr_add(&format, "data", GWN_COMP_U8, 1, GWN_FETCH_INT);
+ }
+
+ const int vert_len = lattice_render_data_verts_len_get(rdata);
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_len);
+ for (int i = 0; i < vert_len; ++i) {
+ const BPoint *bp = lattice_render_data_vert_bpoint(rdata, i);
+
+ char vflag = 0;
+ if (bp->f1 & SELECT) {
+ if (i == rdata->actbp) {
+ vflag |= VFLAG_VERTEX_ACTIVE;
+ }
+ else {
+ vflag |= VFLAG_VERTEX_SELECTED;
+ }
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, bp->vec);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, i, &vflag);
+ }
+
+ cache->overlay_verts = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
+ }
+
+ lattice_render_data_free(rdata);
+}
+
+Gwn_Batch *DRW_lattice_batch_cache_get_all_edges(Lattice *lt, bool use_weight, const int actdef)
+{
+ LatticeBatchCache *cache = lattice_batch_cache_get(lt);
+
+ if (cache->all_edges == NULL) {
+ /* create batch from Lattice */
+ LatticeRenderData *rdata = lattice_render_data_create(lt, LR_DATATYPE_VERT | LR_DATATYPE_EDGE);
+
+ cache->all_edges = GWN_batch_create(GWN_PRIM_LINES, lattice_batch_cache_get_pos(rdata, cache, use_weight, actdef),
+ lattice_batch_cache_get_edges(rdata, cache));
+
+ lattice_render_data_free(rdata);
+ }
+
+ return cache->all_edges;
+}
+
+Gwn_Batch *DRW_lattice_batch_cache_get_all_verts(Lattice *lt)
+{
+ LatticeBatchCache *cache = lattice_batch_cache_get(lt);
+
+ if (cache->all_verts == NULL) {
+ LatticeRenderData *rdata = lattice_render_data_create(lt, LR_DATATYPE_VERT);
+
+ cache->all_verts = GWN_batch_create(GWN_PRIM_POINTS, lattice_batch_cache_get_pos(rdata, cache, false, -1), NULL);
+
+ lattice_render_data_free(rdata);
+ }
+
+ return cache->all_verts;
+}
+
+Gwn_Batch *DRW_lattice_batch_cache_get_overlay_verts(Lattice *lt)
+{
+ LatticeBatchCache *cache = lattice_batch_cache_get(lt);
+
+ if (cache->overlay_verts == NULL) {
+ lattice_batch_cache_create_overlay_batches(lt);
+ }
+
+ return cache->overlay_verts;
+}
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
new file mode 100644
index 00000000000..e1b66a85ca2
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -0,0 +1,4228 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_cache_impl_mesh.c
+ * \ingroup draw
+ *
+ * \brief Mesh API for render engines
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_math_vector.h"
+#include "BLI_math_bits.h"
+#include "BLI_string.h"
+#include "BLI_alloca.h"
+#include "BLI_edgehash.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+
+#include "BKE_customdata.h"
+#include "BKE_deform.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_editmesh.h"
+#include "BKE_editmesh_tangent.h"
+#include "BKE_mesh.h"
+#include "BKE_mesh_tangent.h"
+#include "BKE_colorband.h"
+
+#include "bmesh.h"
+
+#include "GPU_batch.h"
+#include "GPU_draw.h"
+#include "GPU_material.h"
+#include "GPU_texture.h"
+
+#include "DRW_render.h"
+
+#include "draw_cache_impl.h" /* own include */
+
+static void mesh_batch_cache_clear(Mesh *me);
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Mesh/BMesh Interface (direct access to basic data).
+ * \{ */
+
+static int mesh_render_verts_len_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totvert : me->totvert;
+}
+
+static int mesh_render_edges_len_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totedge : me->totedge;
+}
+
+static int mesh_render_looptri_len_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->tottri : poly_to_tri_count(me->totpoly, me->totloop);
+}
+
+static int mesh_render_polys_len_get(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totface : me->totpoly;
+}
+
+static int mesh_render_mat_len_get(Mesh *me)
+{
+ return MAX2(1, me->totcol);
+}
+
+static int UNUSED_FUNCTION(mesh_render_loops_len_get)(Mesh *me)
+{
+ return me->edit_btmesh ? me->edit_btmesh->bm->totloop : me->totloop;
+}
+
+/** \} */
+
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Mesh/BMesh Interface (indirect, partially cached access to complex data).
+ * \{ */
+
+typedef struct EdgeAdjacentPolys {
+ int count;
+ int face_index[2];
+} EdgeAdjacentPolys;
+
+typedef struct EdgeDrawAttr {
+ unsigned char v_flag;
+ unsigned char e_flag;
+ unsigned char crease;
+ unsigned char bweight;
+} EdgeDrawAttr;
+
+typedef struct MeshRenderData {
+ int types;
+
+ int vert_len;
+ int edge_len;
+ int tri_len;
+ int loop_len;
+ int poly_len;
+ int mat_len;
+ int loose_vert_len;
+ int loose_edge_len;
+
+ BMEditMesh *edit_bmesh;
+ struct EditMeshData *edit_data;
+
+ MVert *mvert;
+ MEdge *medge;
+ MLoop *mloop;
+ MPoly *mpoly;
+ float (*orco)[3]; /* vertex coordinates normalized to bounding box */
+ bool is_orco_allocated;
+ MDeformVert *dvert;
+ MLoopUV *mloopuv;
+ MLoopCol *mloopcol;
+ float (*loop_normals)[3];
+
+ /* CustomData 'cd' cache for efficient access. */
+ struct {
+ struct {
+ MLoopUV **uv;
+ int uv_len;
+ int uv_active;
+
+ MLoopCol **vcol;
+ int vcol_len;
+ int vcol_active;
+
+ float (**tangent)[4];
+ int tangent_len;
+ int tangent_active;
+
+ bool *auto_vcol;
+ } layers;
+
+ /* Custom-data offsets (only needed for BMesh access) */
+ struct {
+ int crease;
+ int bweight;
+ int *uv;
+ int *vcol;
+ } offset;
+
+ struct {
+ char (*auto_mix)[32];
+ char (*uv)[32];
+ char (*vcol)[32];
+ char (*tangent)[32];
+ } uuid;
+
+ /* for certain cases we need an output loop-data storage (bmesh tangents) */
+ struct {
+ CustomData ldata;
+ /* grr, special case variable (use in place of 'dm->tangent_mask') */
+ short tangent_mask;
+ } output;
+ } cd;
+
+ BMVert *eve_act;
+ BMEdge *eed_act;
+ BMFace *efa_act;
+
+ /* Data created on-demand (usually not for bmesh-based data). */
+ EdgeAdjacentPolys *edges_adjacent_polys;
+ MLoopTri *mlooptri;
+ int *loose_edges;
+ int *loose_verts;
+
+ float (*poly_normals)[3];
+ float (*vert_weight_color)[3];
+ char (*vert_color)[3];
+ Gwn_PackedNormal *poly_normals_pack;
+ Gwn_PackedNormal *vert_normals_pack;
+ bool *edge_select_bool;
+} MeshRenderData;
+
+enum {
+ MR_DATATYPE_VERT = 1 << 0,
+ MR_DATATYPE_EDGE = 1 << 1,
+ MR_DATATYPE_LOOPTRI = 1 << 2,
+ MR_DATATYPE_LOOP = 1 << 3,
+ MR_DATATYPE_POLY = 1 << 4,
+ MR_DATATYPE_OVERLAY = 1 << 5,
+ MR_DATATYPE_SHADING = 1 << 6,
+ MR_DATATYPE_DVERT = 1 << 7,
+ MR_DATATYPE_LOOPCOL = 1 << 8,
+ MR_DATATYPE_LOOPUV = 1 << 9,
+};
+
+/**
+ * These functions look like they would be slow but they will typically return true on the first iteration.
+ * Only false when all attached elements are hidden.
+ */
+static bool bm_vert_has_visible_edge(const BMVert *v)
+{
+ const BMEdge *e_iter, *e_first;
+
+ e_iter = e_first = v->e;
+ do {
+ if (!BM_elem_flag_test(e_iter, BM_ELEM_HIDDEN)) {
+ return true;
+ }
+ } while ((e_iter = BM_DISK_EDGE_NEXT(e_iter, v)) != e_first);
+ return false;
+}
+
+static bool bm_edge_has_visible_face(const BMEdge *e)
+{
+ const BMLoop *l_iter, *l_first;
+ l_iter = l_first = e->l;
+ do {
+ if (!BM_elem_flag_test(l_iter->f, BM_ELEM_HIDDEN)) {
+ return true;
+ }
+ } while ((l_iter = l_iter->radial_next) != l_first);
+ return false;
+}
+
+
+static void mesh_cd_calc_used_gpu_layers(
+ CustomData *UNUSED(cd_vdata), uchar cd_vused[CD_NUMTYPES],
+ CustomData *cd_ldata, ushort cd_lused[CD_NUMTYPES],
+ struct GPUMaterial **gpumat_array, int gpumat_array_len)
+{
+ /* See: DM_vertex_attributes_from_gpu for similar logic */
+ GPUVertexAttribs gattribs = {{{0}}};
+
+ for (int i = 0; i < gpumat_array_len; i++) {
+ GPUMaterial *gpumat = gpumat_array[i];
+ if (gpumat) {
+ GPU_material_vertex_attributes(gpumat, &gattribs);
+ for (int j = 0; j < gattribs.totlayer; j++) {
+ const char *name = gattribs.layer[j].name;
+ int type = gattribs.layer[j].type;
+ int layer = -1;
+
+ if (type == CD_AUTO_FROM_NAME) {
+ /* We need to deduct what exact layer is used.
+ *
+ * We do it based on the specified name.
+ */
+ if (name[0] != '\0') {
+ layer = CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name);
+ type = CD_MTFACE;
+
+ if (layer == -1) {
+ layer = CustomData_get_named_layer(cd_ldata, CD_MLOOPCOL, name);
+ type = CD_MCOL;
+ }
+#if 0 /* Tangents are always from UV's - this will never happen. */
+ if (layer == -1) {
+ layer = CustomData_get_named_layer(cd_ldata, CD_TANGENT, name);
+ type = CD_TANGENT;
+ }
+#endif
+ if (layer == -1) {
+ continue;
+ }
+ }
+ else {
+ /* Fall back to the UV layer, which matches old behavior. */
+ type = CD_MTFACE;
+ }
+ }
+
+ switch (type) {
+ case CD_MTFACE:
+ {
+ if (layer == -1) {
+ layer = (name[0] != '\0') ?
+ CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name) :
+ CustomData_get_active_layer(cd_ldata, CD_MLOOPUV);
+ }
+ if (layer != -1) {
+ cd_lused[CD_MLOOPUV] |= (1 << layer);
+ }
+ break;
+ }
+ case CD_TANGENT:
+ {
+ if (layer == -1) {
+ layer = (name[0] != '\0') ?
+ CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name) :
+ CustomData_get_active_layer(cd_ldata, CD_MLOOPUV);
+ }
+ if (layer != -1) {
+ cd_lused[CD_TANGENT] |= (1 << layer);
+ }
+ else {
+ /* no UV layers at all => requesting orco */
+ cd_lused[CD_TANGENT] |= DM_TANGENT_MASK_ORCO;
+ cd_vused[CD_ORCO] |= 1;
+ }
+ break;
+ }
+ case CD_MCOL:
+ {
+ if (layer == -1) {
+ layer = (name[0] != '\0') ?
+ CustomData_get_named_layer(cd_ldata, CD_MLOOPCOL, name) :
+ CustomData_get_active_layer(cd_ldata, CD_MLOOPCOL);
+ }
+ if (layer != -1) {
+ cd_lused[CD_MLOOPCOL] |= (1 << layer);
+ }
+ break;
+ }
+ case CD_ORCO:
+ {
+ cd_vused[CD_ORCO] |= 1;
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+
+static void mesh_render_calc_normals_loop_and_poly(const Mesh *me, const float split_angle, MeshRenderData *rdata)
+{
+ BLI_assert((me->flag & ME_AUTOSMOOTH) != 0);
+
+ int totloop = me->totloop;
+ int totpoly = me->totpoly;
+ float (*loop_normals)[3] = MEM_mallocN(sizeof(*loop_normals) * totloop, __func__);
+ float (*poly_normals)[3] = MEM_mallocN(sizeof(*poly_normals) * totpoly, __func__);
+ short (*clnors)[2] = CustomData_get_layer(&me->ldata, CD_CUSTOMLOOPNORMAL);
+
+ BKE_mesh_calc_normals_poly(
+ me->mvert, NULL, me->totvert,
+ me->mloop, me->mpoly, totloop, totpoly, poly_normals, false);
+
+ BKE_mesh_normals_loop_split(
+ me->mvert, me->totvert, me->medge, me->totedge,
+ me->mloop, loop_normals, totloop, me->mpoly, poly_normals, totpoly,
+ true, split_angle, NULL, clnors, NULL);
+
+ rdata->loop_len = totloop;
+ rdata->poly_len = totpoly;
+ rdata->loop_normals = loop_normals;
+ rdata->poly_normals = poly_normals;
+}
+
+
+/**
+ * TODO(campbell): 'gpumat_array' may include materials linked to the object.
+ * While not default, object materials should be supported.
+ * Although this only impacts the data thats generated, not the materials that display.
+ */
+static MeshRenderData *mesh_render_data_create_ex(
+ Mesh *me, const int types,
+ struct GPUMaterial **gpumat_array, uint gpumat_array_len)
+{
+ MeshRenderData *rdata = MEM_callocN(sizeof(*rdata), __func__);
+ rdata->types = types;
+ rdata->mat_len = mesh_render_mat_len_get(me);
+
+ CustomData_reset(&rdata->cd.output.ldata);
+
+ const bool is_auto_smooth = (me->flag & ME_AUTOSMOOTH) != 0;
+ const float split_angle = is_auto_smooth ? me->smoothresh : (float)M_PI;
+
+ if (me->edit_btmesh) {
+ BMEditMesh *embm = me->edit_btmesh;
+ BMesh *bm = embm->bm;
+
+ rdata->edit_bmesh = embm;
+ rdata->edit_data = me->runtime.edit_data;
+
+ int bm_ensure_types = 0;
+ if (types & MR_DATATYPE_VERT) {
+ rdata->vert_len = bm->totvert;
+ bm_ensure_types |= BM_VERT;
+ }
+ if (types & MR_DATATYPE_EDGE) {
+ rdata->edge_len = bm->totedge;
+ bm_ensure_types |= BM_EDGE;
+ }
+ if (types & MR_DATATYPE_LOOPTRI) {
+ BKE_editmesh_tessface_calc(embm);
+ int tottri = embm->tottri;
+ rdata->mlooptri = MEM_mallocN(sizeof(*rdata->mlooptri) * embm->tottri, __func__);
+ for (int index = 0; index < tottri ; index ++ ) {
+ BMLoop **bmtri = embm->looptris[index];
+ MLoopTri *mtri = &rdata->mlooptri[index];
+ mtri->tri[0] = BM_elem_index_get(bmtri[0]);
+ mtri->tri[1] = BM_elem_index_get(bmtri[1]);
+ mtri->tri[2] = BM_elem_index_get(bmtri[2]);
+ }
+ rdata->tri_len = tottri;
+ }
+ if (types & MR_DATATYPE_LOOP) {
+ int totloop = bm->totloop;
+ if (is_auto_smooth) {
+ rdata->loop_normals = MEM_mallocN(sizeof(*rdata->loop_normals) * totloop, __func__);
+ BM_loops_calc_normal_vcos(bm, NULL, NULL, NULL, true, split_angle, rdata->loop_normals, NULL, NULL, -1);
+ }
+ rdata->loop_len = totloop;
+ bm_ensure_types |= BM_LOOP;
+ }
+ if (types & MR_DATATYPE_POLY) {
+ rdata->poly_len = bm->totface;
+ bm_ensure_types |= BM_FACE;
+ }
+ if (types & MR_DATATYPE_OVERLAY) {
+ rdata->efa_act = BM_mesh_active_face_get(bm, false, true);
+ rdata->eed_act = BM_mesh_active_edge_get(bm);
+ rdata->eve_act = BM_mesh_active_vert_get(bm);
+ rdata->cd.offset.crease = CustomData_get_offset(&bm->edata, CD_CREASE);
+ rdata->cd.offset.bweight = CustomData_get_offset(&bm->edata, CD_BWEIGHT);
+ }
+ if (types & (MR_DATATYPE_DVERT)) {
+ bm_ensure_types |= BM_VERT;
+ }
+ if (rdata->edit_data != NULL) {
+ bm_ensure_types |= BM_VERT;
+ }
+
+ BM_mesh_elem_index_ensure(bm, bm_ensure_types);
+ BM_mesh_elem_table_ensure(bm, bm_ensure_types & ~BM_LOOP);
+ if (types & MR_DATATYPE_OVERLAY) {
+ rdata->loose_vert_len = rdata->loose_edge_len = 0;
+
+ int *lverts = rdata->loose_verts = MEM_mallocN(rdata->vert_len * sizeof(int), "Loose Vert");
+ int *ledges = rdata->loose_edges = MEM_mallocN(rdata->edge_len * sizeof(int), "Loose Edges");
+
+ {
+ BLI_assert((bm->elem_table_dirty & BM_VERT) == 0);
+ BMVert **vtable = bm->vtable;
+ for (int i = 0; i < bm->totvert; i++) {
+ const BMVert *eve = vtable[i];
+ if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
+ /* Loose vert */
+ if (eve->e == NULL || !bm_vert_has_visible_edge(eve)) {
+ lverts[rdata->loose_vert_len++] = i;
+ }
+ }
+ }
+ }
+
+ {
+ BLI_assert((bm->elem_table_dirty & BM_EDGE) == 0);
+ BMEdge **etable = bm->etable;
+ for (int i = 0; i < bm->totedge; i++) {
+ const BMEdge *eed = etable[i];
+ if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ /* Loose edge */
+ if (eed->l == NULL || !bm_edge_has_visible_face(eed)) {
+ ledges[rdata->loose_edge_len++] = i;
+ }
+ }
+ }
+ }
+
+ rdata->loose_verts = MEM_reallocN(rdata->loose_verts, rdata->loose_vert_len * sizeof(int));
+ rdata->loose_edges = MEM_reallocN(rdata->loose_edges, rdata->loose_edge_len * sizeof(int));
+ }
+ }
+ else {
+ if (types & (MR_DATATYPE_VERT)) {
+ rdata->vert_len = me->totvert;
+ rdata->mvert = CustomData_get_layer(&me->vdata, CD_MVERT);
+ }
+ if (types & (MR_DATATYPE_EDGE)) {
+ rdata->edge_len = me->totedge;
+ rdata->medge = CustomData_get_layer(&me->edata, CD_MEDGE);
+ }
+ if (types & MR_DATATYPE_LOOPTRI) {
+ const int tri_len = rdata->tri_len = poly_to_tri_count(me->totpoly, me->totloop);
+ rdata->mlooptri = MEM_mallocN(sizeof(*rdata->mlooptri) * tri_len, __func__);
+ BKE_mesh_recalc_looptri(me->mloop, me->mpoly, me->mvert, me->totloop, me->totpoly, rdata->mlooptri);
+ }
+ if (types & MR_DATATYPE_LOOP) {
+ rdata->loop_len = me->totloop;
+ rdata->mloop = CustomData_get_layer(&me->ldata, CD_MLOOP);
+
+ if (is_auto_smooth) {
+ mesh_render_calc_normals_loop_and_poly(me, split_angle, rdata);
+ }
+ }
+ if (types & MR_DATATYPE_POLY) {
+ rdata->poly_len = me->totpoly;
+ rdata->mpoly = CustomData_get_layer(&me->pdata, CD_MPOLY);
+ }
+ if (types & MR_DATATYPE_DVERT) {
+ rdata->vert_len = me->totvert;
+ rdata->dvert = CustomData_get_layer(&me->vdata, CD_MDEFORMVERT);
+ }
+ if (types & MR_DATATYPE_LOOPCOL) {
+ rdata->loop_len = me->totloop;
+ rdata->mloopcol = CustomData_get_layer(&me->ldata, CD_MLOOPCOL);
+ }
+ if (types & MR_DATATYPE_LOOPUV) {
+ rdata->loop_len = me->totloop;
+ rdata->mloopuv = CustomData_get_layer(&me->ldata, CD_MLOOPUV);
+ }
+ }
+
+ if (types & MR_DATATYPE_SHADING) {
+ CustomData *cd_vdata, *cd_ldata;
+
+ if (me->edit_btmesh) {
+ BMesh *bm = me->edit_btmesh->bm;
+ cd_vdata = &bm->vdata;
+ cd_ldata = &bm->ldata;
+ }
+ else {
+ cd_vdata = &me->vdata;
+ cd_ldata = &me->ldata;
+ }
+
+ /* Add edge/poly if we need them */
+ uchar cd_vused[CD_NUMTYPES] = {0};
+ ushort cd_lused[CD_NUMTYPES] = {0};
+
+ mesh_cd_calc_used_gpu_layers(
+ cd_vdata, cd_vused,
+ cd_ldata, cd_lused,
+ gpumat_array, gpumat_array_len);
+
+
+ rdata->cd.layers.uv_active = CustomData_get_active_layer(cd_ldata, CD_MLOOPUV);
+ rdata->cd.layers.vcol_active = CustomData_get_active_layer(cd_ldata, CD_MLOOPCOL);
+ rdata->cd.layers.tangent_active = rdata->cd.layers.uv_active;
+
+#define CD_VALIDATE_ACTIVE_LAYER(active_index, used) \
+ if ((active_index != -1) && (used & (1 << active_index)) == 0) { \
+ active_index = -1; \
+ } ((void)0)
+
+ CD_VALIDATE_ACTIVE_LAYER(rdata->cd.layers.uv_active, cd_lused[CD_MLOOPUV]);
+ CD_VALIDATE_ACTIVE_LAYER(rdata->cd.layers.tangent_active, cd_lused[CD_TANGENT]);
+ CD_VALIDATE_ACTIVE_LAYER(rdata->cd.layers.vcol_active, cd_lused[CD_MLOOPCOL]);
+
+#undef CD_VALIDATE_ACTIVE_LAYER
+
+ rdata->is_orco_allocated = false;
+ if (cd_vused[CD_ORCO] & 1) {
+ rdata->orco = CustomData_get_layer(cd_vdata, CD_ORCO);
+ /* If orco is not available compute it ourselves */
+ if (!rdata->orco) {
+ rdata->is_orco_allocated = true;
+ if (me->edit_btmesh) {
+ BMesh *bm = me->edit_btmesh->bm;
+ rdata->orco = MEM_mallocN(sizeof(*rdata->orco) * rdata->vert_len, "orco mesh");
+ BLI_assert((bm->elem_table_dirty & BM_VERT) == 0);
+ BMVert **vtable = bm->vtable;
+ for (int i = 0; i < bm->totvert; i++) {
+ copy_v3_v3(rdata->orco[i], vtable[i]->co);
+ }
+ BKE_mesh_orco_verts_transform(me, rdata->orco, rdata->vert_len, 0);
+ }
+ else {
+ rdata->orco = MEM_mallocN(sizeof(*rdata->orco) * rdata->vert_len, "orco mesh");
+ MVert *mvert = rdata->mvert;
+ for (int a = 0; a < rdata->vert_len; a++, mvert++) {
+ copy_v3_v3(rdata->orco[a], mvert->co);
+ }
+ BKE_mesh_orco_verts_transform(me, rdata->orco, rdata->vert_len, 0);
+ }
+ }
+ }
+ else {
+ rdata->orco = NULL;
+ }
+
+ /* don't access mesh directly, instead use vars taken from BMesh or Mesh */
+#define me DONT_USE_THIS
+#ifdef me /* quiet warning */
+#endif
+ struct {
+ uint uv_len;
+ uint vcol_len;
+ } cd_layers_src = {
+ .uv_len = CustomData_number_of_layers(cd_ldata, CD_MLOOPUV),
+ .vcol_len = CustomData_number_of_layers(cd_ldata, CD_MLOOPCOL),
+ };
+
+ rdata->cd.layers.uv_len = count_bits_i(cd_lused[CD_MLOOPUV]);
+ rdata->cd.layers.tangent_len = count_bits_i(cd_lused[CD_TANGENT]);
+ rdata->cd.layers.vcol_len = count_bits_i(cd_lused[CD_MLOOPCOL]);
+
+ rdata->cd.layers.uv = MEM_mallocN(sizeof(*rdata->cd.layers.uv) * rdata->cd.layers.uv_len, __func__);
+ rdata->cd.layers.vcol = MEM_mallocN(sizeof(*rdata->cd.layers.vcol) * rdata->cd.layers.vcol_len, __func__);
+ rdata->cd.layers.tangent = MEM_mallocN(sizeof(*rdata->cd.layers.tangent) * rdata->cd.layers.tangent_len, __func__);
+
+ rdata->cd.uuid.uv = MEM_mallocN(sizeof(*rdata->cd.uuid.uv) * rdata->cd.layers.uv_len, __func__);
+ rdata->cd.uuid.vcol = MEM_mallocN(sizeof(*rdata->cd.uuid.vcol) * rdata->cd.layers.vcol_len, __func__);
+ rdata->cd.uuid.tangent = MEM_mallocN(sizeof(*rdata->cd.uuid.tangent) * rdata->cd.layers.tangent_len, __func__);
+
+ rdata->cd.offset.uv = MEM_mallocN(sizeof(*rdata->cd.offset.uv) * rdata->cd.layers.uv_len, __func__);
+ rdata->cd.offset.vcol = MEM_mallocN(sizeof(*rdata->cd.offset.vcol) * rdata->cd.layers.vcol_len, __func__);
+
+ /* Allocate max */
+ rdata->cd.layers.auto_vcol = MEM_callocN(
+ sizeof(*rdata->cd.layers.auto_vcol) * rdata->cd.layers.vcol_len, __func__);
+ rdata->cd.uuid.auto_mix = MEM_mallocN(
+ sizeof(*rdata->cd.uuid.auto_mix) * (rdata->cd.layers.vcol_len + rdata->cd.layers.uv_len), __func__);
+
+ /* XXX FIXME XXX */
+ /* We use a hash to identify each data layer based on its name.
+ * Gawain then search for this name in the current shader and bind if it exists.
+ * NOTE : This is prone to hash collision.
+ * One solution to hash collision would be to format the cd layer name
+ * to a safe glsl var name, but without name clash.
+ * NOTE 2 : Replicate changes to code_generate_vertex_new() in gpu_codegen.c */
+ if (rdata->cd.layers.vcol_len != 0) {
+ for (int i_src = 0, i_dst = 0; i_src < cd_layers_src.vcol_len; i_src++, i_dst++) {
+ if ((cd_lused[CD_MLOOPCOL] & (1 << i_src)) == 0) {
+ i_dst--;
+ if (rdata->cd.layers.vcol_active >= i_src) {
+ rdata->cd.layers.vcol_active--;
+ }
+ }
+ else {
+ const char *name = CustomData_get_layer_name(cd_ldata, CD_MLOOPCOL, i_src);
+ uint hash = BLI_ghashutil_strhash_p(name);
+ BLI_snprintf(rdata->cd.uuid.vcol[i_dst], sizeof(*rdata->cd.uuid.vcol), "c%u", hash);
+ rdata->cd.layers.vcol[i_dst] = CustomData_get_layer_n(cd_ldata, CD_MLOOPCOL, i_src);
+ if (rdata->edit_bmesh) {
+ rdata->cd.offset.vcol[i_dst] = CustomData_get_n_offset(
+ &rdata->edit_bmesh->bm->ldata, CD_MLOOPCOL, i_src);
+ }
+
+ /* Gather number of auto layers. */
+ /* We only do vcols that are not overridden by uvs */
+ if (CustomData_get_named_layer_index(cd_ldata, CD_MLOOPUV, name) == -1) {
+ BLI_snprintf(
+ rdata->cd.uuid.auto_mix[rdata->cd.layers.uv_len + i_dst],
+ sizeof(*rdata->cd.uuid.auto_mix), "a%u", hash);
+ rdata->cd.layers.auto_vcol[i_dst] = true;
+ }
+ }
+ }
+ }
+
+ /* Start Fresh */
+ CustomData_free_layers(cd_ldata, CD_TANGENT, rdata->loop_len);
+ CustomData_free_layers(cd_ldata, CD_MLOOPTANGENT, rdata->loop_len);
+
+ if (rdata->cd.layers.uv_len != 0) {
+ for (int i_src = 0, i_dst = 0; i_src < cd_layers_src.uv_len; i_src++, i_dst++) {
+ if ((cd_lused[CD_MLOOPUV] & (1 << i_src)) == 0) {
+ i_dst--;
+ if (rdata->cd.layers.uv_active >= i_src) {
+ rdata->cd.layers.uv_active--;
+ }
+ }
+ else {
+ const char *name = CustomData_get_layer_name(cd_ldata, CD_MLOOPUV, i_src);
+ uint hash = BLI_ghashutil_strhash_p(name);
+
+ BLI_snprintf(rdata->cd.uuid.uv[i_dst], sizeof(*rdata->cd.uuid.uv), "u%u", hash);
+ rdata->cd.layers.uv[i_dst] = CustomData_get_layer_n(cd_ldata, CD_MLOOPUV, i_src);
+ if (rdata->edit_bmesh) {
+ rdata->cd.offset.uv[i_dst] = CustomData_get_n_offset(
+ &rdata->edit_bmesh->bm->ldata, CD_MLOOPUV, i_src);
+ }
+ BLI_snprintf(rdata->cd.uuid.auto_mix[i_dst], sizeof(*rdata->cd.uuid.auto_mix), "a%u", hash);
+ }
+ }
+ }
+
+ if (rdata->cd.layers.tangent_len != 0) {
+
+ /* -------------------------------------------------------------------- */
+ /* Pre-calculate tangents into 'rdata->cd.output.ldata' */
+
+ BLI_assert(!CustomData_has_layer(&rdata->cd.output.ldata, CD_TANGENT));
+
+ /* Tangent Names */
+ char tangent_names[MAX_MTFACE][MAX_NAME];
+ for (int i_src = 0, i_dst = 0; i_src < cd_layers_src.uv_len; i_src++, i_dst++) {
+ if ((cd_lused[CD_TANGENT] & (1 << i_src)) == 0) {
+ i_dst--;
+ }
+ else {
+ BLI_strncpy(
+ tangent_names[i_dst],
+ CustomData_get_layer_name(cd_ldata, CD_MLOOPUV, i_src), MAX_NAME);
+ }
+ }
+
+ /* If tangent from orco is requested, decrement tangent_len */
+ int actual_tangent_len = (cd_lused[CD_TANGENT] & DM_TANGENT_MASK_ORCO) ?
+ rdata->cd.layers.tangent_len - 1 : rdata->cd.layers.tangent_len;
+ if (rdata->edit_bmesh) {
+ BMEditMesh *em = rdata->edit_bmesh;
+ BMesh *bm = em->bm;
+
+ if (is_auto_smooth && rdata->loop_normals == NULL) {
+ /* Should we store the previous array of `loop_normals` in somewhere? */
+ rdata->loop_len = bm->totloop;
+ rdata->loop_normals = MEM_mallocN(sizeof(*rdata->loop_normals) * rdata->loop_len, __func__);
+ BM_loops_calc_normal_vcos(bm, NULL, NULL, NULL, true, split_angle, rdata->loop_normals, NULL, NULL, -1);
+ }
+
+ bool calc_active_tangent = false;
+
+ BKE_editmesh_loop_tangent_calc(
+ em, calc_active_tangent,
+ tangent_names, actual_tangent_len,
+ rdata->poly_normals, rdata->loop_normals,
+ rdata->orco,
+ &rdata->cd.output.ldata, bm->totloop,
+ &rdata->cd.output.tangent_mask);
+ }
+ else {
+#undef me
+
+ if (is_auto_smooth && rdata->loop_normals == NULL) {
+ /* Should we store the previous array of `loop_normals` in CustomData? */
+ mesh_render_calc_normals_loop_and_poly(me, split_angle, rdata);
+ }
+
+ bool calc_active_tangent = false;
+
+ BKE_mesh_calc_loop_tangent_ex(
+ me->mvert,
+ me->mpoly, me->totpoly,
+ me->mloop,
+ rdata->mlooptri, rdata->tri_len,
+ cd_ldata,
+ calc_active_tangent,
+ tangent_names, actual_tangent_len,
+ rdata->poly_normals, rdata->loop_normals,
+ rdata->orco,
+ &rdata->cd.output.ldata, me->totloop,
+ &rdata->cd.output.tangent_mask);
+
+ /* If we store tangents in the mesh, set temporary. */
+#if 0
+ CustomData_set_layer_flag(cd_ldata, CD_TANGENT, CD_FLAG_TEMPORARY);
+#endif
+
+#define me DONT_USE_THIS
+#ifdef me /* quiet warning */
+#endif
+ }
+
+ /* End tangent calculation */
+ /* -------------------------------------------------------------------- */
+
+ BLI_assert(CustomData_number_of_layers(&rdata->cd.output.ldata, CD_TANGENT) == rdata->cd.layers.tangent_len);
+
+ int i_dst = 0;
+ for (int i_src = 0; i_src < cd_layers_src.uv_len; i_src++, i_dst++) {
+ if ((cd_lused[CD_TANGENT] & (1 << i_src)) == 0) {
+ i_dst--;
+ if (rdata->cd.layers.tangent_active >= i_src) {
+ rdata->cd.layers.tangent_active--;
+ }
+ }
+ else {
+ const char *name = CustomData_get_layer_name(cd_ldata, CD_MLOOPUV, i_src);
+ uint hash = BLI_ghashutil_strhash_p(name);
+
+ BLI_snprintf(rdata->cd.uuid.tangent[i_dst], sizeof(*rdata->cd.uuid.tangent), "t%u", hash);
+
+ /* Done adding tangents. */
+
+ /* note: BKE_editmesh_loop_tangent_calc calculates 'CD_TANGENT',
+ * not 'CD_MLOOPTANGENT' (as done below). It's OK, they're compatible. */
+
+ /* note: normally we'd use 'i_src' here, but 'i_dst' is in sync with 'rdata->cd.output' */
+ rdata->cd.layers.tangent[i_dst] = CustomData_get_layer_n(&rdata->cd.output.ldata, CD_TANGENT, i_dst);
+ if (rdata->tri_len != 0) {
+ BLI_assert(rdata->cd.layers.tangent[i_dst] != NULL);
+ }
+ }
+ }
+ if (cd_lused[CD_TANGENT] & DM_TANGENT_MASK_ORCO) {
+ const char *name = CustomData_get_layer_name(&rdata->cd.output.ldata, CD_TANGENT, i_dst);
+ uint hash = BLI_ghashutil_strhash_p(name);
+ BLI_snprintf(rdata->cd.uuid.tangent[i_dst], sizeof(*rdata->cd.uuid.tangent), "t%u", hash);
+
+ rdata->cd.layers.tangent[i_dst] = CustomData_get_layer_n(&rdata->cd.output.ldata, CD_TANGENT, i_dst);
+ }
+ }
+
+#undef me
+ }
+
+ return rdata;
+}
+
+static void mesh_render_data_free(MeshRenderData *rdata)
+{
+ if (rdata->is_orco_allocated) {
+ MEM_SAFE_FREE(rdata->orco);
+ }
+ MEM_SAFE_FREE(rdata->cd.offset.uv);
+ MEM_SAFE_FREE(rdata->cd.offset.vcol);
+ MEM_SAFE_FREE(rdata->cd.uuid.auto_mix);
+ MEM_SAFE_FREE(rdata->cd.uuid.uv);
+ MEM_SAFE_FREE(rdata->cd.uuid.vcol);
+ MEM_SAFE_FREE(rdata->cd.uuid.tangent);
+ MEM_SAFE_FREE(rdata->cd.layers.uv);
+ MEM_SAFE_FREE(rdata->cd.layers.vcol);
+ MEM_SAFE_FREE(rdata->cd.layers.tangent);
+ MEM_SAFE_FREE(rdata->cd.layers.auto_vcol);
+ MEM_SAFE_FREE(rdata->loose_verts);
+ MEM_SAFE_FREE(rdata->loose_edges);
+ MEM_SAFE_FREE(rdata->edges_adjacent_polys);
+ MEM_SAFE_FREE(rdata->mlooptri);
+ MEM_SAFE_FREE(rdata->loop_normals);
+ MEM_SAFE_FREE(rdata->poly_normals);
+ MEM_SAFE_FREE(rdata->poly_normals_pack);
+ MEM_SAFE_FREE(rdata->vert_normals_pack);
+ MEM_SAFE_FREE(rdata->vert_weight_color);
+ MEM_SAFE_FREE(rdata->edge_select_bool);
+ MEM_SAFE_FREE(rdata->vert_color);
+
+ CustomData_free(&rdata->cd.output.ldata, rdata->loop_len);
+
+ MEM_freeN(rdata);
+}
+
+static MeshRenderData *mesh_render_data_create(Mesh *me, const int types)
+{
+ return mesh_render_data_create_ex(me, types, NULL, 0);
+}
+
+/** \} */
+
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Accessor Functions
+ * \{ */
+
+static const char *mesh_render_data_uv_auto_layer_uuid_get(const MeshRenderData *rdata, int layer)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_SHADING);
+ return rdata->cd.uuid.auto_mix[layer];
+}
+
+static const char *mesh_render_data_vcol_auto_layer_uuid_get(const MeshRenderData *rdata, int layer)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_SHADING);
+ return rdata->cd.uuid.auto_mix[rdata->cd.layers.uv_len + layer];
+}
+
+static const char *mesh_render_data_uv_layer_uuid_get(const MeshRenderData *rdata, int layer)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_SHADING);
+ return rdata->cd.uuid.uv[layer];
+}
+
+static const char *mesh_render_data_vcol_layer_uuid_get(const MeshRenderData *rdata, int layer)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_SHADING);
+ return rdata->cd.uuid.vcol[layer];
+}
+
+static const char *mesh_render_data_tangent_layer_uuid_get(const MeshRenderData *rdata, int layer)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_SHADING);
+ return rdata->cd.uuid.tangent[layer];
+}
+
+static int mesh_render_data_verts_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+ return rdata->vert_len;
+}
+
+static int mesh_render_data_loose_verts_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_OVERLAY);
+ return rdata->loose_vert_len;
+}
+
+static int mesh_render_data_edges_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_EDGE);
+ return rdata->edge_len;
+}
+
+static int mesh_render_data_loose_edges_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_OVERLAY);
+ return rdata->loose_edge_len;
+}
+
+static int mesh_render_data_looptri_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_LOOPTRI);
+ return rdata->tri_len;
+}
+
+static int mesh_render_data_mat_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_POLY);
+ return rdata->mat_len;
+}
+
+static int UNUSED_FUNCTION(mesh_render_data_loops_len_get)(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_LOOP);
+ return rdata->loop_len;
+}
+
+static int mesh_render_data_polys_len_get(const MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_POLY);
+ return rdata->poly_len;
+}
+
+/** \} */
+
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Internal Cache (Lazy Initialization)
+ * \{ */
+
+/** Ensure #MeshRenderData.poly_normals_pack */
+static void mesh_render_data_ensure_poly_normals_pack(MeshRenderData *rdata)
+{
+ Gwn_PackedNormal *pnors_pack = rdata->poly_normals_pack;
+ if (pnors_pack == NULL) {
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter fiter;
+ BMFace *efa;
+ int i;
+
+ pnors_pack = rdata->poly_normals_pack = MEM_mallocN(sizeof(*pnors_pack) * rdata->poly_len, __func__);
+ BM_ITER_MESH_INDEX(efa, &fiter, bm, BM_FACES_OF_MESH, i) {
+ pnors_pack[i] = GWN_normal_convert_i10_v3(efa->no);
+ }
+ }
+ else {
+ float (*pnors)[3] = rdata->poly_normals;
+
+ if (!pnors) {
+ pnors = rdata->poly_normals = MEM_mallocN(sizeof(*pnors) * rdata->poly_len, __func__);
+ BKE_mesh_calc_normals_poly(
+ rdata->mvert, NULL, rdata->vert_len,
+ rdata->mloop, rdata->mpoly, rdata->loop_len, rdata->poly_len, pnors, true);
+ }
+
+ pnors_pack = rdata->poly_normals_pack = MEM_mallocN(sizeof(*pnors_pack) * rdata->poly_len, __func__);
+ for (int i = 0; i < rdata->poly_len; i++) {
+ pnors_pack[i] = GWN_normal_convert_i10_v3(pnors[i]);
+ }
+ }
+ }
+}
+
+/** Ensure #MeshRenderData.vert_normals_pack */
+static void mesh_render_data_ensure_vert_normals_pack(MeshRenderData *rdata)
+{
+ Gwn_PackedNormal *vnors_pack = rdata->vert_normals_pack;
+ if (vnors_pack == NULL) {
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter viter;
+ BMVert *eve;
+ int i;
+
+ vnors_pack = rdata->vert_normals_pack = MEM_mallocN(sizeof(*vnors_pack) * rdata->vert_len, __func__);
+ BM_ITER_MESH_INDEX(eve, &viter, bm, BM_VERT, i) {
+ vnors_pack[i] = GWN_normal_convert_i10_v3(eve->no);
+ }
+ }
+ else {
+ /* data from mesh used directly */
+ BLI_assert(0);
+ }
+ }
+}
+
+
+/** Ensure #MeshRenderData.vert_color */
+static void mesh_render_data_ensure_vert_color(MeshRenderData *rdata)
+{
+ char (*vcol)[3] = rdata->vert_color;
+ if (vcol == NULL) {
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ const int cd_loop_color_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPCOL);
+ if (cd_loop_color_offset == -1) {
+ goto fallback;
+ }
+
+ vcol = rdata->vert_color = MEM_mallocN(sizeof(*vcol) * rdata->loop_len, __func__);
+
+ BMIter fiter;
+ BMFace *efa;
+ int i = 0;
+
+ BM_ITER_MESH(efa, &fiter, bm, BM_FACES_OF_MESH) {
+ BMLoop *l_iter, *l_first;
+ l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
+ do {
+ const MLoopCol *lcol = BM_ELEM_CD_GET_VOID_P(l_iter, cd_loop_color_offset);
+ vcol[i][0] = lcol->r;
+ vcol[i][1] = lcol->g;
+ vcol[i][2] = lcol->b;
+ i += 1;
+ } while ((l_iter = l_iter->next) != l_first);
+ }
+ BLI_assert(i == rdata->loop_len);
+ }
+ else {
+ if (rdata->mloopcol == NULL) {
+ goto fallback;
+ }
+
+ vcol = rdata->vert_color = MEM_mallocN(sizeof(*vcol) * rdata->loop_len, __func__);
+
+ for (int i = 0; i < rdata->loop_len; i++) {
+ vcol[i][0] = rdata->mloopcol[i].r;
+ vcol[i][1] = rdata->mloopcol[i].g;
+ vcol[i][2] = rdata->mloopcol[i].b;
+ }
+ }
+ }
+ return;
+
+fallback:
+ vcol = rdata->vert_color = MEM_mallocN(sizeof(*vcol) * rdata->loop_len, __func__);
+
+ for (int i = 0; i < rdata->loop_len; i++) {
+ vcol[i][0] = 255;
+ vcol[i][1] = 255;
+ vcol[i][2] = 255;
+ }
+}
+
+/* TODO, move into shader? */
+static void rgb_from_weight(float r_rgb[3], const float weight)
+{
+ const float blend = ((weight / 2.0f) + 0.5f);
+
+ if (weight <= 0.25f) { /* blue->cyan */
+ r_rgb[0] = 0.0f;
+ r_rgb[1] = blend * weight * 4.0f;
+ r_rgb[2] = blend;
+ }
+ else if (weight <= 0.50f) { /* cyan->green */
+ r_rgb[0] = 0.0f;
+ r_rgb[1] = blend;
+ r_rgb[2] = blend * (1.0f - ((weight - 0.25f) * 4.0f));
+ }
+ else if (weight <= 0.75f) { /* green->yellow */
+ r_rgb[0] = blend * ((weight - 0.50f) * 4.0f);
+ r_rgb[1] = blend;
+ r_rgb[2] = 0.0f;
+ }
+ else if (weight <= 1.0f) { /* yellow->red */
+ r_rgb[0] = blend;
+ r_rgb[1] = blend * (1.0f - ((weight - 0.75f) * 4.0f));
+ r_rgb[2] = 0.0f;
+ }
+ else {
+ /* exceptional value, unclamped or nan,
+ * avoid uninitialized memory use */
+ r_rgb[0] = 1.0f;
+ r_rgb[1] = 0.0f;
+ r_rgb[2] = 1.0f;
+ }
+}
+
+
+/** Ensure #MeshRenderData.vert_weight_color */
+static void mesh_render_data_ensure_vert_weight_color(MeshRenderData *rdata, const int defgroup)
+{
+ float (*vweight)[3] = rdata->vert_weight_color;
+ if (vweight == NULL) {
+ if (defgroup == -1) {
+ goto fallback;
+ }
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ const int cd_dvert_offset = CustomData_get_offset(&bm->vdata, CD_MDEFORMVERT);
+ if (cd_dvert_offset == -1) {
+ goto fallback;
+ }
+
+ BMIter viter;
+ BMVert *eve;
+ int i;
+
+ vweight = rdata->vert_weight_color = MEM_mallocN(sizeof(*vweight) * rdata->vert_len, __func__);
+ BM_ITER_MESH_INDEX(eve, &viter, bm, BM_VERT, i) {
+ const MDeformVert *dvert = BM_ELEM_CD_GET_VOID_P(eve, cd_dvert_offset);
+ float weight = defvert_find_weight(dvert, defgroup);
+ if (U.flag & USER_CUSTOM_RANGE) {
+ BKE_colorband_evaluate(&U.coba_weight, weight, vweight[i]);
+ }
+ else {
+ rgb_from_weight(vweight[i], weight);
+ }
+ }
+ }
+ else {
+ if (rdata->dvert == NULL) {
+ goto fallback;
+ }
+
+ vweight = rdata->vert_weight_color = MEM_mallocN(sizeof(*vweight) * rdata->vert_len, __func__);
+ for (int i = 0; i < rdata->vert_len; i++) {
+ float weight = defvert_find_weight(&rdata->dvert[i], defgroup);
+ if (U.flag & USER_CUSTOM_RANGE) {
+ BKE_colorband_evaluate(&U.coba_weight, weight, vweight[i]);
+ }
+ else {
+ rgb_from_weight(vweight[i], weight);
+ }
+ }
+ }
+ }
+ return;
+
+fallback:
+ vweight = rdata->vert_weight_color = MEM_callocN(sizeof(*vweight) * rdata->vert_len, __func__);
+
+ for (int i = 0; i < rdata->vert_len; i++) {
+ vweight[i][2] = 0.5f;
+ }
+}
+
+/** Ensure #MeshRenderData.edge_select_bool */
+static void mesh_render_data_ensure_edge_select_bool(MeshRenderData *rdata, bool use_wire)
+{
+ bool *edge_select_bool = rdata->edge_select_bool;
+ if (edge_select_bool == NULL) {
+ edge_select_bool = rdata->edge_select_bool =
+ MEM_callocN(sizeof(*edge_select_bool) * rdata->edge_len, __func__);
+
+ for (int i = 0; i < rdata->poly_len; i++) {
+ MPoly *poly = &rdata->mpoly[i];
+
+ if (poly->flag & ME_FACE_SEL) {
+ for (int j = 0; j < poly->totloop; j++) {
+ MLoop *loop = &rdata->mloop[poly->loopstart + j];
+ if (use_wire) {
+ edge_select_bool[loop->e] = true;
+ }
+ else {
+ /* Not totally correct, will cause problems for edges with 3x faces. */
+ edge_select_bool[loop->e] = !edge_select_bool[loop->e];
+ }
+ }
+ }
+ }
+ }
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Internal Cache Generation
+ * \{ */
+
+static bool mesh_render_data_pnors_pcenter_select_get(
+ MeshRenderData *rdata, const int poly,
+ float r_pnors[3], float r_center[3], bool *r_selected)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (rdata->edit_bmesh) {
+ const BMFace *efa = BM_face_at_index(rdata->edit_bmesh->bm, poly);
+ if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ return false;
+ }
+ BM_face_calc_center_mean(efa, r_center);
+ copy_v3_v3(r_pnors, efa->no);
+ *r_selected = (BM_elem_flag_test(efa, BM_ELEM_SELECT) != 0) ? true : false;
+ }
+ else {
+ MVert *mvert = rdata->mvert;
+ const MPoly *mpoly = rdata->mpoly + poly;
+ const MLoop *mloop = rdata->mloop + mpoly->loopstart;
+
+ BKE_mesh_calc_poly_center(mpoly, mloop, mvert, r_center);
+ BKE_mesh_calc_poly_normal(mpoly, mloop, mvert, r_pnors);
+
+ *r_selected = false; /* No selection if not in edit mode */
+ }
+
+ return true;
+}
+
+static bool mesh_render_data_edge_vcos_manifold_pnors(
+ MeshRenderData *rdata, const int edge_index,
+ float **r_vco1, float **r_vco2, float **r_pnor1, float **r_pnor2, bool *r_is_manifold)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMEdge *eed = BM_edge_at_index(bm, edge_index);
+ if (BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ return false;
+ }
+ *r_vco1 = eed->v1->co;
+ *r_vco2 = eed->v2->co;
+ if (BM_edge_is_manifold(eed)) {
+ *r_pnor1 = eed->l->f->no;
+ *r_pnor2 = eed->l->radial_next->f->no;
+ *r_is_manifold = true;
+ }
+ else if (eed->l != NULL) {
+ *r_pnor1 = eed->l->f->no;
+ *r_pnor2 = eed->l->f->no;
+ *r_is_manifold = false;
+ }
+ else {
+ *r_pnor1 = eed->v1->no;
+ *r_pnor2 = eed->v1->no;
+ *r_is_manifold = false;
+ }
+ }
+ else {
+ MVert *mvert = rdata->mvert;
+ MEdge *medge = rdata->medge;
+ EdgeAdjacentPolys *eap = rdata->edges_adjacent_polys;
+ float (*pnors)[3] = rdata->poly_normals;
+
+ if (!eap) {
+ const MLoop *mloop = rdata->mloop;
+ const MPoly *mpoly = rdata->mpoly;
+ const int poly_len = rdata->poly_len;
+ const bool do_pnors = (poly_len != 0 && pnors == NULL);
+
+ eap = rdata->edges_adjacent_polys = MEM_mallocN(sizeof(*eap) * rdata->edge_len, __func__);
+ for (int i = 0; i < rdata->edge_len; i++) {
+ eap[i].count = 0;
+ eap[i].face_index[0] = -1;
+ eap[i].face_index[1] = -1;
+ }
+ if (do_pnors) {
+ pnors = rdata->poly_normals = MEM_mallocN(sizeof(*pnors) * poly_len, __func__);
+ }
+
+ for (int i = 0; i < poly_len; i++, mpoly++) {
+ if (do_pnors) {
+ BKE_mesh_calc_poly_normal(mpoly, mloop + mpoly->loopstart, mvert, pnors[i]);
+ }
+
+ const int loopend = mpoly->loopstart + mpoly->totloop;
+ for (int j = mpoly->loopstart; j < loopend; j++) {
+ const int edge_idx = mloop[j].e;
+ if (eap[edge_idx].count < 2) {
+ eap[edge_idx].face_index[eap[edge_idx].count] = i;
+ }
+ eap[edge_idx].count++;
+ }
+ }
+ }
+ BLI_assert(eap && (rdata->poly_len == 0 || pnors != NULL));
+
+ *r_vco1 = mvert[medge[edge_index].v1].co;
+ *r_vco2 = mvert[medge[edge_index].v2].co;
+ if (eap[edge_index].face_index[0] == -1) {
+ /* Edge has no poly... */
+ *r_pnor1 = *r_pnor2 = mvert[medge[edge_index].v1].co; /* XXX mvert.no are shorts... :( */
+ *r_is_manifold = false;
+ }
+ else {
+ *r_pnor1 = pnors[eap[edge_index].face_index[0]];
+
+ float nor[3], v1[3], v2[3], r_center[3];
+ const MPoly *mpoly = rdata->mpoly + eap[edge_index].face_index[0];
+ const MLoop *mloop = rdata->mloop + mpoly->loopstart;
+
+ BKE_mesh_calc_poly_center(mpoly, mloop, mvert, r_center);
+ sub_v3_v3v3(v1, *r_vco2, *r_vco1);
+ sub_v3_v3v3(v2, r_center, *r_vco1);
+ cross_v3_v3v3(nor, v1, v2);
+
+ if (dot_v3v3(nor, *r_pnor1) < 0.0) {
+ SWAP(float *, *r_vco1, *r_vco2);
+ }
+
+ if (eap[edge_index].count == 2) {
+ BLI_assert(eap[edge_index].face_index[1] >= 0);
+ *r_pnor2 = pnors[eap[edge_index].face_index[1]];
+ *r_is_manifold = true;
+ }
+ else {
+ *r_pnor2 = pnors[eap[edge_index].face_index[0]];
+ *r_is_manifold = false;
+ }
+ }
+ }
+
+ return true;
+}
+
+
+/* First 2 bytes are bit flags
+ * 3rd is for sharp edges
+ * 4rd is for creased edges */
+enum {
+ VFLAG_VERTEX_ACTIVE = 1 << 0,
+ VFLAG_VERTEX_SELECTED = 1 << 1,
+ VFLAG_FACE_ACTIVE = 1 << 2,
+ VFLAG_FACE_SELECTED = 1 << 3,
+};
+
+enum {
+ VFLAG_EDGE_EXISTS = 1 << 0,
+ VFLAG_EDGE_ACTIVE = 1 << 1,
+ VFLAG_EDGE_SELECTED = 1 << 2,
+ VFLAG_EDGE_SEAM = 1 << 3,
+ VFLAG_EDGE_SHARP = 1 << 4,
+ /* Beware to not go over 1 << 7
+ * (see gpu_shader_edit_mesh_overlay_geom.glsl) */
+};
+
+static unsigned char mesh_render_data_looptri_flag(MeshRenderData *rdata, const BMFace *efa)
+{
+ unsigned char fflag = 0;
+
+ if (efa == rdata->efa_act)
+ fflag |= VFLAG_FACE_ACTIVE;
+
+ if (BM_elem_flag_test(efa, BM_ELEM_SELECT))
+ fflag |= VFLAG_FACE_SELECTED;
+
+ return fflag;
+}
+
+static void mesh_render_data_edge_flag(
+ const MeshRenderData *rdata, const BMEdge *eed,
+ EdgeDrawAttr *eattr)
+{
+ eattr->e_flag |= VFLAG_EDGE_EXISTS;
+
+ if (eed == rdata->eed_act)
+ eattr->e_flag |= VFLAG_EDGE_ACTIVE;
+
+ if (BM_elem_flag_test(eed, BM_ELEM_SELECT))
+ eattr->e_flag |= VFLAG_EDGE_SELECTED;
+
+ if (BM_elem_flag_test(eed, BM_ELEM_SEAM))
+ eattr->e_flag |= VFLAG_EDGE_SEAM;
+
+ if (!BM_elem_flag_test(eed, BM_ELEM_SMOOTH))
+ eattr->e_flag |= VFLAG_EDGE_SHARP;
+
+ /* Use a byte for value range */
+ if (rdata->cd.offset.crease != -1) {
+ float crease = BM_ELEM_CD_GET_FLOAT(eed, rdata->cd.offset.crease);
+ if (crease > 0) {
+ eattr->crease = (char)(crease * 255.0f);
+ }
+ }
+
+ /* Use a byte for value range */
+ if (rdata->cd.offset.bweight != -1) {
+ float bweight = BM_ELEM_CD_GET_FLOAT(eed, rdata->cd.offset.bweight);
+ if (bweight > 0) {
+ eattr->bweight = (char)(bweight * 255.0f);
+ }
+ }
+}
+
+static unsigned char mesh_render_data_vertex_flag(MeshRenderData *rdata, const BMVert *eve)
+{
+
+ unsigned char vflag = 0;
+
+ /* Current vertex */
+ if (eve == rdata->eve_act)
+ vflag |= VFLAG_VERTEX_ACTIVE;
+
+ if (BM_elem_flag_test(eve, BM_ELEM_SELECT))
+ vflag |= VFLAG_VERTEX_SELECTED;
+
+ return vflag;
+}
+
+static void add_overlay_tri(
+ MeshRenderData *rdata, Gwn_VertBuf *vbo_pos, Gwn_VertBuf *vbo_nor, Gwn_VertBuf *vbo_data,
+ const uint pos_id, const uint vnor_id, const uint lnor_id, const uint data_id,
+ const BMLoop **bm_looptri, const int base_vert_idx)
+{
+ unsigned char fflag;
+ unsigned char vflag;
+
+ if (vbo_pos) {
+ /* TODO(sybren): deduplicate this and all the other places it's pasted to in this file. */
+ if (rdata->edit_data && rdata->edit_data->vertexCos) {
+ for (uint i = 0; i < 3; i++) {
+ int vidx = BM_elem_index_get(bm_looptri[i]->v);
+ const float *pos = rdata->edit_data->vertexCos[vidx];
+ GWN_vertbuf_attr_set(vbo_pos, pos_id, base_vert_idx + i, pos);
+ }
+ }
+ else {
+ for (uint i = 0; i < 3; i++) {
+ const float *pos = bm_looptri[i]->v->co;
+ GWN_vertbuf_attr_set(vbo_pos, pos_id, base_vert_idx + i, pos);
+ }
+ }
+ }
+
+ if (vbo_nor) {
+ /* TODO real loop normal */
+ Gwn_PackedNormal lnor = GWN_normal_convert_i10_v3(bm_looptri[0]->f->no);
+ for (uint i = 0; i < 3; i++) {
+ Gwn_PackedNormal vnor = GWN_normal_convert_i10_v3(bm_looptri[i]->v->no);
+ GWN_vertbuf_attr_set(vbo_nor, vnor_id, base_vert_idx + i, &vnor);
+ GWN_vertbuf_attr_set(vbo_nor, lnor_id, base_vert_idx + i, &lnor);
+ }
+ }
+
+ if (vbo_data) {
+ fflag = mesh_render_data_looptri_flag(rdata, bm_looptri[0]->f);
+ uint i_prev = 1, i = 2;
+ for (uint i_next = 0; i_next < 3; i_next++) {
+ vflag = mesh_render_data_vertex_flag(rdata, bm_looptri[i]->v);
+ EdgeDrawAttr eattr = {0};
+ if (bm_looptri[i_next] == bm_looptri[i_prev]->prev) {
+ mesh_render_data_edge_flag(rdata, bm_looptri[i_next]->e, &eattr);
+ }
+ eattr.v_flag = fflag | vflag;
+ GWN_vertbuf_attr_set(vbo_data, data_id, base_vert_idx + i, &eattr);
+
+ i_prev = i;
+ i = i_next;
+ }
+ }
+}
+
+static void add_overlay_loose_edge(
+ MeshRenderData *rdata, Gwn_VertBuf *vbo_pos, Gwn_VertBuf *vbo_nor, Gwn_VertBuf *vbo_data,
+ const uint pos_id, const uint vnor_id, const uint data_id,
+ const BMEdge *eed, const int base_vert_idx)
+{
+ if (vbo_pos) {
+ /* TODO(sybren): deduplicate this and all the other places it's pasted to in this file. */
+ if (rdata->edit_data && rdata->edit_data->vertexCos) {
+ for (uint i = 0; i < 2; i++) {
+ int vidx = BM_elem_index_get((&eed->v1)[i]);
+ const float *pos = rdata->edit_data->vertexCos[vidx];
+ GWN_vertbuf_attr_set(vbo_pos, pos_id, base_vert_idx + i, pos);
+ }
+ }
+ else {
+ for (int i = 0; i < 2; ++i) {
+ const float *pos = (&eed->v1)[i]->co;
+ GWN_vertbuf_attr_set(vbo_pos, pos_id, base_vert_idx + i, pos);
+ }
+ }
+ }
+
+ if (vbo_nor) {
+ for (int i = 0; i < 2; ++i) {
+ Gwn_PackedNormal vnor = GWN_normal_convert_i10_v3((&eed->v1)[i]->no);
+ GWN_vertbuf_attr_set(vbo_nor, vnor_id, base_vert_idx + i, &vnor);
+ }
+ }
+
+ if (vbo_data) {
+ EdgeDrawAttr eattr = {0};
+ mesh_render_data_edge_flag(rdata, eed, &eattr);
+ for (int i = 0; i < 2; ++i) {
+ eattr.v_flag = mesh_render_data_vertex_flag(rdata, (&eed->v1)[i]);
+ GWN_vertbuf_attr_set(vbo_data, data_id, base_vert_idx + i, &eattr);
+ }
+ }
+}
+
+static void add_overlay_loose_vert(
+ MeshRenderData *rdata, Gwn_VertBuf *vbo_pos, Gwn_VertBuf *vbo_nor, Gwn_VertBuf *vbo_data,
+ const uint pos_id, const uint vnor_id, const uint data_id,
+ const BMVert *eve, const int base_vert_idx)
+{
+ if (vbo_pos) {
+ /* TODO(sybren): deduplicate this and all the other places it's pasted to in this file. */
+ if (rdata->edit_data && rdata->edit_data->vertexCos) {
+ int vidx = BM_elem_index_get(eve);
+ const float *pos = rdata->edit_data->vertexCos[vidx];
+ GWN_vertbuf_attr_set(vbo_pos, pos_id, base_vert_idx, pos);
+ }
+ else {
+ const float *pos = eve->co;
+ GWN_vertbuf_attr_set(vbo_pos, pos_id, base_vert_idx, pos);
+ }
+ }
+
+ if (vbo_nor) {
+ Gwn_PackedNormal vnor = GWN_normal_convert_i10_v3(eve->no);
+ GWN_vertbuf_attr_set(vbo_nor, vnor_id, base_vert_idx, &vnor);
+ }
+
+ if (vbo_data) {
+ unsigned char vflag[4] = {0, 0, 0, 0};
+ vflag[0] = mesh_render_data_vertex_flag(rdata, eve);
+ GWN_vertbuf_attr_set(vbo_data, data_id, base_vert_idx, vflag);
+ }
+}
+
+/** \} */
+
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Mesh Gwn_Batch Cache
+ * \{ */
+
+typedef struct MeshBatchCache {
+ Gwn_VertBuf *pos_in_order;
+ Gwn_VertBuf *nor_in_order;
+ Gwn_IndexBuf *edges_in_order;
+ Gwn_IndexBuf *edges_adjacency; /* Store edges with adjacent vertices. */
+ Gwn_IndexBuf *triangles_in_order;
+
+ Gwn_Batch *all_verts;
+ Gwn_Batch *all_edges;
+ Gwn_Batch *all_triangles;
+
+ Gwn_VertBuf *pos_with_normals;
+ Gwn_VertBuf *tri_aligned_uv; /* Active UV layer (mloopuv) */
+
+ /**
+ * Other uses are all positions or loose elements.
+ * This stores all visible elements, needed for selection.
+ */
+ Gwn_VertBuf *ed_fcenter_pos_with_nor_and_sel;
+ Gwn_VertBuf *ed_edge_pos;
+ Gwn_VertBuf *ed_vert_pos;
+
+ Gwn_Batch *triangles_with_normals;
+
+ /* Skip hidden (depending on paint select mode) */
+ Gwn_Batch *triangles_with_weights;
+ Gwn_Batch *triangles_with_vert_colors;
+ /* Always skip hidden */
+ Gwn_Batch *triangles_with_select_mask;
+ Gwn_Batch *triangles_with_select_id;
+ uint triangles_with_select_id_offset;
+
+ Gwn_Batch *facedot_with_select_id; /* shares vbo with 'overlay_facedots' */
+ Gwn_Batch *edges_with_select_id;
+ Gwn_Batch *verts_with_select_id;
+
+ uint facedot_with_select_id_offset;
+ uint edges_with_select_id_offset;
+ uint verts_with_select_id_offset;
+
+ Gwn_Batch *points_with_normals;
+ Gwn_Batch *fancy_edges; /* owns its vertex buffer (not shared) */
+
+ Gwn_Batch *edge_detection;
+
+ /* Maybe have shaded_triangles_data split into pos_nor and uv_tangent
+ * to minimise data transfer for skinned mesh. */
+ Gwn_VertFormat shaded_triangles_format;
+ Gwn_VertBuf *shaded_triangles_data;
+ Gwn_IndexBuf **shaded_triangles_in_order;
+ Gwn_Batch **shaded_triangles;
+
+ /* Texture Paint.*/
+ /* per-texture batch */
+ Gwn_Batch **texpaint_triangles;
+ Gwn_Batch *texpaint_triangles_single;
+
+ /* Edit Cage Mesh buffers */
+ Gwn_VertBuf *ed_tri_pos;
+ Gwn_VertBuf *ed_tri_nor; /* LoopNor, VertNor */
+ Gwn_VertBuf *ed_tri_data;
+
+ Gwn_VertBuf *ed_ledge_pos;
+ Gwn_VertBuf *ed_ledge_nor; /* VertNor */
+ Gwn_VertBuf *ed_ledge_data;
+
+ Gwn_VertBuf *ed_lvert_pos;
+ Gwn_VertBuf *ed_lvert_nor; /* VertNor */
+ Gwn_VertBuf *ed_lvert_data;
+
+ Gwn_Batch *overlay_triangles;
+ Gwn_Batch *overlay_triangles_nor; /* GWN_PRIM_POINTS */
+ Gwn_Batch *overlay_loose_edges;
+ Gwn_Batch *overlay_loose_edges_nor; /* GWN_PRIM_POINTS */
+ Gwn_Batch *overlay_loose_verts;
+ Gwn_Batch *overlay_facedots;
+
+ Gwn_Batch *overlay_weight_faces;
+ Gwn_Batch *overlay_weight_verts;
+ Gwn_Batch *overlay_paint_edges;
+
+ /* arrays of bool uniform names (and value) that will be use to
+ * set srgb conversion for auto attribs.*/
+ char *auto_layer_names;
+ int *auto_layer_is_srgb;
+ int auto_layer_ct;
+
+ /* settings to determine if cache is invalid */
+ bool is_maybe_dirty;
+ bool is_dirty; /* Instantly invalidates cache, skipping mesh check */
+ int edge_len;
+ int tri_len;
+ int poly_len;
+ int vert_len;
+ int mat_len;
+ bool is_editmode;
+
+ /* XXX, only keep for as long as sculpt mode uses shaded drawing. */
+ bool is_sculpt_points_tag;
+
+ /* Valid only if edges_adjacency is up to date. */
+ bool is_manifold;
+} MeshBatchCache;
+
+/* Gwn_Batch cache management. */
+
+static bool mesh_batch_cache_valid(Mesh *me)
+{
+ MeshBatchCache *cache = me->runtime.batch_cache;
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ /* XXX find another place for this */
+ if (cache->mat_len != mesh_render_mat_len_get(me)) {
+ cache->is_maybe_dirty = true;
+ }
+
+ if (cache->is_editmode != (me->edit_btmesh != NULL)) {
+ return false;
+ }
+
+ if (cache->is_dirty) {
+ return false;
+ }
+
+ if (cache->is_maybe_dirty == false) {
+ return true;
+ }
+ else {
+ if (cache->is_editmode) {
+ return false;
+ }
+ else if ((cache->vert_len != mesh_render_verts_len_get(me)) ||
+ (cache->edge_len != mesh_render_edges_len_get(me)) ||
+ (cache->tri_len != mesh_render_looptri_len_get(me)) ||
+ (cache->poly_len != mesh_render_polys_len_get(me)) ||
+ (cache->mat_len != mesh_render_mat_len_get(me)))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+static void mesh_batch_cache_init(Mesh *me)
+{
+ MeshBatchCache *cache = me->runtime.batch_cache;
+
+ if (!cache) {
+ cache = me->runtime.batch_cache = MEM_callocN(sizeof(*cache), __func__);
+ }
+ else {
+ memset(cache, 0, sizeof(*cache));
+ }
+
+ cache->is_editmode = me->edit_btmesh != NULL;
+
+ if (cache->is_editmode == false) {
+ cache->edge_len = mesh_render_edges_len_get(me);
+ cache->tri_len = mesh_render_looptri_len_get(me);
+ cache->poly_len = mesh_render_polys_len_get(me);
+ cache->vert_len = mesh_render_verts_len_get(me);
+ }
+
+ cache->mat_len = mesh_render_mat_len_get(me);
+
+ cache->is_maybe_dirty = false;
+ cache->is_dirty = false;
+}
+
+static MeshBatchCache *mesh_batch_cache_get(Mesh *me)
+{
+ if (!mesh_batch_cache_valid(me)) {
+ mesh_batch_cache_clear(me);
+ mesh_batch_cache_init(me);
+ }
+ return me->runtime.batch_cache;
+}
+
+void DRW_mesh_batch_cache_dirty(Mesh *me, int mode)
+{
+ MeshBatchCache *cache = me->runtime.batch_cache;
+ if (cache == NULL) {
+ return;
+ }
+ switch (mode) {
+ case BKE_MESH_BATCH_DIRTY_MAYBE_ALL:
+ cache->is_maybe_dirty = true;
+ break;
+ case BKE_MESH_BATCH_DIRTY_SELECT:
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_tri_data);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_ledge_data);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_lvert_data);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_fcenter_pos_with_nor_and_sel); /* Contains select flag */
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_edge_pos);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_vert_pos);
+
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_triangles);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_loose_verts);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_loose_edges);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_facedots);
+ /* Edit mode selection. */
+ GWN_BATCH_DISCARD_SAFE(cache->facedot_with_select_id);
+ GWN_BATCH_DISCARD_SAFE(cache->edges_with_select_id);
+ GWN_BATCH_DISCARD_SAFE(cache->verts_with_select_id);
+ break;
+ case BKE_MESH_BATCH_DIRTY_ALL:
+ cache->is_dirty = true;
+ break;
+ case BKE_MESH_BATCH_DIRTY_SHADING:
+ /* TODO: This should only update UV and tangent data,
+ * and not free the entire cache. */
+ cache->is_dirty = true;
+ break;
+ case BKE_MESH_BATCH_DIRTY_SCULPT_COORDS:
+ cache->is_sculpt_points_tag = true;
+ break;
+ default:
+ BLI_assert(0);
+ }
+}
+
+/**
+ * This only clear the batches associated to the given vertex buffer.
+ **/
+static void mesh_batch_cache_clear_selective(Mesh *me, Gwn_VertBuf *vert)
+{
+ MeshBatchCache *cache = me->runtime.batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ BLI_assert(vert != NULL);
+
+ if (cache->pos_with_normals == vert) {
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_normals);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_weights);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_vert_colors);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_select_id);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_select_mask);
+ GWN_BATCH_DISCARD_SAFE(cache->points_with_normals);
+ if (cache->shaded_triangles) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GWN_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->shaded_triangles);
+ if (cache->texpaint_triangles) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GWN_BATCH_DISCARD_SAFE(cache->texpaint_triangles[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->texpaint_triangles);
+ GWN_BATCH_DISCARD_SAFE(cache->texpaint_triangles_single);
+ }
+ /* TODO: add the other ones if needed. */
+ else {
+ /* Does not match any vertbuf in the batch cache! */
+ BLI_assert(0);
+ }
+}
+
+static void mesh_batch_cache_clear(Mesh *me)
+{
+ MeshBatchCache *cache = me->runtime.batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ GWN_BATCH_DISCARD_SAFE(cache->all_verts);
+ GWN_BATCH_DISCARD_SAFE(cache->all_edges);
+ GWN_BATCH_DISCARD_SAFE(cache->all_triangles);
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->pos_in_order);
+ GWN_INDEXBUF_DISCARD_SAFE(cache->edges_in_order);
+ GWN_INDEXBUF_DISCARD_SAFE(cache->triangles_in_order);
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_tri_pos);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_tri_nor);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_tri_data);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_ledge_pos);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_ledge_nor);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_ledge_data);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_lvert_pos);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_lvert_nor);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_lvert_data);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_triangles);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_triangles_nor);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_loose_verts);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_loose_edges);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_loose_edges_nor);
+
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_weight_faces);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_weight_verts);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_paint_edges);
+ GWN_BATCH_DISCARD_SAFE(cache->overlay_facedots);
+
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_normals);
+ GWN_BATCH_DISCARD_SAFE(cache->points_with_normals);
+ GWN_VERTBUF_DISCARD_SAFE(cache->pos_with_normals);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_weights);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_vert_colors);
+ GWN_VERTBUF_DISCARD_SAFE(cache->tri_aligned_uv);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_fcenter_pos_with_nor_and_sel);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_edge_pos);
+ GWN_VERTBUF_DISCARD_SAFE(cache->ed_vert_pos);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_select_mask);
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_select_id);
+ GWN_BATCH_DISCARD_SAFE(cache->facedot_with_select_id);
+ GWN_BATCH_DISCARD_SAFE(cache->edges_with_select_id);
+ GWN_BATCH_DISCARD_SAFE(cache->verts_with_select_id);
+
+ GWN_BATCH_DISCARD_SAFE(cache->fancy_edges);
+
+ GWN_INDEXBUF_DISCARD_SAFE(cache->edges_adjacency);
+ GWN_BATCH_DISCARD_SAFE(cache->edge_detection);
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
+ if (cache->shaded_triangles_in_order) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GWN_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
+ }
+ }
+ if (cache->shaded_triangles) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GWN_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
+ }
+ }
+
+ MEM_SAFE_FREE(cache->shaded_triangles_in_order);
+ MEM_SAFE_FREE(cache->shaded_triangles);
+
+ MEM_SAFE_FREE(cache->auto_layer_names);
+ MEM_SAFE_FREE(cache->auto_layer_is_srgb);
+
+ if (cache->texpaint_triangles) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GWN_BATCH_DISCARD_SAFE(cache->texpaint_triangles[i]);
+ }
+ }
+ MEM_SAFE_FREE(cache->texpaint_triangles);
+
+ GWN_BATCH_DISCARD_SAFE(cache->texpaint_triangles_single);
+
+}
+
+void DRW_mesh_batch_cache_free(Mesh *me)
+{
+ mesh_batch_cache_clear(me);
+ MEM_SAFE_FREE(me->runtime.batch_cache);
+}
+
+/* Gwn_Batch cache usage. */
+
+static Gwn_VertBuf *mesh_batch_cache_get_tri_shading_data(MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+#define USE_COMP_MESH_DATA
+
+ if (cache->shaded_triangles_data == NULL) {
+ const uint uv_len = rdata->cd.layers.uv_len;
+ const uint tangent_len = rdata->cd.layers.tangent_len;
+ const uint vcol_len = rdata->cd.layers.vcol_len;
+ const uint layers_combined_len = uv_len + vcol_len + tangent_len;
+
+ if (layers_combined_len == 0) {
+ return NULL;
+ }
+
+ Gwn_VertFormat *format = &cache->shaded_triangles_format;
+
+ GWN_vertformat_clear(format);
+
+ /* initialize vertex format */
+ uint *layers_combined_id = BLI_array_alloca(layers_combined_id, layers_combined_len);
+ uint *uv_id = layers_combined_id;
+ uint *tangent_id = uv_id + uv_len;
+ uint *vcol_id = tangent_id + tangent_len;
+
+ /* Not needed, just for sanity. */
+ if (uv_len == 0) { uv_id = NULL; }
+ if (tangent_len == 0) { tangent_id = NULL; }
+ if (vcol_len == 0) { vcol_id = NULL; }
+
+ /* Count number of auto layer and allocate big enough name buffer. */
+ uint auto_names_len = 0;
+ uint auto_ofs = 0;
+ uint auto_id = 0;
+ cache->auto_layer_ct = 0;
+ for (uint i = 0; i < uv_len; i++) {
+ const char *attrib_name = mesh_render_data_uv_auto_layer_uuid_get(rdata, i);
+ auto_names_len += strlen(attrib_name) + 2; /* include null terminator and b prefix. */
+ cache->auto_layer_ct++;
+ }
+ for (uint i = 0; i < vcol_len; i++) {
+ if (rdata->cd.layers.auto_vcol[i]) {
+ const char *attrib_name = mesh_render_data_vcol_auto_layer_uuid_get(rdata, i);
+ auto_names_len += strlen(attrib_name) + 2; /* include null terminator and b prefix. */
+ cache->auto_layer_ct++;
+ }
+ }
+ auto_names_len += 1; /* add an ultimate '\0' terminator */
+ cache->auto_layer_names = MEM_callocN(auto_names_len * sizeof(char), "Auto layer name buf");
+ cache->auto_layer_is_srgb = MEM_mallocN(cache->auto_layer_ct * sizeof(int), "Auto layer value buf");
+
+ for (uint i = 0; i < uv_len; i++) {
+ /* UV */
+ const char *attrib_name = mesh_render_data_uv_layer_uuid_get(rdata, i);
+#if defined(USE_COMP_MESH_DATA) && 0 /* these are clamped. Maybe use them as an option in the future */
+ uv_id[i] = GWN_vertformat_attr_add(format, attrib_name, GWN_COMP_I16, 2, GWN_FETCH_INT_TO_FLOAT_UNIT);
+#else
+ uv_id[i] = GWN_vertformat_attr_add(format, attrib_name, GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+#endif
+
+ /* Auto Name */
+ attrib_name = mesh_render_data_uv_auto_layer_uuid_get(rdata, i);
+ GWN_vertformat_alias_add(format, attrib_name);
+
+ /* +1 include null terminator. */
+ auto_ofs += 1 + BLI_snprintf_rlen(
+ cache->auto_layer_names + auto_ofs, auto_names_len - auto_ofs, "b%s", attrib_name);
+ cache->auto_layer_is_srgb[auto_id++] = 0; /* tag as not srgb */
+
+ if (i == rdata->cd.layers.uv_active) {
+ GWN_vertformat_alias_add(format, "u");
+ }
+ }
+
+ for (uint i = 0; i < tangent_len; i++) {
+ const char *attrib_name = mesh_render_data_tangent_layer_uuid_get(rdata, i);
+ /* WATCH IT : only specifying 3 component instead of 4 (4th is sign).
+ * That may cause some problem but I could not make it to fail (fclem) */
+#ifdef USE_COMP_MESH_DATA
+ /* Tangents need more precision than 10_10_10 */
+ tangent_id[i] = GWN_vertformat_attr_add(format, attrib_name, GWN_COMP_I16, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+#else
+ tangent_id[i] = GWN_vertformat_attr_add(format, attrib_name, GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+#endif
+
+ if (i == rdata->cd.layers.tangent_active) {
+ GWN_vertformat_alias_add(format, "t");
+ }
+ }
+
+ for (uint i = 0; i < vcol_len; i++) {
+ const char *attrib_name = mesh_render_data_vcol_layer_uuid_get(rdata, i);
+ vcol_id[i] = GWN_vertformat_attr_add(format, attrib_name, GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ /* Auto layer */
+ if (rdata->cd.layers.auto_vcol[i]) {
+ attrib_name = mesh_render_data_vcol_auto_layer_uuid_get(rdata, i);
+
+ GWN_vertformat_alias_add(format, attrib_name);
+
+ /* +1 include null terminator. */
+ auto_ofs += 1 + BLI_snprintf_rlen(
+ cache->auto_layer_names + auto_ofs, auto_names_len - auto_ofs, "b%s", attrib_name);
+ cache->auto_layer_is_srgb[auto_id++] = 1; /* tag as srgb */
+ }
+
+ if (i == rdata->cd.layers.vcol_active) {
+ GWN_vertformat_alias_add(format, "c");
+ }
+ }
+
+ const uint tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ Gwn_VertBuf *vbo = cache->shaded_triangles_data = GWN_vertbuf_create_with_format(format);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ Gwn_VertBufRaw *layers_combined_step = BLI_array_alloca(layers_combined_step, layers_combined_len);
+
+ Gwn_VertBufRaw *uv_step = layers_combined_step;
+ Gwn_VertBufRaw *tangent_step = uv_step + uv_len;
+ Gwn_VertBufRaw *vcol_step = tangent_step + tangent_len;
+
+ /* Not needed, just for sanity. */
+ if (uv_len == 0) { uv_step = NULL; }
+ if (tangent_len == 0) { tangent_step = NULL; }
+ if (vcol_len == 0) { vcol_step = NULL; }
+
+ for (uint i = 0; i < uv_len; i++) {
+ GWN_vertbuf_attr_get_raw_data(vbo, uv_id[i], &uv_step[i]);
+ }
+ for (uint i = 0; i < tangent_len; i++) {
+ GWN_vertbuf_attr_get_raw_data(vbo, tangent_id[i], &tangent_step[i]);
+ }
+ for (uint i = 0; i < vcol_len; i++) {
+ GWN_vertbuf_attr_get_raw_data(vbo, vcol_id[i], &vcol_step[i]);
+ }
+
+ /* TODO deduplicate all verts and make use of Gwn_IndexBuf in
+ * mesh_batch_cache_get_triangles_in_order_split_by_material. */
+ if (rdata->edit_bmesh) {
+ for (uint i = 0; i < tri_len; i++) {
+ const BMLoop **bm_looptri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ if (BM_elem_flag_test(bm_looptri[0]->f, BM_ELEM_HIDDEN)) {
+ continue;
+ }
+ /* UVs */
+ for (uint j = 0; j < uv_len; j++) {
+ const uint layer_offset = rdata->cd.offset.uv[j];
+ for (uint t = 0; t < 3; t++) {
+ const float *elem = ((MLoopUV *)BM_ELEM_CD_GET_VOID_P(bm_looptri[t], layer_offset))->uv;
+ copy_v2_v2(GWN_vertbuf_raw_step(&uv_step[j]), elem);
+ }
+ }
+ /* TANGENTs */
+ for (uint j = 0; j < tangent_len; j++) {
+ float (*layer_data)[4] = rdata->cd.layers.tangent[j];
+ for (uint t = 0; t < 3; t++) {
+ const float *elem = layer_data[BM_elem_index_get(bm_looptri[t])];
+ normal_float_to_short_v3(GWN_vertbuf_raw_step(&tangent_step[j]), elem);
+ }
+ }
+ /* VCOLs */
+ for (uint j = 0; j < vcol_len; j++) {
+ const uint layer_offset = rdata->cd.offset.vcol[j];
+ for (uint t = 0; t < 3; t++) {
+ const uchar *elem = &((MLoopCol *)BM_ELEM_CD_GET_VOID_P(bm_looptri[t], layer_offset))->r;
+ copy_v3_v3_uchar(GWN_vertbuf_raw_step(&vcol_step[j]), elem);
+ }
+ }
+ }
+ }
+ else {
+ for (uint i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+
+ /* UVs */
+ for (uint j = 0; j < uv_len; j++) {
+ const MLoopUV *layer_data = rdata->cd.layers.uv[j];
+ for (uint t = 0; t < 3; t++) {
+ const float *elem = layer_data[mlt->tri[t]].uv;
+ copy_v2_v2(GWN_vertbuf_raw_step(&uv_step[j]), elem);
+ }
+ }
+ /* TANGENTs */
+ for (uint j = 0; j < tangent_len; j++) {
+ float (*layer_data)[4] = rdata->cd.layers.tangent[j];
+ for (uint t = 0; t < 3; t++) {
+ const float *elem = layer_data[mlt->tri[t]];
+#ifdef USE_COMP_MESH_DATA
+ normal_float_to_short_v3(GWN_vertbuf_raw_step(&tangent_step[j]), elem);
+#else
+ copy_v3_v3(GWN_vertbuf_raw_step(&tangent_step[j]), elem);
+#endif
+ }
+ }
+ /* VCOLs */
+ for (uint j = 0; j < vcol_len; j++) {
+ const MLoopCol *layer_data = rdata->cd.layers.vcol[j];
+ for (uint t = 0; t < 3; t++) {
+ const uchar *elem = &layer_data[mlt->tri[t]].r;
+ copy_v3_v3_uchar(GWN_vertbuf_raw_step(&vcol_step[j]), elem);
+ }
+ }
+ }
+ }
+
+ vbo_len_used = GWN_vertbuf_raw_used(&layers_combined_step[0]);
+
+#ifndef NDEBUG
+ /* Check all layers are write aligned. */
+ if (layers_combined_len > 1) {
+ for (uint i = 1; i < layers_combined_len; i++) {
+ BLI_assert(vbo_len_used == GWN_vertbuf_raw_used(&layers_combined_step[i]));
+ }
+ }
+#endif
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+#undef USE_COMP_MESH_DATA
+
+ return cache->shaded_triangles_data;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_tri_uv_active(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPUV));
+
+ if (cache->tri_aligned_uv == NULL) {
+ uint vidx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint uv; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.uv = GWN_vertformat_attr_add(&format, "uv", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ }
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ Gwn_VertBuf *vbo = cache->tri_aligned_uv = GWN_vertbuf_create_with_format(&format);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ const MLoopUV *mloopuv = rdata->mloopuv;
+
+ BMEditMesh *embm = rdata->edit_bmesh;
+ /* get uv's from active UVMap */
+ if (rdata->edit_bmesh) {
+ /* edit mode */
+ BMesh *bm = embm->bm;
+
+ const int layer_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
+ for (uint i = 0; i < tri_len; i++) {
+ const BMLoop **bm_looptri = (const BMLoop **)embm->looptris[i];
+ if (BM_elem_flag_test(bm_looptri[0]->f, BM_ELEM_HIDDEN)) {
+ continue;
+ }
+ for (uint t = 0; t < 3; t++) {
+ const BMLoop *loop = bm_looptri[t];
+ const int index = BM_elem_index_get(loop);
+ if (index != -1) {
+ const float *elem = ((MLoopUV *)BM_ELEM_CD_GET_VOID_P(loop, layer_offset))->uv;
+ GWN_vertbuf_attr_set(vbo, attr_id.uv, vidx++, elem);
+ }
+ }
+ }
+ }
+ else {
+ /* object mode */
+ for (int i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ GWN_vertbuf_attr_set(vbo, attr_id.uv, vidx++, mloopuv[mlt->tri[0]].uv);
+ GWN_vertbuf_attr_set(vbo, attr_id.uv, vidx++, mloopuv[mlt->tri[1]].uv);
+ GWN_vertbuf_attr_set(vbo, attr_id.uv, vidx++, mloopuv[mlt->tri[2]].uv);
+ }
+ }
+
+ vbo_len_used = vidx;
+
+ BLI_assert(vbo_len_capacity == vbo_len_used);
+ UNUSED_VARS_NDEBUG(vbo_len_used);
+ }
+
+ return cache->tri_aligned_uv;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_tri_pos_and_normals_ex(
+ MeshRenderData *rdata, const bool use_hide,
+ Gwn_VertBuf **r_vbo)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (*r_vbo == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, nor; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_I10, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ Gwn_VertBuf *vbo = *r_vbo = GWN_vertbuf_create_with_format(&format);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ Gwn_VertBufRaw pos_step, nor_step;
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.pos, &pos_step);
+ GWN_vertbuf_attr_get_raw_data(vbo, attr_id.nor, &nor_step);
+
+ float (*lnors)[3] = rdata->loop_normals;
+
+ if (rdata->edit_bmesh) {
+ Gwn_PackedNormal *pnors_pack, *vnors_pack;
+
+ if (lnors == NULL) {
+ mesh_render_data_ensure_poly_normals_pack(rdata);
+ mesh_render_data_ensure_vert_normals_pack(rdata);
+
+ pnors_pack = rdata->poly_normals_pack;
+ vnors_pack = rdata->vert_normals_pack;
+ }
+
+ for (int i = 0; i < tri_len; i++) {
+ const BMLoop **bm_looptri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ const BMFace *bm_face = bm_looptri[0]->f;
+
+ /* use_hide always for edit-mode */
+ if (BM_elem_flag_test(bm_face, BM_ELEM_HIDDEN)) {
+ continue;
+ }
+
+ if (lnors) {
+ for (uint t = 0; t < 3; t++) {
+ const float *nor = lnors[BM_elem_index_get(bm_looptri[t])];
+ *((Gwn_PackedNormal *)GWN_vertbuf_raw_step(&nor_step)) = GWN_normal_convert_i10_v3(nor);
+ }
+ }
+ else if (BM_elem_flag_test(bm_face, BM_ELEM_SMOOTH)) {
+ for (uint t = 0; t < 3; t++) {
+ *((Gwn_PackedNormal *)GWN_vertbuf_raw_step(&nor_step)) = vnors_pack[BM_elem_index_get(bm_looptri[t]->v)];
+ }
+ }
+ else {
+ const Gwn_PackedNormal *snor_pack = &pnors_pack[BM_elem_index_get(bm_face)];
+ for (uint t = 0; t < 3; t++) {
+ *((Gwn_PackedNormal *)GWN_vertbuf_raw_step(&nor_step)) = *snor_pack;
+ }
+ }
+
+ /* TODO(sybren): deduplicate this and all the other places it's pasted to in this file. */
+ if (rdata->edit_data && rdata->edit_data->vertexCos) {
+ for (uint t = 0; t < 3; t++) {
+ int vidx = BM_elem_index_get(bm_looptri[t]->v);
+ const float *pos = rdata->edit_data->vertexCos[vidx];
+ copy_v3_v3(GWN_vertbuf_raw_step(&pos_step), pos);
+ }
+ }
+ else {
+ for (uint t = 0; t < 3; t++) {
+ copy_v3_v3(GWN_vertbuf_raw_step(&pos_step), bm_looptri[t]->v->co);
+ }
+ }
+ }
+ }
+ else {
+ if (lnors == NULL) {
+ /* Use normals from vertex. */
+ mesh_render_data_ensure_poly_normals_pack(rdata);
+ }
+
+ for (int i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ const MPoly *mp = &rdata->mpoly[mlt->poly];
+
+ if (use_hide && (mp->flag & ME_HIDE)) {
+ continue;
+ }
+
+ const uint vtri[3] = {
+ rdata->mloop[mlt->tri[0]].v,
+ rdata->mloop[mlt->tri[1]].v,
+ rdata->mloop[mlt->tri[2]].v,
+ };
+
+ if (lnors) {
+ for (uint t = 0; t < 3; t++) {
+ const float *nor = lnors[mlt->tri[t]];
+ *((Gwn_PackedNormal *)GWN_vertbuf_raw_step(&nor_step)) = GWN_normal_convert_i10_v3(nor);
+ }
+ }
+ else if (mp->flag & ME_SMOOTH) {
+ for (uint t = 0; t < 3; t++) {
+ const MVert *mv = &rdata->mvert[vtri[t]];
+ *((Gwn_PackedNormal *)GWN_vertbuf_raw_step(&nor_step)) = GWN_normal_convert_i10_s3(mv->no);
+ }
+ }
+ else {
+ const Gwn_PackedNormal *pnors_pack = &rdata->poly_normals_pack[mlt->poly];
+ for (uint t = 0; t < 3; t++) {
+ *((Gwn_PackedNormal *)GWN_vertbuf_raw_step(&nor_step)) = *pnors_pack;
+ }
+ }
+
+ for (uint t = 0; t < 3; t++) {
+ const MVert *mv = &rdata->mvert[vtri[t]];
+ copy_v3_v3(GWN_vertbuf_raw_step(&pos_step), mv->co);
+ }
+ }
+ }
+
+ vbo_len_used = GWN_vertbuf_raw_used(&pos_step);
+ BLI_assert(vbo_len_used == GWN_vertbuf_raw_used(&nor_step));
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+ return *r_vbo;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_tri_pos_and_normals(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ return mesh_batch_cache_get_tri_pos_and_normals_ex(
+ rdata, false,
+ &cache->pos_with_normals);
+}
+static Gwn_VertBuf *mesh_create_tri_pos_and_normals_visible_only(
+ MeshRenderData *rdata)
+{
+ Gwn_VertBuf *vbo_dummy = NULL;
+ return mesh_batch_cache_get_tri_pos_and_normals_ex(
+ rdata, true,
+ &vbo_dummy);
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_facedot_pos_with_normals_and_flag(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ if (cache->ed_fcenter_pos_with_nor_and_sel == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, data; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.data = GWN_vertformat_attr_add(&format, "norAndFlag", GWN_COMP_I10, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+
+ const int vbo_len_capacity = mesh_render_data_polys_len_get(rdata);
+ int vidx = 0;
+
+ Gwn_VertBuf *vbo = cache->ed_fcenter_pos_with_nor_and_sel = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ for (int i = 0; i < vbo_len_capacity; ++i) {
+ float pcenter[3], pnor[3];
+ bool selected = false;
+
+ if (mesh_render_data_pnors_pcenter_select_get(rdata, i, pnor, pcenter, &selected)) {
+
+ Gwn_PackedNormal nor = { .x = 0, .y = 0, .z = -511 };
+ nor = GWN_normal_convert_i10_v3(pnor);
+ nor.w = selected ? 1 : 0;
+ GWN_vertbuf_attr_set(vbo, attr_id.data, vidx, &nor);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx, pcenter);
+
+ vidx += 1;
+ }
+ }
+ const int vbo_len_used = vidx;
+ BLI_assert(vbo_len_used <= vbo_len_capacity);
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return cache->ed_fcenter_pos_with_nor_and_sel;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edges_visible(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE));
+
+ if (cache->ed_edge_pos == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, data; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ const int vbo_len_capacity = mesh_render_data_edges_len_get(rdata) * 2;
+ int vidx = 0;
+
+ Gwn_VertBuf *vbo = cache->ed_edge_pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter iter;
+ BMEdge *eed;
+
+ BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
+ if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx, eed->v1->co);
+ vidx += 1;
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx, eed->v2->co);
+ vidx += 1;
+ }
+ }
+ }
+ else {
+ /* not yet done! */
+ BLI_assert(0);
+ }
+ const int vbo_len_used = vidx;
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ UNUSED_VARS_NDEBUG(vbo_len_used);
+ }
+
+ return cache->ed_edge_pos;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_verts_visible(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_vert_pos == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, data; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ const int vbo_len_capacity = mesh_render_data_verts_len_get(rdata);
+ uint vidx = 0;
+
+ Gwn_VertBuf *vbo = cache->ed_vert_pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter iter;
+ BMVert *eve;
+
+ BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
+ if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx, eve->co);
+ vidx += 1;
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < vbo_len_capacity; i++) {
+ const MVert *mv = &rdata->mvert[i];
+ if (!(mv->flag & ME_HIDE)) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx, mv->co);
+ vidx += 1;
+ }
+ }
+ }
+ const uint vbo_len_used = vidx;
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+
+ UNUSED_VARS_NDEBUG(vbo_len_used);
+ }
+
+ return cache->ed_vert_pos;
+}
+
+static Gwn_VertBuf *mesh_create_facedot_select_id(
+ MeshRenderData *rdata, uint select_id_offset)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ Gwn_VertBuf *vbo;
+ {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ const int vbo_len_capacity = mesh_render_data_polys_len_get(rdata);
+ int vidx = 0;
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ uint select_index = select_id_offset;
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter iter;
+ BMEdge *efa;
+
+ BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ int select_id;
+ GPU_select_index_get(select_index, &select_id);
+ GWN_vertbuf_attr_set(vbo, attr_id.col, vidx, &select_id);
+ vidx += 1;
+ }
+ select_index += 1;
+ }
+ }
+ else {
+ /* not yet done! */
+ BLI_assert(0);
+ }
+ const int vbo_len_used = vidx;
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return vbo;
+}
+
+static Gwn_VertBuf *mesh_create_edges_select_id(
+ MeshRenderData *rdata, uint select_id_offset)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE));
+
+ Gwn_VertBuf *vbo;
+ {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ const int vbo_len_capacity = mesh_render_data_edges_len_get(rdata) * 2;
+ int vidx = 0;
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ uint select_index = select_id_offset;
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter iter;
+ BMEdge *eed;
+
+ BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
+ if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ int select_id;
+ GPU_select_index_get(select_index, &select_id);
+ GWN_vertbuf_attr_set(vbo, attr_id.col, vidx, &select_id);
+ vidx += 1;
+ GWN_vertbuf_attr_set(vbo, attr_id.col, vidx, &select_id);
+ vidx += 1;
+ }
+ select_index += 1;
+ }
+ }
+ else {
+ /* not yet done! */
+ BLI_assert(0);
+ }
+ const int vbo_len_used = vidx;
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return vbo;
+}
+
+static Gwn_VertBuf *mesh_create_verts_select_id(
+ MeshRenderData *rdata, uint select_id_offset)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ Gwn_VertBuf *vbo;
+ {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ const int vbo_len_capacity = mesh_render_data_verts_len_get(rdata);
+ int vidx = 0;
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ uint select_index = select_id_offset;
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter iter;
+ BMVert *eve;
+
+ BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
+ if (!BM_elem_flag_test(eve, BM_ELEM_HIDDEN)) {
+ int select_id;
+ GPU_select_index_get(select_index, &select_id);
+ GWN_vertbuf_attr_set(vbo, attr_id.col, vidx, &select_id);
+ vidx += 1;
+ }
+ select_index += 1;
+ }
+ }
+ else {
+ for (int i = 0; i < vbo_len_capacity; i++) {
+ const MVert *mv = &rdata->mvert[i];
+ if (!(mv->flag & ME_HIDE)) {
+ int select_id;
+ GPU_select_index_get(select_index, &select_id);
+ GWN_vertbuf_attr_set(vbo, attr_id.col, vidx, &select_id);
+ vidx += 1;
+ }
+ select_index += 1;
+ }
+ }
+ const int vbo_len_used = vidx;
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return vbo;
+}
+
+static Gwn_VertBuf *mesh_create_tri_weights(
+ MeshRenderData *rdata, bool use_hide, int defgroup)
+{
+ BLI_assert(
+ rdata->types &
+ (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_DVERT));
+
+ Gwn_VertBuf *vbo;
+ {
+ uint cidx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ mesh_render_data_ensure_vert_weight_color(rdata, defgroup);
+ const float (*vert_weight_color)[3] = rdata->vert_weight_color;
+
+ if (rdata->edit_bmesh) {
+ for (int i = 0; i < tri_len; i++) {
+ const BMLoop **ltri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ /* Assume 'use_hide' */
+ if (!BM_elem_flag_test(ltri[0]->f, BM_ELEM_HIDDEN)) {
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ const int v_index = BM_elem_index_get(ltri[tri_corner]->v);
+ GWN_vertbuf_attr_set(vbo, attr_id.col, cidx++, vert_weight_color[v_index]);
+ }
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ if (!(use_hide && (rdata->mpoly[mlt->poly].flag & ME_HIDE))) {
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ const uint v_index = rdata->mloop[mlt->tri[tri_corner]].v;
+ GWN_vertbuf_attr_set(vbo, attr_id.col, cidx++, vert_weight_color[v_index]);
+ }
+ }
+ }
+ }
+ vbo_len_used = cidx;
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return vbo;
+}
+
+static Gwn_VertBuf *mesh_create_tri_vert_colors(
+ MeshRenderData *rdata, bool use_hide)
+{
+ BLI_assert(
+ rdata->types &
+ (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_LOOPCOL));
+
+ Gwn_VertBuf *vbo;
+ {
+ uint cidx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+
+ const uint vbo_len_capacity = tri_len * 3;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ mesh_render_data_ensure_vert_color(rdata);
+ const char (*vert_color)[3] = rdata->vert_color;
+
+ if (rdata->edit_bmesh) {
+ for (int i = 0; i < tri_len; i++) {
+ const BMLoop **ltri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ /* Assume 'use_hide' */
+ if (!BM_elem_flag_test(ltri[0]->f, BM_ELEM_HIDDEN)) {
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ const int l_index = BM_elem_index_get(ltri[tri_corner]);
+ GWN_vertbuf_attr_set(vbo, attr_id.col, cidx++, vert_color[l_index]);
+ }
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ if (!(use_hide && (rdata->mpoly[mlt->poly].flag & ME_HIDE))) {
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ const uint l_index = mlt->tri[tri_corner];
+ GWN_vertbuf_attr_set(vbo, attr_id.col, cidx++, vert_color[l_index]);
+ }
+ }
+ }
+ }
+ const uint vbo_len_used = cidx;
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return vbo;
+}
+
+static Gwn_VertBuf *mesh_create_tri_select_id(
+ MeshRenderData *rdata, bool use_hide, uint select_id_offset)
+{
+ BLI_assert(
+ rdata->types &
+ (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY));
+
+ Gwn_VertBuf *vbo;
+ {
+ uint cidx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint col; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.col = GWN_vertformat_attr_add(&format, "color", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ if (rdata->edit_bmesh) {
+ for (int i = 0; i < tri_len; i++) {
+ const BMLoop **ltri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ /* Assume 'use_hide' */
+ if (!BM_elem_flag_test(ltri[0]->f, BM_ELEM_HIDDEN)) {
+ const int poly_index = BM_elem_index_get(ltri[0]->f);
+ int select_id;
+ GPU_select_index_get(poly_index + select_id_offset, &select_id);
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.col, cidx++, &select_id);
+ }
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < tri_len; i++) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ const int poly_index = mlt->poly;
+ if (!(use_hide && (rdata->mpoly[poly_index].flag & ME_HIDE))) {
+ int select_id;
+ GPU_select_index_get(poly_index + select_id_offset, &select_id);
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ GWN_vertbuf_attr_set(vbo, attr_id.col, cidx++, &select_id);
+ }
+ }
+ }
+ }
+ vbo_len_used = cidx;
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+ return vbo;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_vert_pos_and_nor_in_order(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->pos_in_order == NULL) {
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, nor; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_I16, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+
+ Gwn_VertBuf *vbo = cache->pos_in_order = GWN_vertbuf_create_with_format(&format);
+ const int vbo_len_capacity = mesh_render_data_verts_len_get(rdata);
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter iter;
+ BMVert *eve;
+ uint i;
+
+ BM_ITER_MESH_INDEX (eve, &iter, bm, BM_VERTS_OF_MESH, i) {
+ static short no_short[3];
+ normal_float_to_short_v3(no_short, eve->no);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, eve->co);
+ GWN_vertbuf_attr_set(vbo, attr_id.nor, i, no_short);
+ }
+ BLI_assert(i == vbo_len_capacity);
+ }
+ else {
+ for (int i = 0; i < vbo_len_capacity; ++i) {
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, i, rdata->mvert[i].co);
+ GWN_vertbuf_attr_set(vbo, attr_id.nor, i, rdata->mvert[i].no);
+ }
+ }
+ }
+
+ return cache->pos_in_order;
+}
+
+static Gwn_VertFormat *edit_mesh_overlay_pos_format(uint *r_pos_id)
+{
+ static Gwn_VertFormat format_pos = { 0 };
+ static unsigned pos_id;
+ if (format_pos.attrib_ct == 0) {
+ pos_id = GWN_vertformat_attr_add(&format_pos, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ }
+ *r_pos_id = pos_id;
+ return &format_pos;
+}
+
+static Gwn_VertFormat *edit_mesh_overlay_nor_format(uint *r_vnor_id, uint *r_lnor_id)
+{
+ static Gwn_VertFormat format_nor = { 0 };
+ static Gwn_VertFormat format_nor_loop = { 0 };
+ static unsigned vnor_id, vnor_loop_id, lnor_id;
+ if (format_nor.attrib_ct == 0) {
+ vnor_id = GWN_vertformat_attr_add(&format_nor, "vnor", GWN_COMP_I10, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ vnor_loop_id = GWN_vertformat_attr_add(&format_nor_loop, "vnor", GWN_COMP_I10, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ lnor_id = GWN_vertformat_attr_add(&format_nor_loop, "lnor", GWN_COMP_I10, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+ if (r_lnor_id) {
+ *r_vnor_id = vnor_loop_id;
+ *r_lnor_id = lnor_id;
+ return &format_nor_loop;
+ }
+ else {
+ *r_vnor_id = vnor_id;
+ return &format_nor;
+ }
+}
+
+static Gwn_VertFormat *edit_mesh_overlay_data_format(uint *r_data_id)
+{
+ static Gwn_VertFormat format_flag = { 0 };
+ static unsigned data_id;
+ if (format_flag.attrib_ct == 0) {
+ data_id = GWN_vertformat_attr_add(&format_flag, "data", GWN_COMP_U8, 4, GWN_FETCH_INT);
+ }
+ *r_data_id = data_id;
+ return &format_flag;
+}
+
+static void mesh_batch_cache_create_overlay_tri_buffers(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI));
+
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ const int vbo_len_capacity = tri_len * 3;
+ int vbo_len_used = 0;
+
+ /* Positions */
+ Gwn_VertBuf *vbo_pos = NULL;
+ static struct { uint pos, vnor, lnor, data; } attr_id;
+ if (cache->ed_tri_pos == NULL) {
+ vbo_pos = cache->ed_tri_pos =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_pos_format(&attr_id.pos));
+ GWN_vertbuf_data_alloc(vbo_pos, vbo_len_capacity);
+ }
+
+ /* Normals */
+ Gwn_VertBuf *vbo_nor = NULL;
+ if (cache->ed_tri_nor == NULL) {
+ vbo_nor = cache->ed_tri_nor =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_nor_format(&attr_id.vnor, &attr_id.lnor));
+ GWN_vertbuf_data_alloc(vbo_nor, vbo_len_capacity);
+ }
+
+ /* Data */
+ Gwn_VertBuf *vbo_data = NULL;
+ if (cache->ed_tri_data == NULL) {
+ vbo_data = cache->ed_tri_data =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_data_format(&attr_id.data));
+ GWN_vertbuf_data_alloc(vbo_data, vbo_len_capacity);
+ }
+
+ for (int i = 0; i < tri_len; i++) {
+ const BMLoop **bm_looptri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ if (!BM_elem_flag_test(bm_looptri[0]->f, BM_ELEM_HIDDEN)) {
+ add_overlay_tri(
+ rdata, vbo_pos, vbo_nor, vbo_data,
+ attr_id.pos, attr_id.vnor, attr_id.lnor, attr_id.data,
+ bm_looptri, vbo_len_used);
+
+ vbo_len_used += 3;
+ }
+ }
+
+ /* Finish */
+ if (vbo_len_used != vbo_len_capacity) {
+ if (vbo_pos != NULL) {
+ GWN_vertbuf_data_resize(vbo_pos, vbo_len_used);
+ }
+ if (vbo_nor != NULL) {
+ GWN_vertbuf_data_resize(vbo_nor, vbo_len_used);
+ }
+ if (vbo_data != NULL) {
+ GWN_vertbuf_data_resize(vbo_data, vbo_len_used);
+ }
+ }
+}
+
+static void mesh_batch_cache_create_overlay_ledge_buffers(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI));
+
+ const int ledge_len = mesh_render_data_loose_edges_len_get(rdata);
+
+ const int vbo_len_capacity = ledge_len * 2;
+ int vbo_len_used = 0;
+
+ /* Positions */
+ Gwn_VertBuf *vbo_pos = NULL;
+ static struct { uint pos, vnor, data; } attr_id;
+ if (cache->ed_ledge_pos == NULL) {
+ vbo_pos = cache->ed_ledge_pos =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_pos_format(&attr_id.pos));
+ GWN_vertbuf_data_alloc(vbo_pos, vbo_len_capacity);
+ }
+
+ /* Normals */
+ Gwn_VertBuf *vbo_nor = NULL;
+ if (cache->ed_ledge_nor == NULL) {
+ vbo_nor = cache->ed_ledge_nor =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_nor_format(&attr_id.vnor, NULL));
+ GWN_vertbuf_data_alloc(vbo_nor, vbo_len_capacity);
+ }
+
+ /* Data */
+ Gwn_VertBuf *vbo_data = NULL;
+ if (cache->ed_ledge_data == NULL) {
+ vbo_data = cache->ed_ledge_data =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_data_format(&attr_id.data));
+ GWN_vertbuf_data_alloc(vbo_data, vbo_len_capacity);
+ }
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ for (uint i = 0; i < ledge_len; i++) {
+ const BMEdge *eed = BM_edge_at_index(bm, rdata->loose_edges[i]);
+ if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ add_overlay_loose_edge(
+ rdata, vbo_pos, vbo_nor, vbo_data,
+ attr_id.pos, attr_id.vnor, attr_id.data,
+ eed, vbo_len_used);
+ vbo_len_used += 2;
+ }
+ }
+ }
+
+ /* Finish */
+ if (vbo_len_used != vbo_len_capacity) {
+ if (vbo_pos != NULL) {
+ GWN_vertbuf_data_resize(vbo_pos, vbo_len_used);
+ }
+ if (vbo_nor != NULL) {
+ GWN_vertbuf_data_resize(vbo_nor, vbo_len_used);
+ }
+ if (vbo_data != NULL) {
+ GWN_vertbuf_data_resize(vbo_data, vbo_len_used);
+ }
+ }
+}
+
+static void mesh_batch_cache_create_overlay_lvert_buffers(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI));
+
+ BMesh *bm = rdata->edit_bmesh->bm;
+ const int lvert_len = mesh_render_data_loose_verts_len_get(rdata);
+
+ const int vbo_len_capacity = lvert_len;
+ int vbo_len_used = 0;
+
+ static struct { uint pos, vnor, data; } attr_id;
+
+ /* Positions */
+ Gwn_VertBuf *vbo_pos = NULL;
+ if (cache->ed_lvert_pos == NULL) {
+ vbo_pos = cache->ed_lvert_pos =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_pos_format(&attr_id.pos));
+ GWN_vertbuf_data_alloc(vbo_pos, vbo_len_capacity);
+ }
+
+ /* Normals */
+ Gwn_VertBuf *vbo_nor = NULL;
+ if (cache->ed_lvert_nor == NULL) {
+ vbo_nor = cache->ed_lvert_nor =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_nor_format(&attr_id.vnor, NULL));
+ GWN_vertbuf_data_alloc(vbo_nor, vbo_len_capacity);
+ }
+
+ /* Data */
+ Gwn_VertBuf *vbo_data = NULL;
+ if (cache->ed_lvert_data == NULL) {
+ vbo_data = cache->ed_lvert_data =
+ GWN_vertbuf_create_with_format(edit_mesh_overlay_data_format(&attr_id.data));
+ GWN_vertbuf_data_alloc(vbo_data, vbo_len_capacity);
+ }
+
+ for (uint i = 0; i < lvert_len; i++) {
+ BMVert *eve = BM_vert_at_index(bm, rdata->loose_verts[i]);
+ add_overlay_loose_vert(
+ rdata, vbo_pos, vbo_nor, vbo_data,
+ attr_id.pos, attr_id.vnor, attr_id.data,
+ eve, vbo_len_used);
+ vbo_len_used += 1;
+ }
+
+ /* Finish */
+ if (vbo_len_used != vbo_len_capacity) {
+ if (vbo_pos != NULL) {
+ GWN_vertbuf_data_resize(vbo_pos, vbo_len_used);
+ }
+ if (vbo_nor != NULL) {
+ GWN_vertbuf_data_resize(vbo_nor, vbo_len_used);
+ }
+ if (vbo_data != NULL) {
+ GWN_vertbuf_data_resize(vbo_data, vbo_len_used);
+ }
+ }
+}
+
+/* Position */
+static Gwn_VertBuf *mesh_batch_cache_get_edit_tri_pos(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_tri_pos == NULL) {
+ mesh_batch_cache_create_overlay_tri_buffers(rdata, cache);
+ }
+
+ return cache->ed_tri_pos;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edit_ledge_pos(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_ledge_pos == NULL) {
+ mesh_batch_cache_create_overlay_ledge_buffers(rdata, cache);
+ }
+
+ return cache->ed_ledge_pos;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edit_lvert_pos(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_lvert_pos == NULL) {
+ mesh_batch_cache_create_overlay_lvert_buffers(rdata, cache);
+ }
+
+ return cache->ed_lvert_pos;
+}
+
+/* Normal */
+static Gwn_VertBuf *mesh_batch_cache_get_edit_tri_nor(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_tri_nor == NULL) {
+ mesh_batch_cache_create_overlay_tri_buffers(rdata, cache);
+ }
+
+ return cache->ed_tri_nor;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edit_ledge_nor(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_ledge_nor == NULL) {
+ mesh_batch_cache_create_overlay_ledge_buffers(rdata, cache);
+ }
+
+ return cache->ed_ledge_nor;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edit_lvert_nor(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_lvert_nor == NULL) {
+ mesh_batch_cache_create_overlay_lvert_buffers(rdata, cache);
+ }
+
+ return cache->ed_lvert_nor;
+}
+
+/* Data */
+static Gwn_VertBuf *mesh_batch_cache_get_edit_tri_data(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_tri_data == NULL) {
+ mesh_batch_cache_create_overlay_tri_buffers(rdata, cache);
+ }
+
+ return cache->ed_tri_data;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edit_ledge_data(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_ledge_data == NULL) {
+ mesh_batch_cache_create_overlay_ledge_buffers(rdata, cache);
+ }
+
+ return cache->ed_ledge_data;
+}
+
+static Gwn_VertBuf *mesh_batch_cache_get_edit_lvert_data(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & MR_DATATYPE_VERT);
+
+ if (cache->ed_lvert_data == NULL) {
+ mesh_batch_cache_create_overlay_lvert_buffers(rdata, cache);
+ }
+
+ return cache->ed_lvert_data;
+}
+
+static Gwn_IndexBuf *mesh_batch_cache_get_edges_in_order(MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE));
+
+ if (cache->edges_in_order == NULL) {
+ const int vert_len = mesh_render_data_verts_len_get(rdata);
+ const int edge_len = mesh_render_data_edges_len_get(rdata);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, edge_len, vert_len);
+
+ BLI_assert(rdata->types & MR_DATATYPE_EDGE);
+
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter eiter;
+ BMEdge *eed;
+ BM_ITER_MESH(eed, &eiter, bm, BM_EDGES_OF_MESH) {
+ if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
+ GWN_indexbuf_add_line_verts(&elb, BM_elem_index_get(eed->v1), BM_elem_index_get(eed->v2));
+ }
+ }
+ }
+ else {
+ const MEdge *ed = rdata->medge;
+ for (int i = 0; i < edge_len; i++, ed++) {
+ GWN_indexbuf_add_line_verts(&elb, ed->v1, ed->v2);
+ }
+ }
+ cache->edges_in_order = GWN_indexbuf_build(&elb);
+ }
+
+ return cache->edges_in_order;
+}
+
+#define NO_EDGE INT_MAX
+static Gwn_IndexBuf *mesh_batch_cache_get_edges_adjacency(MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPTRI));
+
+ if (cache->edges_adjacency == NULL) {
+ const int vert_len = mesh_render_data_verts_len_get(rdata);
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ cache->is_manifold = true;
+
+ /* Allocate max but only used indices are sent to GPU. */
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES_ADJ, tri_len * 3, vert_len);
+
+ EdgeHash *eh = BLI_edgehash_new_ex(__func__, tri_len * 3);
+ /* Create edges for each pair of triangles sharing an edge. */
+ for (int i = 0; i < tri_len; i++) {
+ for (int e = 0; e < 3; ++e) {
+ uint v0, v1, v2;
+ if (rdata->edit_bmesh) {
+ const BMLoop **bm_looptri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ if (BM_elem_flag_test(bm_looptri[0]->f, BM_ELEM_HIDDEN)) {
+ break;
+ }
+ v0 = BM_elem_index_get(bm_looptri[e]->v);
+ v1 = BM_elem_index_get(bm_looptri[(e + 1) % 3]->v);
+ v2 = BM_elem_index_get(bm_looptri[(e + 2) % 3]->v);
+ }
+ else {
+ MLoop *mloop = rdata->mloop;
+ MLoopTri *mlt = rdata->mlooptri + i;
+ v0 = mloop[mlt->tri[e]].v;
+ v1 = mloop[mlt->tri[(e + 1) % 3]].v;
+ v2 = mloop[mlt->tri[(e + 2) % 3]].v;
+ }
+ bool inv_indices = (v1 > v2);
+ void **pval;
+ bool value_is_init = BLI_edgehash_ensure_p(eh, v1, v2, &pval);
+ int v_data = GET_INT_FROM_POINTER(*pval);
+ if (!value_is_init || v_data == NO_EDGE) {
+ /* Save the winding order inside the sign bit. Because the
+ * edgehash sort the keys and we need to compare winding later. */
+ int value = (int)v0 + 1; /* Int 0 cannot be signed */
+ *pval = SET_INT_IN_POINTER((inv_indices) ? -value : value);
+ }
+ else {
+ /* HACK Tag as not used. Prevent overhead of BLI_edgehash_remove. */
+ *pval = SET_INT_IN_POINTER(NO_EDGE);
+ bool inv_opposite = (v_data < 0);
+ uint v_opposite = (uint)abs(v_data) - 1;
+
+ if (inv_opposite == inv_indices) {
+ /* Don't share edge if triangles have non matching winding. */
+ GWN_indexbuf_add_line_adj_verts(&elb, v0, v1, v2, v0);
+ GWN_indexbuf_add_line_adj_verts(&elb, v_opposite, v1, v2, v_opposite);
+ cache->is_manifold = false;
+ }
+ else {
+ GWN_indexbuf_add_line_adj_verts(&elb, v0, v1, v2, v_opposite);
+ }
+ }
+ }
+ }
+ /* Create edges for remaning non manifold edges. */
+ EdgeHashIterator *ehi;
+ for (ehi = BLI_edgehashIterator_new(eh);
+ BLI_edgehashIterator_isDone(ehi) == false;
+ BLI_edgehashIterator_step(ehi))
+ {
+ uint v1, v2;
+ int v_data = GET_INT_FROM_POINTER(BLI_edgehashIterator_getValue(ehi));
+ if (v_data == NO_EDGE) {
+ continue;
+ }
+ BLI_edgehashIterator_getKey(ehi, &v1, &v2);
+ uint v0 = (uint)abs(v_data) - 1;
+ if (v_data < 0) { /* inv_opposite */
+ SWAP(uint, v1, v2);
+ }
+ GWN_indexbuf_add_line_adj_verts(&elb, v0, v1, v2, v0);
+ cache->is_manifold = false;
+ }
+ BLI_edgehashIterator_free(ehi);
+ BLI_edgehash_free(eh, NULL);
+
+ cache->edges_adjacency = GWN_indexbuf_build(&elb);
+ }
+
+ return cache->edges_adjacency;
+
+}
+#undef NO_EDGE
+
+static Gwn_IndexBuf *mesh_batch_cache_get_triangles_in_order(MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI));
+
+ if (cache->triangles_in_order == NULL) {
+ const int vert_len = mesh_render_data_verts_len_get(rdata);
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tri_len, vert_len);
+
+ if (rdata->edit_bmesh) {
+ for (int i = 0; i < tri_len; ++i) {
+ const BMLoop **ltri = (const BMLoop **)rdata->edit_bmesh->looptris[i];
+ if (!BM_elem_flag_test(ltri[0]->f, BM_ELEM_HIDDEN)) {
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ GWN_indexbuf_add_generic_vert(&elb, BM_elem_index_get(ltri[tri_corner]->v));
+ }
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < tri_len; ++i) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ GWN_indexbuf_add_generic_vert(&elb, mlt->tri[tri_corner]);
+ }
+ }
+ }
+ cache->triangles_in_order = GWN_indexbuf_build(&elb);
+ }
+
+ return cache->triangles_in_order;
+}
+
+static Gwn_IndexBuf **mesh_batch_cache_get_triangles_in_order_split_by_material(
+ MeshRenderData *rdata, MeshBatchCache *cache)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_POLY));
+
+ if (cache->shaded_triangles_in_order == NULL) {
+ const int poly_len = mesh_render_data_polys_len_get(rdata);
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+ const int mat_len = mesh_render_data_mat_len_get(rdata);
+
+ int *mat_tri_len = MEM_callocN(sizeof(*mat_tri_len) * mat_len, __func__);
+ cache->shaded_triangles_in_order = MEM_callocN(sizeof(*cache->shaded_triangles) * mat_len, __func__);
+ Gwn_IndexBufBuilder *elb = MEM_callocN(sizeof(*elb) * mat_len, __func__);
+
+ /* Note that polygons (not triangles) are used here.
+ * This OK because result is _guaranteed_ to be the same. */
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter fiter;
+ BMFace *efa;
+
+ BM_ITER_MESH(efa, &fiter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ const short ma_id = efa->mat_nr < mat_len ? efa->mat_nr : 0;
+ mat_tri_len[ma_id] += (efa->len - 2);
+ }
+ }
+ }
+ else {
+ for (uint i = 0; i < poly_len; i++) {
+ const MPoly *mp = &rdata->mpoly[i]; ;
+ const short ma_id = mp->mat_nr < mat_len ? mp->mat_nr : 0;
+ mat_tri_len[ma_id] += (mp->totloop - 2);
+ }
+ }
+
+ /* Init ELBs. */
+ for (int i = 0; i < mat_len; ++i) {
+ GWN_indexbuf_init(&elb[i], GWN_PRIM_TRIS, mat_tri_len[i], tri_len * 3);
+ }
+
+ /* Populate ELBs. */
+ uint nidx = 0;
+ if (rdata->edit_bmesh) {
+ BMesh *bm = rdata->edit_bmesh->bm;
+ BMIter fiter;
+ BMFace *efa;
+
+ BM_ITER_MESH(efa, &fiter, bm, BM_FACES_OF_MESH) {
+ if (!BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ const short ma_id = efa->mat_nr < mat_len ? efa->mat_nr : 0;
+ for (int j = 2; j < efa->len; j++) {
+ GWN_indexbuf_add_tri_verts(&elb[ma_id], nidx + 0, nidx + 1, nidx + 2);
+ nidx += 3;
+ }
+ }
+ }
+ }
+ else {
+ for (uint i = 0; i < poly_len; i++) {
+ const MPoly *mp = &rdata->mpoly[i]; ;
+ const short ma_id = mp->mat_nr < mat_len ? mp->mat_nr : 0;
+ for (int j = 2; j < mp->totloop; j++) {
+ GWN_indexbuf_add_tri_verts(&elb[ma_id], nidx + 0, nidx + 1, nidx + 2);
+ nidx += 3;
+ }
+ }
+ }
+
+ /* Build ELBs. */
+ for (int i = 0; i < mat_len; ++i) {
+ cache->shaded_triangles_in_order[i] = GWN_indexbuf_build(&elb[i]);
+ }
+
+ MEM_freeN(mat_tri_len);
+ MEM_freeN(elb);
+ }
+
+ return cache->shaded_triangles_in_order;
+}
+
+static Gwn_VertBuf *mesh_create_edge_pos_with_sel(
+ MeshRenderData *rdata, bool use_wire, bool use_select_bool)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_POLY | MR_DATATYPE_LOOP));
+ BLI_assert(rdata->edit_bmesh == NULL);
+
+ Gwn_VertBuf *vbo;
+ {
+ uint vidx = 0, cidx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, sel; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.sel = GWN_vertformat_attr_add(&format, "select", GWN_COMP_U8, 1, GWN_FETCH_INT);
+ }
+
+ const int edge_len = mesh_render_data_edges_len_get(rdata);
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+
+ const int vbo_len_capacity = edge_len * 2;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ if (use_select_bool) {
+ mesh_render_data_ensure_edge_select_bool(rdata, use_wire);
+ }
+ bool *edge_select_bool = use_select_bool ? rdata->edge_select_bool : NULL;
+
+ for (int i = 0; i < edge_len; i++) {
+ const MEdge *ed = &rdata->medge[i];
+
+ uchar edge_vert_sel;
+ if (use_select_bool && edge_select_bool[i]) {
+ edge_vert_sel = true;
+ }
+ else if (use_wire) {
+ edge_vert_sel = false;
+ }
+ else {
+ continue;
+ }
+
+ GWN_vertbuf_attr_set(vbo, attr_id.sel, cidx++, &edge_vert_sel);
+ GWN_vertbuf_attr_set(vbo, attr_id.sel, cidx++, &edge_vert_sel);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, rdata->mvert[ed->v1].co);
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, vidx++, rdata->mvert[ed->v2].co);
+ }
+ vbo_len_used = vidx;
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+
+ return vbo;
+}
+
+static Gwn_IndexBuf *mesh_create_tri_overlay_weight_faces(
+ MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI));
+
+ {
+ const int vert_len = mesh_render_data_verts_len_get(rdata);
+ const int tri_len = mesh_render_data_looptri_len_get(rdata);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, tri_len, vert_len);
+
+ for (int i = 0; i < tri_len; ++i) {
+ const MLoopTri *mlt = &rdata->mlooptri[i];
+ if (!(rdata->mpoly[mlt->poly].flag & (ME_FACE_SEL | ME_HIDE))) {
+ for (uint tri_corner = 0; tri_corner < 3; tri_corner++) {
+ GWN_indexbuf_add_generic_vert(&elb, rdata->mloop[mlt->tri[tri_corner]].v);
+ }
+ }
+ }
+ return GWN_indexbuf_build(&elb);
+ }
+}
+
+/**
+ * Non-edit mode vertices (only used for weight-paint mode).
+ */
+static Gwn_VertBuf *mesh_create_vert_pos_with_overlay_data(
+ MeshRenderData *rdata)
+{
+ BLI_assert(rdata->types & (MR_DATATYPE_VERT));
+ BLI_assert(rdata->edit_bmesh == NULL);
+
+ Gwn_VertBuf *vbo;
+ {
+ uint cidx = 0;
+
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint data; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.data = GWN_vertformat_attr_add(&format, "data", GWN_COMP_I8, 1, GWN_FETCH_INT);
+ }
+
+ const int vert_len = mesh_render_data_verts_len_get(rdata);
+
+ vbo = GWN_vertbuf_create_with_format(&format);
+
+ const int vbo_len_capacity = vert_len;
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+
+ for (int i = 0; i < vert_len; i++) {
+ const MVert *mv = &rdata->mvert[i];
+ const char data = mv->flag & (SELECT | ME_HIDE);
+ GWN_vertbuf_attr_set(vbo, attr_id.data, cidx++, &data);
+ }
+ vbo_len_used = cidx;
+
+ if (vbo_len_capacity != vbo_len_used) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+ }
+ return vbo;
+}
+
+/** \} */
+
+
+/* ---------------------------------------------------------------------- */
+
+/** \name Public API
+ * \{ */
+
+Gwn_Batch *DRW_mesh_batch_cache_get_all_edges(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->all_edges == NULL) {
+ /* create batch from Mesh */
+ const int datatype = MR_DATATYPE_VERT | MR_DATATYPE_EDGE;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->all_edges = GWN_batch_create(
+ GWN_PRIM_LINES, mesh_batch_cache_get_vert_pos_and_nor_in_order(rdata, cache),
+ mesh_batch_cache_get_edges_in_order(rdata, cache));
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->all_edges;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_all_triangles(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->all_triangles == NULL) {
+ /* create batch from DM */
+ const int datatype = MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->all_triangles = GWN_batch_create(
+ GWN_PRIM_TRIS, mesh_batch_cache_get_vert_pos_and_nor_in_order(rdata, cache),
+ mesh_batch_cache_get_triangles_in_order(rdata, cache));
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->all_triangles;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_normals(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->triangles_with_normals == NULL) {
+ const int datatype = MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->triangles_with_normals = GWN_batch_create(
+ GWN_PRIM_TRIS, mesh_batch_cache_get_tri_pos_and_normals(rdata, cache), NULL);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->triangles_with_normals;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_weights(Mesh *me, int defgroup)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->triangles_with_weights == NULL) {
+ const bool use_hide = (me->editflag & (ME_EDIT_PAINT_VERT_SEL | ME_EDIT_PAINT_FACE_SEL)) != 0;
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_DVERT;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->triangles_with_weights = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, mesh_create_tri_weights(rdata, use_hide, defgroup), NULL, GWN_BATCH_OWNS_VBO);
+
+ Gwn_VertBuf *vbo_tris = use_hide ?
+ mesh_create_tri_pos_and_normals_visible_only(rdata) :
+ mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+
+ GWN_batch_vertbuf_add_ex(cache->triangles_with_weights, vbo_tris, use_hide);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->triangles_with_weights;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_normals_and_vert_colors(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->triangles_with_vert_colors == NULL) {
+ const bool use_hide = (me->editflag & (ME_EDIT_PAINT_VERT_SEL | ME_EDIT_PAINT_FACE_SEL)) != 0;
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_LOOPCOL;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->triangles_with_vert_colors = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, mesh_create_tri_vert_colors(rdata, use_hide), NULL, GWN_BATCH_OWNS_VBO);
+
+ Gwn_VertBuf *vbo_tris = use_hide ?
+ mesh_create_tri_pos_and_normals_visible_only(rdata) :
+ mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+ GWN_batch_vertbuf_add_ex(cache->triangles_with_vert_colors, vbo_tris, use_hide);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->triangles_with_vert_colors;
+}
+
+
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_select_id(
+ struct Mesh *me, bool use_hide, uint select_id_offset)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->triangles_with_select_id_offset != select_id_offset) {
+ cache->triangles_with_select_id_offset = select_id_offset;
+ GWN_BATCH_DISCARD_SAFE(cache->triangles_with_select_id);
+ }
+
+ if (cache->triangles_with_select_id == NULL) {
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->triangles_with_select_id = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, mesh_create_tri_select_id(rdata, use_hide, select_id_offset), NULL, GWN_BATCH_OWNS_VBO);
+
+ Gwn_VertBuf *vbo_tris = use_hide ?
+ mesh_create_tri_pos_and_normals_visible_only(rdata) :
+ mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+ GWN_batch_vertbuf_add_ex(cache->triangles_with_select_id, vbo_tris, use_hide);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->triangles_with_select_id;
+}
+
+/**
+ * Same as #DRW_mesh_batch_cache_get_triangles_with_select_id
+ * without the ID's, use to mask out geometry, eg - dont select face-dots behind other faces.
+ */
+struct Gwn_Batch *DRW_mesh_batch_cache_get_triangles_with_select_mask(struct Mesh *me, bool use_hide)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+ if (cache->triangles_with_select_mask == NULL) {
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ Gwn_VertBuf *vbo_tris = use_hide ?
+ mesh_create_tri_pos_and_normals_visible_only(rdata) :
+ mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+
+ cache->triangles_with_select_mask = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, vbo_tris, NULL, use_hide ? GWN_BATCH_OWNS_VBO : 0);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->triangles_with_select_mask;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_points_with_normals(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->points_with_normals == NULL) {
+ const int datatype = MR_DATATYPE_VERT | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOP | MR_DATATYPE_POLY;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->points_with_normals = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_tri_pos_and_normals(rdata, cache), NULL);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->points_with_normals;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_all_verts(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->all_verts == NULL) {
+ /* create batch from DM */
+ MeshRenderData *rdata = mesh_render_data_create(me, MR_DATATYPE_VERT);
+
+ cache->all_verts = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_vert_pos_and_nor_in_order(rdata, cache), NULL);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->all_verts;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_fancy_edges(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->fancy_edges == NULL) {
+ /* create batch from DM */
+ static Gwn_VertFormat format = { 0 };
+ static struct { uint pos, n1, n2; } attr_id;
+ if (format.attrib_ct == 0) {
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+
+ attr_id.n1 = GWN_vertformat_attr_add(&format, "N1", GWN_COMP_I10, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ attr_id.n2 = GWN_vertformat_attr_add(&format, "N2", GWN_COMP_I10, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ }
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+
+ MeshRenderData *rdata = mesh_render_data_create(
+ me, MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_LOOP | MR_DATATYPE_POLY);
+
+ const int edge_len = mesh_render_data_edges_len_get(rdata);
+
+ const int vbo_len_capacity = edge_len * 2; /* these are PRIM_LINE verts, not mesh verts */
+ int vbo_len_used = 0;
+ GWN_vertbuf_data_alloc(vbo, vbo_len_capacity);
+ for (int i = 0; i < edge_len; ++i) {
+ float *vcos1, *vcos2;
+ float *pnor1 = NULL, *pnor2 = NULL;
+ bool is_manifold;
+
+ if (mesh_render_data_edge_vcos_manifold_pnors(rdata, i, &vcos1, &vcos2, &pnor1, &pnor2, &is_manifold)) {
+
+ Gwn_PackedNormal n1value = { .x = 0, .y = 0, .z = +511 };
+ Gwn_PackedNormal n2value = { .x = 0, .y = 0, .z = -511 };
+
+ if (is_manifold) {
+ n1value = GWN_normal_convert_i10_v3(pnor1);
+ n2value = GWN_normal_convert_i10_v3(pnor2);
+ }
+
+ const Gwn_PackedNormal *n1 = &n1value;
+ const Gwn_PackedNormal *n2 = &n2value;
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 2 * i, vcos1);
+ GWN_vertbuf_attr_set(vbo, attr_id.n1, 2 * i, n1);
+ GWN_vertbuf_attr_set(vbo, attr_id.n2, 2 * i, n2);
+
+ GWN_vertbuf_attr_set(vbo, attr_id.pos, 2 * i + 1, vcos2);
+ GWN_vertbuf_attr_set(vbo, attr_id.n1, 2 * i + 1, n1);
+ GWN_vertbuf_attr_set(vbo, attr_id.n2, 2 * i + 1, n2);
+
+ vbo_len_used += 2;
+ }
+ }
+ if (vbo_len_used != vbo_len_capacity) {
+ GWN_vertbuf_data_resize(vbo, vbo_len_used);
+ }
+
+ cache->fancy_edges = GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->fancy_edges;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_edge_detection(Mesh *me, bool *r_is_manifold)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->edge_detection == NULL) {
+ const int options = MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPTRI;
+
+ MeshRenderData *rdata = mesh_render_data_create(me, options);
+
+ cache->edge_detection = GWN_batch_create_ex(
+ GWN_PRIM_LINES_ADJ, mesh_batch_cache_get_vert_pos_and_nor_in_order(rdata, cache),
+ mesh_batch_cache_get_edges_adjacency(rdata, cache), 0);
+
+ mesh_render_data_free(rdata);
+ }
+
+ if (r_is_manifold) {
+ *r_is_manifold = cache->is_manifold;
+ }
+
+ return cache->edge_detection;
+}
+
+static void mesh_batch_cache_create_overlay_batches(Mesh *me)
+{
+ BLI_assert(me->edit_btmesh != NULL);
+
+ /* Since MR_DATATYPE_OVERLAY is slow to generate, generate them all at once */
+ const int options =
+ MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_LOOP | MR_DATATYPE_POLY |
+ MR_DATATYPE_LOOPTRI | MR_DATATYPE_OVERLAY;
+
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+ MeshRenderData *rdata = mesh_render_data_create(me, options);
+
+ if (cache->overlay_triangles == NULL) {
+ cache->overlay_triangles = GWN_batch_create(
+ GWN_PRIM_TRIS, mesh_batch_cache_get_edit_tri_pos(rdata, cache), NULL);
+ GWN_batch_vertbuf_add(cache->overlay_triangles, mesh_batch_cache_get_edit_tri_nor(rdata, cache));
+ GWN_batch_vertbuf_add(cache->overlay_triangles, mesh_batch_cache_get_edit_tri_data(rdata, cache));
+ }
+
+ if (cache->overlay_loose_edges == NULL) {
+ cache->overlay_loose_edges = GWN_batch_create(
+ GWN_PRIM_LINES, mesh_batch_cache_get_edit_ledge_pos(rdata, cache), NULL);
+ GWN_batch_vertbuf_add(cache->overlay_loose_edges, mesh_batch_cache_get_edit_ledge_nor(rdata, cache));
+ GWN_batch_vertbuf_add(cache->overlay_loose_edges, mesh_batch_cache_get_edit_ledge_data(rdata, cache));
+ }
+
+ if (cache->overlay_loose_verts == NULL) {
+ cache->overlay_loose_verts = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_edit_lvert_pos(rdata, cache), NULL);
+ GWN_batch_vertbuf_add(cache->overlay_loose_verts, mesh_batch_cache_get_edit_lvert_nor(rdata, cache));
+ GWN_batch_vertbuf_add(cache->overlay_loose_verts, mesh_batch_cache_get_edit_lvert_data(rdata, cache));
+ }
+
+ if (cache->overlay_triangles_nor == NULL) {
+ cache->overlay_triangles_nor = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_edit_tri_pos(rdata, cache), NULL);
+ GWN_batch_vertbuf_add(cache->overlay_triangles_nor, mesh_batch_cache_get_edit_tri_nor(rdata, cache));
+ }
+
+ if (cache->overlay_loose_edges_nor == NULL) {
+ cache->overlay_loose_edges_nor = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_edit_ledge_pos(rdata, cache), NULL);
+ GWN_batch_vertbuf_add(cache->overlay_loose_edges_nor, mesh_batch_cache_get_edit_ledge_nor(rdata, cache));
+ }
+
+ mesh_render_data_free(rdata);
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_overlay_triangles(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_triangles == NULL) {
+ mesh_batch_cache_create_overlay_batches(me);
+ }
+
+ return cache->overlay_triangles;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_edges(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_loose_edges == NULL) {
+ mesh_batch_cache_create_overlay_batches(me);
+ }
+
+ return cache->overlay_loose_edges;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_verts(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_loose_verts == NULL) {
+ mesh_batch_cache_create_overlay_batches(me);
+ }
+
+ return cache->overlay_loose_verts;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_overlay_triangles_nor(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_triangles_nor == NULL) {
+ mesh_batch_cache_create_overlay_batches(me);
+ }
+
+ return cache->overlay_triangles_nor;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_overlay_loose_edges_nor(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_loose_edges_nor == NULL) {
+ mesh_batch_cache_create_overlay_batches(me);
+ }
+
+ return cache->overlay_loose_edges_nor;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_overlay_facedots(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_facedots == NULL) {
+ MeshRenderData *rdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY);
+
+ cache->overlay_facedots = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_facedot_pos_with_normals_and_flag(rdata, cache), NULL);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->overlay_facedots;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_facedots_with_select_id(Mesh *me, uint select_id_offset)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->facedot_with_select_id_offset != select_id_offset) {
+ cache->facedot_with_select_id_offset = select_id_offset;
+ GWN_BATCH_DISCARD_SAFE(cache->edges_with_select_id);
+ }
+
+ if (cache->facedot_with_select_id == NULL) {
+ MeshRenderData *rdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY);
+
+ /* We only want the 'pos', not the normals or flag.
+ * Use since this is almost certainly already created. */
+ cache->facedot_with_select_id = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_facedot_pos_with_normals_and_flag(rdata, cache), NULL);
+
+ GWN_batch_vertbuf_add_ex(
+ cache->facedot_with_select_id,
+ mesh_create_facedot_select_id(rdata, select_id_offset), true);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->facedot_with_select_id;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_edges_with_select_id(Mesh *me, uint select_id_offset)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->edges_with_select_id_offset != select_id_offset) {
+ cache->edges_with_select_id_offset = select_id_offset;
+ GWN_BATCH_DISCARD_SAFE(cache->edges_with_select_id);
+ }
+
+ if (cache->edges_with_select_id == NULL) {
+ MeshRenderData *rdata = mesh_render_data_create(me, MR_DATATYPE_VERT | MR_DATATYPE_EDGE);
+
+ cache->edges_with_select_id = GWN_batch_create(
+ GWN_PRIM_LINES, mesh_batch_cache_get_edges_visible(rdata, cache), NULL);
+
+ GWN_batch_vertbuf_add_ex(
+ cache->edges_with_select_id,
+ mesh_create_edges_select_id(rdata, select_id_offset), true);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->edges_with_select_id;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_verts_with_select_id(Mesh *me, uint select_id_offset)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->verts_with_select_id_offset != select_id_offset) {
+ cache->verts_with_select_id_offset = select_id_offset;
+ GWN_BATCH_DISCARD_SAFE(cache->verts_with_select_id);
+ }
+
+ if (cache->verts_with_select_id == NULL) {
+ MeshRenderData *rdata = mesh_render_data_create(me, MR_DATATYPE_VERT);
+
+ cache->verts_with_select_id = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_verts_visible(rdata, cache), NULL);
+
+ GWN_batch_vertbuf_add_ex(
+ cache->verts_with_select_id,
+ mesh_create_verts_select_id(rdata, select_id_offset), true);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->verts_with_select_id;
+}
+
+Gwn_Batch **DRW_mesh_batch_cache_get_surface_shaded(
+ Mesh *me, struct GPUMaterial **gpumat_array, uint gpumat_array_len,
+ char **auto_layer_names, int **auto_layer_is_srgb, int *auto_layer_count)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->shaded_triangles == NULL) {
+ /* create batch from DM */
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPTRI |
+ MR_DATATYPE_POLY | MR_DATATYPE_SHADING;
+ MeshRenderData *rdata = mesh_render_data_create_ex(me, datatype, gpumat_array, gpumat_array_len);
+
+ const int mat_len = mesh_render_data_mat_len_get(rdata);
+
+ cache->shaded_triangles = MEM_callocN(sizeof(*cache->shaded_triangles) * mat_len, __func__);
+
+ Gwn_IndexBuf **el = mesh_batch_cache_get_triangles_in_order_split_by_material(rdata, cache);
+
+ Gwn_VertBuf *vbo = mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+ Gwn_VertBuf *vbo_shading = mesh_batch_cache_get_tri_shading_data(rdata, cache);
+
+ for (int i = 0; i < mat_len; ++i) {
+ cache->shaded_triangles[i] = GWN_batch_create(
+ GWN_PRIM_TRIS, vbo, el[i]);
+ if (vbo_shading) {
+ GWN_batch_vertbuf_add(cache->shaded_triangles[i], vbo_shading);
+ }
+ }
+
+ mesh_render_data_free(rdata);
+ }
+
+ if (auto_layer_names) {
+ *auto_layer_names = cache->auto_layer_names;
+ *auto_layer_is_srgb = cache->auto_layer_is_srgb;
+ *auto_layer_count = cache->auto_layer_ct;
+ }
+
+ return cache->shaded_triangles;
+}
+
+Gwn_Batch **DRW_mesh_batch_cache_get_surface_texpaint(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->texpaint_triangles == NULL) {
+ /* create batch from DM */
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOPUV;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ const int mat_len = mesh_render_data_mat_len_get(rdata);
+
+ cache->texpaint_triangles = MEM_callocN(sizeof(*cache->texpaint_triangles) * mat_len, __func__);
+
+ Gwn_IndexBuf **el = mesh_batch_cache_get_triangles_in_order_split_by_material(rdata, cache);
+
+ Gwn_VertBuf *vbo = mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+ for (int i = 0; i < mat_len; ++i) {
+ cache->texpaint_triangles[i] = GWN_batch_create(
+ GWN_PRIM_TRIS, vbo, el[i]);
+ Gwn_VertBuf *vbo_uv = mesh_batch_cache_get_tri_uv_active(rdata, cache);
+ if (vbo_uv) {
+ GWN_batch_vertbuf_add(cache->texpaint_triangles[i], vbo_uv);
+ }
+ }
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->texpaint_triangles;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_surface_texpaint_single(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->texpaint_triangles_single == NULL) {
+ /* create batch from DM */
+ const int datatype =
+ MR_DATATYPE_VERT | MR_DATATYPE_LOOP | MR_DATATYPE_POLY | MR_DATATYPE_LOOPTRI | MR_DATATYPE_LOOPUV;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ Gwn_VertBuf *vbo = mesh_batch_cache_get_tri_pos_and_normals(rdata, cache);
+
+ cache->texpaint_triangles_single = GWN_batch_create(
+ GWN_PRIM_TRIS, vbo, NULL);
+ Gwn_VertBuf *vbo_uv = mesh_batch_cache_get_tri_uv_active(rdata, cache);
+ if (vbo_uv) {
+ GWN_batch_vertbuf_add(cache->texpaint_triangles_single, vbo_uv);
+ }
+ mesh_render_data_free(rdata);
+ }
+ return cache->texpaint_triangles_single;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_weight_overlay_edges(Mesh *me, bool use_wire, bool use_sel)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_paint_edges == NULL) {
+ /* create batch from Mesh */
+ const int datatype = MR_DATATYPE_VERT | MR_DATATYPE_EDGE | MR_DATATYPE_POLY | MR_DATATYPE_LOOP;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->overlay_paint_edges = GWN_batch_create_ex(
+ GWN_PRIM_LINES, mesh_create_edge_pos_with_sel(rdata, use_wire, use_sel), NULL, GWN_BATCH_OWNS_VBO);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->overlay_paint_edges;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_weight_overlay_faces(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_weight_faces == NULL) {
+ /* create batch from Mesh */
+ const int datatype = MR_DATATYPE_VERT | MR_DATATYPE_POLY | MR_DATATYPE_LOOP | MR_DATATYPE_LOOPTRI;
+ MeshRenderData *rdata = mesh_render_data_create(me, datatype);
+
+ cache->overlay_weight_faces = GWN_batch_create_ex(
+ GWN_PRIM_TRIS, mesh_batch_cache_get_vert_pos_and_nor_in_order(rdata, cache),
+ mesh_create_tri_overlay_weight_faces(rdata), GWN_BATCH_OWNS_INDEX);
+
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->overlay_weight_faces;
+}
+
+Gwn_Batch *DRW_mesh_batch_cache_get_weight_overlay_verts(Mesh *me)
+{
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+
+ if (cache->overlay_weight_verts == NULL) {
+ /* create batch from Mesh */
+ MeshRenderData *rdata = mesh_render_data_create(me, MR_DATATYPE_VERT);
+
+ cache->overlay_weight_verts = GWN_batch_create(
+ GWN_PRIM_POINTS, mesh_batch_cache_get_vert_pos_and_nor_in_order(rdata, cache), NULL);
+
+ GWN_batch_vertbuf_add_ex(
+ cache->overlay_weight_verts,
+ mesh_create_vert_pos_with_overlay_data(rdata), true);
+ mesh_render_data_free(rdata);
+ }
+
+ return cache->overlay_weight_verts;
+}
+
+/**
+ * Needed for when we draw with shaded data.
+ */
+void DRW_mesh_cache_sculpt_coords_ensure(Mesh *me)
+{
+ if (me->runtime.batch_cache) {
+ MeshBatchCache *cache = mesh_batch_cache_get(me);
+ if (cache && cache->pos_with_normals && cache->is_sculpt_points_tag) {
+ /* XXX Force update of all the batches that contains the pos_with_normals buffer.
+ * TODO(fclem): Ideally, Gawain should provide a way to update a buffer without destroying it. */
+ mesh_batch_cache_clear_selective(me, cache->pos_with_normals);
+ GWN_VERTBUF_DISCARD_SAFE(cache->pos_with_normals);
+ }
+ cache->is_sculpt_points_tag = false;
+ }
+}
+
+/** \} */
+
+#undef MESH_RENDER_FUNCTION
diff --git a/source/blender/draw/intern/draw_cache_impl_metaball.c b/source/blender/draw/intern/draw_cache_impl_metaball.c
new file mode 100644
index 00000000000..f01e7b929f8
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl_metaball.c
@@ -0,0 +1,144 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_cache_impl_metaball.c
+ * \ingroup draw
+ *
+ * \brief MetaBall API for render engines
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+
+#include "DNA_meta_types.h"
+#include "DNA_object_types.h"
+
+#include "BKE_curve.h"
+#include "BKE_mball.h"
+
+#include "GPU_batch.h"
+
+#include "draw_cache_impl.h" /* own include */
+
+
+static void metaball_batch_cache_clear(MetaBall *mb);
+
+/* ---------------------------------------------------------------------- */
+/* MetaBall Gwn_Batch Cache */
+
+typedef struct MetaBallBatchCache {
+ Gwn_Batch *batch;
+
+ /* settings to determine if cache is invalid */
+ bool is_dirty;
+} MetaBallBatchCache;
+
+/* Gwn_Batch cache management. */
+
+static bool metaball_batch_cache_valid(MetaBall *mb)
+{
+ MetaBallBatchCache *cache = mb->batch_cache;
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ return cache->is_dirty == false;
+}
+
+static void metaball_batch_cache_init(MetaBall *mb)
+{
+ MetaBallBatchCache *cache = mb->batch_cache;
+
+ if (!cache) {
+ cache = mb->batch_cache = MEM_mallocN(sizeof(*cache), __func__);
+ }
+ cache->batch = NULL;
+ cache->is_dirty = false;
+}
+
+static MetaBallBatchCache *metaball_batch_cache_get(MetaBall *mb)
+{
+ if (!metaball_batch_cache_valid(mb)) {
+ metaball_batch_cache_clear(mb);
+ metaball_batch_cache_init(mb);
+ }
+ return mb->batch_cache;
+}
+
+void DRW_mball_batch_cache_dirty(MetaBall *mb, int mode)
+{
+ MetaBallBatchCache *cache = mb->batch_cache;
+ if (cache == NULL) {
+ return;
+ }
+ switch (mode) {
+ case BKE_MBALL_BATCH_DIRTY_ALL:
+ cache->is_dirty = true;
+ break;
+ default:
+ BLI_assert(0);
+ }
+}
+
+static void metaball_batch_cache_clear(MetaBall *mb)
+{
+ MetaBallBatchCache *cache = mb->batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ GWN_BATCH_DISCARD_SAFE(cache->batch);
+}
+
+void DRW_mball_batch_cache_free(MetaBall *mb)
+{
+ metaball_batch_cache_clear(mb);
+ MEM_SAFE_FREE(mb->batch_cache);
+}
+
+/* -------------------------------------------------------------------- */
+
+/** \name Public Object/MetaBall API
+ * \{ */
+
+Gwn_Batch *DRW_metaball_batch_cache_get_triangles_with_normals(Object *ob)
+{
+ if (!BKE_mball_is_basis(ob))
+ return NULL;
+
+ MetaBall *mb = ob->data;
+ MetaBallBatchCache *cache = metaball_batch_cache_get(mb);
+
+ if (cache->batch == NULL) {
+ ListBase *lb = &ob->curve_cache->disp;
+ cache->batch = GWN_batch_create_ex(
+ GWN_PRIM_TRIS,
+ DRW_displist_vertbuf_calc_pos_with_normals(lb),
+ DRW_displist_indexbuf_calc_triangles_in_order(lb),
+ GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
+ }
+
+ return cache->batch;
+}
diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c
new file mode 100644
index 00000000000..1348968bad7
--- /dev/null
+++ b/source/blender/draw/intern/draw_cache_impl_particles.c
@@ -0,0 +1,1556 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_cache_impl_particles.c
+ * \ingroup draw
+ *
+ * \brief Particle API for render engines
+ */
+
+#include "DRW_render.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_math_vector.h"
+#include "BLI_string.h"
+#include "BLI_ghash.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_particle_types.h"
+#include "DNA_customdata_types.h"
+
+#include "BKE_mesh.h"
+#include "BKE_particle.h"
+#include "BKE_pointcache.h"
+
+#include "ED_particle.h"
+
+#include "GPU_batch.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "draw_cache_impl.h" /* own include */
+#include "draw_hair_private.h"
+
+static void particle_batch_cache_clear(ParticleSystem *psys);
+
+/* ---------------------------------------------------------------------- */
+/* Particle Gwn_Batch Cache */
+
+typedef struct ParticlePointCache {
+ Gwn_VertBuf *pos;
+ Gwn_Batch *points;
+ int elems_count;
+ int point_count;
+} ParticlePointCache;
+
+typedef struct ParticleBatchCache {
+ /* Object mode strands for hair and points for particle,
+ * strands for paths when in edit mode.
+ */
+ ParticleHairCache hair; /* Used for hair strands */
+ ParticlePointCache point; /* Used for particle points. */
+
+ /* Control points when in edit mode. */
+ ParticleHairCache edit_hair;
+
+ Gwn_VertBuf *edit_inner_pos;
+ Gwn_Batch *edit_inner_points;
+ int edit_inner_point_count;
+
+ Gwn_VertBuf *edit_tip_pos;
+ Gwn_Batch *edit_tip_points;
+ int edit_tip_point_count;
+
+ /* Settings to determine if cache is invalid. */
+ bool is_dirty;
+} ParticleBatchCache;
+
+/* Gwn_Batch cache management. */
+
+typedef struct HairAttributeID {
+ uint pos;
+ uint tan;
+ uint ind;
+} HairAttributeID;
+
+static bool particle_batch_cache_valid(ParticleSystem *psys)
+{
+ ParticleBatchCache *cache = psys->batch_cache;
+
+ if (cache == NULL) {
+ return false;
+ }
+
+ if (cache->is_dirty == false) {
+ return true;
+ }
+ else {
+ return false;
+ }
+
+ return true;
+}
+
+static void particle_batch_cache_init(ParticleSystem *psys)
+{
+ ParticleBatchCache *cache = psys->batch_cache;
+
+ if (!cache) {
+ cache = psys->batch_cache = MEM_callocN(sizeof(*cache), __func__);
+ }
+ else {
+ memset(cache, 0, sizeof(*cache));
+ }
+
+ cache->is_dirty = false;
+}
+
+static ParticleBatchCache *particle_batch_cache_get(ParticleSystem *psys)
+{
+ if (!particle_batch_cache_valid(psys)) {
+ particle_batch_cache_clear(psys);
+ particle_batch_cache_init(psys);
+ }
+ return psys->batch_cache;
+}
+
+void DRW_particle_batch_cache_dirty(ParticleSystem *psys, int mode)
+{
+ ParticleBatchCache *cache = psys->batch_cache;
+ if (cache == NULL) {
+ return;
+ }
+ switch (mode) {
+ case BKE_PARTICLE_BATCH_DIRTY_ALL:
+ cache->is_dirty = true;
+ break;
+ default:
+ BLI_assert(0);
+ }
+}
+
+static void particle_batch_cache_clear_point(ParticlePointCache *point_cache)
+{
+ GWN_BATCH_DISCARD_SAFE(point_cache->points);
+ GWN_VERTBUF_DISCARD_SAFE(point_cache->pos);
+}
+
+static void particle_batch_cache_clear_hair(ParticleHairCache *hair_cache)
+{
+ /* TODO more granular update tagging. */
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_point_buf);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->point_tex);
+
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_strand_buf);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->strand_tex);
+
+ for (int i = 0; i < MAX_MTFACE; ++i) {
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_uv_buf[i]);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->uv_tex[i]);
+ }
+ for (int i = 0; i < MAX_MCOL; ++i) {
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->proc_col_buf[i]);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->col_tex[i]);
+ }
+ for (int i = 0; i < MAX_HAIR_SUBDIV; ++i) {
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->final[i].proc_buf);
+ DRW_TEXTURE_FREE_SAFE(hair_cache->final[i].proc_tex);
+ for (int j = 0; j < MAX_THICKRES - 1; ++j) {
+ GWN_BATCH_DISCARD_SAFE(hair_cache->final[i].proc_hairs[j]);
+ }
+ }
+
+ /* "Normal" legacy hairs */
+ GWN_BATCH_DISCARD_SAFE(hair_cache->hairs);
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->pos);
+ GWN_INDEXBUF_DISCARD_SAFE(hair_cache->indices);
+}
+
+static void particle_batch_cache_clear(ParticleSystem *psys)
+{
+ ParticleBatchCache *cache = psys->batch_cache;
+ if (!cache) {
+ return;
+ }
+
+ particle_batch_cache_clear_point(&cache->point);
+ particle_batch_cache_clear_hair(&cache->hair);
+
+ particle_batch_cache_clear_hair(&cache->edit_hair);
+
+ GWN_BATCH_DISCARD_SAFE(cache->edit_inner_points);
+ GWN_VERTBUF_DISCARD_SAFE(cache->edit_inner_pos);
+ GWN_BATCH_DISCARD_SAFE(cache->edit_tip_points);
+ GWN_VERTBUF_DISCARD_SAFE(cache->edit_tip_pos);
+}
+
+void DRW_particle_batch_cache_free(ParticleSystem *psys)
+{
+ particle_batch_cache_clear(psys);
+ MEM_SAFE_FREE(psys->batch_cache);
+}
+
+static void count_cache_segment_keys(
+ ParticleCacheKey **pathcache,
+ const int num_path_cache_keys,
+ ParticleHairCache *hair_cache)
+{
+ for (int i = 0; i < num_path_cache_keys; i++) {
+ ParticleCacheKey *path = pathcache[i];
+ if (path->segments > 0) {
+ hair_cache->strands_count++;
+ hair_cache->elems_count += path->segments + 2;
+ hair_cache->point_count += path->segments + 1;
+ }
+ }
+}
+
+static void ensure_seg_pt_count(
+ PTCacheEdit *edit,
+ ParticleSystem *psys,
+ ParticleHairCache *hair_cache)
+{
+ if ((hair_cache->pos != NULL && hair_cache->indices != NULL) ||
+ (hair_cache->proc_point_buf != NULL))
+ {
+ return;
+ }
+
+ hair_cache->strands_count = 0;
+ hair_cache->elems_count = 0;
+ hair_cache->point_count = 0;
+
+ if (edit != NULL && edit->pathcache != NULL) {
+ count_cache_segment_keys(edit->pathcache, edit->totcached, hair_cache);
+ }
+ else {
+ if (psys->pathcache &&
+ (!psys->childcache || (psys->part->draw & PART_DRAW_PARENT)))
+ {
+ count_cache_segment_keys(psys->pathcache, psys->totpart, hair_cache);
+ }
+ if (psys->childcache) {
+ const int child_count = psys->totchild * psys->part->disp / 100;
+ count_cache_segment_keys(psys->childcache, child_count, hair_cache);
+ }
+ }
+}
+
+static void particle_pack_mcol(MCol *mcol, unsigned short r_scol[3])
+{
+ /* Convert to linear ushort and swizzle */
+ r_scol[0] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->b]);
+ r_scol[1] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->g]);
+ r_scol[2] = unit_float_to_ushort_clamp(BLI_color_from_srgb_table[mcol->r]);
+}
+
+/* Used by parent particles and simple children. */
+static void particle_calculate_parent_uvs(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ const int num_uv_layers,
+ const int parent_index,
+ /*const*/ MTFace **mtfaces,
+ float (*r_uv)[2])
+{
+ if (psmd == NULL) {
+ return;
+ }
+ const int emit_from = psmd->psys->part->from;
+ if (!ELEM(emit_from, PART_FROM_FACE, PART_FROM_VOLUME)) {
+ return;
+ }
+ ParticleData *particle = &psys->particles[parent_index];
+ int num = particle->num_dmcache;
+ if (num == DMCACHE_NOTFOUND) {
+ if (particle->num < psmd->mesh_final->totface) {
+ num = particle->num;
+ }
+ }
+ if (num != DMCACHE_NOTFOUND) {
+ MFace *mface = &psmd->mesh_final->mface[num];
+ for (int j = 0; j < num_uv_layers; j++) {
+ psys_interpolate_uvs(
+ mtfaces[j] + num,
+ mface->v4,
+ particle->fuv,
+ r_uv[j]);
+ }
+ }
+}
+
+static void particle_calculate_parent_mcol(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ const int num_uv_layers,
+ const int parent_index,
+ /*const*/ MCol **mcols,
+ MCol *r_mcol)
+{
+ if (psmd == NULL) {
+ return;
+ }
+ const int emit_from = psmd->psys->part->from;
+ if (!ELEM(emit_from, PART_FROM_FACE, PART_FROM_VOLUME)) {
+ return;
+ }
+ ParticleData *particle = &psys->particles[parent_index];
+ int num = particle->num_dmcache;
+ if (num == DMCACHE_NOTFOUND) {
+ if (particle->num < psmd->mesh_final->totface) {
+ num = particle->num;
+ }
+ }
+ if (num != DMCACHE_NOTFOUND) {
+ MFace *mface = &psmd->mesh_final->mface[num];
+ for (int j = 0; j < num_uv_layers; j++) {
+ psys_interpolate_mcol(
+ mcols[j] + num,
+ mface->v4,
+ particle->fuv,
+ &r_mcol[j]);
+ }
+ }
+}
+
+/* Used by interpolated children. */
+static void particle_interpolate_children_uvs(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ const int num_uv_layers,
+ const int child_index,
+ /*const*/ MTFace **mtfaces,
+ float (*r_uv)[2])
+{
+ if (psmd == NULL) {
+ return;
+ }
+ const int emit_from = psmd->psys->part->from;
+ if (!ELEM(emit_from, PART_FROM_FACE, PART_FROM_VOLUME)) {
+ return;
+ }
+ ChildParticle *particle = &psys->child[child_index];
+ int num = particle->num;
+ if (num != DMCACHE_NOTFOUND) {
+ MFace *mface = &psmd->mesh_final->mface[num];
+ for (int j = 0; j < num_uv_layers; j++) {
+ psys_interpolate_uvs(
+ mtfaces[j] + num,
+ mface->v4,
+ particle->fuv,
+ r_uv[j]);
+ }
+ }
+}
+
+static void particle_interpolate_children_mcol(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ const int num_col_layers,
+ const int child_index,
+ /*const*/ MCol **mcols,
+ MCol *r_mcol)
+{
+ if (psmd == NULL) {
+ return;
+ }
+ const int emit_from = psmd->psys->part->from;
+ if (!ELEM(emit_from, PART_FROM_FACE, PART_FROM_VOLUME)) {
+ return;
+ }
+ ChildParticle *particle = &psys->child[child_index];
+ int num = particle->num;
+ if (num != DMCACHE_NOTFOUND) {
+ MFace *mface = &psmd->mesh_final->mface[num];
+ for (int j = 0; j < num_col_layers; j++) {
+ psys_interpolate_mcol(
+ mcols[j] + num,
+ mface->v4,
+ particle->fuv,
+ &r_mcol[j]);
+ }
+ }
+}
+
+static void particle_calculate_uvs(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ const bool is_simple,
+ const int num_uv_layers,
+ const int parent_index,
+ const int child_index,
+ /*const*/ MTFace **mtfaces,
+ float (**r_parent_uvs)[2],
+ float (**r_uv)[2])
+{
+ if (psmd == NULL) {
+ return;
+ }
+ if (is_simple) {
+ if (r_parent_uvs[parent_index] != NULL) {
+ *r_uv = r_parent_uvs[parent_index];
+ }
+ else {
+ *r_uv = MEM_callocN(sizeof(**r_uv) * num_uv_layers, "Particle UVs");
+ }
+ }
+ else {
+ *r_uv = MEM_callocN(sizeof(**r_uv) * num_uv_layers, "Particle UVs");
+ }
+ if (child_index == -1) {
+ /* Calculate UVs for parent particles. */
+ if (is_simple) {
+ r_parent_uvs[parent_index] = *r_uv;
+ }
+ particle_calculate_parent_uvs(
+ psys, psmd, num_uv_layers, parent_index, mtfaces, *r_uv);
+ }
+ else {
+ /* Calculate UVs for child particles. */
+ if (!is_simple) {
+ particle_interpolate_children_uvs(
+ psys, psmd, num_uv_layers, child_index, mtfaces, *r_uv);
+ }
+ else if (!r_parent_uvs[psys->child[child_index].parent]) {
+ r_parent_uvs[psys->child[child_index].parent] = *r_uv;
+ particle_calculate_parent_uvs(
+ psys, psmd, num_uv_layers, parent_index, mtfaces, *r_uv);
+ }
+ }
+}
+
+static void particle_calculate_mcol(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ const bool is_simple,
+ const int num_col_layers,
+ const int parent_index,
+ const int child_index,
+ /*const*/ MCol **mcols,
+ MCol **r_parent_mcol,
+ MCol **r_mcol)
+{
+ if (psmd == NULL) {
+ return;
+ }
+ if (is_simple) {
+ if (r_parent_mcol[parent_index] != NULL) {
+ *r_mcol = r_parent_mcol[parent_index];
+ }
+ else {
+ *r_mcol = MEM_callocN(sizeof(**r_mcol) * num_col_layers, "Particle MCol");
+ }
+ }
+ else {
+ *r_mcol = MEM_callocN(sizeof(**r_mcol) * num_col_layers, "Particle MCol");
+ }
+ if (child_index == -1) {
+ /* Calculate MCols for parent particles. */
+ if (is_simple) {
+ r_parent_mcol[parent_index] = *r_mcol;
+ }
+ particle_calculate_parent_mcol(
+ psys, psmd, num_col_layers, parent_index, mcols, *r_mcol);
+ }
+ else {
+ /* Calculate MCols for child particles. */
+ if (!is_simple) {
+ particle_interpolate_children_mcol(
+ psys, psmd, num_col_layers, child_index, mcols, *r_mcol);
+ }
+ else if (!r_parent_mcol[psys->child[child_index].parent]) {
+ r_parent_mcol[psys->child[child_index].parent] = *r_mcol;
+ particle_calculate_parent_mcol(
+ psys, psmd, num_col_layers, parent_index, mcols, *r_mcol);
+ }
+ }
+}
+
+/* Will return last filled index. */
+typedef enum ParticleSource {
+ PARTICLE_SOURCE_PARENT,
+ PARTICLE_SOURCE_CHILDREN,
+} ParticleSource;
+static int particle_batch_cache_fill_segments(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ ParticleCacheKey **path_cache,
+ const ParticleSource particle_source,
+ const int global_offset,
+ const int start_index,
+ const int num_path_keys,
+ const int num_uv_layers,
+ const int num_col_layers,
+ /*const*/ MTFace **mtfaces,
+ /*const*/ MCol **mcols,
+ uint *uv_id,
+ uint *col_id,
+ float (***r_parent_uvs)[2],
+ MCol ***r_parent_mcol,
+ Gwn_IndexBufBuilder *elb,
+ HairAttributeID *attr_id,
+ ParticleHairCache *hair_cache)
+{
+ const bool is_simple = (psys->part->childtype == PART_CHILD_PARTICLES);
+ const bool is_child = (particle_source == PARTICLE_SOURCE_CHILDREN);
+ if (is_simple && *r_parent_uvs == NULL) {
+ /* TODO(sergey): For edit mode it should be edit->totcached. */
+ *r_parent_uvs = MEM_callocN(
+ sizeof(*r_parent_uvs) * psys->totpart,
+ "Parent particle UVs");
+ }
+ if (is_simple && *r_parent_mcol == NULL) {
+ *r_parent_mcol = MEM_callocN(
+ sizeof(*r_parent_mcol) * psys->totpart,
+ "Parent particle MCol");
+ }
+ int curr_point = start_index;
+ for (int i = 0; i < num_path_keys; i++) {
+ ParticleCacheKey *path = path_cache[i];
+ if (path->segments <= 0) {
+ continue;
+ }
+ float tangent[3];
+ float (*uv)[2] = NULL;
+ MCol *mcol = NULL;
+ particle_calculate_mcol(
+ psys, psmd,
+ is_simple, num_col_layers,
+ is_child ? psys->child[i].parent : i,
+ is_child ? i : -1,
+ mcols,
+ *r_parent_mcol, &mcol);
+ particle_calculate_uvs(
+ psys, psmd,
+ is_simple, num_uv_layers,
+ is_child ? psys->child[i].parent : i,
+ is_child ? i : -1,
+ mtfaces,
+ *r_parent_uvs, &uv);
+ for (int j = 0; j < path->segments; j++) {
+ if (j == 0) {
+ sub_v3_v3v3(tangent, path[j + 1].co, path[j].co);
+ }
+ else {
+ sub_v3_v3v3(tangent, path[j + 1].co, path[j - 1].co);
+ }
+ GWN_vertbuf_attr_set(hair_cache->pos, attr_id->pos, curr_point, path[j].co);
+ GWN_vertbuf_attr_set(hair_cache->pos, attr_id->tan, curr_point, tangent);
+ GWN_vertbuf_attr_set(hair_cache->pos, attr_id->ind, curr_point, &i);
+ if (psmd != NULL) {
+ for (int k = 0; k < num_uv_layers; k++) {
+ GWN_vertbuf_attr_set(
+ hair_cache->pos, uv_id[k], curr_point,
+ (is_simple && is_child) ?
+ (*r_parent_uvs)[psys->child[i].parent][k] : uv[k]);
+ }
+ for (int k = 0; k < num_col_layers; k++) {
+ /* TODO Put the conversion outside the loop */
+ unsigned short scol[4];
+ particle_pack_mcol(
+ (is_simple && is_child) ?
+ &(*r_parent_mcol)[psys->child[i].parent][k] : &mcol[k],
+ scol);
+ GWN_vertbuf_attr_set(hair_cache->pos, col_id[k], curr_point, scol);
+ }
+ }
+ GWN_indexbuf_add_generic_vert(elb, curr_point);
+ curr_point++;
+ }
+ sub_v3_v3v3(tangent, path[path->segments].co, path[path->segments - 1].co);
+
+ int global_index = i + global_offset;
+ GWN_vertbuf_attr_set(hair_cache->pos, attr_id->pos, curr_point, path[path->segments].co);
+ GWN_vertbuf_attr_set(hair_cache->pos, attr_id->tan, curr_point, tangent);
+ GWN_vertbuf_attr_set(hair_cache->pos, attr_id->ind, curr_point, &global_index);
+
+ if (psmd != NULL) {
+ for (int k = 0; k < num_uv_layers; k++) {
+ GWN_vertbuf_attr_set(
+ hair_cache->pos, uv_id[k], curr_point,
+ (is_simple && is_child) ?
+ (*r_parent_uvs)[psys->child[i].parent][k] : uv[k]);
+ }
+ for (int k = 0; k < num_col_layers; k++) {
+ /* TODO Put the conversion outside the loop */
+ unsigned short scol[4];
+ particle_pack_mcol(
+ (is_simple && is_child) ?
+ &(*r_parent_mcol)[psys->child[i].parent][k] : &mcol[k],
+ scol);
+ GWN_vertbuf_attr_set(hair_cache->pos, col_id[k], curr_point, scol);
+ }
+ if (!is_simple) {
+ MEM_freeN(uv);
+ MEM_freeN(mcol);
+ }
+ }
+ /* Finish the segment and add restart primitive. */
+ GWN_indexbuf_add_generic_vert(elb, curr_point);
+ GWN_indexbuf_add_primitive_restart(elb);
+ curr_point++;
+ }
+ return curr_point;
+}
+
+static void particle_batch_cache_fill_segments_proc_pos(
+ ParticleCacheKey **path_cache,
+ const int num_path_keys,
+ Gwn_VertBufRaw *attr_step)
+{
+ for (int i = 0; i < num_path_keys; i++) {
+ ParticleCacheKey *path = path_cache[i];
+ if (path->segments <= 0) {
+ continue;
+ }
+ float total_len = 0.0f;
+ float *co_prev = NULL, *seg_data_first;
+ for (int j = 0; j <= path->segments; j++) {
+ float *seg_data = (float *)GWN_vertbuf_raw_step(attr_step);
+ copy_v3_v3(seg_data, path[j].co);
+ if (co_prev) {
+ total_len += len_v3v3(co_prev, path[j].co);
+ }
+ else {
+ seg_data_first = seg_data;
+ }
+ seg_data[3] = total_len;
+ co_prev = path[j].co;
+ }
+ if (total_len > 0.0f) {
+ /* Divide by total length to have a [0-1] number. */
+ for (int j = 0; j <= path->segments; j++, seg_data_first += 4) {
+ seg_data_first[3] /= total_len;
+ }
+ }
+ }
+}
+
+static int particle_batch_cache_fill_segments_indices(
+ ParticleCacheKey **path_cache,
+ const int start_index,
+ const int num_path_keys,
+ const int res,
+ Gwn_IndexBufBuilder *elb)
+{
+ int curr_point = start_index;
+ for (int i = 0; i < num_path_keys; i++) {
+ ParticleCacheKey *path = path_cache[i];
+ if (path->segments <= 0) {
+ continue;
+ }
+ for (int k = 0; k < res; k++) {
+ GWN_indexbuf_add_generic_vert(elb, curr_point++);
+ }
+ GWN_indexbuf_add_primitive_restart(elb);
+ }
+ return curr_point;
+}
+
+static int particle_batch_cache_fill_strands_data(
+ ParticleSystem *psys,
+ ParticleSystemModifierData *psmd,
+ ParticleCacheKey **path_cache,
+ const ParticleSource particle_source,
+ const int start_index,
+ const int num_path_keys,
+ Gwn_VertBufRaw *data_step,
+ float (***r_parent_uvs)[2], Gwn_VertBufRaw *uv_step, MTFace **mtfaces, int num_uv_layers,
+ MCol ***r_parent_mcol, Gwn_VertBufRaw *col_step, MCol **mcols, int num_col_layers)
+{
+ const bool is_simple = (psys->part->childtype == PART_CHILD_PARTICLES);
+ const bool is_child = (particle_source == PARTICLE_SOURCE_CHILDREN);
+ if (is_simple && *r_parent_uvs == NULL) {
+ /* TODO(sergey): For edit mode it should be edit->totcached. */
+ *r_parent_uvs = MEM_callocN(
+ sizeof(*r_parent_uvs) * psys->totpart,
+ "Parent particle UVs");
+ }
+ if (is_simple && *r_parent_mcol == NULL) {
+ *r_parent_mcol = MEM_callocN(
+ sizeof(*r_parent_mcol) * psys->totpart,
+ "Parent particle MCol");
+ }
+ int curr_point = start_index;
+ for (int i = 0; i < num_path_keys; i++) {
+ ParticleCacheKey *path = path_cache[i];
+ if (path->segments <= 0) {
+ continue;
+ }
+
+ uint *seg_data = (uint *)GWN_vertbuf_raw_step(data_step);
+ *seg_data = (curr_point & 0xFFFFFF) | (path->segments << 24);
+ curr_point += path->segments + 1;
+
+ if (psmd != NULL) {
+ float (*uv)[2] = NULL;
+ MCol *mcol = NULL;
+
+ particle_calculate_uvs(
+ psys, psmd,
+ is_simple, num_uv_layers,
+ is_child ? psys->child[i].parent : i,
+ is_child ? i : -1,
+ mtfaces,
+ *r_parent_uvs, &uv);
+
+ particle_calculate_mcol(
+ psys, psmd,
+ is_simple, num_col_layers,
+ is_child ? psys->child[i].parent : i,
+ is_child ? i : -1,
+ mcols,
+ *r_parent_mcol, &mcol);
+
+ for (int k = 0; k < num_uv_layers; k++) {
+ float *t_uv = (float *)GWN_vertbuf_raw_step(uv_step + k);
+ copy_v2_v2(t_uv, uv[k]);
+ }
+ for (int k = 0; k < num_col_layers; k++) {
+ unsigned short *scol = (unsigned short *)GWN_vertbuf_raw_step(col_step + k);
+ particle_pack_mcol(
+ (is_simple && is_child) ?
+ &(*r_parent_mcol)[psys->child[i].parent][k] : &mcol[k],
+ scol);
+ }
+ if (!is_simple) {
+ MEM_freeN(uv);
+ MEM_freeN(mcol);
+ }
+ }
+ }
+ return curr_point;
+}
+
+static void particle_batch_cache_ensure_procedural_final_points(
+ ParticleHairCache *cache,
+ int subdiv)
+{
+ /* Same format as point_tex. */
+ Gwn_VertFormat format = { 0 };
+ GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+
+ cache->final[subdiv].proc_buf = GWN_vertbuf_create_with_format(&format);
+
+ /* Create a destination buffer for the tranform feedback. Sized appropriately */
+ /* Thoses are points! not line segments. */
+ GWN_vertbuf_data_alloc(cache->final[subdiv].proc_buf, cache->final[subdiv].strands_res * cache->strands_count);
+
+ /* Create vbo immediatly to bind to texture buffer. */
+ GWN_vertbuf_use(cache->final[subdiv].proc_buf);
+
+ cache->final[subdiv].proc_tex = GPU_texture_create_from_vertbuf(cache->final[subdiv].proc_buf);
+}
+
+static void particle_batch_cache_ensure_procedural_strand_data(
+ PTCacheEdit *edit,
+ ParticleSystem *psys,
+ ModifierData *md,
+ ParticleHairCache *cache)
+{
+ int active_uv = 0;
+ int active_col = 0;
+
+ ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
+
+ if (psmd != NULL) {
+ if (CustomData_has_layer(&psmd->mesh_final->ldata, CD_MLOOPUV)) {
+ cache->num_uv_layers = CustomData_number_of_layers(&psmd->mesh_final->ldata, CD_MLOOPUV);
+ active_uv = CustomData_get_active_layer(&psmd->mesh_final->ldata, CD_MLOOPUV);
+ }
+ if (CustomData_has_layer(&psmd->mesh_final->ldata, CD_MLOOPCOL)) {
+ cache->num_col_layers = CustomData_number_of_layers(&psmd->mesh_final->ldata, CD_MLOOPCOL);
+ active_col = CustomData_get_active_layer(&psmd->mesh_final->ldata, CD_MLOOPCOL);
+ }
+ }
+
+ Gwn_VertBufRaw data_step;
+ Gwn_VertBufRaw uv_step[MAX_MTFACE];
+ Gwn_VertBufRaw col_step[MAX_MCOL];
+
+ MTFace *mtfaces[MAX_MTFACE] = {NULL};
+ MCol *mcols[MAX_MCOL] = {NULL};
+ float (**parent_uvs)[2] = NULL;
+ MCol **parent_mcol = NULL;
+
+ Gwn_VertFormat format_data = {0};
+ uint data_id = GWN_vertformat_attr_add(&format_data, "data", GWN_COMP_U32, 1, GWN_FETCH_INT);
+
+ Gwn_VertFormat format_uv = {0};
+ uint uv_id = GWN_vertformat_attr_add(&format_uv, "uv", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ Gwn_VertFormat format_col = {0};
+ uint col_id = GWN_vertformat_attr_add(&format_col, "col", GWN_COMP_U16, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ memset(cache->uv_layer_names, 0, sizeof(cache->uv_layer_names));
+ memset(cache->col_layer_names, 0, sizeof(cache->col_layer_names));
+
+ /* Strand Data */
+ cache->proc_strand_buf = GWN_vertbuf_create_with_format(&format_data);
+ GWN_vertbuf_data_alloc(cache->proc_strand_buf, cache->strands_count);
+ GWN_vertbuf_attr_get_raw_data(cache->proc_strand_buf, data_id, &data_step);
+
+ /* UV layers */
+ for (int i = 0; i < cache->num_uv_layers; i++) {
+ cache->proc_uv_buf[i] = GWN_vertbuf_create_with_format(&format_uv);
+ GWN_vertbuf_data_alloc(cache->proc_uv_buf[i], cache->strands_count);
+ GWN_vertbuf_attr_get_raw_data(cache->proc_uv_buf[i], uv_id, &uv_step[i]);
+
+ const char *name = CustomData_get_layer_name(&psmd->mesh_final->ldata, CD_MLOOPUV, i);
+ uint hash = BLI_ghashutil_strhash_p(name);
+ int n = 0;
+ BLI_snprintf(cache->uv_layer_names[i][n++], MAX_LAYER_NAME_LEN, "u%u", hash);
+ BLI_snprintf(cache->uv_layer_names[i][n++], MAX_LAYER_NAME_LEN, "a%u", hash);
+
+ if (i == active_uv) {
+ BLI_snprintf(cache->uv_layer_names[i][n], MAX_LAYER_NAME_LEN, "u");
+ }
+ }
+ /* Vertex colors */
+ for (int i = 0; i < cache->num_col_layers; i++) {
+ cache->proc_col_buf[i] = GWN_vertbuf_create_with_format(&format_col);
+ GWN_vertbuf_data_alloc(cache->proc_col_buf[i], cache->strands_count);
+ GWN_vertbuf_attr_get_raw_data(cache->proc_col_buf[i], col_id, &col_step[i]);
+
+ const char *name = CustomData_get_layer_name(&psmd->mesh_final->ldata, CD_MLOOPCOL, i);
+ uint hash = BLI_ghashutil_strhash_p(name);
+ int n = 0;
+ BLI_snprintf(cache->col_layer_names[i][n++], MAX_LAYER_NAME_LEN, "c%u", hash);
+
+ /* We only do vcols auto name that are not overridden by uvs */
+ if (CustomData_get_named_layer_index(&psmd->mesh_final->ldata, CD_MLOOPUV, name) == -1) {
+ BLI_snprintf(cache->col_layer_names[i][n++], MAX_LAYER_NAME_LEN, "a%u", hash);
+ }
+
+ if (i == active_col) {
+ BLI_snprintf(cache->col_layer_names[i][n], MAX_LAYER_NAME_LEN, "c");
+ }
+ }
+
+ if (cache->num_uv_layers || cache->num_col_layers) {
+ BKE_mesh_tessface_ensure(psmd->mesh_final);
+ if (cache->num_uv_layers) {
+ for (int j = 0; j < cache->num_uv_layers; j++) {
+ mtfaces[j] = (MTFace *)CustomData_get_layer_n(&psmd->mesh_final->fdata, CD_MTFACE, j);
+ }
+ }
+ if (cache->num_col_layers) {
+ for (int j = 0; j < cache->num_col_layers; j++) {
+ mcols[j] = (MCol *)CustomData_get_layer_n(&psmd->mesh_final->fdata, CD_MCOL, j);
+ }
+ }
+ }
+
+ if (edit != NULL && edit->pathcache != NULL) {
+ particle_batch_cache_fill_strands_data(
+ psys, psmd, edit->pathcache, PARTICLE_SOURCE_PARENT,
+ 0, edit->totcached,
+ &data_step,
+ &parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
+ &parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
+ }
+ else {
+ int curr_point = 0;
+ if ((psys->pathcache != NULL) &&
+ (!psys->childcache || (psys->part->draw & PART_DRAW_PARENT)))
+ {
+ curr_point = particle_batch_cache_fill_strands_data(
+ psys, psmd, psys->pathcache, PARTICLE_SOURCE_PARENT,
+ 0, psys->totpart,
+ &data_step,
+ &parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
+ &parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
+ }
+ if (psys->childcache) {
+ const int child_count = psys->totchild * psys->part->disp / 100;
+ curr_point = particle_batch_cache_fill_strands_data(
+ psys, psmd, psys->childcache, PARTICLE_SOURCE_CHILDREN,
+ curr_point, child_count,
+ &data_step,
+ &parent_uvs, uv_step, (MTFace **)mtfaces, cache->num_uv_layers,
+ &parent_mcol, col_step, (MCol **)mcols, cache->num_col_layers);
+ }
+ }
+ /* Cleanup. */
+ if (parent_uvs != NULL) {
+ /* TODO(sergey): For edit mode it should be edit->totcached. */
+ for (int i = 0; i < psys->totpart; i++) {
+ MEM_SAFE_FREE(parent_uvs[i]);
+ }
+ MEM_freeN(parent_uvs);
+ }
+ if (parent_mcol != NULL) {
+ for (int i = 0; i < psys->totpart; i++) {
+ MEM_SAFE_FREE(parent_mcol[i]);
+ }
+ MEM_freeN(parent_mcol);
+ }
+
+ /* Create vbo immediatly to bind to texture buffer. */
+ GWN_vertbuf_use(cache->proc_strand_buf);
+ cache->strand_tex = GPU_texture_create_from_vertbuf(cache->proc_strand_buf);
+
+ for (int i = 0; i < cache->num_uv_layers; i++) {
+ GWN_vertbuf_use(cache->proc_uv_buf[i]);
+ cache->uv_tex[i] = GPU_texture_create_from_vertbuf(cache->proc_uv_buf[i]);
+ }
+ for (int i = 0; i < cache->num_col_layers; i++) {
+ GWN_vertbuf_use(cache->proc_col_buf[i]);
+ cache->col_tex[i] = GPU_texture_create_from_vertbuf(cache->proc_col_buf[i]);
+ }
+}
+
+static void particle_batch_cache_ensure_procedural_indices(
+ PTCacheEdit *edit,
+ ParticleSystem *psys,
+ ParticleHairCache *cache,
+ int thickness_res,
+ int subdiv)
+{
+ BLI_assert(thickness_res <= MAX_THICKRES); /* Cylinder strip not currently supported. */
+
+ if (cache->final[subdiv].proc_hairs[thickness_res - 1] != NULL) {
+ return;
+ }
+
+ int verts_per_hair = cache->final[subdiv].strands_res * thickness_res;
+ /* +1 for primitive restart */
+ int element_count = (verts_per_hair + 1) * cache->strands_count;
+ Gwn_PrimType prim_type = (thickness_res == 1) ? GWN_PRIM_LINE_STRIP : GWN_PRIM_TRI_STRIP;
+
+ static Gwn_VertFormat format = { 0 };
+ GWN_vertformat_clear(&format);
+
+ /* initialize vertex format */
+ GWN_vertformat_attr_add(&format, "dummy", GWN_COMP_U8, 1, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, 1);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init_ex(&elb, prim_type, element_count, element_count, true);
+
+ if (edit != NULL && edit->pathcache != NULL) {
+ particle_batch_cache_fill_segments_indices(
+ edit->pathcache, 0, edit->totcached, verts_per_hair, &elb);
+ }
+ else {
+ int curr_point = 0;
+ if ((psys->pathcache != NULL) &&
+ (!psys->childcache || (psys->part->draw & PART_DRAW_PARENT)))
+ {
+ curr_point = particle_batch_cache_fill_segments_indices(
+ psys->pathcache, 0, psys->totpart, verts_per_hair, &elb);
+ }
+ if (psys->childcache) {
+ const int child_count = psys->totchild * psys->part->disp / 100;
+ curr_point = particle_batch_cache_fill_segments_indices(
+ psys->childcache, curr_point, child_count, verts_per_hair, &elb);
+ }
+ }
+
+ cache->final[subdiv].proc_hairs[thickness_res - 1] = GWN_batch_create_ex(
+ prim_type,
+ vbo,
+ GWN_indexbuf_build(&elb),
+ GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
+}
+
+static void particle_batch_cache_ensure_procedural_pos(
+ PTCacheEdit *edit,
+ ParticleSystem *psys,
+ ParticleHairCache *cache)
+{
+ if (cache->proc_point_buf != NULL) {
+ return;
+ }
+
+ /* initialize vertex format */
+ Gwn_VertFormat format = {0};
+ uint pos_id = GWN_vertformat_attr_add(&format, "posTime", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+
+ cache->proc_point_buf = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(cache->proc_point_buf, cache->point_count);
+
+ Gwn_VertBufRaw pos_step;
+ GWN_vertbuf_attr_get_raw_data(cache->proc_point_buf, pos_id, &pos_step);
+
+ if (edit != NULL && edit->pathcache != NULL) {
+ particle_batch_cache_fill_segments_proc_pos(
+ edit->pathcache,
+ edit->totcached,
+ &pos_step);
+ }
+ else {
+ if ((psys->pathcache != NULL) &&
+ (!psys->childcache || (psys->part->draw & PART_DRAW_PARENT)))
+ {
+ particle_batch_cache_fill_segments_proc_pos(
+ psys->pathcache,
+ psys->totpart,
+ &pos_step);
+ }
+ if (psys->childcache) {
+ const int child_count = psys->totchild * psys->part->disp / 100;
+ particle_batch_cache_fill_segments_proc_pos(
+ psys->childcache,
+ child_count,
+ &pos_step);
+ }
+ }
+
+ /* Create vbo immediatly to bind to texture buffer. */
+ GWN_vertbuf_use(cache->proc_point_buf);
+
+ cache->point_tex = GPU_texture_create_from_vertbuf(cache->proc_point_buf);
+}
+
+static void particle_batch_cache_ensure_pos_and_seg(
+ PTCacheEdit *edit,
+ ParticleSystem *psys,
+ ModifierData *md,
+ ParticleHairCache *hair_cache)
+{
+ if (hair_cache->pos != NULL && hair_cache->indices != NULL) {
+ return;
+ }
+
+ int curr_point = 0;
+ ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
+
+ GWN_VERTBUF_DISCARD_SAFE(hair_cache->pos);
+ GWN_INDEXBUF_DISCARD_SAFE(hair_cache->indices);
+
+ static Gwn_VertFormat format = { 0 };
+ HairAttributeID attr_id;
+ uint *uv_id = NULL;
+ uint *col_id = NULL;
+ int num_uv_layers = 0;
+ int num_col_layers = 0;
+ int active_uv = 0;
+ int active_col = 0;
+ MTFace **mtfaces = NULL;
+ MCol **mcols = NULL;
+ float (**parent_uvs)[2] = NULL;
+ MCol **parent_mcol = NULL;
+
+ if (psmd != NULL) {
+ if (CustomData_has_layer(&psmd->mesh_final->ldata, CD_MLOOPUV)) {
+ num_uv_layers = CustomData_number_of_layers(&psmd->mesh_final->ldata, CD_MLOOPUV);
+ active_uv = CustomData_get_active_layer(&psmd->mesh_final->ldata, CD_MLOOPUV);
+ }
+ if (CustomData_has_layer(&psmd->mesh_final->ldata, CD_MLOOPCOL)) {
+ num_col_layers = CustomData_number_of_layers(&psmd->mesh_final->ldata, CD_MLOOPCOL);
+ active_col = CustomData_get_active_layer(&psmd->mesh_final->ldata, CD_MLOOPCOL);
+ }
+ }
+
+ GWN_vertformat_clear(&format);
+
+ /* initialize vertex format */
+ attr_id.pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.tan = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ attr_id.ind = GWN_vertformat_attr_add(&format, "ind", GWN_COMP_I32, 1, GWN_FETCH_INT);
+
+ if (psmd) {
+ uv_id = MEM_mallocN(sizeof(*uv_id) * num_uv_layers, "UV attrib format");
+ col_id = MEM_mallocN(sizeof(*col_id) * num_col_layers, "Col attrib format");
+
+ for (int i = 0; i < num_uv_layers; i++) {
+ const char *name = CustomData_get_layer_name(&psmd->mesh_final->ldata, CD_MLOOPUV, i);
+ char uuid[32];
+
+ BLI_snprintf(uuid, sizeof(uuid), "u%u", BLI_ghashutil_strhash_p(name));
+ uv_id[i] = GWN_vertformat_attr_add(&format, uuid, GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ if (i == active_uv) {
+ GWN_vertformat_alias_add(&format, "u");
+ }
+ }
+
+ for (int i = 0; i < num_uv_layers; i++) {
+ const char *name = CustomData_get_layer_name(&psmd->mesh_final->ldata, CD_MLOOPUV, i);
+ char uuid[32];
+
+ BLI_snprintf(uuid, sizeof(uuid), "c%u", BLI_ghashutil_strhash_p(name));
+ col_id[i] = GWN_vertformat_attr_add(&format, uuid, GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ if (i == active_col) {
+ GWN_vertformat_alias_add(&format, "c");
+ }
+ }
+ }
+
+ hair_cache->pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(hair_cache->pos, hair_cache->point_count);
+
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init_ex(
+ &elb,
+ GWN_PRIM_LINE_STRIP,
+ hair_cache->elems_count, hair_cache->point_count,
+ true);
+
+ if (num_uv_layers || num_col_layers) {
+ BKE_mesh_tessface_ensure(psmd->mesh_final);
+ if (num_uv_layers) {
+ mtfaces = MEM_mallocN(sizeof(*mtfaces) * num_uv_layers, "Faces UV layers");
+ for (int i = 0; i < num_uv_layers; i++) {
+ mtfaces[i] = (MTFace *)CustomData_get_layer_n(&psmd->mesh_final->fdata, CD_MTFACE, i);
+ }
+ }
+ if (num_col_layers) {
+ mcols = MEM_mallocN(sizeof(*mcols) * num_col_layers, "Color layers");
+ for (int i = 0; i < num_col_layers; i++) {
+ mcols[i] = (MCol *)CustomData_get_layer_n(&psmd->mesh_final->fdata, CD_MCOL, i);
+ }
+ }
+ }
+
+ if (edit != NULL && edit->pathcache != NULL) {
+ curr_point = particle_batch_cache_fill_segments(
+ psys, psmd, edit->pathcache, PARTICLE_SOURCE_PARENT,
+ 0, 0, edit->totcached,
+ num_uv_layers, num_col_layers, mtfaces, mcols, uv_id, col_id, &parent_uvs, &parent_mcol,
+ &elb, &attr_id, hair_cache);
+ }
+ else {
+ if ((psys->pathcache != NULL) &&
+ (!psys->childcache || (psys->part->draw & PART_DRAW_PARENT)))
+ {
+ curr_point = particle_batch_cache_fill_segments(
+ psys, psmd, psys->pathcache, PARTICLE_SOURCE_PARENT,
+ 0, 0, psys->totpart,
+ num_uv_layers, num_col_layers, mtfaces, mcols, uv_id, col_id, &parent_uvs, &parent_mcol,
+ &elb, &attr_id, hair_cache);
+ }
+ if (psys->childcache != NULL) {
+ const int child_count = psys->totchild * psys->part->disp / 100;
+ curr_point = particle_batch_cache_fill_segments(
+ psys, psmd, psys->childcache, PARTICLE_SOURCE_CHILDREN,
+ psys->totpart, curr_point, child_count,
+ num_uv_layers, num_col_layers, mtfaces, mcols, uv_id, col_id, &parent_uvs, &parent_mcol,
+ &elb, &attr_id, hair_cache);
+ }
+ }
+ /* Cleanup. */
+ if (parent_uvs != NULL) {
+ /* TODO(sergey): For edit mode it should be edit->totcached. */
+ for (int i = 0; i < psys->totpart; i++) {
+ MEM_SAFE_FREE(parent_uvs[i]);
+ }
+ MEM_freeN(parent_uvs);
+ }
+ if (parent_mcol != NULL) {
+ for (int i = 0; i < psys->totpart; i++) {
+ MEM_SAFE_FREE(parent_mcol[i]);
+ }
+ MEM_freeN(parent_mcol);
+ }
+ if (num_uv_layers) {
+ MEM_freeN(mtfaces);
+ }
+ if (num_col_layers) {
+ MEM_freeN(mcols);
+ }
+ if (psmd != NULL) {
+ MEM_freeN(uv_id);
+ }
+ hair_cache->indices = GWN_indexbuf_build(&elb);
+}
+
+static void particle_batch_cache_ensure_pos(
+ Object *object,
+ ParticleSystem *psys,
+ ParticlePointCache *point_cache)
+{
+ if (point_cache->pos != NULL) {
+ return;
+ }
+
+ static Gwn_VertFormat format = { 0 };
+ static unsigned pos_id, rot_id, val_id;
+ int i, curr_point;
+ ParticleData *pa;
+ ParticleKey state;
+ ParticleSimulationData sim = {NULL};
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ sim.depsgraph = draw_ctx->depsgraph;
+ sim.scene = draw_ctx->scene;
+ sim.ob = object;
+ sim.psys = psys;
+ sim.psmd = psys_get_modifier(object, psys);
+
+ if (psys->part->phystype == PART_PHYS_KEYED) {
+ if (psys->flag & PSYS_KEYED) {
+ psys_count_keyed_targets(&sim);
+ if (psys->totkeyed == 0)
+ return;
+ }
+ }
+
+ GWN_VERTBUF_DISCARD_SAFE(point_cache->pos);
+
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ rot_id = GWN_vertformat_attr_add(&format, "rot", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ val_id = GWN_vertformat_attr_add(&format, "val", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ }
+
+ point_cache->pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(point_cache->pos, psys->totpart);
+
+ for (curr_point = 0, i = 0, pa = psys->particles; i < psys->totpart; i++, pa++) {
+ state.time = DEG_get_ctime(draw_ctx->depsgraph);
+ if (!psys_get_particle_state(&sim, i, &state, 0)) {
+ continue;
+ }
+
+ float val;
+
+ GWN_vertbuf_attr_set(point_cache->pos, pos_id, curr_point, pa->state.co);
+ GWN_vertbuf_attr_set(point_cache->pos, rot_id, curr_point, pa->state.rot);
+
+ switch (psys->part->draw_col) {
+ case PART_DRAW_COL_VEL:
+ val = len_v3(pa->state.vel) / psys->part->color_vec_max;
+ break;
+ case PART_DRAW_COL_ACC:
+ val = len_v3v3(
+ pa->state.vel,
+ pa->prev_state.vel) / ((pa->state.time - pa->prev_state.time) * psys->part->color_vec_max);
+ break;
+ default:
+ val = -1.0f;
+ break;
+ }
+
+ GWN_vertbuf_attr_set(point_cache->pos, val_id, curr_point, &val);
+
+ curr_point++;
+ }
+
+ if (curr_point != psys->totpart) {
+ GWN_vertbuf_data_resize(point_cache->pos, curr_point);
+ }
+}
+
+static void drw_particle_update_ptcache_edit(
+ Object *object_eval,
+ ParticleSystem *psys,
+ PTCacheEdit *edit)
+{
+ if (edit->psys == NULL) {
+ return;
+ }
+ /* NOTE: Get flag from particle system coming from drawing object.
+ * this is where depsgraph will be setting flags to.
+ */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id);
+ Object *object_orig = DEG_get_original_object(object_eval);
+ if (psys->flag & PSYS_HAIR_UPDATED) {
+ PE_update_object(draw_ctx->depsgraph, scene_orig, object_orig, 0);
+ psys->flag &= ~PSYS_HAIR_UPDATED;
+ }
+ if (edit->pathcache == NULL) {
+ Depsgraph *depsgraph = draw_ctx->depsgraph;
+ psys_cache_edit_paths(
+ depsgraph,
+ scene_orig, object_orig,
+ edit,
+ DEG_get_ctime(depsgraph),
+ DEG_get_mode(depsgraph) == DAG_EVAL_RENDER);
+ }
+}
+
+static void drw_particle_update_ptcache(
+ Object *object_eval,
+ ParticleSystem *psys)
+{
+ if ((object_eval->mode & OB_MODE_PARTICLE_EDIT) == 0) {
+ return;
+ }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id);
+ Object *object_orig = DEG_get_original_object(object_eval);
+ PTCacheEdit *edit = PE_create_current(
+ draw_ctx->depsgraph, scene_orig, object_orig);
+ if (edit != NULL) {
+ drw_particle_update_ptcache_edit(object_eval, psys, edit);
+ }
+}
+
+Gwn_Batch *DRW_particles_batch_cache_get_hair(
+ Object *object,
+ ParticleSystem *psys,
+ ModifierData *md)
+{
+ ParticleBatchCache *cache = particle_batch_cache_get(psys);
+
+ if (cache->hair.hairs == NULL) {
+ drw_particle_update_ptcache(object, psys);
+ ensure_seg_pt_count(NULL, psys, &cache->hair);
+ particle_batch_cache_ensure_pos_and_seg(NULL, psys, md, &cache->hair);
+ cache->hair.hairs = GWN_batch_create(
+ GWN_PRIM_LINE_STRIP,
+ cache->hair.pos,
+ cache->hair.indices);
+ }
+ return cache->hair.hairs;
+}
+
+Gwn_Batch *DRW_particles_batch_cache_get_dots(Object *object, ParticleSystem *psys)
+{
+ ParticleBatchCache *cache = particle_batch_cache_get(psys);
+
+ if (cache->point.points == NULL) {
+ particle_batch_cache_ensure_pos(object, psys, &cache->point);
+ cache->point.points = GWN_batch_create(GWN_PRIM_POINTS, cache->point.pos, NULL);
+ }
+
+ return cache->point.points;
+}
+
+Gwn_Batch *DRW_particles_batch_cache_get_edit_strands(
+ Object *object,
+ ParticleSystem *psys,
+ PTCacheEdit *edit)
+{
+ ParticleBatchCache *cache = particle_batch_cache_get(psys);
+ if (cache->edit_hair.hairs != NULL) {
+ return cache->edit_hair.hairs;
+ }
+ drw_particle_update_ptcache_edit(object, psys, edit);
+ ensure_seg_pt_count(edit, psys, &cache->edit_hair);
+ particle_batch_cache_ensure_pos_and_seg(edit, psys, NULL, &cache->edit_hair);
+ cache->edit_hair.hairs = GWN_batch_create(
+ GWN_PRIM_LINE_STRIP,
+ cache->edit_hair.pos,
+ cache->edit_hair.indices);
+ return cache->edit_hair.hairs;
+}
+
+static void ensure_edit_inner_points_count(
+ const PTCacheEdit *edit,
+ ParticleBatchCache *cache)
+{
+ if (cache->edit_inner_pos != NULL) {
+ return;
+ }
+ cache->edit_inner_point_count = 0;
+ for (int point_index = 0; point_index < edit->totpoint; point_index++) {
+ const PTCacheEditPoint *point = &edit->points[point_index];
+ BLI_assert(point->totkey >= 1);
+ cache->edit_inner_point_count += (point->totkey - 1);
+ }
+}
+
+static void edit_colors_get(
+ PTCacheEdit *edit,
+ float selected_color[4],
+ float normal_color[4])
+{
+ rgb_uchar_to_float(selected_color, edit->sel_col);
+ rgb_uchar_to_float(normal_color, edit->nosel_col);
+ selected_color[3] = 1.0f;
+ normal_color[3] = 1.0f;
+}
+
+static void particle_batch_cache_ensure_edit_inner_pos(
+ PTCacheEdit *edit,
+ ParticleBatchCache *cache)
+{
+ if (cache->edit_inner_pos != NULL) {
+ return;
+ }
+
+ static Gwn_VertFormat format = { 0 };
+ static unsigned pos_id, color_id;
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->edit_inner_pos);
+
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ color_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ }
+
+ cache->edit_inner_pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(cache->edit_inner_pos, cache->edit_inner_point_count);
+
+ float selected_color[4], normal_color[4];
+ edit_colors_get(edit, selected_color, normal_color);
+
+ int global_key_index = 0;
+ for (int point_index = 0; point_index < edit->totpoint; point_index++) {
+ const PTCacheEditPoint *point = &edit->points[point_index];
+ for (int key_index = 0; key_index < point->totkey - 1; key_index++) {
+ PTCacheEditKey *key = &point->keys[key_index];
+ GWN_vertbuf_attr_set(cache->edit_inner_pos, pos_id, global_key_index, key->world_co);
+ if (key->flag & PEK_SELECT) {
+ GWN_vertbuf_attr_set(cache->edit_inner_pos, color_id, global_key_index, selected_color);
+ }
+ else {
+ GWN_vertbuf_attr_set(cache->edit_inner_pos, color_id, global_key_index, normal_color);
+ }
+ global_key_index++;
+ }
+ }
+}
+
+Gwn_Batch *DRW_particles_batch_cache_get_edit_inner_points(
+ Object *object,
+ ParticleSystem *psys,
+ PTCacheEdit *edit)
+{
+ ParticleBatchCache *cache = particle_batch_cache_get(psys);
+ if (cache->edit_inner_points != NULL) {
+ return cache->edit_inner_points;
+ }
+ drw_particle_update_ptcache_edit(object, psys, edit);
+ ensure_edit_inner_points_count(edit, cache);
+ particle_batch_cache_ensure_edit_inner_pos(edit, cache);
+ cache->edit_inner_points = GWN_batch_create(
+ GWN_PRIM_POINTS,
+ cache->edit_inner_pos,
+ NULL);
+ return cache->edit_inner_points;
+}
+
+static void ensure_edit_tip_points_count(
+ const PTCacheEdit *edit,
+ ParticleBatchCache *cache)
+{
+ if (cache->edit_tip_pos != NULL) {
+ return;
+ }
+ cache->edit_tip_point_count = edit->totpoint;
+}
+
+static void particle_batch_cache_ensure_edit_tip_pos(
+ PTCacheEdit *edit,
+ ParticleBatchCache *cache)
+{
+ if (cache->edit_tip_pos != NULL) {
+ return;
+ }
+
+ static Gwn_VertFormat format = { 0 };
+ static unsigned pos_id, color_id;
+
+ GWN_VERTBUF_DISCARD_SAFE(cache->edit_tip_pos);
+
+ if (format.attrib_ct == 0) {
+ /* initialize vertex format */
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ color_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ }
+
+ cache->edit_tip_pos = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(cache->edit_tip_pos, cache->edit_tip_point_count);
+
+ float selected_color[4], normal_color[4];
+ edit_colors_get(edit, selected_color, normal_color);
+
+ for (int point_index = 0; point_index < edit->totpoint; point_index++) {
+ const PTCacheEditPoint *point = &edit->points[point_index];
+ PTCacheEditKey *key = &point->keys[point->totkey - 1];
+ GWN_vertbuf_attr_set(cache->edit_tip_pos, pos_id, point_index, key->world_co);
+ if (key->flag & PEK_SELECT) {
+ GWN_vertbuf_attr_set(cache->edit_tip_pos, color_id, point_index, selected_color);
+ }
+ else {
+ GWN_vertbuf_attr_set(cache->edit_tip_pos, color_id, point_index, normal_color);
+ }
+ }
+}
+
+Gwn_Batch *DRW_particles_batch_cache_get_edit_tip_points(
+ Object *object,
+ ParticleSystem *psys,
+ PTCacheEdit *edit)
+{
+ ParticleBatchCache *cache = particle_batch_cache_get(psys);
+ if (cache->edit_tip_points != NULL) {
+ return cache->edit_tip_points;
+ }
+ drw_particle_update_ptcache_edit(object, psys, edit);
+ ensure_edit_tip_points_count(edit, cache);
+ particle_batch_cache_ensure_edit_tip_pos(edit, cache);
+ cache->edit_tip_points = GWN_batch_create(
+ GWN_PRIM_POINTS,
+ cache->edit_tip_pos,
+ NULL);
+ return cache->edit_tip_points;
+}
+
+/* Ensure all textures and buffers needed for GPU accelerated drawing. */
+bool particles_ensure_procedural_data(
+ Object *UNUSED(object),
+ ParticleSystem *psys,
+ ModifierData *md,
+ ParticleHairCache **r_hair_cache,
+ int subdiv,
+ int thickness_res)
+{
+ bool need_ft_update = false;
+
+ ParticleSettings *part = psys->part;
+ ParticleBatchCache *cache = particle_batch_cache_get(psys);
+ *r_hair_cache = &cache->hair;
+
+ (*r_hair_cache)->final[subdiv].strands_res = 1 << (part->draw_step + subdiv);
+
+ /* Refreshed on combing and simulation. */
+ if ((*r_hair_cache)->proc_point_buf == NULL) {
+ ensure_seg_pt_count(NULL, psys, &cache->hair);
+ particle_batch_cache_ensure_procedural_pos(NULL, psys, &cache->hair);
+ need_ft_update = true;
+ }
+
+ /* Refreshed if active layer or custom data changes. */
+ if ((*r_hair_cache)->strand_tex == NULL) {
+ particle_batch_cache_ensure_procedural_strand_data(NULL, psys, md, &cache->hair);
+ }
+
+ /* Refreshed only on subdiv count change. */
+ if ((*r_hair_cache)->final[subdiv].proc_buf == NULL) {
+ particle_batch_cache_ensure_procedural_final_points(&cache->hair, subdiv);
+ need_ft_update = true;
+ }
+ if ((*r_hair_cache)->final[subdiv].proc_hairs[thickness_res - 1] == NULL) {
+ particle_batch_cache_ensure_procedural_indices(NULL, psys, &cache->hair, thickness_res, subdiv);
+ }
+
+
+ return need_ft_update;
+}
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
new file mode 100644
index 00000000000..11e04306143
--- /dev/null
+++ b/source/blender/draw/intern/draw_common.c
@@ -0,0 +1,772 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_common.c
+ * \ingroup draw
+ */
+
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "UI_resources.h"
+
+#include "BKE_global.h"
+#include "BKE_colorband.h"
+
+#include "draw_common.h"
+
+#if 0
+#define UI_COLOR_RGB_FROM_U8(r, g, b, v4) \
+ ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 1.0)
+#endif
+#define UI_COLOR_RGBA_FROM_U8(r, g, b, a, v4) \
+ ARRAY_SET_ITEMS(v4, (float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, (float)a / 255.0f)
+
+/* Colors & Constant */
+GlobalsUboStorage ts;
+struct GPUUniformBuffer *globals_ubo = NULL;
+struct GPUTexture *globals_ramp = NULL;
+
+void DRW_globals_update(void)
+{
+ UI_GetThemeColor4fv(TH_WIRE, ts.colorWire);
+ UI_GetThemeColor4fv(TH_WIRE_EDIT, ts.colorWireEdit);
+ UI_GetThemeColor4fv(TH_ACTIVE, ts.colorActive);
+ UI_GetThemeColor4fv(TH_SELECT, ts.colorSelect);
+ UI_GetThemeColor4fv(TH_TRANSFORM, ts.colorTransform);
+ UI_COLOR_RGBA_FROM_U8(0x88, 0xFF, 0xFF, 155, ts.colorLibrarySelect);
+ UI_COLOR_RGBA_FROM_U8(0x55, 0xCC, 0xCC, 155, ts.colorLibrary);
+ UI_GetThemeColor4fv(TH_LAMP, ts.colorLamp);
+ UI_GetThemeColor4fv(TH_SPEAKER, ts.colorSpeaker);
+ UI_GetThemeColor4fv(TH_CAMERA, ts.colorCamera);
+ UI_GetThemeColor4fv(TH_EMPTY, ts.colorEmpty);
+ UI_GetThemeColor4fv(TH_VERTEX, ts.colorVertex);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, ts.colorVertexSelect);
+ UI_GetThemeColor4fv(TH_EDITMESH_ACTIVE, ts.colorEditMeshActive);
+ UI_GetThemeColor4fv(TH_EDGE_SELECT, ts.colorEdgeSelect);
+ UI_GetThemeColor4fv(TH_EDGE_SEAM, ts.colorEdgeSeam);
+ UI_GetThemeColor4fv(TH_EDGE_SHARP, ts.colorEdgeSharp);
+ UI_GetThemeColor4fv(TH_EDGE_CREASE, ts.colorEdgeCrease);
+ UI_GetThemeColor4fv(TH_EDGE_BEVEL, ts.colorEdgeBWeight);
+ UI_GetThemeColor4fv(TH_EDGE_FACESEL, ts.colorEdgeFaceSelect);
+ UI_GetThemeColor4fv(TH_FACE, ts.colorFace);
+ UI_GetThemeColor4fv(TH_FACE_SELECT, ts.colorFaceSelect);
+ UI_GetThemeColor4fv(TH_NORMAL, ts.colorNormal);
+ UI_GetThemeColor4fv(TH_VNORMAL, ts.colorVNormal);
+ UI_GetThemeColor4fv(TH_LNORMAL, ts.colorLNormal);
+ UI_GetThemeColor4fv(TH_FACE_DOT, ts.colorFaceDot);
+ UI_GetThemeColor4fv(TH_BACK, ts.colorBackground);
+
+ /* Curve */
+ UI_GetThemeColor4fv(TH_HANDLE_FREE, ts.colorHandleFree);
+ UI_GetThemeColor4fv(TH_HANDLE_AUTO, ts.colorHandleAuto);
+ UI_GetThemeColor4fv(TH_HANDLE_VECT, ts.colorHandleVect);
+ UI_GetThemeColor4fv(TH_HANDLE_ALIGN, ts.colorHandleAlign);
+ UI_GetThemeColor4fv(TH_HANDLE_AUTOCLAMP, ts.colorHandleAutoclamp);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_FREE, ts.colorHandleSelFree);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTO, ts.colorHandleSelAuto);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_VECT, ts.colorHandleSelVect);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_ALIGN, ts.colorHandleSelAlign);
+ UI_GetThemeColor4fv(TH_HANDLE_SEL_AUTOCLAMP, ts.colorHandleSelAutoclamp);
+ UI_GetThemeColor4fv(TH_NURB_ULINE, ts.colorNurbUline);
+ UI_GetThemeColor4fv(TH_NURB_SEL_ULINE, ts.colorNurbSelUline);
+ UI_GetThemeColor4fv(TH_ACTIVE_SPLINE, ts.colorActiveSpline);
+
+ /* Grid */
+ UI_GetThemeColorShade4fv(TH_GRID, 10, ts.colorGrid);
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ UI_GetThemeColorShade4fv(
+ TH_GRID,
+ (ts.colorGrid[0] + ts.colorGrid[1] + ts.colorGrid[2] + 0.12f >
+ ts.colorBackground[0] + ts.colorBackground[1] + ts.colorBackground[2]) ?
+ 20 : -10, ts.colorGridEmphasise);
+ /* Grid Axis */
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_X, 0.5f, -10, ts.colorGridAxisX);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Y, 0.5f, -10, ts.colorGridAxisY);
+ UI_GetThemeColorBlendShade4fv(TH_GRID, TH_AXIS_Z, 0.5f, -10, ts.colorGridAxisZ);
+
+ UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, ts.colorDeselect);
+ UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, ts.colorOutline);
+ UI_GetThemeColorShadeAlpha4fv(TH_LAMP, 0, 255, ts.colorLampNoAlpha);
+
+ ts.sizeLampCenter = (U.obcenter_dia + 1.5f) * U.pixelsize;
+ ts.sizeLampCircle = U.pixelsize * 9.0f;
+ ts.sizeLampCircleShadow = ts.sizeLampCircle + U.pixelsize * 3.0f;
+
+ /* M_SQRT2 to be at least the same size of the old square */
+ ts.sizeVertex = ceilf(UI_GetThemeValuef(TH_VERTEX_SIZE) * (float)M_SQRT2 / 2.0f);
+ ts.sizeFaceDot = ceilf(UI_GetThemeValuef(TH_FACEDOT_SIZE) * (float)M_SQRT2);
+ ts.sizeEdge = 1.0f / 2.0f; /* TODO Theme */
+ ts.sizeEdgeFix = 0.5f + 2.0f * (2.0f * (MAX2(ts.sizeVertex, ts.sizeEdge)) * (float)M_SQRT1_2);
+
+
+ if (globals_ubo == NULL) {
+ globals_ubo = DRW_uniformbuffer_create(sizeof(GlobalsUboStorage), &ts);
+ }
+
+ DRW_uniformbuffer_update(globals_ubo, &ts);
+
+ ColorBand ramp = {0};
+ float *colors;
+ int col_size;
+
+ ramp.tot = 3;
+ ramp.data[0].a = 1.0f;
+ ramp.data[0].b = 1.0f;
+ ramp.data[0].pos = 0.0f;
+ ramp.data[1].a = 1.0f;
+ ramp.data[1].g = 1.0f;
+ ramp.data[1].pos = 0.5f;
+ ramp.data[2].a = 1.0f;
+ ramp.data[2].r = 1.0f;
+ ramp.data[2].pos = 1.0f;
+
+ BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size);
+
+ if (globals_ramp) {
+ GPU_texture_free(globals_ramp);
+ }
+ globals_ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL);
+
+ MEM_freeN(colors);
+}
+
+/* ********************************* SHGROUP ************************************* */
+
+extern char datatoc_armature_axes_vert_glsl[];
+extern char datatoc_armature_sphere_solid_vert_glsl[];
+extern char datatoc_armature_sphere_solid_frag_glsl[];
+extern char datatoc_armature_sphere_outline_vert_glsl[];
+extern char datatoc_armature_envelope_solid_vert_glsl[];
+extern char datatoc_armature_envelope_solid_frag_glsl[];
+extern char datatoc_armature_envelope_outline_vert_glsl[];
+extern char datatoc_armature_envelope_distance_frag_glsl[];
+extern char datatoc_armature_shape_solid_vert_glsl[];
+extern char datatoc_armature_shape_solid_frag_glsl[];
+extern char datatoc_armature_shape_outline_vert_glsl[];
+extern char datatoc_armature_shape_outline_geom_glsl[];
+extern char datatoc_armature_stick_vert_glsl[];
+extern char datatoc_armature_stick_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+
+extern char datatoc_object_mball_handles_vert_glsl[];
+
+static struct {
+ struct GPUShader *shape_outline;
+ struct GPUShader *shape_solid;
+ struct GPUShader *bone_axes;
+ struct GPUShader *bone_envelope;
+ struct GPUShader *bone_envelope_distance;
+ struct GPUShader *bone_envelope_outline;
+ struct GPUShader *bone_sphere;
+ struct GPUShader *bone_sphere_outline;
+ struct GPUShader *bone_stick;
+
+ struct GPUShader *mball_handles;
+} g_shaders = {NULL};
+
+static struct {
+ struct Gwn_VertFormat *instance_screenspace;
+ struct Gwn_VertFormat *instance_color;
+ struct Gwn_VertFormat *instance_screen_aligned;
+ struct Gwn_VertFormat *instance_scaled;
+ struct Gwn_VertFormat *instance_sized;
+ struct Gwn_VertFormat *instance_outline;
+ struct Gwn_VertFormat *instance;
+ struct Gwn_VertFormat *instance_camera;
+ struct Gwn_VertFormat *instance_distance_lines;
+ struct Gwn_VertFormat *instance_spot;
+ struct Gwn_VertFormat *instance_bone;
+ struct Gwn_VertFormat *instance_bone_stick;
+ struct Gwn_VertFormat *instance_bone_outline;
+ struct Gwn_VertFormat *instance_bone_envelope;
+ struct Gwn_VertFormat *instance_bone_envelope_distance;
+ struct Gwn_VertFormat *instance_bone_envelope_outline;
+ struct Gwn_VertFormat *instance_mball_handles;
+ struct Gwn_VertFormat *dynlines_color;
+} g_formats = {NULL};
+
+void DRW_globals_free(void)
+{
+ struct Gwn_VertFormat **format = &g_formats.instance_screenspace;
+ for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) {
+ MEM_SAFE_FREE(*format);
+ }
+
+ struct GPUShader **shader = &g_shaders.shape_outline;
+ for (int i = 0; i < sizeof(g_shaders) / sizeof(void *); ++i, ++shader) {
+ DRW_SHADER_FREE_SAFE(*shader);
+ }
+}
+
+DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
+
+ DRW_shgroup_instance_format(g_formats.dynlines_color, {
+ {"pos", DRW_ATTRIB_FLOAT, 3},
+ {"color", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_line_batch_create_with_format(sh, pass, g_formats.dynlines_color);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
+
+ static float dash_width = 12.0f;
+ static float dash_factor = 0.5f;
+ DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_uniform_vec2(grp, "viewport_size", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_float(grp, "dash_width", &dash_width, 1);
+ DRW_shgroup_uniform_float(grp, "dash_factor", &dash_factor, 1);
+ DRW_shgroup_uniform_int_copy(grp, "num_colors", 0); /* "simple" mode */
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4])
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT);
+
+ DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", color, 1);
+ DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Gwn_Batch *geom, float *size)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
+
+ DRW_shgroup_instance_format(g_formats.instance_screenspace, {
+ {"world_pos", DRW_ATTRIB_FLOAT, 3},
+ {"color", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screenspace);
+ DRW_shgroup_uniform_float(grp, "size", size, 1);
+ DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
+ DRW_shgroup_state_enable(grp, DRW_STATE_STIPPLE_3);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_solid(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ static float light[3] = {0.0f, 0.0f, 1.0f};
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR);
+
+ DRW_shgroup_instance_format(g_formats.instance_color, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"color", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
+ DRW_shgroup_uniform_vec3(grp, "light", light, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR);
+
+ DRW_shgroup_instance_format(g_formats.instance_color, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"color", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_color);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_screen_aligned(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED);
+
+ DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"size", DRW_ATTRIB_FLOAT, 1},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_axis_names(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS);
+
+ DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"size", DRW_ATTRIB_FLOAT, 1},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE);
+
+ DRW_shgroup_instance_format(g_formats.instance_scaled, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"size", DRW_ATTRIB_FLOAT, 3},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
+
+ DRW_shgroup_instance_format(g_formats.instance_sized, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"size", DRW_ATTRIB_FLOAT, 1},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct Gwn_Batch *geom, int *baseid)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE);
+
+ DRW_shgroup_instance_format(g_formats.instance_outline, {
+ {"callId", DRW_ATTRIB_INT, 1},
+ {"size", DRW_ATTRIB_FLOAT, 1},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_outline);
+ DRW_shgroup_uniform_int(grp, "baseId", baseid, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_CAMERA);
+
+ DRW_shgroup_instance_format(g_formats.instance_camera, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"corners", DRW_ATTRIB_FLOAT, 8},
+ {"depth", DRW_ATTRIB_FLOAT, 1},
+ {"tria", DRW_ATTRIB_FLOAT, 4},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_DISTANCE_LINES);
+ static float point_size = 4.0f;
+
+ DRW_shgroup_instance_format(g_formats.instance_distance_lines, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"start", DRW_ATTRIB_FLOAT, 1},
+ {"end", DRW_ATTRIB_FLOAT, 1},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines);
+ DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR);
+ static const int True = true;
+ static const int False = false;
+
+ DRW_shgroup_instance_format(g_formats.instance_spot, {
+ {"color", DRW_ATTRIB_FLOAT, 3},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_spot);
+ DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
+ DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
+ DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_axes(DRWPass *pass)
+{
+ if (g_shaders.bone_axes == NULL) {
+ g_shaders.bone_axes = DRW_shader_create(
+ datatoc_armature_axes_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_color, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"color", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_axes,
+ pass, DRW_cache_bone_arrows_get(),
+ g_formats.instance_color);
+ DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_envelope_outline(DRWPass *pass)
+{
+ if (g_shaders.bone_envelope_outline == NULL) {
+ g_shaders.bone_envelope_outline = DRW_shader_create(
+ datatoc_armature_envelope_outline_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone_envelope_outline, {
+ {"headSphere", DRW_ATTRIB_FLOAT, 4},
+ {"tailSphere", DRW_ATTRIB_FLOAT, 4},
+ {"outlineColorSize", DRW_ATTRIB_FLOAT, 4},
+ {"xAxis", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_envelope_outline,
+ pass, DRW_cache_bone_envelope_outline_get(),
+ g_formats.instance_bone_envelope_outline);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_envelope_distance(DRWPass *pass)
+{
+ if (g_shaders.bone_envelope_distance == NULL) {
+ g_shaders.bone_envelope_distance = DRW_shader_create(
+ datatoc_armature_envelope_solid_vert_glsl, NULL,
+ datatoc_armature_envelope_distance_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone_envelope_distance, {
+ {"headSphere", DRW_ATTRIB_FLOAT, 4},
+ {"tailSphere", DRW_ATTRIB_FLOAT, 4},
+ {"xAxis", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_envelope_distance,
+ pass, DRW_cache_bone_envelope_solid_get(),
+ g_formats.instance_bone_envelope_distance);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass)
+{
+ if (g_shaders.bone_envelope == NULL) {
+ g_shaders.bone_envelope = DRW_shader_create(
+ datatoc_armature_envelope_solid_vert_glsl, NULL,
+ datatoc_armature_envelope_solid_frag_glsl, "#define SMOOTH_ENVELOPE\n");
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone_envelope, {
+ {"headSphere", DRW_ATTRIB_FLOAT, 4},
+ {"tailSphere", DRW_ATTRIB_FLOAT, 4},
+ {"boneColor", DRW_ATTRIB_FLOAT, 3},
+ {"stateColor", DRW_ATTRIB_FLOAT, 3},
+ {"xAxis", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_envelope,
+ pass, DRW_cache_bone_envelope_solid_get(),
+ g_formats.instance_bone_envelope);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass)
+{
+ if (g_shaders.mball_handles == NULL) {
+ g_shaders.mball_handles = DRW_shader_create(
+ datatoc_object_mball_handles_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_mball_handles, {
+ {"ScaleTranslationMatrix", DRW_ATTRIB_FLOAT, 12},
+ {"radius", DRW_ATTRIB_FLOAT, 1},
+ {"color", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.mball_handles, pass,
+ DRW_cache_screenspace_circle_get(),
+ g_formats.instance_mball_handles);
+ DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
+
+ return grp;
+}
+
+/* Only works with batches with adjacency infos. */
+DRWShadingGroup *shgroup_instance_bone_shape_outline(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ if (g_shaders.shape_outline == NULL) {
+ g_shaders.shape_outline = DRW_shader_create(
+ datatoc_armature_shape_outline_vert_glsl,
+ datatoc_armature_shape_outline_geom_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"outlineColorSize", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.shape_outline,
+ pass, geom, g_formats.instance_bone_outline);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_shape_solid(DRWPass *pass, struct Gwn_Batch *geom)
+{
+ if (g_shaders.shape_solid == NULL) {
+ g_shaders.shape_solid = DRW_shader_create(
+ datatoc_armature_shape_solid_vert_glsl, NULL,
+ datatoc_armature_shape_solid_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"boneColor", DRW_ATTRIB_FLOAT, 3},
+ {"stateColor", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.shape_solid,
+ pass, geom, g_formats.instance_bone);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_sphere_solid(DRWPass *pass)
+{
+ if (g_shaders.bone_sphere == NULL) {
+ g_shaders.bone_sphere = DRW_shader_create(
+ datatoc_armature_sphere_solid_vert_glsl, NULL,
+ datatoc_armature_sphere_solid_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"boneColor", DRW_ATTRIB_FLOAT, 3},
+ {"stateColor", DRW_ATTRIB_FLOAT, 3}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_sphere,
+ pass, DRW_cache_bone_point_get(), g_formats.instance_bone);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass)
+{
+ if (g_shaders.bone_sphere_outline == NULL) {
+ g_shaders.bone_sphere_outline = DRW_shader_create(
+ datatoc_armature_sphere_outline_vert_glsl, NULL,
+ datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone_outline, {
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ {"outlineColorSize", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_sphere_outline,
+ pass, DRW_cache_bone_point_wire_outline_get(),
+ g_formats.instance_bone_outline);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ return grp;
+}
+
+DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass)
+{
+ if (g_shaders.bone_stick == NULL) {
+ g_shaders.bone_stick = DRW_shader_create(
+ datatoc_armature_stick_vert_glsl, NULL,
+ datatoc_armature_stick_frag_glsl, NULL);
+ }
+
+ DRW_shgroup_instance_format(g_formats.instance_bone_stick, {
+ {"boneStart", DRW_ATTRIB_FLOAT, 3},
+ {"boneEnd", DRW_ATTRIB_FLOAT, 3},
+ {"wireColor", DRW_ATTRIB_FLOAT, 4}, /* TODO port theses to uchar color */
+ {"boneColor", DRW_ATTRIB_FLOAT, 4},
+ {"headColor", DRW_ATTRIB_FLOAT, 4},
+ {"tailColor", DRW_ATTRIB_FLOAT, 4}
+ });
+
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ g_shaders.bone_stick,
+ pass, DRW_cache_bone_stick_get(),
+ g_formats.instance_bone_stick);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ return grp;
+}
+
+/* ******************************************** COLOR UTILS *********************************************** */
+
+/* TODO FINISH */
+/**
+ * Get the wire color theme_id of an object based on it's state
+ * \a r_color is a way to get a pointer to the static color var associated
+ */
+int DRW_object_wire_theme_get(Object *ob, ViewLayer *view_layer, float **r_color)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_edit = (draw_ctx->object_mode & OB_MODE_EDIT) != 0;
+ const bool active = (view_layer->basact && view_layer->basact->object == ob);
+ /* confusing logic here, there are 2 methods of setting the color
+ * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
+ *
+ * note: no theme yet for 'colindex' */
+ int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE;
+
+ if (//(scene->obedit == NULL) &&
+ ((G.moving & G_TRANSFORM_OBJ) != 0) &&
+ ((ob->base_flag & BASE_SELECTED) != 0))
+ {
+ theme_id = TH_TRANSFORM;
+ }
+ else {
+ /* Sets the 'theme_id' or fallback to wire */
+ if ((ob->base_flag & BASE_SELECTED) != 0) {
+ theme_id = (active) ? TH_ACTIVE : TH_SELECT;
+ }
+ else {
+ if (ob->type == OB_LAMP) theme_id = TH_LAMP;
+ else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER;
+ else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA;
+ else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY;
+ else if (ob->type == OB_LIGHTPROBE) theme_id = TH_EMPTY; /* TODO add lightprobe color */
+ /* fallback to TH_WIRE */
+ }
+ }
+
+ if (r_color != NULL) {
+ switch (theme_id) {
+ case TH_WIRE_EDIT: *r_color = ts.colorWireEdit; break;
+ case TH_ACTIVE: *r_color = ts.colorActive; break;
+ case TH_SELECT: *r_color = ts.colorSelect; break;
+ case TH_TRANSFORM: *r_color = ts.colorTransform; break;
+ case TH_SPEAKER: *r_color = ts.colorSpeaker; break;
+ case TH_CAMERA: *r_color = ts.colorCamera; break;
+ case TH_EMPTY: *r_color = ts.colorEmpty; break;
+ case TH_LAMP: *r_color = ts.colorLamp; break;
+ default: *r_color = ts.colorWire; break;
+ }
+ }
+
+ return theme_id;
+}
+
+/* XXX This is utter shit, better find something more general */
+float *DRW_color_background_blend_get(int theme_id)
+{
+ static float colors[11][4];
+ float *ret;
+
+ switch (theme_id) {
+ case TH_WIRE_EDIT: ret = colors[0]; break;
+ case TH_ACTIVE: ret = colors[1]; break;
+ case TH_SELECT: ret = colors[2]; break;
+ case TH_TRANSFORM: ret = colors[5]; break;
+ case TH_SPEAKER: ret = colors[6]; break;
+ case TH_CAMERA: ret = colors[7]; break;
+ case TH_EMPTY: ret = colors[8]; break;
+ case TH_LAMP: ret = colors[9]; break;
+ default: ret = colors[10]; break;
+ }
+
+ UI_GetThemeColorBlendShade4fv(theme_id, TH_BACK, 0.5, 0, ret);
+
+ return ret;
+}
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
new file mode 100644
index 00000000000..49a1ae42198
--- /dev/null
+++ b/source/blender/draw/intern/draw_common.h
@@ -0,0 +1,172 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_common.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_COMMON_H__
+#define __DRAW_COMMON_H__
+
+struct DRWPass;
+struct DRWShadingGroup;
+struct Gwn_Batch;
+struct GPUMaterial;
+struct Object;
+struct ViewLayer;
+struct ModifierData;
+struct ParticleSystem;
+struct PTCacheEdit;
+
+/* Used as ubo but colors can be directly referenced as well */
+/* Keep in sync with: common_globals_lib.glsl (globalsBlock) */
+typedef struct GlobalsUboStorage {
+ /* UBOs data needs to be 16 byte aligned (size of vec4) */
+ float colorWire[4];
+ float colorWireEdit[4];
+ float colorActive[4];
+ float colorSelect[4];
+ float colorTransform[4];
+ float colorLibrarySelect[4];
+ float colorLibrary[4];
+ float colorLamp[4];
+ float colorSpeaker[4];
+ float colorCamera[4];
+ float colorEmpty[4];
+ float colorVertex[4];
+ float colorVertexSelect[4];
+ float colorEditMeshActive[4];
+ float colorEdgeSelect[4];
+ float colorEdgeSeam[4];
+ float colorEdgeSharp[4];
+ float colorEdgeCrease[4];
+ float colorEdgeBWeight[4];
+ float colorEdgeFaceSelect[4];
+ float colorFace[4];
+ float colorFaceSelect[4];
+ float colorNormal[4];
+ float colorVNormal[4];
+ float colorLNormal[4];
+ float colorFaceDot[4];
+
+ float colorDeselect[4];
+ float colorOutline[4];
+ float colorLampNoAlpha[4];
+
+ float colorBackground[4];
+
+ float colorHandleFree[4];
+ float colorHandleAuto[4];
+ float colorHandleVect[4];
+ float colorHandleAlign[4];
+ float colorHandleAutoclamp[4];
+ float colorHandleSelFree[4];
+ float colorHandleSelAuto[4];
+ float colorHandleSelVect[4];
+ float colorHandleSelAlign[4];
+ float colorHandleSelAutoclamp[4];
+ float colorNurbUline[4];
+ float colorNurbSelUline[4];
+ float colorActiveSpline[4];
+
+ float colorGrid[4];
+ float colorGridEmphasise[4];
+ float colorGridAxisX[4];
+ float colorGridAxisY[4];
+ float colorGridAxisZ[4];
+
+ /* Pack individual float at the end of the buffer to avoid alignement errors */
+ float sizeLampCenter, sizeLampCircle, sizeLampCircleShadow;
+ float sizeVertex, sizeEdge, sizeEdgeFix, sizeFaceDot;
+ float gridDistance, gridResolution, gridSubdivisions, gridScale;
+} GlobalsUboStorage;
+/* Keep in sync with globalsBlock in shaders */
+
+void DRW_globals_update(void);
+void DRW_globals_free(void);
+
+struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, float color[4]);
+struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, float color[4], float *size);
+struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, float color[4]);
+struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, float color[4]);
+struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct Gwn_Batch *geom, float *size);
+struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_axis_names(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_image_plane(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct Gwn_Batch *geom, int *baseid);
+struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct Gwn_Batch *geom);
+struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass);
+struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass);
+
+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);
+
+/* draw_armature.c */
+typedef struct DRWArmaturePasses {
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_outline;
+ struct DRWPass *bone_wire;
+ struct DRWPass *bone_envelope;
+ struct DRWPass *bone_axes;
+ struct DRWPass *relationship_lines;
+} DRWArmaturePasses;
+
+void DRW_shgroup_armature_object(struct Object *ob, struct ViewLayer *view_layer, struct DRWArmaturePasses passes);
+void DRW_shgroup_armature_pose(struct Object *ob, struct DRWArmaturePasses passes);
+void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passes);
+
+/* draw_hair.c */
+
+/* This creates a shading group with display hairs.
+ * The draw call is already added by this function, just add additional uniforms. */
+struct DRWShadingGroup *DRW_shgroup_hair_create(
+ struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
+ struct DRWPass *hair_pass, struct DRWPass *tf_pass,
+ struct GPUShader *shader);
+
+struct DRWShadingGroup *DRW_shgroup_material_hair_create(
+ struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
+ struct DRWPass *hair_pass, struct DRWPass *tf_pass,
+ struct GPUMaterial *material);
+
+void DRW_hair_free(void);
+
+/* pose_mode.c */
+bool DRW_pose_mode_armature(
+ struct Object *ob, struct Object *active_ob);
+
+#endif /* __DRAW_COMMON_H__ */
diff --git a/source/blender/draw/intern/draw_debug.c b/source/blender/draw/intern/draw_debug.c
new file mode 100644
index 00000000000..0e4176f90a6
--- /dev/null
+++ b/source/blender/draw/intern/draw_debug.c
@@ -0,0 +1,151 @@
+/*
+ * Copyright 2018, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_debug.c
+ * \ingroup draw
+ *
+ * \brief Simple API to draw debug shapes in the viewport.
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_object_types.h"
+
+#include "BLI_link_utils.h"
+
+#include "GPU_immediate.h"
+
+#include "draw_debug.h"
+#include "draw_manager.h"
+
+/* --------- Register --------- */
+
+/* Matrix applied to all points before drawing. Could be a stack if needed. */
+static float g_modelmat[4][4];
+
+void DRW_debug_modelmat_reset(void)
+{
+ unit_m4(g_modelmat);
+}
+
+void DRW_debug_modelmat(const float modelmat[4][4])
+{
+ copy_m4_m4(g_modelmat, modelmat);
+}
+
+void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4])
+{
+ DRWDebugLine *line = MEM_mallocN(sizeof(DRWDebugLine), "DRWDebugLine");
+ mul_v3_m4v3(line->pos[0], g_modelmat, v1);
+ mul_v3_m4v3(line->pos[1], g_modelmat, v2);
+ copy_v4_v4(line->color, color);
+ BLI_LINKS_PREPEND(DST.debug.lines, line);
+}
+
+void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float color[4])
+{
+ BLI_assert(vert_len > 1);
+
+ for (int i = 0; i < vert_len; ++i) {
+ DRW_debug_line_v3v3(v[i], v[(i + 1) % vert_len], color);
+ }
+}
+
+/* NOTE: g_modelmat is still applied on top. */
+void DRW_debug_m4(const float m[4][4])
+{
+ float v0[3] = {0.0f, 0.0f, 0.0f};
+ float v1[3] = {1.0f, 0.0f, 0.0f};
+ float v2[3] = {0.0f, 1.0f, 0.0f};
+ float v3[3] = {0.0f, 0.0f, 1.0f};
+
+ mul_m4_v3(m, v0);
+ mul_m4_v3(m, v1);
+ mul_m4_v3(m, v2);
+ mul_m4_v3(m, v3);
+
+ DRW_debug_line_v3v3(v0, v1, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
+ DRW_debug_line_v3v3(v0, v2, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
+ DRW_debug_line_v3v3(v0, v3, (float[4]){0.0f, 0.0f, 1.0f, 1.0f});
+}
+
+void DRW_debug_bbox(const BoundBox *bbox, const float color[4])
+{
+ DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[1], color);
+ DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[2], color);
+ DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[3], color);
+ DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[0], color);
+
+ DRW_debug_line_v3v3(bbox->vec[4], bbox->vec[5], color);
+ DRW_debug_line_v3v3(bbox->vec[5], bbox->vec[6], color);
+ DRW_debug_line_v3v3(bbox->vec[6], bbox->vec[7], color);
+ DRW_debug_line_v3v3(bbox->vec[7], bbox->vec[4], color);
+
+ DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[4], color);
+ DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[5], color);
+ DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[6], color);
+ DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[7], color);
+}
+
+/* --------- Render --------- */
+
+static void drw_debug_draw_lines(void)
+{
+ int count = BLI_linklist_count((LinkNode *)DST.debug.lines);
+
+ if (count == 0) {
+ return;
+ }
+
+ Gwn_VertFormat *vert_format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(vert_format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ uint col = GWN_vertformat_attr_add(vert_format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ immBegin(GWN_PRIM_LINES, count * 2);
+
+ while (DST.debug.lines) {
+ void *next = DST.debug.lines->next;
+
+ immAttrib4fv(col, DST.debug.lines->color);
+ immVertex3fv(pos, DST.debug.lines->pos[0]);
+
+ immAttrib4fv(col, DST.debug.lines->color);
+ immVertex3fv(pos, DST.debug.lines->pos[1]);
+
+ MEM_freeN(DST.debug.lines);
+ DST.debug.lines = next;
+ }
+ immEnd();
+
+ immUnbindProgram();
+}
+
+void drw_debug_draw(void)
+{
+ drw_debug_draw_lines();
+}
+
+void drw_debug_init(void)
+{
+ DRW_debug_modelmat_reset();
+}
diff --git a/source/blender/draw/intern/draw_debug.h b/source/blender/draw/intern/draw_debug.h
new file mode 100644
index 00000000000..1dab431fc88
--- /dev/null
+++ b/source/blender/draw/intern/draw_debug.h
@@ -0,0 +1,39 @@
+/*
+ * Copyright 2018, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_debug.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_DEBUG_H__
+#define __DRAW_DEBUG_H__
+
+struct BoundBox;
+
+void DRW_debug_modelmat_reset(void);
+void DRW_debug_modelmat(const float modelmat[4][4]);
+
+void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4]);
+void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float color[4]);
+void DRW_debug_m4(const float m[4][4]);
+void DRW_debug_bbox(const BoundBox *bbox, const float color[4]);
+
+#endif /* __DRAW_DEBUG_H__ */
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
new file mode 100644
index 00000000000..8cb9e0886a9
--- /dev/null
+++ b/source/blender/draw/intern/draw_hair.c
@@ -0,0 +1,167 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_hair.c
+ * \ingroup draw
+ *
+ * \brief Contains procedural GPU hair drawing methods.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_utildefines.h"
+#include "BLI_string_utils.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_particle_types.h"
+#include "DNA_customdata_types.h"
+
+#include "BKE_mesh.h"
+#include "BKE_particle.h"
+#include "BKE_pointcache.h"
+
+#include "ED_particle.h"
+
+#include "GPU_batch.h"
+#include "GPU_shader.h"
+
+#include "draw_hair_private.h"
+
+typedef enum ParticleRefineShader {
+ PART_REFINE_CATMULL_ROM = 0,
+ PART_REFINE_MAX_SHADER,
+} ParticleRefineShader;
+
+static GPUShader *g_refine_shaders[PART_REFINE_MAX_SHADER] = {NULL};
+
+extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_common_hair_refine_vert_glsl[];
+
+static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
+{
+ if (g_refine_shaders[sh]) {
+ return g_refine_shaders[sh];
+ }
+
+ char *vert_with_lib = BLI_string_joinN(datatoc_common_hair_lib_glsl, datatoc_common_hair_refine_vert_glsl);
+
+ const char *var_names[1] = {"outData"};
+
+ g_refine_shaders[sh] = DRW_shader_create_with_transform_feedback(vert_with_lib, NULL, "#define HAIR_PHASE_SUBDIV\n",
+ GPU_SHADER_TFB_POINTS, var_names, 1);
+
+ MEM_freeN(vert_with_lib);
+
+ return g_refine_shaders[sh];
+}
+
+static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(
+ Object *object, ParticleSystem *psys, ModifierData *md,
+ DRWPass *hair_pass, DRWPass *tf_pass,
+ struct GPUMaterial *gpu_mat, GPUShader *gpu_shader)
+{
+ /* TODO(fclem): Pass the scene as parameter */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+
+ int subdiv = scene->r.hair_subdiv;
+ int thickness_res = (scene->r.hair_type == SCE_HAIR_SHAPE_STRAND) ? 1 : 2;
+
+ ParticleHairCache *hair_cache;
+ ParticleSettings *part = psys->part;
+ bool need_ft_update = particles_ensure_procedural_data(object, psys, md, &hair_cache, subdiv, thickness_res);
+
+ DRWShadingGroup *shgrp;
+ if (gpu_mat) {
+ shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
+ }
+ else if (gpu_shader) {
+ shgrp = DRW_shgroup_create(gpu_shader, hair_pass);
+ }
+ else {
+ BLI_assert(0);
+ }
+
+ /* TODO optimize this. Only bind the ones GPUMaterial needs. */
+ for (int i = 0; i < hair_cache->num_uv_layers; ++i) {
+ for (int n = 0; hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) {
+ DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
+ }
+ }
+ for (int i = 0; i < hair_cache->num_col_layers; ++i) {
+ for (int n = 0; hair_cache->col_layer_names[i][n][0] != '\0'; ++n) {
+ DRW_shgroup_uniform_texture(shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]);
+ }
+ }
+
+ DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", hair_cache->final[subdiv].proc_tex);
+ DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
+ DRW_shgroup_uniform_int_copy(shgrp, "hairThicknessRes", thickness_res);
+ DRW_shgroup_uniform_float(shgrp, "hairRadShape", &part->shape, 1);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadRoot", part->rad_root * part->rad_scale * 0.5f);
+ DRW_shgroup_uniform_float_copy(shgrp, "hairRadTip", part->rad_tip * part->rad_scale * 0.5f);
+ DRW_shgroup_uniform_bool_copy(shgrp, "hairCloseTip", (part->shape_flag & PART_SHAPE_CLOSE_TIP) != 0);
+ /* TODO(fclem): Until we have a better way to cull the hair and render with orco, bypass culling test. */
+ DRW_shgroup_call_object_add_no_cull(shgrp, hair_cache->final[subdiv].proc_hairs[thickness_res - 1], object);
+
+ /* Transform Feedback subdiv. */
+ if (need_ft_update) {
+ int final_points_ct = hair_cache->final[subdiv].strands_res * hair_cache->strands_count;
+ GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
+ DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(tf_shader, tf_pass,
+ hair_cache->final[subdiv].proc_buf);
+ DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", hair_cache->point_tex);
+ DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", hair_cache->strand_tex);
+ DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &hair_cache->final[subdiv].strands_res, 1);
+ DRW_shgroup_call_procedural_points_add(tf_shgrp, final_points_ct, NULL);
+ }
+
+ return shgrp;
+}
+
+DRWShadingGroup *DRW_shgroup_hair_create(
+ Object *object, ParticleSystem *psys, ModifierData *md,
+ DRWPass *hair_pass, DRWPass *tf_pass,
+ GPUShader *shader)
+{
+ return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, NULL, shader);
+}
+
+DRWShadingGroup *DRW_shgroup_material_hair_create(
+ Object *object, ParticleSystem *psys, ModifierData *md,
+ DRWPass *hair_pass, DRWPass *tf_pass,
+ struct GPUMaterial *material)
+{
+ return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, tf_pass, material, NULL);
+}
+
+void DRW_hair_free(void)
+{
+ for (int i = 0; i < PART_REFINE_MAX_SHADER; ++i) {
+ DRW_SHADER_FREE_SAFE(g_refine_shaders[i]);
+ }
+}
diff --git a/source/blender/draw/intern/draw_hair_private.h b/source/blender/draw/intern/draw_hair_private.h
new file mode 100644
index 00000000000..2e6c9a0d3c1
--- /dev/null
+++ b/source/blender/draw/intern/draw_hair_private.h
@@ -0,0 +1,92 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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) 2017 by Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Mike Erwin, Dalai Felinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file draw_hair_private.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_HAIR_PRIVATE_H__
+#define __DRAW_HAIR_PRIVATE_H__
+
+#define MAX_LAYER_NAME_CT 3 /* u0123456789, u, a0123456789 */
+#define MAX_LAYER_NAME_LEN DECIMAL_DIGITS_BOUND(unsigned int) + 2
+#define MAX_THICKRES 2 /* see eHairType */
+#define MAX_HAIR_SUBDIV 4 /* see hair_subdiv rna */
+
+struct Object;
+struct ParticleSystem;
+struct ModifierData;
+struct ParticleHairCache;
+
+typedef struct ParticleHairFinalCache {
+ /* Output of the subdivision stage: vertex buff sized to subdiv level. */
+ Gwn_VertBuf *proc_buf;
+ GPUTexture *proc_tex;
+
+ /* Just contains a huge index buffer used to draw the final hair. */
+ Gwn_Batch *proc_hairs[MAX_THICKRES];
+
+ int strands_res; /* points per hair, at least 2 */
+} ParticleHairFinalCache;
+
+typedef struct ParticleHairCache {
+ Gwn_VertBuf *pos;
+ Gwn_IndexBuf *indices;
+ Gwn_Batch *hairs;
+
+ /* Hair Procedural display: Interpolation is done on the GPU. */
+ Gwn_VertBuf *proc_point_buf; /* Input control points */
+ GPUTexture *point_tex;
+
+ Gwn_VertBuf *proc_strand_buf; /* Infos of control points strands (segment count and base index) */
+ GPUTexture *strand_tex;
+
+ Gwn_VertBuf *proc_uv_buf[MAX_MTFACE];
+ GPUTexture *uv_tex[MAX_MTFACE];
+ char uv_layer_names[MAX_MTFACE][MAX_LAYER_NAME_CT][MAX_LAYER_NAME_LEN];
+
+ Gwn_VertBuf *proc_col_buf[MAX_MCOL];
+ GPUTexture *col_tex[MAX_MCOL];
+ char col_layer_names[MAX_MCOL][MAX_LAYER_NAME_CT][MAX_LAYER_NAME_LEN];
+
+ int num_uv_layers;
+ int num_col_layers;
+
+ ParticleHairFinalCache final[MAX_HAIR_SUBDIV];
+
+ int strands_count;
+ int elems_count;
+ int point_count;
+} ParticleHairCache;
+
+bool particles_ensure_procedural_data(
+ struct Object *object,
+ struct ParticleSystem *psys,
+ struct ModifierData *md,
+ 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
new file mode 100644
index 00000000000..3e4f812af27
--- /dev/null
+++ b/source/blender/draw/intern/draw_instance_data.c
@@ -0,0 +1,436 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_instance_data.c
+ * \ingroup draw
+ */
+
+/**
+ * DRW Instance Data Manager
+ * This is a special memory manager that keeps memory blocks ready to send as vbo data in one continuous allocation.
+ * This way we avoid feeding gawain each instance data one by one and unecessary memcpy.
+ * Since we loose which memory block was used each DRWShadingGroup we need to redistribute them in the same order/size
+ * to avoid to realloc each frame.
+ * This is why DRWInstanceDatas are sorted in a list for each different data size.
+ **/
+
+#include "draw_instance_data.h"
+#include "DRW_engine.h"
+#include "DRW_render.h" /* For DRW_shgroup_get_instance_count() */
+
+#include "MEM_guardedalloc.h"
+#include "BLI_utildefines.h"
+#include "BLI_mempool.h"
+
+#define BUFFER_CHUNK_SIZE 32
+#define BUFFER_VERTS_CHUNK 32
+
+typedef struct DRWBatchingBuffer {
+ struct DRWShadingGroup *shgroup; /* Link back to the owning shGroup. Also tells if it's used */
+ Gwn_VertFormat *format; /* Identifier. */
+ Gwn_VertBuf *vert; /* Gwn_VertBuf contained in the Gwn_Batch. */
+ Gwn_Batch *batch; /* Gwn_Batch containing the Gwn_VertBuf. */
+} DRWBatchingBuffer;
+
+typedef struct DRWInstancingBuffer {
+ struct DRWShadingGroup *shgroup; /* Link back to the owning shGroup. Also tells if it's used */
+ Gwn_VertFormat *format; /* Identifier. */
+ Gwn_Batch *instance; /* Identifier. */
+ Gwn_VertBuf *vert; /* Gwn_VertBuf contained in the Gwn_Batch. */
+ Gwn_Batch *batch; /* Gwn_Batch containing the Gwn_VertBuf. */
+} DRWInstancingBuffer;
+
+typedef struct DRWInstanceChunk {
+ size_t cursor; /* Offset to the next instance data. */
+ size_t alloc_size; /* Number of DRWBatchingBuffer/Batches alloc'd in ibufs/btchs. */
+ union {
+ DRWBatchingBuffer *bbufs;
+ DRWInstancingBuffer *ibufs;
+ };
+} DRWInstanceChunk;
+
+struct DRWInstanceData {
+ struct DRWInstanceData *next;
+ bool used; /* If this data is used or not. */
+ size_t data_size; /* Size of one instance data. */
+ BLI_mempool *mempool;
+};
+
+struct DRWInstanceDataList {
+ struct DRWInstanceDataList *next, *prev;
+ /* Linked lists for all possible data pool size */
+ DRWInstanceData *idata_head[MAX_INSTANCE_DATA_SIZE];
+ DRWInstanceData *idata_tail[MAX_INSTANCE_DATA_SIZE];
+
+ DRWInstanceChunk instancing;
+ DRWInstanceChunk batching;
+};
+
+static ListBase g_idatalists = {NULL, NULL};
+
+/* -------------------------------------------------------------------- */
+
+/** \name Instance Buffer Management
+ * \{ */
+
+/**
+ * This manager allows to distribute existing batches for instancing
+ * attributes. This reduce the number of batches creation.
+ * Querying a batch is done with a vertex format. This format should
+ * be static so that it's pointer never changes (because we are using
+ * this pointer as identifier [we don't want to check the full format
+ * that would be too slow]).
+ **/
+
+static void instance_batch_free(Gwn_Batch *batch, void *UNUSED(user_data))
+{
+ /* Free all batches that have the same key before they are reused. */
+ /* TODO: Make it thread safe! Batch freeing can happen from another thread. */
+ /* XXX we need to iterate over all idatalists unless we make some smart
+ * data structure to store the locations to update. */
+ for (DRWInstanceDataList *idatalist = g_idatalists.first; idatalist; idatalist = idatalist->next) {
+ DRWInstancingBuffer *ibuf = idatalist->instancing.ibufs;
+ for (int i = 0; i < idatalist->instancing.alloc_size; i++, ibuf++) {
+ if (ibuf->instance == batch) {
+ BLI_assert(ibuf->shgroup == NULL); /* Make sure it has no other users. */
+ GWN_VERTBUF_DISCARD_SAFE(ibuf->vert);
+ GWN_BATCH_DISCARD_SAFE(ibuf->batch);
+ /* Tag as non alloced. */
+ ibuf->format = NULL;
+ }
+ }
+ }
+}
+
+void DRW_batching_buffer_request(
+ DRWInstanceDataList *idatalist, Gwn_VertFormat *format, Gwn_PrimType type, struct DRWShadingGroup *shgroup,
+ Gwn_Batch **r_batch, Gwn_VertBuf **r_vert)
+{
+ DRWInstanceChunk *chunk = &idatalist->batching;
+ DRWBatchingBuffer *bbuf = idatalist->batching.bbufs;
+ BLI_assert(format);
+ /* Search for an unused batch. */
+ for (int i = 0; i < idatalist->batching.alloc_size; i++, bbuf++) {
+ if (bbuf->shgroup == NULL) {
+ if (bbuf->format == format) {
+ bbuf->shgroup = shgroup;
+ *r_batch = bbuf->batch;
+ *r_vert = bbuf->vert;
+ return;
+ }
+ }
+ }
+ int new_id = 0; /* Find insertion point. */
+ for (; new_id < chunk->alloc_size; ++new_id) {
+ if (chunk->bbufs[new_id].format == NULL)
+ break;
+ }
+ /* If there is no batch left. Allocate more. */
+ if (new_id == chunk->alloc_size) {
+ new_id = chunk->alloc_size;
+ chunk->alloc_size += BUFFER_CHUNK_SIZE;
+ chunk->bbufs = MEM_reallocN(chunk->bbufs, chunk->alloc_size * sizeof(DRWBatchingBuffer));
+ memset(chunk->bbufs + new_id, 0, sizeof(DRWBatchingBuffer) * BUFFER_CHUNK_SIZE);
+ }
+ /* Create the batch. */
+ bbuf = chunk->bbufs + new_id;
+ bbuf->vert = *r_vert = GWN_vertbuf_create_with_format_ex(format, GWN_USAGE_DYNAMIC);
+ bbuf->batch = *r_batch = GWN_batch_create_ex(type, bbuf->vert, NULL, 0);
+ bbuf->format = format;
+ bbuf->shgroup = shgroup;
+ GWN_vertbuf_data_alloc(*r_vert, BUFFER_VERTS_CHUNK);
+}
+
+void DRW_instancing_buffer_request(
+ DRWInstanceDataList *idatalist, Gwn_VertFormat *format, Gwn_Batch *instance, struct DRWShadingGroup *shgroup,
+ Gwn_Batch **r_batch, Gwn_VertBuf **r_vert)
+{
+ DRWInstanceChunk *chunk = &idatalist->instancing;
+ DRWInstancingBuffer *ibuf = idatalist->instancing.ibufs;
+ BLI_assert(format);
+ /* Search for an unused batch. */
+ for (int i = 0; i < idatalist->instancing.alloc_size; i++, ibuf++) {
+ if (ibuf->shgroup == NULL) {
+ if (ibuf->format == format) {
+ if (ibuf->instance == instance) {
+ ibuf->shgroup = shgroup;
+ *r_batch = ibuf->batch;
+ *r_vert = ibuf->vert;
+ return;
+ }
+ }
+ }
+ }
+ int new_id = 0; /* Find insertion point. */
+ for (; new_id < chunk->alloc_size; ++new_id) {
+ if (chunk->ibufs[new_id].format == NULL)
+ break;
+ }
+ /* If there is no batch left. Allocate more. */
+ if (new_id == chunk->alloc_size) {
+ new_id = chunk->alloc_size;
+ chunk->alloc_size += BUFFER_CHUNK_SIZE;
+ chunk->ibufs = MEM_reallocN(chunk->ibufs, chunk->alloc_size * sizeof(DRWInstancingBuffer));
+ memset(chunk->ibufs + new_id, 0, sizeof(DRWInstancingBuffer) * BUFFER_CHUNK_SIZE);
+ }
+ /* Create the batch. */
+ ibuf = chunk->ibufs + new_id;
+ ibuf->vert = *r_vert = GWN_vertbuf_create_with_format_ex(format, GWN_USAGE_DYNAMIC);
+ ibuf->batch = *r_batch = GWN_batch_duplicate(instance);
+ ibuf->format = format;
+ ibuf->shgroup = shgroup;
+ ibuf->instance = instance;
+ GWN_vertbuf_data_alloc(*r_vert, BUFFER_VERTS_CHUNK);
+ GWN_batch_instbuf_set(ibuf->batch, ibuf->vert, false);
+ /* Make sure to free this ibuf if the instance batch gets free. */
+ GWN_batch_callback_free_set(instance, &instance_batch_free, NULL);
+}
+
+void DRW_instance_buffer_finish(DRWInstanceDataList *idatalist)
+{
+ size_t realloc_size = 1; /* Avoid 0 size realloc. */
+ /* Resize down buffers in use and send data to GPU & free unused buffers. */
+ DRWInstanceChunk *batching = &idatalist->batching;
+ DRWBatchingBuffer *bbuf = batching->bbufs;
+ for (int i = 0; i < batching->alloc_size; i++, bbuf++) {
+ if (bbuf->shgroup != NULL) {
+ realloc_size = i + 1;
+ uint vert_ct = DRW_shgroup_get_instance_count(bbuf->shgroup);
+ vert_ct += (vert_ct == 0) ? 1 : 0; /* Do not realloc to 0 size buffer */
+ if (vert_ct + BUFFER_VERTS_CHUNK <= bbuf->vert->vertex_ct) {
+ uint size = vert_ct + BUFFER_VERTS_CHUNK - 1;
+ size = size - size % BUFFER_VERTS_CHUNK;
+ GWN_vertbuf_data_resize(bbuf->vert, size);
+ }
+ GWN_vertbuf_use(bbuf->vert); /* Send data. */
+ bbuf->shgroup = NULL; /* Set as non used for the next round. */
+ }
+ else {
+ GWN_VERTBUF_DISCARD_SAFE(bbuf->vert);
+ GWN_BATCH_DISCARD_SAFE(bbuf->batch);
+ bbuf->format = NULL; /* Tag as non alloced. */
+ }
+ }
+ /* Rounding up to nearest chunk size. */
+ realloc_size += BUFFER_CHUNK_SIZE - 1;
+ realloc_size -= realloc_size % BUFFER_CHUNK_SIZE;
+ /* Resize down if necessary. */
+ if (realloc_size < batching->alloc_size) {
+ batching->alloc_size = realloc_size;
+ batching->ibufs = MEM_reallocN(batching->ibufs, realloc_size * sizeof(DRWBatchingBuffer));
+ }
+
+ realloc_size = 1;
+ /* Resize down buffers in use and send data to GPU & free unused buffers. */
+ DRWInstanceChunk *instancing = &idatalist->instancing;
+ DRWInstancingBuffer *ibuf = instancing->ibufs;
+ for (int i = 0; i < instancing->alloc_size; i++, ibuf++) {
+ if (ibuf->shgroup != NULL) {
+ realloc_size = i + 1;
+ uint vert_ct = DRW_shgroup_get_instance_count(ibuf->shgroup);
+ vert_ct += (vert_ct == 0) ? 1 : 0; /* Do not realloc to 0 size buffer */
+ if (vert_ct + BUFFER_VERTS_CHUNK <= ibuf->vert->vertex_ct) {
+ uint size = vert_ct + BUFFER_VERTS_CHUNK - 1;
+ size = size - size % BUFFER_VERTS_CHUNK;
+ GWN_vertbuf_data_resize(ibuf->vert, size);
+ }
+ GWN_vertbuf_use(ibuf->vert); /* Send data. */
+ ibuf->shgroup = NULL; /* Set as non used for the next round. */
+ }
+ else {
+ GWN_VERTBUF_DISCARD_SAFE(ibuf->vert);
+ GWN_BATCH_DISCARD_SAFE(ibuf->batch);
+ ibuf->format = NULL; /* Tag as non alloced. */
+ }
+ }
+ /* Rounding up to nearest chunk size. */
+ realloc_size += BUFFER_CHUNK_SIZE - 1;
+ realloc_size -= realloc_size % BUFFER_CHUNK_SIZE;
+ /* Resize down if necessary. */
+ if (realloc_size < instancing->alloc_size) {
+ instancing->alloc_size = realloc_size;
+ instancing->ibufs = MEM_reallocN(instancing->ibufs, realloc_size * sizeof(DRWInstancingBuffer));
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Instance Data (DRWInstanceData)
+ * \{ */
+
+static DRWInstanceData *drw_instance_data_create(DRWInstanceDataList *idatalist, uint attrib_size)
+{
+ DRWInstanceData *idata = MEM_callocN(sizeof(DRWInstanceData), "DRWInstanceData");
+ idata->next = NULL;
+ idata->used = true;
+ idata->data_size = attrib_size;
+ idata->mempool = BLI_mempool_create(sizeof(float) * idata->data_size, 0, 16, 0);
+
+ BLI_assert(attrib_size > 0);
+
+ /* Push to linked list. */
+ if (idatalist->idata_head[attrib_size - 1] == NULL) {
+ idatalist->idata_head[attrib_size - 1] = idata;
+ }
+ else {
+ idatalist->idata_tail[attrib_size - 1]->next = idata;
+ }
+ idatalist->idata_tail[attrib_size - 1] = idata;
+
+ return idata;
+}
+
+static void DRW_instance_data_free(DRWInstanceData *idata)
+{
+ BLI_mempool_destroy(idata->mempool);
+}
+
+/**
+ * Return a pointer to the next instance data space.
+ **/
+void *DRW_instance_data_next(DRWInstanceData *idata)
+{
+ return BLI_mempool_alloc(idata->mempool);
+}
+
+DRWInstanceData *DRW_instance_data_request(DRWInstanceDataList *idatalist, uint attrib_size)
+{
+ BLI_assert(attrib_size > 0 && attrib_size <= MAX_INSTANCE_DATA_SIZE);
+
+ DRWInstanceData *idata = idatalist->idata_head[attrib_size - 1];
+
+ /* Search for an unused data chunk. */
+ for (; idata; idata = idata->next) {
+ if (idata->used == false) {
+ idata->used = true;
+ return idata;
+ }
+ }
+
+ return drw_instance_data_create(idatalist, attrib_size);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Instance Data List (DRWInstanceDataList)
+ * \{ */
+
+DRWInstanceDataList *DRW_instance_data_list_create(void)
+{
+ DRWInstanceDataList *idatalist = MEM_callocN(sizeof(DRWInstanceDataList), "DRWInstanceDataList");
+ idatalist->batching.bbufs = MEM_callocN(sizeof(DRWBatchingBuffer) * BUFFER_CHUNK_SIZE, "DRWBatchingBuffers");
+ idatalist->batching.alloc_size = BUFFER_CHUNK_SIZE;
+ idatalist->instancing.ibufs = MEM_callocN(sizeof(DRWInstancingBuffer) * BUFFER_CHUNK_SIZE, "DRWInstancingBuffers");
+ idatalist->instancing.alloc_size = BUFFER_CHUNK_SIZE;
+
+ BLI_addtail(&g_idatalists, idatalist);
+
+ return idatalist;
+}
+
+void DRW_instance_data_list_free(DRWInstanceDataList *idatalist)
+{
+ DRWInstanceData *idata, *next_idata;
+
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (idata = idatalist->idata_head[i]; idata; idata = next_idata) {
+ next_idata = idata->next;
+ DRW_instance_data_free(idata);
+ MEM_freeN(idata);
+ }
+ idatalist->idata_head[i] = NULL;
+ idatalist->idata_tail[i] = NULL;
+ }
+
+ DRWBatchingBuffer *bbuf = idatalist->batching.bbufs;
+ for (int i = 0; i < idatalist->batching.alloc_size; i++, bbuf++) {
+ GWN_VERTBUF_DISCARD_SAFE(bbuf->vert);
+ GWN_BATCH_DISCARD_SAFE(bbuf->batch);
+ }
+ MEM_freeN(idatalist->batching.bbufs);
+
+ DRWInstancingBuffer *ibuf = idatalist->instancing.ibufs;
+ for (int i = 0; i < idatalist->instancing.alloc_size; i++, ibuf++) {
+ GWN_VERTBUF_DISCARD_SAFE(ibuf->vert);
+ GWN_BATCH_DISCARD_SAFE(ibuf->batch);
+ }
+ MEM_freeN(idatalist->instancing.ibufs);
+
+ BLI_remlink(&g_idatalists, idatalist);
+}
+
+void DRW_instance_data_list_reset(DRWInstanceDataList *idatalist)
+{
+ DRWInstanceData *idata;
+
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (idata = idatalist->idata_head[i]; idata; idata = idata->next) {
+ idata->used = false;
+ }
+ }
+}
+
+void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist)
+{
+ DRWInstanceData *idata, *next_idata;
+
+ /* Remove unused data blocks and sanitize each list. */
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ idatalist->idata_tail[i] = NULL;
+ for (idata = idatalist->idata_head[i]; idata; idata = next_idata) {
+ next_idata = idata->next;
+ if (idata->used == false) {
+ if (idatalist->idata_head[i] == idata) {
+ idatalist->idata_head[i] = next_idata;
+ }
+ else {
+ /* idatalist->idata_tail[i] is garanteed not to be null in this case. */
+ idatalist->idata_tail[i]->next = next_idata;
+ }
+ DRW_instance_data_free(idata);
+ MEM_freeN(idata);
+ }
+ else {
+ if (idatalist->idata_tail[i] != NULL) {
+ idatalist->idata_tail[i]->next = idata;
+ }
+ idatalist->idata_tail[i] = idata;
+ }
+ }
+ }
+}
+
+void DRW_instance_data_list_resize(DRWInstanceDataList *idatalist)
+{
+ DRWInstanceData *idata;
+
+ for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) {
+ for (idata = idatalist->idata_head[i]; idata; idata = idata->next) {
+ BLI_mempool_clear_ex(idata->mempool, BLI_mempool_len(idata->mempool));
+ }
+ }
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_instance_data.h b/source/blender/draw/intern/draw_instance_data.h
new file mode 100644
index 00000000000..86c4429a091
--- /dev/null
+++ b/source/blender/draw/intern/draw_instance_data.h
@@ -0,0 +1,59 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_instance_data.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_INSTANCE_DATA_H__
+#define __DRAW_INSTANCE_DATA_H__
+
+#include "BLI_compiler_attrs.h"
+#include "BLI_sys_types.h"
+
+#include "GPU_batch.h"
+
+#define MAX_INSTANCE_DATA_SIZE 48 /* Can be adjusted for more */
+
+typedef struct DRWInstanceData DRWInstanceData;
+typedef struct DRWInstanceDataList DRWInstanceDataList;
+
+struct DRWShadingGroup;
+
+void *DRW_instance_data_next(DRWInstanceData *idata);
+DRWInstanceData *DRW_instance_data_request(
+ DRWInstanceDataList *idatalist, uint attrib_size);
+
+void DRW_batching_buffer_request(
+ DRWInstanceDataList *idatalist, Gwn_VertFormat *format, Gwn_PrimType type, struct DRWShadingGroup *shgroup,
+ Gwn_Batch **r_batch, Gwn_VertBuf **r_vert);
+void DRW_instancing_buffer_request(
+ DRWInstanceDataList *idatalist, Gwn_VertFormat *format, Gwn_Batch *instance, struct DRWShadingGroup *shgroup,
+ Gwn_Batch **r_batch, Gwn_VertBuf **r_vert);
+
+/* Upload all instance data to the GPU as soon as possible. */
+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
new file mode 100644
index 00000000000..2aa24ade1b2
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.c
@@ -0,0 +1,2215 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager.c
+ * \ingroup draw
+ */
+
+#include <stdio.h>
+
+#include "BLI_listbase.h"
+#include "BLI_mempool.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
+#include "BLI_threads.h"
+
+#include "BLF_api.h"
+
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_particle.h"
+#include "BKE_pointcache.h"
+#include "BKE_workspace.h"
+
+#include "draw_manager.h"
+#include "DNA_camera_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+
+#include "ED_space_api.h"
+#include "ED_screen.h"
+#include "ED_particle.h"
+#include "ED_view3d.h"
+
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+#include "GPU_framebuffer.h"
+#include "GPU_immediate.h"
+#include "GPU_uniformbuffer.h"
+#include "GPU_viewport.h"
+#include "GPU_matrix.h"
+
+#include "IMB_colormanagement.h"
+
+#include "RE_engine.h"
+#include "RE_pipeline.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "WM_api.h"
+#include "wm_window.h"
+
+#include "draw_manager_text.h"
+#include "draw_manager_profiling.h"
+
+/* only for callbacks */
+#include "draw_cache_impl.h"
+
+#include "draw_mode_engines.h"
+#include "engines/clay/clay_engine.h"
+#include "engines/eevee/eevee_engine.h"
+#include "engines/basic/basic_engine.h"
+#include "engines/workbench/workbench_engine.h"
+#include "engines/external/external_engine.h"
+
+#include "../../../intern/gawain/gawain/gwn_context.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+#ifdef USE_GPU_SELECT
+# include "GPU_select.h"
+#endif
+
+/** Render State: No persistent data between draw calls. */
+DRWManager DST = {NULL};
+
+ListBase DRW_engines = {NULL, NULL};
+
+extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
+
+static void drw_state_prepare_clean_for_draw(DRWManager *dst)
+{
+ memset(dst, 0x0, offsetof(DRWManager, ogl_context));
+}
+
+/* This function is used to reset draw manager to a state
+ * where we don't re-use data by accident across different
+ * draw calls.
+ */
+#ifdef DEBUG
+static void drw_state_ensure_not_reused(DRWManager *dst)
+{
+ memset(dst, 0xff, offsetof(DRWManager, ogl_context));
+}
+#endif
+
+/* -------------------------------------------------------------------- */
+
+void DRW_draw_callbacks_pre_scene(void)
+{
+ RegionView3D *rv3d = DST.draw_ctx.rv3d;
+
+ gpuLoadProjectionMatrix(rv3d->winmat);
+ gpuLoadMatrix(rv3d->viewmat);
+}
+
+void DRW_draw_callbacks_post_scene(void)
+{
+ RegionView3D *rv3d = DST.draw_ctx.rv3d;
+
+ gpuLoadProjectionMatrix(rv3d->winmat);
+ gpuLoadMatrix(rv3d->viewmat);
+}
+
+struct DRWTextStore *DRW_text_cache_ensure(void)
+{
+ BLI_assert(DST.text_store_p);
+ if (*DST.text_store_p == NULL) {
+ *DST.text_store_p = DRW_text_cache_create();
+ }
+ return *DST.text_store_p;
+}
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Settings
+ * \{ */
+
+bool DRW_object_is_renderable(Object *ob)
+{
+ BLI_assert(BKE_object_is_visible(ob, OB_VISIBILITY_CHECK_UNKNOWN_RENDER_MODE));
+
+ if (ob->type == OB_MESH) {
+ if (ob == DST.draw_ctx.object_edit) {
+ View3D *v3d = DST.draw_ctx.v3d;
+ const int mask = (V3D_OVERLAY_EDIT_OCCLUDE_WIRE | V3D_OVERLAY_EDIT_WEIGHT);
+
+ if (v3d && v3d->overlay.edit_flag & mask) {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Return whether this object is visible depending if
+ * we are rendering or drawing in the viewport.
+ */
+bool DRW_check_object_visible_within_active_context(Object *ob)
+{
+ const eObjectVisibilityCheck mode = DRW_state_is_scene_render() ?
+ OB_VISIBILITY_CHECK_FOR_RENDER :
+ OB_VISIBILITY_CHECK_FOR_VIEWPORT;
+ return BKE_object_is_visible(ob, mode);
+}
+
+bool DRW_object_is_flat_normal(const Object *ob)
+{
+ if (ob->type == OB_MESH) {
+ const Mesh *me = ob->data;
+ if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
+ return false;
+ }
+ }
+ return true;
+}
+
+/**
+ * Return true if the object has its own draw mode.
+ * Caller must check this is active */
+int DRW_object_is_mode_shade(const Object *ob)
+{
+ BLI_assert(ob == DST.draw_ctx.obact);
+ UNUSED_VARS_NDEBUG(ob);
+ if ((DST.draw_ctx.object_mode & OB_MODE_EDIT) == 0) {
+ if ((DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) > 0) {
+ if (ELEM(DST.draw_ctx.v3d->drawtype, OB_MATERIAL, OB_RENDER)) {
+ return false;
+ }
+ else if ((DST.draw_ctx.v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0) {
+ return true;
+ }
+ else {
+ return false;
+ }
+ }
+ }
+ return -1;
+}
+
+int DRW_object_is_paint_mode(const Object *ob)
+{
+ if (ob == DST.draw_ctx.obact) {
+ if ((DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) > 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool DRW_check_psys_visible_within_active_context(
+ Object *object,
+ struct ParticleSystem *psys)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene = draw_ctx->scene;
+ if (object == draw_ctx->object_edit) {
+ return false;
+ }
+ const ParticleSettings *part = psys->part;
+ const ParticleEditSettings *pset = &scene->toolsettings->particle;
+ if (object->mode == OB_MODE_PARTICLE_EDIT) {
+ if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
+ if ((pset->flag & PE_DRAW_PART) == 0) {
+ return false;
+ }
+ if ((part->childtype == 0) &&
+ (psys->flag & PSYS_HAIR_DYNAMICS &&
+ psys->pointcache->flag & PTCACHE_BAKED) == 0)
+ {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Color Management
+ * \{ */
+
+/* Use color management profile to draw texture to framebuffer */
+void DRW_transform_to_display(GPUTexture *tex)
+{
+ drw_state_set(DRW_STATE_WRITE_COLOR);
+
+ Gwn_VertFormat *vert_format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(vert_format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint texco = GWN_vertformat_attr_add(vert_format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ const float dither = 1.0f;
+
+ bool use_ocio = false;
+
+ /* View transform is already applied for offscreen, don't apply again, see: T52046 */
+ if (!(DST.options.is_image_render && !DST.options.is_scene_render)) {
+ Scene *scene = DST.draw_ctx.scene;
+ use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
+ &scene->view_settings, &scene->display_settings, NULL, dither, false);
+ }
+
+ if (!use_ocio) {
+ /* View transform is already applied for offscreen, don't apply again, see: T52046 */
+ if (DST.options.is_image_render && !DST.options.is_scene_render) {
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
+ immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+ else {
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
+ }
+ immUniform1i("image", 0);
+ }
+
+ GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
+
+ float mat[4][4];
+ unit_m4(mat);
+ immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
+
+ /* Full screen triangle */
+ immBegin(GWN_PRIM_TRIS, 3);
+ immAttrib2f(texco, 0.0f, 0.0f);
+ immVertex2f(pos, -1.0f, -1.0f);
+
+ immAttrib2f(texco, 2.0f, 0.0f);
+ immVertex2f(pos, 3.0f, -1.0f);
+
+ immAttrib2f(texco, 0.0f, 2.0f);
+ immVertex2f(pos, -1.0f, 3.0f);
+ immEnd();
+
+ GPU_texture_unbind(tex);
+
+ if (use_ocio) {
+ IMB_colormanagement_finish_glsl_draw();
+ }
+ else {
+ immUnbindProgram();
+ }
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Multisample Resolve
+ * \{ */
+
+/* Use manual multisample resolve pass.
+ * Much quicker than blitting back and forth.
+ * Assume destination fb is bound*/
+void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color)
+{
+ drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL |
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ int samples = GPU_texture_samples(src_depth);
+
+ BLI_assert(samples > 0);
+ BLI_assert(GPU_texture_samples(src_color) == samples);
+
+ Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
+
+ int builtin;
+ switch (samples) {
+ case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break;
+ case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break;
+ case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break;
+ case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break;
+ default:
+ BLI_assert(0);
+ builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
+ break;
+ }
+
+ GWN_batch_program_set_builtin(geom, builtin);
+
+ GPU_texture_bind(src_depth, 0);
+ GPU_texture_bind(src_color, 1);
+ GWN_batch_uniform_1i(geom, "depthMulti", 0);
+ GWN_batch_uniform_1i(geom, "colorMulti", 1);
+
+ float mat[4][4];
+ unit_m4(mat);
+ GWN_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
+
+ /* avoid gpuMatrix calls */
+ GWN_batch_program_use_begin(geom);
+ GWN_batch_draw_range_ex(geom, 0, 0, false);
+ GWN_batch_program_use_end(geom);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Viewport (DRW_viewport)
+ * \{ */
+
+void *drw_viewport_engine_data_ensure(void *engine_type)
+{
+ void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
+
+ if (data == NULL) {
+ data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
+ }
+ return data;
+}
+
+void DRW_engine_viewport_data_size_get(
+ const void *engine_type_v,
+ int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
+{
+ const DrawEngineType *engine_type = engine_type_v;
+
+ if (r_fbl_len) {
+ *r_fbl_len = engine_type->vedata_size->fbl_len;
+ }
+ if (r_txl_len) {
+ *r_txl_len = engine_type->vedata_size->txl_len;
+ }
+ if (r_psl_len) {
+ *r_psl_len = engine_type->vedata_size->psl_len;
+ }
+ if (r_stl_len) {
+ *r_stl_len = engine_type->vedata_size->stl_len;
+ }
+}
+
+const float *DRW_viewport_size_get(void)
+{
+ return DST.size;
+}
+
+const float *DRW_viewport_invert_size_get(void)
+{
+ return DST.inv_size;
+}
+
+const float *DRW_viewport_screenvecs_get(void)
+{
+ return &DST.screenvecs[0][0];
+}
+
+const float *DRW_viewport_pixelsize_get(void)
+{
+ return &DST.pixsize;
+}
+
+static void drw_viewport_cache_resize(void)
+{
+ /* Release the memiter before clearing the mempools that references them */
+ GPU_viewport_cache_release(DST.viewport);
+
+ if (DST.vmempool != NULL) {
+ BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls));
+ BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states));
+ BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups));
+ BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms));
+ BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes));
+ }
+
+ DRW_instance_data_list_free_unused(DST.idatalist);
+ DRW_instance_data_list_resize(DST.idatalist);
+}
+
+/* Not a viewport variable, we could split this out. */
+static void drw_context_state_init(void)
+{
+ if (DST.draw_ctx.obact) {
+ DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode;
+ }
+ else {
+ DST.draw_ctx.object_mode = OB_MODE_OBJECT;
+ }
+
+ /* Edit object. */
+ if (DST.draw_ctx.object_mode & OB_MODE_EDIT) {
+ DST.draw_ctx.object_edit = DST.draw_ctx.obact;
+ }
+ else {
+ DST.draw_ctx.object_edit = NULL;
+ }
+
+ /* Pose object. */
+ if (DST.draw_ctx.object_mode & OB_MODE_POSE) {
+ DST.draw_ctx.object_pose = DST.draw_ctx.obact;
+ }
+ else if (DST.draw_ctx.object_mode & OB_MODE_WEIGHT_PAINT) {
+ DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact);
+ }
+ else {
+ DST.draw_ctx.object_pose = NULL;
+ }
+}
+
+/* It also stores viewport variable to an immutable place: DST
+ * This is because a cache uniform only store reference
+ * to its value. And we don't want to invalidate the cache
+ * if this value change per viewport */
+static void drw_viewport_var_init(void)
+{
+ RegionView3D *rv3d = DST.draw_ctx.rv3d;
+ /* Refresh DST.size */
+ if (DST.viewport) {
+ int size[2];
+ GPU_viewport_size_get(DST.viewport, size);
+ DST.size[0] = size[0];
+ DST.size[1] = size[1];
+ DST.inv_size[0] = 1.0f / size[0];
+ DST.inv_size[1] = 1.0f / size[1];
+
+ DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
+ DST.default_framebuffer = fbl->default_fb;
+
+ DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
+
+ if (DST.vmempool->calls == NULL) {
+ DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0);
+ }
+ if (DST.vmempool->states == NULL) {
+ DST.vmempool->states = BLI_mempool_create(sizeof(DRWCallState), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
+ }
+ if (DST.vmempool->shgroups == NULL) {
+ DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0);
+ }
+ if (DST.vmempool->uniforms == NULL) {
+ DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0);
+ }
+ if (DST.vmempool->passes == NULL) {
+ DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
+ }
+
+ DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
+ DRW_instance_data_list_reset(DST.idatalist);
+ }
+ else {
+ DST.size[0] = 0;
+ DST.size[1] = 0;
+
+ DST.inv_size[0] = 0;
+ DST.inv_size[1] = 0;
+
+ DST.default_framebuffer = NULL;
+ DST.vmempool = NULL;
+ }
+
+ if (rv3d != NULL) {
+ /* Refresh DST.screenvecs */
+ copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
+ copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
+ normalize_v3(DST.screenvecs[0]);
+ normalize_v3(DST.screenvecs[1]);
+
+ /* Refresh DST.pixelsize */
+ DST.pixsize = rv3d->pixsize;
+
+ copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERS], rv3d->persmat);
+ copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERSINV], rv3d->persinv);
+ copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEW], rv3d->viewmat);
+ copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEWINV], rv3d->viewinv);
+ copy_m4_m4(DST.original_mat.mat[DRW_MAT_WIN], rv3d->winmat);
+ invert_m4_m4(DST.original_mat.mat[DRW_MAT_WININV], rv3d->winmat);
+
+ memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DST.original_mat.mat));
+
+ copy_v4_v4(DST.view_data.viewcamtexcofac, rv3d->viewcamtexcofac);
+ }
+ else {
+ copy_v4_fl4(DST.view_data.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
+ }
+
+ /* Reset facing */
+ DST.frontface = GL_CCW;
+ DST.backface = GL_CW;
+ glFrontFace(DST.frontface);
+
+ if (DST.draw_ctx.object_edit) {
+ ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
+ }
+
+ /* Alloc array of texture reference. */
+ if (DST.RST.bound_texs == NULL) {
+ DST.RST.bound_texs = MEM_callocN(sizeof(GPUTexture *) * GPU_max_textures(), "Bound GPUTexture refs");
+ }
+ if (DST.RST.bound_tex_slots == NULL) {
+ DST.RST.bound_tex_slots = MEM_callocN(sizeof(char) * GPU_max_textures(), "Bound Texture Slots");
+ }
+ if (DST.RST.bound_ubos == NULL) {
+ DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
+ }
+ if (DST.RST.bound_ubo_slots == NULL) {
+ DST.RST.bound_ubo_slots = MEM_callocN(sizeof(char) * GPU_max_ubo_binds(), "Bound Ubo Slots");
+ }
+
+ if (view_ubo == NULL) {
+ view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
+ }
+
+ DST.override_mat = 0;
+ DST.dirty_mat = true;
+ DST.state_cache_id = 1;
+
+ DST.clipping.updated = false;
+
+ memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
+}
+
+void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
+{
+ BLI_assert(type >= 0 && type < DRW_MAT_COUNT);
+ /* Can't use this in render mode. */
+ BLI_assert(((DST.override_mat & (1 << type)) != 0) || DST.draw_ctx.rv3d != NULL);
+
+ copy_m4_m4(mat, DST.view_data.matstate.mat[type]);
+}
+
+void DRW_viewport_matrix_get_all(DRWMatrixState *state)
+{
+ memcpy(state, DST.view_data.matstate.mat, sizeof(DRWMatrixState));
+}
+
+void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type)
+{
+ BLI_assert(type < DRW_MAT_COUNT);
+ copy_m4_m4(DST.view_data.matstate.mat[type], mat);
+ DST.override_mat |= (1 << type);
+ DST.dirty_mat = true;
+ DST.clipping.updated = false;
+}
+
+void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
+{
+ BLI_assert(type < DRW_MAT_COUNT);
+ copy_m4_m4(DST.view_data.matstate.mat[type], DST.original_mat.mat[type]);
+ DST.override_mat &= ~(1 << type);
+ DST.dirty_mat = true;
+ DST.clipping.updated = false;
+}
+
+void DRW_viewport_matrix_override_set_all(DRWMatrixState *state)
+{
+ memcpy(DST.view_data.matstate.mat, state, sizeof(DRWMatrixState));
+ DST.override_mat = 0xFFFFFF;
+ DST.dirty_mat = true;
+ DST.clipping.updated = false;
+}
+
+void DRW_viewport_matrix_override_unset_all(void)
+{
+ memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DRWMatrixState));
+ DST.override_mat = 0;
+ DST.dirty_mat = true;
+ DST.clipping.updated = false;
+}
+
+bool DRW_viewport_is_persp_get(void)
+{
+ RegionView3D *rv3d = DST.draw_ctx.rv3d;
+ if (rv3d) {
+ return rv3d->is_persp;
+ }
+ else {
+ return DST.view_data.matstate.mat[DRW_MAT_WIN][3][3] == 0.0f;
+ }
+}
+
+float DRW_viewport_near_distance_get(void)
+{
+ float projmat[4][4];
+ DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
+
+ if (DRW_viewport_is_persp_get()) {
+ return -projmat[3][2] / (projmat[2][2] - 1.0f);
+ }
+ else {
+ return -(projmat[3][2] + 1.0f) / projmat[2][2];
+ }
+}
+
+float DRW_viewport_far_distance_get(void)
+{
+ float projmat[4][4];
+ DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
+
+ if (DRW_viewport_is_persp_get()) {
+ return -projmat[3][2] / (projmat[2][2] + 1.0f);
+ }
+ else {
+ return -(projmat[3][2] - 1.0f) / projmat[2][2];
+ }
+}
+
+DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
+{
+ return GPU_viewport_framebuffer_list_get(DST.viewport);
+}
+
+DefaultTextureList *DRW_viewport_texture_list_get(void)
+{
+ return GPU_viewport_texture_list_get(DST.viewport);
+}
+
+void DRW_viewport_request_redraw(void)
+{
+ GPU_viewport_tag_update(DST.viewport);
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+/** \name ViewLayers (DRW_scenelayer)
+ * \{ */
+
+void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
+{
+ for (ViewLayerEngineData *sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
+ if (sled->engine_type == engine_type) {
+ return sled->storage;
+ }
+ }
+ return NULL;
+}
+
+void **DRW_view_layer_engine_data_ensure_ex(
+ ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage))
+{
+ ViewLayerEngineData *sled;
+
+ for (sled = view_layer->drawdata.first; sled; sled = sled->next) {
+ if (sled->engine_type == engine_type) {
+ return &sled->storage;
+ }
+ }
+
+ sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
+ sled->engine_type = engine_type;
+ sled->free = callback;
+ BLI_addtail(&view_layer->drawdata, sled);
+
+ return &sled->storage;
+}
+
+void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void (*callback)(void *storage))
+{
+ return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback);
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Objects (DRW_object)
+ * \{ */
+
+ObjectEngineData *DRW_object_engine_data_get(Object *ob, DrawEngineType *engine_type)
+{
+ for (ObjectEngineData *oed = ob->drawdata.first; oed; oed = oed->next) {
+ if (oed->engine_type == engine_type) {
+ return oed;
+ }
+ }
+ return NULL;
+}
+
+ObjectEngineData *DRW_object_engine_data_ensure(
+ Object *ob,
+ DrawEngineType *engine_type,
+ size_t size,
+ ObjectEngineDataInitCb init_cb,
+ ObjectEngineDataFreeCb free_cb)
+{
+ BLI_assert(size >= sizeof(ObjectEngineData));
+ /* Try to re-use existing data. */
+ ObjectEngineData *oed = DRW_object_engine_data_get(ob, engine_type);
+ if (oed != NULL) {
+ return oed;
+ }
+ /* Allocate new data. */
+ if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
+ /* NOTE: data is not persistent in this case. It is reset each redraw. */
+ BLI_assert(free_cb == NULL); /* No callback allowed. */
+ /* Round to sizeof(float) for DRW_instance_data_request(). */
+ const size_t t = sizeof(float) - 1;
+ size = (size + t) & ~t;
+ size_t fsize = size / sizeof(float);
+ if (DST.object_instance_data[fsize] == NULL) {
+ DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize);
+ }
+ oed = (ObjectEngineData *)DRW_instance_data_next(DST.object_instance_data[fsize]);
+ memset(oed, 0, size);
+ }
+ else {
+ oed = MEM_callocN(size, "ObjectEngineData");
+ }
+ oed->engine_type = engine_type;
+ oed->free = free_cb;
+ /* Perform user-side initialization, if needed. */
+ if (init_cb != NULL) {
+ init_cb(oed);
+ }
+ /* Register in the list. */
+ BLI_addtail(&ob->drawdata, oed);
+ return oed;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Rendering (DRW_engines)
+ * \{ */
+
+static void drw_engines_init(void)
+{
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+ PROFILE_START(stime);
+
+ if (engine->engine_init) {
+ engine->engine_init(data);
+ }
+
+ PROFILE_END_UPDATE(data->init_time, stime);
+ }
+}
+
+static void drw_engines_cache_init(void)
+{
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ if (data->text_draw_cache) {
+ DRW_text_cache_destroy(data->text_draw_cache);
+ data->text_draw_cache = NULL;
+ }
+ if (DST.text_store_p == NULL) {
+ DST.text_store_p = &data->text_draw_cache;
+ }
+
+ if (engine->cache_init) {
+ engine->cache_init(data);
+ }
+ }
+}
+
+static void drw_engines_cache_populate(Object *ob)
+{
+ DST.ob_state = NULL;
+
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ if (engine->id_update) {
+ engine->id_update(data, &ob->id);
+ }
+
+ if (engine->cache_populate) {
+ engine->cache_populate(data, ob);
+ }
+ }
+}
+
+static void drw_engines_cache_finish(void)
+{
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ if (engine->cache_finish) {
+ engine->cache_finish(data);
+ }
+ }
+}
+
+static void drw_engines_draw_background(void)
+{
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ if (engine->draw_background) {
+ PROFILE_START(stime);
+
+ DRW_stats_group_start(engine->idname);
+ engine->draw_background(data);
+ DRW_stats_group_end();
+
+ PROFILE_END_UPDATE(data->background_time, stime);
+ return;
+ }
+ }
+
+ /* No draw_background found, doing default background */
+ if (DRW_state_draw_background()) {
+ DRW_draw_background();
+ }
+}
+
+static void drw_engines_draw_scene(void)
+{
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+ PROFILE_START(stime);
+
+ if (engine->draw_scene) {
+ DRW_stats_group_start(engine->idname);
+ engine->draw_scene(data);
+ /* Restore for next engine */
+ if (DRW_state_is_fbo()) {
+ GPU_framebuffer_bind(DST.default_framebuffer);
+ }
+ DRW_stats_group_end();
+ }
+
+ PROFILE_END_UPDATE(data->render_time, stime);
+ }
+}
+
+static void drw_engines_draw_text(void)
+{
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+ PROFILE_START(stime);
+
+ if (data->text_draw_cache) {
+ DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.v3d, DST.draw_ctx.ar, false);
+ }
+
+ PROFILE_END_UPDATE(data->render_time, stime);
+ }
+}
+
+#define MAX_INFO_LINES 10
+
+/**
+ * Returns the offset required for the drawing of engines info.
+ */
+int DRW_draw_region_engine_info_offset(void)
+{
+ int lines = 0;
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ /* Count the number of lines. */
+ if (data->info[0] != '\0') {
+ lines++;
+ char *c = data->info;
+ while (*c++ != '\0') {
+ if (*c == '\n') {
+ lines++;
+ }
+ }
+ }
+ }
+ return MIN2(MAX_INFO_LINES, lines) * UI_UNIT_Y;
+}
+
+/**
+ * Actual drawing;
+ */
+void DRW_draw_region_engine_info(void)
+{
+ const char *info_array_final[MAX_INFO_LINES + 1];
+ /* This should be maxium number of engines running at the same time. */
+ char info_array[MAX_INFO_LINES][GPU_INFO_SIZE];
+ int i = 0;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ARegion *ar = draw_ctx->ar;
+ float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
+
+ UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
+ mul_v3_fl(fill_color, fill_color[3]);
+
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ if (data->info[0] != '\0') {
+ char *chr_current = data->info;
+ char *chr_start = chr_current;
+ int line_len = 0;
+
+ while (*chr_current++ != '\0') {
+ line_len++;
+ if (*chr_current == '\n') {
+ BLI_strncpy(info_array[i++], chr_start, line_len + 1);
+ /* Re-start counting. */
+ chr_start = chr_current + 1;
+ line_len = -1;
+ }
+ }
+
+ BLI_strncpy(info_array[i++], chr_start, line_len + 1);
+
+ if (i >= MAX_INFO_LINES) {
+ break;
+ }
+ }
+ }
+
+ for (int j = 0; j < i; j++) {
+ info_array_final[j] = info_array[j];
+ }
+ info_array_final[i] = NULL;
+
+ if (info_array[0] != NULL) {
+ ED_region_info_draw_multiline(ar, info_array_final, fill_color, true);
+ }
+}
+
+#undef MAX_INFO_LINES
+
+static void use_drw_engine(DrawEngineType *engine)
+{
+ LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
+ ld->data = engine;
+ BLI_addtail(&DST.enabled_engines, ld);
+}
+
+/**
+ * Use for external render engines.
+ */
+static void drw_engines_enable_external(void)
+{
+ use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
+}
+
+/* TODO revisit this when proper layering is implemented */
+/* Gather all draw engines needed and store them in DST.enabled_engines
+ * That also define the rendering order of engines */
+static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int shading_flags)
+{
+ switch (drawtype) {
+ case OB_WIRE:
+ break;
+
+ case OB_SOLID:
+ case OB_TEXTURE:
+ if (shading_flags & V3D_SHADING_XRAY) {
+ use_drw_engine(&draw_engine_workbench_transparent);
+ }
+ else {
+ use_drw_engine(&draw_engine_workbench_solid);
+ }
+ break;
+
+ case OB_MATERIAL:
+ case OB_RENDER:
+ default:
+ /* TODO layers */
+ if (engine_type->draw_engine != NULL) {
+ use_drw_engine(engine_type->draw_engine);
+ }
+
+ if ((engine_type->flag & RE_INTERNAL) == 0) {
+ drw_engines_enable_external();
+ }
+ break;
+ }
+}
+
+static void drw_engines_enable_from_object_mode(void)
+{
+ use_drw_engine(&draw_engine_object_type);
+}
+
+static void drw_engines_enable_from_mode(int mode)
+{
+ switch (mode) {
+ case CTX_MODE_EDIT_MESH:
+ use_drw_engine(&draw_engine_edit_mesh_type);
+ break;
+ case CTX_MODE_EDIT_CURVE:
+ use_drw_engine(&draw_engine_edit_curve_type);
+ break;
+ case CTX_MODE_EDIT_SURFACE:
+ use_drw_engine(&draw_engine_edit_surface_type);
+ break;
+ case CTX_MODE_EDIT_TEXT:
+ use_drw_engine(&draw_engine_edit_text_type);
+ break;
+ case CTX_MODE_EDIT_ARMATURE:
+ use_drw_engine(&draw_engine_edit_armature_type);
+ break;
+ case CTX_MODE_EDIT_METABALL:
+ use_drw_engine(&draw_engine_edit_metaball_type);
+ break;
+ case CTX_MODE_EDIT_LATTICE:
+ use_drw_engine(&draw_engine_edit_lattice_type);
+ break;
+ case CTX_MODE_POSE:
+ use_drw_engine(&draw_engine_pose_type);
+ break;
+ case CTX_MODE_SCULPT:
+ use_drw_engine(&draw_engine_sculpt_type);
+ break;
+ case CTX_MODE_PAINT_WEIGHT:
+ use_drw_engine(&draw_engine_pose_type);
+ use_drw_engine(&draw_engine_paint_weight_type);
+ break;
+ case CTX_MODE_PAINT_VERTEX:
+ use_drw_engine(&draw_engine_paint_vertex_type);
+ break;
+ case CTX_MODE_PAINT_TEXTURE:
+ use_drw_engine(&draw_engine_paint_texture_type);
+ break;
+ case CTX_MODE_PARTICLE:
+ use_drw_engine(&draw_engine_particle_type);
+ break;
+ case CTX_MODE_OBJECT:
+ break;
+ default:
+ BLI_assert(!"Draw mode invalid");
+ break;
+ }
+}
+
+static void drw_engines_enable_from_overlays(int overlay_flag)
+{
+ if (overlay_flag) {
+ use_drw_engine(&draw_engine_overlay_type);
+ }
+}
+/**
+ * Use for select and depth-drawing.
+ */
+static void drw_engines_enable_basic(void)
+{
+ use_drw_engine(DRW_engine_viewport_basic_type.draw_engine);
+}
+
+static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_type)
+{
+ Object *obact = OBACT(view_layer);
+ const int mode = CTX_data_mode_enum_ex(DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode);
+ View3D * v3d = DST.draw_ctx.v3d;
+ const int drawtype = v3d->drawtype;
+
+ drw_engines_enable_from_engine(engine_type, drawtype, v3d->shading.flag);
+
+ if (DRW_state_draw_support()) {
+ drw_engines_enable_from_overlays(v3d->overlay.flag);
+ drw_engines_enable_from_object_mode();
+ drw_engines_enable_from_mode(mode);
+ }
+}
+
+static void drw_engines_disable(void)
+{
+ BLI_freelistN(&DST.enabled_engines);
+}
+
+static uint DRW_engines_get_hash(void)
+{
+ uint hash = 0;
+ /* The cache depends on enabled engines */
+ /* FIXME : if collision occurs ... segfault */
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *engine = link->data;
+ hash += BLI_ghashutil_strhash_p(engine->idname);
+ }
+
+ return hash;
+}
+
+/* -------------------------------------------------------------------- */
+
+/** \name View Update
+ * \{ */
+
+void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
+{
+ RenderEngineType *engine_type = update_ctx->engine_type;
+ ARegion *ar = update_ctx->ar;
+ View3D *v3d = update_ctx->v3d;
+ RegionView3D *rv3d = ar->regiondata;
+ Depsgraph *depsgraph = update_ctx->depsgraph;
+ Scene *scene = update_ctx->scene;
+ ViewLayer *view_layer = update_ctx->view_layer;
+
+ /* Separate update for each stereo view. */
+ for (int view = 0; view < 2; view++) {
+ GPUViewport *viewport = WM_draw_region_get_viewport(ar, view);
+ if (!viewport) {
+ continue;
+ }
+
+ /* XXX Really nasty locking. But else this could
+ * be executed by the material previews thread
+ * while rendering a viewport. */
+ BLI_mutex_lock(&DST.ogl_context_mutex);
+
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+
+ DST.viewport = viewport;
+ DST.draw_ctx = (DRWContextState){
+ .ar = ar, .rv3d = rv3d, .v3d = v3d,
+ .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
+ .engine_type = engine_type,
+ .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
+ };
+
+ drw_engines_enable(view_layer, engine_type);
+
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ DrawEngineType *draw_engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
+
+ if (draw_engine->view_update) {
+ draw_engine->view_update(data);
+ }
+ }
+
+ DST.viewport = NULL;
+
+ drw_engines_disable();
+
+ BLI_mutex_unlock(&DST.ogl_context_mutex);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Main Draw Loops (DRW_draw)
+ * \{ */
+
+/* Everything starts here.
+ * This function takes care of calling all cache and rendering functions
+ * for each relevant engine / mode engine. */
+void DRW_draw_view(const bContext *C)
+{
+ Depsgraph *depsgraph = CTX_data_depsgraph(C);
+ ARegion *ar = CTX_wm_region(C);
+ View3D *v3d = CTX_wm_view3d(C);
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
+
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+ DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
+}
+
+/**
+ * Used for both regular and off-screen drawing.
+ * Need to reset DST before calling this function
+ */
+void DRW_draw_render_loop_ex(
+ struct Depsgraph *depsgraph,
+ RenderEngineType *engine_type,
+ ARegion *ar, View3D *v3d,
+ GPUViewport *viewport,
+ const bContext *evil_C)
+{
+
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
+ RegionView3D *rv3d = ar->regiondata;
+
+ DST.draw_ctx.evil_C = evil_C;
+
+ DST.viewport = viewport;
+ v3d->zbuf = true;
+
+ /* Setup viewport */
+ GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
+
+ DST.draw_ctx = (DRWContextState){
+ .ar = ar, .rv3d = rv3d, .v3d = v3d,
+ .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
+ .engine_type = engine_type,
+ .depsgraph = depsgraph,
+
+ /* reuse if caller sets */
+ .evil_C = DST.draw_ctx.evil_C,
+ };
+ drw_context_state_init();
+ drw_viewport_var_init();
+
+ /* Get list of enabled engines */
+ drw_engines_enable(view_layer, engine_type);
+
+ /* Update ubos */
+ DRW_globals_update();
+
+ drw_debug_init();
+
+ /* No framebuffer allowed before drawing. */
+ BLI_assert(GPU_framebuffer_current_get() == 0);
+
+ /* Init engines */
+ drw_engines_init();
+
+ /* Cache filling */
+ {
+ PROFILE_START(stime);
+ drw_engines_cache_init();
+
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
+ {
+ drw_engines_cache_populate(ob);
+ }
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
+
+ drw_engines_cache_finish();
+
+ DRW_render_instance_buffer_finish();
+
+#ifdef USE_PROFILE
+ double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
+ PROFILE_END_UPDATE(*cache_time, stime);
+#endif
+ }
+
+ DRW_stats_begin();
+
+ GPU_framebuffer_bind(DST.default_framebuffer);
+
+ /* Start Drawing */
+ DRW_state_reset();
+
+ drw_engines_draw_background();
+
+ /* WIP, single image drawn over the camera view (replace) */
+ bool do_bg_image = false;
+ if (rv3d->persp == RV3D_CAMOB) {
+ Object *cam_ob = v3d->camera;
+ if (cam_ob && cam_ob->type == OB_CAMERA) {
+ Camera *cam = cam_ob->data;
+ if (!BLI_listbase_is_empty(&cam->bg_images)) {
+ do_bg_image = true;
+ }
+ }
+ }
+
+ if (do_bg_image) {
+ ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true);
+ }
+
+
+ DRW_draw_callbacks_pre_scene();
+ if (DST.draw_ctx.evil_C) {
+ ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
+ }
+
+ drw_engines_draw_scene();
+
+ DRW_draw_callbacks_post_scene();
+ if (DST.draw_ctx.evil_C) {
+ ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
+ }
+
+ DRW_state_reset();
+
+ drw_debug_draw();
+
+ drw_engines_draw_text();
+
+ if (DST.draw_ctx.evil_C) {
+ /* needed so manipulator isn't obscured */
+ glDisable(GL_DEPTH_TEST);
+ DRW_draw_manipulator_3d();
+
+ DRW_draw_region_info();
+
+ /* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
+ * 'DRW_draw_region_info' sets the projection in pixel-space. */
+ DRW_draw_manipulator_2d();
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ DRW_stats_reset();
+
+ if (do_bg_image) {
+ ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, true);
+ }
+
+ if (G.debug_value > 20) {
+ glDisable(GL_DEPTH_TEST);
+ rcti rect; /* local coordinate visible rect inside region, to accomodate overlapping ui */
+ ED_region_visible_rect(DST.draw_ctx.ar, &rect);
+ DRW_stats_draw(&rect);
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ if (WM_draw_region_get_bound_viewport(ar)) {
+ /* Don't unbind the framebuffer yet in this case and let
+ * GPU_viewport_unbind do it, so that we can still do further
+ * drawing of action zones on top. */
+ }
+ else {
+ GPU_framebuffer_restore();
+ }
+
+ DRW_state_reset();
+ drw_engines_disable();
+
+ drw_viewport_cache_resize();
+
+#ifdef DEBUG
+ /* Avoid accidental reuse. */
+ drw_state_ensure_not_reused(&DST);
+#endif
+}
+
+void DRW_draw_render_loop(
+ struct Depsgraph *depsgraph,
+ ARegion *ar, View3D *v3d,
+ GPUViewport *viewport)
+{
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+
+ DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL);
+}
+
+/* @viewport CAN be NULL, in this case we create one. */
+void DRW_draw_render_loop_offscreen(
+ struct Depsgraph *depsgraph, RenderEngineType *engine_type,
+ ARegion *ar, View3D *v3d,
+ const bool draw_background, GPUOffScreen *ofs,
+ GPUViewport *viewport)
+{
+ /* Create temporary viewport if needed. */
+ GPUViewport *render_viewport = viewport;
+ if (viewport == NULL) {
+ render_viewport = GPU_viewport_create_from_offscreen(ofs);
+ }
+
+ GPU_framebuffer_restore();
+
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+ DST.options.is_image_render = true;
+ DST.options.draw_background = draw_background;
+ DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);
+
+ /* Free temporary viewport. */
+ if (viewport == NULL) {
+ /* don't free data owned by 'ofs' */
+ GPU_viewport_clear_from_offscreen(render_viewport);
+ GPU_viewport_free(render_viewport);
+ }
+
+ /* we need to re-bind (annoying!) */
+ GPU_offscreen_bind(ofs, false);
+}
+
+void DRW_render_to_image(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;
+ DrawEngineType *draw_engine_type = engine_type->draw_engine;
+ RenderData *r = &scene->r;
+ Render *render = engine->re;
+
+ if (G.background && DST.ogl_context == NULL) {
+ WM_init_opengl();
+ }
+
+ /* Changing Context */
+ DRW_opengl_context_enable();
+ /* IMPORTANT: We dont support immediate mode in render mode!
+ * This shall remain in effect until immediate mode supports
+ * multiple threads. */
+
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+ DST.options.is_image_render = true;
+ DST.options.is_scene_render = true;
+ DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
+
+ DST.draw_ctx = (DRWContextState){
+ .scene = scene, .view_layer = view_layer,
+ .engine_type = engine_type,
+ .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
+ };
+ drw_context_state_init();
+
+ DST.viewport = GPU_viewport_create();
+ const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100};
+ GPU_viewport_size_set(DST.viewport, size);
+
+ drw_viewport_var_init();
+
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
+
+ /* set default viewport */
+ glViewport(0, 0, size[0], size[1]);
+
+ /* Main rendering. */
+ rctf view_rect;
+ rcti render_rect;
+ RE_GetViewPlane(render, &view_rect, &render_rect);
+ if (BLI_rcti_is_empty(&render_rect)) {
+ BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
+ }
+
+ /* Init render result. */
+ RenderResult *render_result = RE_engine_begin_result(
+ engine,
+ 0,
+ 0,
+ (int)size[0],
+ (int)size[1],
+ view_layer->name,
+ /* RR_ALL_VIEWS */ NULL);
+
+ RenderLayer *render_layer = render_result->layers.first;
+ for (RenderView *render_view = render_result->views.first;
+ render_view != NULL;
+ render_view = render_view->next)
+ {
+ RE_SetActiveRenderView(render, render_view->name);
+ engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
+ DST.buffer_finish_called = false;
+ }
+
+ RE_engine_end_result(engine, render_result, false, false, false);
+
+ /* Force cache to reset. */
+ drw_viewport_cache_resize();
+
+ /* TODO grease pencil */
+
+ GPU_viewport_free(DST.viewport);
+ GPU_framebuffer_restore();
+
+ /* Changing Context */
+ DRW_opengl_context_disable();
+
+#ifdef DEBUG
+ /* Avoid accidental reuse. */
+ drw_state_ensure_not_reused(&DST);
+#endif
+}
+
+void DRW_render_object_iter(
+ void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
+ void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
+{
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
+ {
+ DST.ob_state = NULL;
+ callback(vedata, ob, engine, depsgraph);
+ }
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
+}
+
+static struct DRWSelectBuffer {
+ struct GPUFrameBuffer *framebuffer;
+ struct GPUTexture *texture_depth;
+} g_select_buffer = {NULL};
+
+static void draw_select_framebuffer_setup(const rcti *rect)
+{
+ if (g_select_buffer.framebuffer == NULL) {
+ g_select_buffer.framebuffer = GPU_framebuffer_create();
+ }
+
+ /* If size mismatch recreate the texture. */
+ if ((g_select_buffer.texture_depth != NULL) &&
+ ((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
+ (GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
+ {
+ GPU_texture_free(g_select_buffer.texture_depth);
+ g_select_buffer.texture_depth = NULL;
+ }
+
+ if (g_select_buffer.texture_depth == NULL) {
+ g_select_buffer.texture_depth = GPU_texture_create_2D(
+ BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, NULL);
+
+ GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
+
+ if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
+ printf("Error invalid selection framebuffer\n");
+ }
+ }
+}
+
+/* Must run after all instance datas have been added. */
+void DRW_render_instance_buffer_finish(void)
+{
+ BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
+ DST.buffer_finish_called = true;
+ DRW_instance_buffer_finish(DST.idatalist);
+}
+
+/**
+ * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
+ */
+void DRW_draw_select_loop(
+ struct Depsgraph *depsgraph,
+ ARegion *ar, View3D *v3d,
+ bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect,
+ DRW_SelectPassFn select_pass_fn, void *select_pass_user_data)
+{
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
+ Object *obact = OBACT(view_layer);
+ Object *obedit = OBEDIT_FROM_OBACT(obact);
+#ifndef USE_GPU_SELECT
+ UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
+#else
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+
+ bool use_obedit = false;
+ int obedit_mode = 0;
+ if (obedit != NULL) {
+ if (obedit->type == OB_MBALL) {
+ use_obedit = true;
+ obedit_mode = CTX_MODE_EDIT_METABALL;
+ }
+ else if (obedit->type == OB_ARMATURE) {
+ use_obedit = true;
+ obedit_mode = CTX_MODE_EDIT_ARMATURE;
+ }
+ }
+ if (v3d->overlay.flag &= V3D_OVERLAY_BONE_SELECTION) {
+ if (!(v3d->flag2 &= V3D_RENDER_OVERRIDE)) {
+ Object *obpose = OBPOSE_FROM_OBACT(obact);
+ if (obpose) {
+ use_obedit = true;
+ obedit_mode = CTX_MODE_POSE;
+ }
+ }
+ }
+
+ struct GPUViewport *viewport = GPU_viewport_create();
+ GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
+
+ DST.viewport = viewport;
+ v3d->zbuf = true;
+
+ DST.options.is_select = true;
+
+ /* Get list of enabled engines */
+ if (use_obedit) {
+ drw_engines_enable_from_mode(obedit_mode);
+ }
+ else {
+ drw_engines_enable_basic();
+ drw_engines_enable_from_object_mode();
+ }
+
+ /* Setup viewport */
+
+ /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
+ DST.draw_ctx = (DRWContextState){
+ .ar = ar, .rv3d = rv3d, .v3d = v3d,
+ .scene = scene, .view_layer = view_layer, .obact = obact,
+ .engine_type = engine_type,
+ .depsgraph = depsgraph,
+ };
+ drw_context_state_init();
+ drw_viewport_var_init();
+
+ /* Update ubos */
+ DRW_globals_update();
+
+ /* Init engines */
+ drw_engines_init();
+
+ {
+ drw_engines_cache_init();
+
+ if (use_obedit) {
+#if 0
+ drw_engines_cache_populate(obact);
+#else
+ FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, obact->mode, ob_iter) {
+ drw_engines_cache_populate(ob_iter);
+ }
+ FOREACH_OBJECT_IN_MODE_END;
+#endif
+ }
+ else {
+ DEG_OBJECT_ITER_BEGIN(
+ depsgraph, ob, DRW_iterator_mode_get(),
+ DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
+ DEG_ITER_OBJECT_FLAG_VISIBLE |
+ DEG_ITER_OBJECT_FLAG_DUPLI)
+ {
+ if ((ob->base_flag & BASE_SELECTABLED) != 0) {
+ DRW_select_load_id(ob->select_color);
+ drw_engines_cache_populate(ob);
+ }
+ }
+ DEG_OBJECT_ITER_END;
+ }
+
+ drw_engines_cache_finish();
+
+ DRW_render_instance_buffer_finish();
+ }
+
+ /* Setup framebuffer */
+ draw_select_framebuffer_setup(rect);
+ GPU_framebuffer_bind(g_select_buffer.framebuffer);
+ GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
+
+ /* Start Drawing */
+ DRW_state_reset();
+ DRW_draw_callbacks_pre_scene();
+
+ DRW_state_lock(
+ DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_ALWAYS |
+ DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_DEPTH_GREATER |
+ DRW_STATE_DEPTH_ALWAYS);
+
+ /* Only 1-2 passes. */
+ while (true) {
+ if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
+ break;
+ }
+
+ drw_engines_draw_scene();
+
+ if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
+ break;
+ }
+ }
+
+ DRW_state_lock(0);
+
+ DRW_draw_callbacks_post_scene();
+
+ DRW_state_reset();
+ drw_engines_disable();
+
+#ifdef DEBUG
+ /* Avoid accidental reuse. */
+ drw_state_ensure_not_reused(&DST);
+#endif
+ GPU_framebuffer_restore();
+
+ /* Cleanup for selection state */
+ GPU_viewport_free(viewport);
+#endif /* USE_GPU_SELECT */
+}
+
+static void draw_depth_texture_to_screen(GPUTexture *texture)
+{
+ const float w = (float)GPU_texture_width(texture);
+ const float h = (float)GPU_texture_height(texture);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ uint texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
+
+ GPU_texture_bind(texture, 0);
+
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GWN_PRIM_TRI_STRIP, 4);
+
+ immAttrib2f(texcoord, 0.0f, 0.0f);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texcoord, 1.0f, 0.0f);
+ immVertex2f(pos, w, 0.0f);
+
+ immAttrib2f(texcoord, 0.0f, 1.0f);
+ immVertex2f(pos, 0.0f, h);
+
+ immAttrib2f(texcoord, 1.0f, 1.0f);
+ immVertex2f(pos, w, h);
+
+ immEnd();
+
+ GPU_texture_unbind(texture);
+
+ immUnbindProgram();
+}
+
+/**
+ * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
+ */
+void DRW_draw_depth_loop(
+ Depsgraph *depsgraph,
+ ARegion *ar, View3D *v3d)
+{
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->drawtype);
+ ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
+ RegionView3D *rv3d = ar->regiondata;
+
+ DRW_opengl_context_enable();
+
+ /* Reset before using it. */
+ drw_state_prepare_clean_for_draw(&DST);
+
+ struct GPUViewport *viewport = GPU_viewport_create();
+ GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
+
+ /* Setup framebuffer */
+ draw_select_framebuffer_setup(&ar->winrct);
+ GPU_framebuffer_bind(g_select_buffer.framebuffer);
+ GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
+
+ bool cache_is_dirty;
+ DST.viewport = viewport;
+ v3d->zbuf = true;
+
+ DST.options.is_depth = true;
+
+ /* Get list of enabled engines */
+ {
+ drw_engines_enable_basic();
+ drw_engines_enable_from_object_mode();
+ }
+
+ /* Setup viewport */
+ cache_is_dirty = true;
+
+ /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
+ DST.draw_ctx = (DRWContextState){
+ .ar = ar, .rv3d = rv3d, .v3d = v3d,
+ .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
+ .engine_type = engine_type,
+ .depsgraph = depsgraph,
+ };
+ drw_context_state_init();
+ drw_viewport_var_init();
+
+ /* Update ubos */
+ DRW_globals_update();
+
+ /* Init engines */
+ drw_engines_init();
+
+ /* TODO : tag to refresh by the dependency graph */
+ /* ideally only refresh when objects are added/removed */
+ /* or render properties / materials change */
+ if (cache_is_dirty) {
+ drw_engines_cache_init();
+
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob, DRW_iterator_mode_get())
+ {
+ drw_engines_cache_populate(ob);
+ }
+ DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
+
+ drw_engines_cache_finish();
+
+ DRW_render_instance_buffer_finish();
+ }
+
+ /* Start Drawing */
+ DRW_state_reset();
+ DRW_draw_callbacks_pre_scene();
+ drw_engines_draw_scene();
+ DRW_draw_callbacks_post_scene();
+
+ DRW_state_reset();
+ drw_engines_disable();
+
+#ifdef DEBUG
+ /* Avoid accidental reuse. */
+ drw_state_ensure_not_reused(&DST);
+#endif
+
+ /* TODO: Reading depth for operators should be done here. */
+
+ GPU_framebuffer_restore();
+
+ /* Cleanup for selection state */
+ GPU_viewport_free(viewport);
+
+ /* Changin context */
+ DRW_opengl_context_disable();
+
+ /* XXX Drawing the resulting buffer to the BACK_BUFFER */
+ gpuPushMatrix();
+ gpuPushProjectionMatrix();
+ wmOrtho2_region_pixelspace(ar);
+ gpuLoadIdentity();
+
+ glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
+ glDepthFunc(GL_ALWAYS);
+ draw_depth_texture_to_screen(g_select_buffer.texture_depth);
+ glDepthFunc(GL_LEQUAL);
+
+ gpuPopMatrix();
+ gpuPopProjectionMatrix();
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Draw Manager State (DRW_state)
+ * \{ */
+
+void DRW_state_dfdy_factors_get(float dfdyfac[2])
+{
+ GPU_get_dfdy_factors(dfdyfac);
+}
+
+/**
+ * When false, drawing doesn't output to a pixel buffer
+ * eg: Occlusion queries, or when we have setup a context to draw in already.
+ */
+bool DRW_state_is_fbo(void)
+{
+ return ((DST.default_framebuffer != NULL) || DST.options.is_image_render);
+}
+
+/**
+ * For when engines need to know if this is drawing for selection or not.
+ */
+bool DRW_state_is_select(void)
+{
+ return DST.options.is_select;
+}
+
+bool DRW_state_is_depth(void)
+{
+ return DST.options.is_depth;
+}
+
+/**
+ * Whether we are rendering for an image
+ */
+bool DRW_state_is_image_render(void)
+{
+ return DST.options.is_image_render;
+}
+
+/**
+ * Whether we are rendering only the render engine,
+ * or if we should also render the mode engines.
+ */
+bool DRW_state_is_scene_render(void)
+{
+ BLI_assert(DST.options.is_scene_render ?
+ DST.options.is_image_render : true);
+ return DST.options.is_scene_render;
+}
+
+/**
+* Whether we are rendering simple opengl render
+*/
+bool DRW_state_is_opengl_render(void)
+{
+ return DST.options.is_image_render && !DST.options.is_scene_render;
+}
+
+/**
+ * Gives you the iterator mode to use for depsgraph.
+ */
+eDepsObjectIteratorMode DRW_iterator_mode_get(void)
+{
+ return DRW_state_is_scene_render() ? DEG_ITER_OBJECT_MODE_RENDER :
+ DEG_ITER_OBJECT_MODE_VIEWPORT;
+}
+
+/**
+ * Should text draw in this mode?
+ */
+bool DRW_state_show_text(void)
+{
+ return (DST.options.is_select) == 0 &&
+ (DST.options.is_depth) == 0 &&
+ (DST.options.is_scene_render) == 0;
+}
+
+/**
+ * Should draw support elements
+ * Objects center, selection outline, probe data, ...
+ */
+bool DRW_state_draw_support(void)
+{
+ View3D *v3d = DST.draw_ctx.v3d;
+ return (DRW_state_is_scene_render() == false) &&
+ (v3d != NULL) &&
+ ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
+}
+
+/**
+ * Whether we should render the background
+ */
+bool DRW_state_draw_background(void)
+{
+ if (DRW_state_is_image_render() == false) {
+ return true;
+ }
+ return DST.options.draw_background;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Context State (DRW_context_state)
+ * \{ */
+
+const DRWContextState *DRW_context_state_get(void)
+{
+ return &DST.draw_ctx;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Init/Exit (DRW_engines)
+ * \{ */
+
+bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
+{
+ return draw_engine_type->render_to_image;
+}
+
+void DRW_engine_register(DrawEngineType *draw_engine_type)
+{
+ BLI_addtail(&DRW_engines, draw_engine_type);
+}
+
+void DRW_engines_register(void)
+{
+#ifdef WITH_CLAY_ENGINE
+ RE_engines_register(&DRW_engine_viewport_clay_type);
+#endif
+ RE_engines_register(&DRW_engine_viewport_eevee_type);
+ RE_engines_register(&DRW_engine_viewport_workbench_type);
+
+ DRW_engine_register(&draw_engine_workbench_solid);
+ DRW_engine_register(&draw_engine_workbench_transparent);
+
+ DRW_engine_register(&draw_engine_object_type);
+ DRW_engine_register(&draw_engine_edit_armature_type);
+ DRW_engine_register(&draw_engine_edit_curve_type);
+ DRW_engine_register(&draw_engine_edit_lattice_type);
+ DRW_engine_register(&draw_engine_edit_mesh_type);
+ DRW_engine_register(&draw_engine_edit_metaball_type);
+ DRW_engine_register(&draw_engine_edit_surface_type);
+ DRW_engine_register(&draw_engine_edit_text_type);
+ DRW_engine_register(&draw_engine_overlay_type);
+ DRW_engine_register(&draw_engine_paint_texture_type);
+ DRW_engine_register(&draw_engine_paint_vertex_type);
+ DRW_engine_register(&draw_engine_paint_weight_type);
+ DRW_engine_register(&draw_engine_particle_type);
+ DRW_engine_register(&draw_engine_pose_type);
+ DRW_engine_register(&draw_engine_sculpt_type);
+
+ /* setup callbacks */
+ {
+ /* BKE: mball.c */
+ extern void *BKE_mball_batch_cache_dirty_cb;
+ extern void *BKE_mball_batch_cache_free_cb;
+ /* BKE: curve.c */
+ extern void *BKE_curve_batch_cache_dirty_cb;
+ extern void *BKE_curve_batch_cache_free_cb;
+ /* BKE: mesh.c */
+ extern void *BKE_mesh_batch_cache_dirty_cb;
+ extern void *BKE_mesh_batch_cache_free_cb;
+ /* BKE: lattice.c */
+ extern void *BKE_lattice_batch_cache_dirty_cb;
+ extern void *BKE_lattice_batch_cache_free_cb;
+ /* BKE: particle.c */
+ extern void *BKE_particle_batch_cache_dirty_cb;
+ extern void *BKE_particle_batch_cache_free_cb;
+
+ BKE_mball_batch_cache_dirty_cb = DRW_mball_batch_cache_dirty;
+ BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
+
+ BKE_curve_batch_cache_dirty_cb = DRW_curve_batch_cache_dirty;
+ BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
+
+ BKE_mesh_batch_cache_dirty_cb = DRW_mesh_batch_cache_dirty;
+ BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
+
+ BKE_lattice_batch_cache_dirty_cb = DRW_lattice_batch_cache_dirty;
+ BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
+
+ BKE_particle_batch_cache_dirty_cb = DRW_particle_batch_cache_dirty;
+ BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
+ }
+}
+
+extern struct Gwn_VertFormat *g_pos_format; /* draw_shgroup.c */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GPUTexture *globals_ramp; /* draw_common.c */
+void DRW_engines_free(void)
+{
+ DRW_opengl_context_enable();
+
+ DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
+ GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
+
+ DRW_hair_free();
+ DRW_shape_cache_free();
+ DRW_stats_free();
+ DRW_globals_free();
+
+ DrawEngineType *next;
+ for (DrawEngineType *type = DRW_engines.first; type; type = next) {
+ next = type->next;
+ BLI_remlink(&R_engines, type);
+
+ if (type->engine_free) {
+ type->engine_free();
+ }
+ }
+
+ DRW_UBO_FREE_SAFE(globals_ubo);
+ DRW_UBO_FREE_SAFE(view_ubo);
+ DRW_TEXTURE_FREE_SAFE(globals_ramp);
+ MEM_SAFE_FREE(g_pos_format);
+
+ MEM_SAFE_FREE(DST.RST.bound_texs);
+ MEM_SAFE_FREE(DST.RST.bound_tex_slots);
+ MEM_SAFE_FREE(DST.RST.bound_ubos);
+ MEM_SAFE_FREE(DST.RST.bound_ubo_slots);
+
+ DRW_opengl_context_disable();
+
+#ifdef WITH_CLAY_ENGINE
+ BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
+#endif
+}
+
+/** \} */
+
+/** \name Init/Exit (DRW_opengl_ctx)
+ * \{ */
+
+void DRW_opengl_context_create(void)
+{
+ BLI_assert(DST.ogl_context == NULL); /* Ensure it's called once */
+
+ BLI_mutex_init(&DST.ogl_context_mutex);
+ if (!G.background) {
+ immDeactivate();
+ }
+ /* This changes the active context. */
+ DST.ogl_context = WM_opengl_context_create();
+ /* Be sure to create gawain.context too. */
+ DST.gwn_context = GWN_context_create();
+ if (!G.background) {
+ immActivate();
+ }
+ /* Set default Blender OpenGL state */
+ GPU_state_init();
+ /* So we activate the window's one afterwards. */
+ wm_window_reset_drawable();
+}
+
+void DRW_opengl_context_destroy(void)
+{
+ BLI_assert(BLI_thread_is_main());
+ if (DST.ogl_context != NULL) {
+ WM_opengl_context_activate(DST.ogl_context);
+ GWN_context_active_set(DST.gwn_context);
+ GWN_context_discard(DST.gwn_context);
+ WM_opengl_context_dispose(DST.ogl_context);
+ BLI_mutex_end(&DST.ogl_context_mutex);
+ }
+}
+
+void DRW_opengl_context_enable(void)
+{
+ if (DST.ogl_context != NULL) {
+ /* IMPORTANT: We dont support immediate mode in render mode!
+ * This shall remain in effect until immediate mode supports
+ * multiple threads. */
+ BLI_mutex_lock(&DST.ogl_context_mutex);
+ if (BLI_thread_is_main()) {
+ if (!G.background) {
+ immDeactivate();
+ }
+ }
+ WM_opengl_context_activate(DST.ogl_context);
+ GWN_context_active_set(DST.gwn_context);
+ if (BLI_thread_is_main()) {
+ if (!G.background) {
+ immActivate();
+ }
+ BLF_batch_reset();
+ }
+ }
+}
+
+void DRW_opengl_context_disable(void)
+{
+ if (DST.ogl_context != NULL) {
+#ifdef __APPLE__
+ /* Need to flush before disabling draw context, otherwise it does not
+ * always finish drawing and viewport can be empty or partially drawn */
+ glFlush();
+#endif
+
+ if (BLI_thread_is_main()) {
+ wm_window_reset_drawable();
+ }
+ else {
+ WM_opengl_context_release(DST.ogl_context);
+ GWN_context_active_set(NULL);
+ }
+
+ BLI_mutex_unlock(&DST.ogl_context_mutex);
+ }
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
new file mode 100644
index 00000000000..9faab2cc2b0
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager.h
@@ -0,0 +1,399 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_manager.h
+ * \ingroup draw
+ */
+
+/* Private functions / structs of the draw manager */
+
+#ifndef __DRAW_MANAGER_H__
+#define __DRAW_MANAGER_H__
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BLI_linklist.h"
+#include "BLI_threads.h"
+
+#include "GPU_batch.h"
+#include "GPU_framebuffer.h"
+#include "GPU_shader.h"
+#include "GPU_uniformbuffer.h"
+#include "GPU_viewport.h"
+
+#include "draw_instance_data.h"
+
+/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
+#define USE_GPU_SELECT
+
+/* ------------ Profiling --------------- */
+
+#define USE_PROFILE
+
+#ifdef USE_PROFILE
+# include "PIL_time.h"
+
+# define PROFILE_TIMER_FALLOFF 0.04
+
+# define PROFILE_START(time_start) \
+ double time_start = PIL_check_seconds_timer();
+
+# define PROFILE_END_ACCUM(time_accum, time_start) { \
+ time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
+} ((void)0)
+
+/* exp average */
+# define PROFILE_END_UPDATE(time_update, time_start) { \
+ double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
+ time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
+ (_time_delta * PROFILE_TIMER_FALLOFF); \
+} ((void)0)
+
+#else /* USE_PROFILE */
+
+# define PROFILE_START(time_start) ((void)0)
+# define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
+# define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
+
+#endif /* USE_PROFILE */
+
+/* ------------ Data Structure --------------- */
+/**
+ * Data structure containing all drawcalls organized by passes and materials.
+ * DRWPass > DRWShadingGroup > DRWCall > DRWCallState
+ * > DRWUniform
+ **/
+
+/* Used by DRWCallState.flag */
+enum {
+ DRW_CALL_CULLED = (1 << 0),
+ DRW_CALL_NEGSCALE = (1 << 1),
+ DRW_CALL_BYPASS_CULLING = (1 << 2),
+};
+
+/* Used by DRWCallState.matflag */
+enum {
+ DRW_CALL_MODELINVERSE = (1 << 0),
+ DRW_CALL_MODELVIEW = (1 << 1),
+ DRW_CALL_MODELVIEWINVERSE = (1 << 2),
+ DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
+ DRW_CALL_NORMALVIEW = (1 << 4),
+ DRW_CALL_NORMALWORLD = (1 << 5),
+ DRW_CALL_ORCOTEXFAC = (1 << 6),
+ DRW_CALL_EYEVEC = (1 << 7),
+};
+
+typedef struct DRWCallState {
+ DRWCallVisibilityFn *visibility_cb;
+ void *user_data;
+
+ unsigned char flag;
+ unsigned char cache_id; /* Compared with DST.state_cache_id to see if matrices are still valid. */
+ uint16_t matflag; /* Which matrices to compute. */
+ /* Culling: Using Bounding Sphere for now for faster culling.
+ * Not ideal for planes. */
+ BoundSphere bsphere;
+ /* Matrices */
+ float model[4][4];
+ float modelinverse[4][4];
+ float modelview[4][4];
+ float modelviewinverse[4][4];
+ float modelviewprojection[4][4];
+ float normalview[3][3];
+ float normalworld[3][3]; /* Not view dependant */
+ float orcotexfac[2][3]; /* Not view dependant */
+ float eyevec[3];
+} DRWCallState;
+
+typedef enum {
+ DRW_CALL_SINGLE, /* A single batch */
+ DRW_CALL_INSTANCES, /* Draw instances without any instancing attribs. */
+ DRW_CALL_GENERATE, /* Uses a callback to draw with any number of batches. */
+ DRW_CALL_PROCEDURAL, /* Generate a drawcall without any Gwn_Batch. */
+} DRWCallType;
+
+typedef struct DRWCall {
+ struct DRWCall *next;
+ DRWCallState *state;
+
+ union {
+ struct { /* type == DRW_CALL_SINGLE */
+ Gwn_Batch *geometry;
+ } single;
+ struct { /* type == DRW_CALL_INSTANCES */
+ Gwn_Batch *geometry;
+ /* Count can be adjusted between redraw. If needed, we can add fixed count. */
+ uint *count;
+ } instances;
+ struct { /* type == DRW_CALL_GENERATE */
+ DRWCallGenerateFn *geometry_fn;
+ void *user_data;
+ } generate;
+ struct { /* type == DRW_CALL_PROCEDURAL */
+ unsigned int prim_count;
+ Gwn_PrimType prim_type;
+ } procedural;
+ };
+
+ DRWCallType type;
+#ifdef USE_GPU_SELECT
+ int select_id;
+#endif
+} DRWCall;
+
+/* Used by DRWUniform.type */
+typedef enum {
+ DRW_UNIFORM_BOOL,
+ DRW_UNIFORM_BOOL_COPY,
+ DRW_UNIFORM_SHORT_TO_INT,
+ DRW_UNIFORM_SHORT_TO_FLOAT,
+ DRW_UNIFORM_INT,
+ DRW_UNIFORM_INT_COPY,
+ DRW_UNIFORM_FLOAT,
+ DRW_UNIFORM_FLOAT_COPY,
+ DRW_UNIFORM_TEXTURE,
+ DRW_UNIFORM_TEXTURE_PERSIST,
+ DRW_UNIFORM_TEXTURE_REF,
+ DRW_UNIFORM_BLOCK,
+ DRW_UNIFORM_BLOCK_PERSIST
+} DRWUniformType;
+
+struct DRWUniform {
+ DRWUniform *next; /* single-linked list */
+ union {
+ /* For reference or array/vector types. */
+ const void *pvalue;
+ /* Single values. */
+ float fvalue;
+ int ivalue;
+ };
+ int location;
+ char type; /* DRWUniformType */
+ char length; /* cannot be more than 16 */
+ char arraysize; /* cannot be more than 16 too */
+};
+
+typedef enum {
+ DRW_SHG_NORMAL,
+ DRW_SHG_POINT_BATCH,
+ DRW_SHG_LINE_BATCH,
+ DRW_SHG_TRIANGLE_BATCH,
+ DRW_SHG_INSTANCE,
+ DRW_SHG_INSTANCE_EXTERNAL,
+ DRW_SHG_FEEDBACK_TRANSFORM,
+} DRWShadingGroupType;
+
+struct DRWShadingGroup {
+ DRWShadingGroup *next;
+
+ GPUShader *shader; /* Shader to bind */
+ DRWUniform *uniforms; /* Uniforms pointers */
+
+ /* Watch this! Can be nasty for debugging. */
+ union {
+ struct { /* DRW_SHG_NORMAL */
+ DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
+ } calls;
+ struct { /* DRW_SHG_FEEDBACK_TRANSFORM */
+ DRWCall *first, *last; /* Linked list of DRWCall or DRWCallDynamic depending of type */
+ struct Gwn_VertBuf *tfeedback_target; /* Transform Feedback target. */
+ };
+ struct { /* DRW_SHG_***_BATCH */
+ struct Gwn_Batch *batch_geom; /* Result of call batching */
+ struct Gwn_VertBuf *batch_vbo;
+ uint primitive_count;
+ };
+ struct { /* DRW_SHG_INSTANCE[_EXTERNAL] */
+ struct Gwn_Batch *instance_geom;
+ struct Gwn_VertBuf *instance_vbo;
+ uint instance_count;
+ float instance_orcofac[2][3]; /* TODO find a better place. */
+ };
+ };
+
+ DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
+ DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
+ uint stencil_mask; /* Stencil mask to use for stencil test / write operations */
+ DRWShadingGroupType type;
+
+ /* Builtin matrices locations */
+ int model;
+ int modelinverse;
+ int modelview;
+ int modelviewinverse;
+ int modelviewprojection;
+ int normalview;
+ int normalworld;
+ int orcotexfac;
+ int eye;
+ int callid;
+ uint16_t matflag; /* Matrices needed, same as DRWCall.flag */
+
+#ifndef NDEBUG
+ char attribs_count;
+#endif
+
+#ifdef USE_GPU_SELECT
+ Gwn_VertBuf *inst_selectid;
+ DRWPass *pass_parent; /* backlink to pass we're in */
+ int override_selectid; /* Override for single object instances. */
+#endif
+};
+
+#define MAX_PASS_NAME 32
+
+struct DRWPass {
+ /* Linked list */
+ struct {
+ DRWShadingGroup *first;
+ DRWShadingGroup *last;
+ } shgroups;
+
+ DRWState state;
+ char name[MAX_PASS_NAME];
+};
+
+typedef struct ViewUboStorage {
+ DRWMatrixState matstate;
+ float viewcamtexcofac[4];
+ float clipplanes[2][4];
+} ViewUboStorage;
+
+/* ------------- DRAW DEBUG ------------ */
+
+typedef struct DRWDebugLine {
+ struct DRWDebugLine *next; /* linked list */
+ float pos[2][3];
+ float color[4];
+} DRWDebugLine;
+
+/* ------------- DRAW MANAGER ------------ */
+
+#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
+#define STENCIL_UNDEFINED 256
+typedef struct DRWManager {
+ /* TODO clean up this struct a bit */
+ /* Cache generation */
+ ViewportMemoryPool *vmempool;
+ DRWInstanceDataList *idatalist;
+ DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
+ /* State of the object being evaluated if already allocated. */
+ DRWCallState *ob_state;
+ unsigned char state_cache_id; /* Could be larger but 254 view changes is already a lot! */
+
+ /* Rendering state */
+ GPUShader *shader;
+
+ /* Managed by `DRW_state_set`, `DRW_state_reset` */
+ DRWState state;
+ DRWState state_lock;
+ uint stencil_mask;
+
+ /* Per viewport */
+ GPUViewport *viewport;
+ struct GPUFrameBuffer *default_framebuffer;
+ float size[2];
+ float inv_size[2];
+ float screenvecs[2][3];
+ float pixsize;
+
+ GLenum backface, frontface;
+
+ struct {
+ uint is_select : 1;
+ uint is_depth : 1;
+ uint is_image_render : 1;
+ uint is_scene_render : 1;
+ uint draw_background : 1;
+ } options;
+
+ /* Current rendering context */
+ DRWContextState draw_ctx;
+
+ /* Convenience pointer to text_store owned by the viewport */
+ struct DRWTextStore **text_store_p;
+
+ ListBase enabled_engines; /* RenderEngineType */
+
+ bool buffer_finish_called; /* Avoid bad usage of DRW_render_instance_buffer_finish */
+
+ /* View dependant uniforms. */
+ DRWMatrixState original_mat; /* Original rv3d matrices. */
+ int override_mat; /* Bitflag of which matrices are overriden. */
+ int num_clip_planes; /* Number of active clipplanes. */
+ bool dirty_mat;
+
+ /* keep in sync with viewBlock */
+ ViewUboStorage view_data;
+
+ struct {
+ float frustum_planes[6][4];
+ BoundBox frustum_corners;
+ BoundSphere frustum_bsphere;
+ bool updated;
+ } clipping;
+
+#ifdef USE_GPU_SELECT
+ uint select_id;
+#endif
+
+ /* ---------- Nothing after this point is cleared after use ----------- */
+
+ /* ogl_context serves as the offset for clearing only
+ * the top portion of the struct so DO NOT MOVE IT! */
+ void *ogl_context; /* Unique ghost context used by the draw manager. */
+ Gwn_Context *gwn_context;
+ ThreadMutex ogl_context_mutex; /* Mutex to lock the drw manager and avoid concurent context usage. */
+
+ /** GPU Resource State: Memory storage between drawing. */
+ struct {
+ GPUTexture **bound_texs;
+ char *bound_tex_slots;
+ int bind_tex_inc;
+ GPUUniformBuffer **bound_ubos;
+ char *bound_ubo_slots;
+ int bind_ubo_inc;
+ } RST;
+
+ struct {
+ /* TODO(fclem) optimize: use chunks. */
+ DRWDebugLine *lines;
+ } debug;
+} DRWManager;
+
+extern DRWManager DST; /* TODO : get rid of this and allow multithreaded rendering */
+
+/* --------------- FUNCTIONS ------------- */
+
+void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags);
+void drw_texture_get_format(
+ GPUTextureFormat format, bool is_framebuffer,
+ GPUTextureFormat *r_data_type, int *r_channels, bool *r_is_depth);
+
+void *drw_viewport_engine_data_ensure(void *engine_type);
+
+void drw_state_set(DRWState state);
+
+void drw_debug_draw(void);
+void drw_debug_init(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
new file mode 100644
index 00000000000..054db5968cc
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -0,0 +1,1079 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager_data.c
+ * \ingroup draw
+ */
+
+#include "draw_manager.h"
+
+#include "BKE_curve.h"
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+
+#include "DNA_curve_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meta_types.h"
+
+#include "BLI_link_utils.h"
+#include "BLI_mempool.h"
+
+#include "intern/gpu_codegen.h"
+
+struct Gwn_VertFormat *g_pos_format = NULL;
+
+extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Uniform Buffer Object (DRW_uniformbuffer)
+ * \{ */
+
+GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data)
+{
+ return GPU_uniformbuffer_create(size, data, NULL);
+}
+
+void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
+{
+ GPU_uniformbuffer_update(ubo, data);
+}
+
+void DRW_uniformbuffer_free(GPUUniformBuffer *ubo)
+{
+ GPU_uniformbuffer_free(ubo);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Uniforms (DRW_shgroup_uniform)
+ * \{ */
+
+static void drw_shgroup_uniform_create_ex(DRWShadingGroup *shgroup, int loc,
+ DRWUniformType type, const void *value, int length, int arraysize)
+{
+ DRWUniform *uni = BLI_mempool_alloc(DST.vmempool->uniforms);
+ uni->location = loc;
+ uni->type = type;
+ uni->length = length;
+ uni->arraysize = arraysize;
+
+ switch (type) {
+ case DRW_UNIFORM_INT_COPY:
+ uni->ivalue = *((int *)value);
+ break;
+ case DRW_UNIFORM_BOOL_COPY:
+ uni->ivalue = (int)*((bool *)value);
+ break;
+ case DRW_UNIFORM_FLOAT_COPY:
+ uni->fvalue = *((float *)value);
+ break;
+ default:
+ uni->pvalue = value;
+ break;
+ }
+
+ BLI_LINKS_PREPEND(shgroup->uniforms, uni);
+}
+
+static void drw_shgroup_builtin_uniform(
+ DRWShadingGroup *shgroup, int builtin, const void *value, int length, int arraysize)
+{
+ int loc = GPU_shader_get_builtin_uniform(shgroup->shader, builtin);
+
+ if (loc != -1) {
+ drw_shgroup_uniform_create_ex(shgroup, loc, DRW_UNIFORM_FLOAT, value, length, arraysize);
+ }
+}
+
+static void drw_shgroup_uniform(DRWShadingGroup *shgroup, const char *name,
+ DRWUniformType type, const void *value, int length, int arraysize)
+{
+ int location;
+ if (ELEM(type, DRW_UNIFORM_BLOCK, DRW_UNIFORM_BLOCK_PERSIST)) {
+ location = GPU_shader_get_uniform_block(shgroup->shader, name);
+ }
+ else {
+ location = GPU_shader_get_uniform(shgroup->shader, name);
+ }
+
+ if (location == -1) {
+ if (G.debug & G_DEBUG)
+ fprintf(stderr, "Uniform '%s' not found!\n", name);
+ /* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
+ // BLI_assert(0);
+ return;
+ }
+
+ BLI_assert(arraysize > 0 && arraysize <= 16);
+ BLI_assert(length >= 0 && length <= 16);
+
+ drw_shgroup_uniform_create_ex(shgroup, location, type, value, length, arraysize);
+}
+
+void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
+{
+ BLI_assert(tex != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1);
+}
+
+/* Same as DRW_shgroup_uniform_texture but is garanteed to be bound if shader does not change between shgrp. */
+void DRW_shgroup_uniform_texture_persistent(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
+{
+ BLI_assert(tex != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_PERSIST, tex, 0, 1);
+}
+
+void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo)
+{
+ BLI_assert(ubo != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1);
+}
+
+/* Same as DRW_shgroup_uniform_block but is garanteed to be bound if shader does not change between shgrp. */
+void DRW_shgroup_uniform_block_persistent(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo)
+{
+ BLI_assert(ubo != NULL);
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BLOCK_PERSIST, ubo, 0, 1);
+}
+
+void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_TEXTURE_REF, tex, 0, 1);
+}
+
+void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize);
+}
+
+void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize);
+}
+
+void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize);
+}
+
+void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize);
+}
+
+void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize);
+}
+
+void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_INT, value, 1, arraysize);
+}
+
+void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_FLOAT, value, 1, arraysize);
+}
+
+void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize);
+}
+
+void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize);
+}
+
+void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize);
+}
+
+void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3])
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 9, 1);
+}
+
+void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4])
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT, (float *)value, 16, 1);
+}
+
+/* Stores the int instead of a pointer. */
+void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_INT_COPY, &value, 1, 1);
+}
+
+void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_BOOL_COPY, &value, 1, 1);
+}
+
+void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value)
+{
+ drw_shgroup_uniform(shgroup, name, DRW_UNIFORM_FLOAT_COPY, &value, 1, 1);
+}
+
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Draw Call (DRW_calls)
+ * \{ */
+
+static void drw_call_calc_orco(Object *ob, float (*r_orcofacs)[3])
+{
+ ID *ob_data = (ob) ? ob->data : NULL;
+ float *texcoloc = NULL;
+ float *texcosize = NULL;
+ if (ob_data != NULL) {
+ switch (GS(ob_data->name)) {
+ case ID_ME:
+ BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
+ break;
+ case ID_CU:
+ {
+ Curve *cu = (Curve *)ob_data;
+ if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
+ BKE_curve_texspace_calc(cu);
+ }
+ texcoloc = cu->loc;
+ texcosize = cu->size;
+ break;
+ }
+ case ID_MB:
+ {
+ MetaBall *mb = (MetaBall *)ob_data;
+ texcoloc = mb->loc;
+ texcosize = mb->size;
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ if ((texcoloc != NULL) && (texcosize != NULL)) {
+ mul_v3_v3fl(r_orcofacs[1], texcosize, 2.0f);
+ invert_v3(r_orcofacs[1]);
+ sub_v3_v3v3(r_orcofacs[0], texcoloc, texcosize);
+ negate_v3(r_orcofacs[0]);
+ mul_v3_v3(r_orcofacs[0], r_orcofacs[1]); /* result in a nice MADD in the shader */
+ }
+ else {
+ copy_v3_fl(r_orcofacs[0], 0.0f);
+ copy_v3_fl(r_orcofacs[1], 1.0f);
+ }
+}
+
+static DRWCallState *drw_call_state_create(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob)
+{
+ DRWCallState *state = BLI_mempool_alloc(DST.vmempool->states);
+ state->flag = 0;
+ state->cache_id = 0;
+ state->visibility_cb = NULL;
+ state->matflag = shgroup->matflag;
+
+ /* Matrices */
+ if (obmat != NULL) {
+ copy_m4_m4(state->model, obmat);
+
+ if (is_negative_m4(state->model)) {
+ state->flag |= DRW_CALL_NEGSCALE;
+ }
+ }
+ else {
+ unit_m4(state->model);
+ }
+
+ if (ob != NULL) {
+ float corner[3];
+ BoundBox *bbox = BKE_object_boundbox_get(ob);
+ /* Get BoundSphere center and radius from the BoundBox. */
+ mid_v3_v3v3(state->bsphere.center, bbox->vec[0], bbox->vec[6]);
+ mul_v3_m4v3(corner, obmat, bbox->vec[0]);
+ mul_m4_v3(obmat, state->bsphere.center);
+ state->bsphere.radius = len_v3v3(state->bsphere.center, corner);
+ }
+ else {
+ /* Bypass test. */
+ state->bsphere.radius = -1.0f;
+ }
+
+ /* Orco factors: We compute this at creation to not have to save the *ob_data */
+ if ((state->matflag & DRW_CALL_ORCOTEXFAC) != 0) {
+ drw_call_calc_orco(ob, state->orcotexfac);
+ state->matflag &= ~DRW_CALL_ORCOTEXFAC;
+ }
+
+ return state;
+}
+
+static DRWCallState *drw_call_state_object(DRWShadingGroup *shgroup, float (*obmat)[4], Object *ob)
+{
+ if (DST.ob_state == NULL) {
+ DST.ob_state = drw_call_state_create(shgroup, obmat, ob);
+ }
+ else {
+ /* If the DRWCallState is reused, add necessary matrices. */
+ DST.ob_state->matflag |= shgroup->matflag;
+ }
+
+ return DST.ob_state;
+}
+
+void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, float (*obmat)[4])
+{
+ BLI_assert(geom != NULL);
+ BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_create(shgroup, obmat, NULL);
+ call->type = DRW_CALL_SINGLE;
+ call->single.geometry = geom;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+static void drw_shgroup_call_procedural_add_ex(
+ DRWShadingGroup *shgroup, Gwn_PrimType prim_type, uint prim_count, float (*obmat)[4])
+{
+ BLI_assert(ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM));
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_create(shgroup, obmat, NULL);
+ call->type = DRW_CALL_PROCEDURAL;
+ call->procedural.prim_type = prim_type;
+ call->procedural.prim_count = prim_count;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+void DRW_shgroup_call_procedural_points_add(DRWShadingGroup *shgroup, uint point_count, float (*obmat)[4])
+{
+ drw_shgroup_call_procedural_add_ex(shgroup, GWN_PRIM_POINTS, point_count, obmat);
+}
+
+void DRW_shgroup_call_procedural_lines_add(DRWShadingGroup *shgroup, uint line_count, float (*obmat)[4])
+{
+ drw_shgroup_call_procedural_add_ex(shgroup, GWN_PRIM_LINES, line_count, obmat);
+}
+
+void DRW_shgroup_call_procedural_triangles_add(DRWShadingGroup *shgroup, uint tria_count, float (*obmat)[4])
+{
+ drw_shgroup_call_procedural_add_ex(shgroup, GWN_PRIM_TRIS, tria_count, obmat);
+}
+
+
+/* These calls can be culled and are optimized for redraw */
+void DRW_shgroup_call_object_add_ex(DRWShadingGroup *shgroup, Gwn_Batch *geom, Object *ob, bool bypass_culling)
+{
+ BLI_assert(geom != NULL);
+ BLI_assert(shgroup->type == DRW_SHG_NORMAL);
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_object(shgroup, ob->obmat, ob);
+ call->type = DRW_CALL_SINGLE;
+ call->single.geometry = geom;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ SET_FLAG_FROM_TEST(call->state->flag, bypass_culling, DRW_CALL_BYPASS_CULLING);
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+void DRW_shgroup_call_object_add_with_callback(
+ DRWShadingGroup *shgroup, Gwn_Batch *geom, Object *ob,
+ DRWCallVisibilityFn *callback, void *user_data)
+{
+ BLI_assert(geom != NULL);
+ BLI_assert(shgroup->type == DRW_SHG_NORMAL);
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_object(shgroup, ob->obmat, ob);
+ call->state->visibility_cb = callback;
+ call->state->user_data = user_data;
+ call->type = DRW_CALL_SINGLE;
+ call->single.geometry = geom;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+void DRW_shgroup_call_instances_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, float (*obmat)[4], uint *count)
+{
+ BLI_assert(geom != NULL);
+ BLI_assert(shgroup->type == DRW_SHG_NORMAL);
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_create(shgroup, obmat, NULL);
+ call->type = DRW_CALL_INSTANCES;
+ call->instances.geometry = geom;
+ call->instances.count = count;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+/* These calls can be culled and are optimized for redraw */
+void DRW_shgroup_call_object_instances_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, Object *ob, uint *count)
+{
+ BLI_assert(geom != NULL);
+ BLI_assert(shgroup->type == DRW_SHG_NORMAL);
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_object(shgroup, ob->obmat, ob);
+ call->type = DRW_CALL_INSTANCES;
+ call->instances.geometry = geom;
+ call->instances.count = count;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+void DRW_shgroup_call_generate_add(
+ DRWShadingGroup *shgroup,
+ DRWCallGenerateFn *geometry_fn, void *user_data,
+ float (*obmat)[4])
+{
+ BLI_assert(geometry_fn != NULL);
+ BLI_assert(shgroup->type == DRW_SHG_NORMAL);
+
+ DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
+ call->state = drw_call_state_create(shgroup, obmat, NULL);
+ call->type = DRW_CALL_GENERATE;
+ call->generate.geometry_fn = geometry_fn;
+ call->generate.user_data = user_data;
+#ifdef USE_GPU_SELECT
+ call->select_id = DST.select_id;
+#endif
+
+ BLI_LINKS_APPEND(&shgroup->calls, call);
+}
+
+static void sculpt_draw_cb(
+ DRWShadingGroup *shgroup,
+ void (*draw_fn)(DRWShadingGroup *shgroup, Gwn_Batch *geom),
+ void *user_data)
+{
+ Object *ob = user_data;
+ PBVH *pbvh = ob->sculpt->pbvh;
+
+ if (pbvh) {
+ BKE_pbvh_draw_cb(
+ pbvh, NULL, NULL, false,
+ (void (*)(void *, Gwn_Batch *))draw_fn, shgroup);
+ }
+}
+
+void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, Object *ob, float (*obmat)[4])
+{
+ DRW_shgroup_call_generate_add(shgroup, sculpt_draw_cb, ob, obmat);
+}
+
+void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], uint attr_len)
+{
+#ifdef USE_GPU_SELECT
+ if (G.f & G_PICKSEL) {
+ if (shgroup->instance_count == shgroup->inst_selectid->vertex_ct) {
+ GWN_vertbuf_data_resize(shgroup->inst_selectid, shgroup->instance_count + 32);
+ }
+ GWN_vertbuf_attr_set(shgroup->inst_selectid, 0, shgroup->instance_count, &DST.select_id);
+ }
+#endif
+
+ BLI_assert(attr_len == shgroup->attribs_count);
+ UNUSED_VARS_NDEBUG(attr_len);
+
+ for (int i = 0; i < attr_len; ++i) {
+ if (shgroup->instance_count == shgroup->instance_vbo->vertex_ct) {
+ GWN_vertbuf_data_resize(shgroup->instance_vbo, shgroup->instance_count + 32);
+ }
+ GWN_vertbuf_attr_set(shgroup->instance_vbo, i, shgroup->instance_count, attr[i]);
+ }
+
+ shgroup->instance_count += 1;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Shading Groups (DRW_shgroup)
+ * \{ */
+
+static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
+{
+ shgroup->instance_geom = NULL;
+ shgroup->instance_vbo = NULL;
+ shgroup->instance_count = 0;
+ shgroup->uniforms = NULL;
+#ifdef USE_GPU_SELECT
+ shgroup->inst_selectid = NULL;
+ shgroup->override_selectid = -1;
+#endif
+#ifndef NDEBUG
+ shgroup->attribs_count = 0;
+#endif
+
+ int view_ubo_location = GPU_shader_get_uniform_block(shader, "viewBlock");
+
+ if (view_ubo_location != -1) {
+ drw_shgroup_uniform_create_ex(shgroup, view_ubo_location, DRW_UNIFORM_BLOCK_PERSIST, view_ubo, 0, 1);
+ }
+ else {
+ /* Only here to support builtin shaders. This should not be used by engines. */
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_VIEW, DST.view_data.matstate.mat[DRW_MAT_VIEW], 16, 1);
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_VIEW_INV, DST.view_data.matstate.mat[DRW_MAT_VIEWINV], 16, 1);
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_VIEWPROJECTION, DST.view_data.matstate.mat[DRW_MAT_PERS], 16, 1);
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_VIEWPROJECTION_INV, DST.view_data.matstate.mat[DRW_MAT_PERSINV], 16, 1);
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_PROJECTION, DST.view_data.matstate.mat[DRW_MAT_WIN], 16, 1);
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_PROJECTION_INV, DST.view_data.matstate.mat[DRW_MAT_WININV], 16, 1);
+ drw_shgroup_builtin_uniform(shgroup, GWN_UNIFORM_CAMERATEXCO, DST.view_data.viewcamtexcofac, 3, 2);
+ }
+
+ shgroup->model = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODEL);
+ shgroup->modelinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODEL_INV);
+ shgroup->modelview = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODELVIEW);
+ shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODELVIEW_INV);
+ shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MVP);
+ shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_NORMAL);
+ shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_WORLDNORMAL);
+ shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_ORCO);
+ shgroup->eye = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_EYE);
+ shgroup->callid = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_CALLID);
+
+ shgroup->matflag = 0;
+ if (shgroup->modelinverse > -1)
+ shgroup->matflag |= DRW_CALL_MODELINVERSE;
+ if (shgroup->modelview > -1)
+ shgroup->matflag |= DRW_CALL_MODELVIEW;
+ if (shgroup->modelviewinverse > -1)
+ shgroup->matflag |= DRW_CALL_MODELVIEWINVERSE;
+ if (shgroup->modelviewprojection > -1)
+ shgroup->matflag |= DRW_CALL_MODELVIEWPROJECTION;
+ if (shgroup->normalview > -1)
+ shgroup->matflag |= DRW_CALL_NORMALVIEW;
+ if (shgroup->normalworld > -1)
+ shgroup->matflag |= DRW_CALL_NORMALWORLD;
+ if (shgroup->orcotexfac > -1)
+ shgroup->matflag |= DRW_CALL_ORCOTEXFAC;
+ if (shgroup->eye > -1)
+ shgroup->matflag |= DRW_CALL_EYEVEC;
+}
+
+static void drw_shgroup_instance_init(
+ DRWShadingGroup *shgroup, GPUShader *shader, Gwn_Batch *batch, Gwn_VertFormat *format)
+{
+ BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
+ BLI_assert(batch != NULL);
+ BLI_assert(format != NULL);
+
+ drw_shgroup_init(shgroup, shader);
+
+ shgroup->instance_geom = batch;
+#ifndef NDEBUG
+ shgroup->attribs_count = format->attrib_ct;
+#endif
+
+ DRW_instancing_buffer_request(DST.idatalist, format, batch, shgroup,
+ &shgroup->instance_geom, &shgroup->instance_vbo);
+
+#ifdef USE_GPU_SELECT
+ if (G.f & G_PICKSEL) {
+ /* Not actually used for rendering but alloced in one chunk.
+ * Plus we don't have to care about ownership. */
+ static Gwn_VertFormat inst_select_format = {0};
+ if (inst_select_format.attrib_ct == 0) {
+ GWN_vertformat_attr_add(&inst_select_format, "selectId", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+ Gwn_Batch *batch_dummy; /* Not used */
+ DRW_batching_buffer_request(DST.idatalist, &inst_select_format,
+ GWN_PRIM_POINTS, shgroup,
+ &batch_dummy, &shgroup->inst_selectid);
+ }
+#endif
+}
+
+static void drw_shgroup_batching_init(
+ DRWShadingGroup *shgroup, GPUShader *shader, Gwn_VertFormat *format)
+{
+ drw_shgroup_init(shgroup, shader);
+
+#ifndef NDEBUG
+ shgroup->attribs_count = (format != NULL) ? format->attrib_ct : 0;
+#endif
+ BLI_assert(format != NULL);
+
+ Gwn_PrimType type;
+ switch (shgroup->type) {
+ case DRW_SHG_POINT_BATCH: type = GWN_PRIM_POINTS; break;
+ case DRW_SHG_LINE_BATCH: type = GWN_PRIM_LINES; break;
+ case DRW_SHG_TRIANGLE_BATCH: type = GWN_PRIM_TRIS; break;
+ default: type = GWN_PRIM_NONE; BLI_assert(0); break;
+ }
+
+ DRW_batching_buffer_request(DST.idatalist, format, type, shgroup,
+ &shgroup->batch_geom, &shgroup->batch_vbo);
+
+#ifdef USE_GPU_SELECT
+ if (G.f & G_PICKSEL) {
+ /* Not actually used for rendering but alloced in one chunk. */
+ static Gwn_VertFormat inst_select_format = {0};
+ if (inst_select_format.attrib_ct == 0) {
+ GWN_vertformat_attr_add(&inst_select_format, "selectId", GWN_COMP_I32, 1, GWN_FETCH_INT);
+ }
+ Gwn_Batch *batch; /* Not used */
+ DRW_batching_buffer_request(DST.idatalist, &inst_select_format,
+ GWN_PRIM_POINTS, shgroup,
+ &batch, &shgroup->inst_selectid);
+ }
+#endif
+}
+
+static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass)
+{
+ DRWShadingGroup *shgroup = BLI_mempool_alloc(DST.vmempool->shgroups);
+
+ BLI_LINKS_APPEND(&pass->shgroups, shgroup);
+
+ shgroup->type = DRW_SHG_NORMAL;
+ shgroup->shader = shader;
+ shgroup->state_extra = 0;
+ shgroup->state_extra_disable = ~0x0;
+ shgroup->stencil_mask = 0;
+ shgroup->calls.first = NULL;
+ shgroup->calls.last = NULL;
+#if 0 /* All the same in the union! */
+ shgroup->batch_geom = NULL;
+ shgroup->batch_vbo = NULL;
+
+ shgroup->instance_geom = NULL;
+ shgroup->instance_vbo = NULL;
+#endif
+
+#ifdef USE_GPU_SELECT
+ shgroup->pass_parent = pass;
+#endif
+
+ return shgroup;
+}
+
+static DRWShadingGroup *drw_shgroup_material_create_ex(GPUPass *gpupass, DRWPass *pass)
+{
+ if (!gpupass) {
+ /* Shader compilation error */
+ return NULL;
+ }
+
+ DRWShadingGroup *grp = drw_shgroup_create_ex(GPU_pass_shader(gpupass), pass);
+ return grp;
+}
+
+static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp, struct GPUMaterial *material)
+{
+ /* TODO : Ideally we should not convert. But since the whole codegen
+ * is relying on GPUPass we keep it as is for now. */
+
+ ListBase *inputs = GPU_material_get_inputs(material);
+
+ /* Converting dynamic GPUInput to DRWUniform */
+ for (GPUInput *input = inputs->first; input; input = input->next) {
+ /* Textures */
+ if (input->ima) {
+ double time = 0.0; /* TODO make time variable */
+ GPUTexture *tex = GPU_texture_from_blender(
+ input->ima, input->iuser, input->textarget, input->image_isdata, time, 1);
+
+ if (input->bindtex) {
+ DRW_shgroup_uniform_texture(grp, input->shadername, tex);
+ }
+ }
+ /* Color Ramps */
+ else if (input->tex) {
+ DRW_shgroup_uniform_texture(grp, input->shadername, input->tex);
+ }
+ /* Floats */
+ else {
+ switch (input->type) {
+ case GPU_FLOAT:
+ case GPU_VEC2:
+ case GPU_VEC3:
+ case GPU_VEC4:
+ /* Should already be in the material ubo. */
+ break;
+ case GPU_MAT3:
+ DRW_shgroup_uniform_mat3(grp, input->shadername, (float (*)[3])input->dynamicvec);
+ break;
+ case GPU_MAT4:
+ DRW_shgroup_uniform_mat4(grp, input->shadername, (float (*)[4])input->dynamicvec);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ GPUUniformBuffer *ubo = GPU_material_get_uniform_buffer(material);
+ if (ubo != NULL) {
+ DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
+ }
+
+ return grp;
+}
+
+Gwn_VertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttribFormat attribs[], int arraysize)
+{
+ Gwn_VertFormat *format = MEM_callocN(sizeof(Gwn_VertFormat), "Gwn_VertFormat");
+
+ for (int i = 0; i < arraysize; ++i) {
+ GWN_vertformat_attr_add(format, attribs[i].name,
+ (attribs[i].type == DRW_ATTRIB_INT) ? GWN_COMP_I32 : GWN_COMP_F32,
+ attribs[i].components,
+ (attribs[i].type == DRW_ATTRIB_INT) ? GWN_FETCH_INT : GWN_FETCH_FLOAT);
+ }
+ return format;
+}
+
+DRWShadingGroup *DRW_shgroup_material_create(
+ struct GPUMaterial *material, DRWPass *pass)
+{
+ GPUPass *gpupass = GPU_material_get_pass(material);
+ DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
+
+ if (shgroup) {
+ drw_shgroup_init(shgroup, GPU_pass_shader(gpupass));
+ drw_shgroup_material_inputs(shgroup, material);
+ }
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_material_instance_create(
+ struct GPUMaterial *material, DRWPass *pass, Gwn_Batch *geom, Object *ob, Gwn_VertFormat *format)
+{
+ GPUPass *gpupass = GPU_material_get_pass(material);
+ DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
+
+ if (shgroup) {
+ shgroup->type = DRW_SHG_INSTANCE;
+ shgroup->instance_geom = geom;
+ drw_call_calc_orco(ob, shgroup->instance_orcofac);
+ drw_shgroup_instance_init(shgroup, GPU_pass_shader(gpupass), geom, format);
+ drw_shgroup_material_inputs(shgroup, material);
+ }
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(
+ struct GPUMaterial *material, DRWPass *pass, int tri_count)
+{
+#ifdef USE_GPU_SELECT
+ BLI_assert((G.f & G_PICKSEL) == 0);
+#endif
+ GPUPass *gpupass = GPU_material_get_pass(material);
+ DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
+
+ if (shgroup) {
+ /* Calling drw_shgroup_init will cause it to call GWN_draw_primitive(). */
+ drw_shgroup_init(shgroup, GPU_pass_shader(gpupass));
+ shgroup->type = DRW_SHG_TRIANGLE_BATCH;
+ shgroup->instance_count = tri_count * 3;
+ drw_shgroup_material_inputs(shgroup, material);
+ }
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
+{
+ DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
+ drw_shgroup_init(shgroup, shader);
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_instance_create(
+ struct GPUShader *shader, DRWPass *pass, Gwn_Batch *geom, Gwn_VertFormat *format)
+{
+ DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
+ shgroup->type = DRW_SHG_INSTANCE;
+ shgroup->instance_geom = geom;
+ drw_call_calc_orco(NULL, shgroup->instance_orcofac);
+ drw_shgroup_instance_init(shgroup, shader, geom, format);
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass)
+{
+ DRW_shgroup_instance_format(g_pos_format, {{"pos", DRW_ATTRIB_FLOAT, 3}});
+
+ DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
+ shgroup->type = DRW_SHG_POINT_BATCH;
+
+ drw_shgroup_batching_init(shgroup, shader, g_pos_format);
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_line_batch_create_with_format(
+ struct GPUShader *shader, DRWPass *pass, Gwn_VertFormat *format)
+{
+ DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
+ shgroup->type = DRW_SHG_LINE_BATCH;
+
+ drw_shgroup_batching_init(shgroup, shader, format);
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass)
+{
+ DRW_shgroup_instance_format(g_pos_format, {{"pos", DRW_ATTRIB_FLOAT, 3}});
+
+ return DRW_shgroup_line_batch_create_with_format(shader, pass, g_pos_format);
+}
+
+/* Very special batch. Use this if you position
+ * your vertices with the vertex shader
+ * and dont need any VBO attrib */
+DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int tri_count)
+{
+#ifdef USE_GPU_SELECT
+ BLI_assert((G.f & G_PICKSEL) == 0);
+#endif
+ DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
+
+ /* Calling drw_shgroup_init will cause it to call GWN_draw_primitive(). */
+ drw_shgroup_init(shgroup, shader);
+
+ shgroup->type = DRW_SHG_TRIANGLE_BATCH;
+ shgroup->instance_count = tri_count * 3;
+
+ return shgroup;
+}
+
+DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader, DRWPass *pass, Gwn_VertBuf *tf_target)
+{
+ BLI_assert(tf_target != NULL);
+ DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);
+ shgroup->type = DRW_SHG_FEEDBACK_TRANSFORM;
+
+ drw_shgroup_init(shgroup, shader);
+
+ shgroup->tfeedback_target = tf_target;
+
+ return shgroup;
+}
+
+/* Specify an external batch instead of adding each attrib one by one. */
+void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Gwn_Batch *batch)
+{
+ BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
+ BLI_assert(shgroup->instance_count == 0);
+ /* You cannot use external instancing batch without a dummy format. */
+ BLI_assert(shgroup->attribs_count != 0);
+
+ shgroup->type = DRW_SHG_INSTANCE_EXTERNAL;
+ drw_call_calc_orco(NULL, shgroup->instance_orcofac);
+ /* PERF : This destroys the vaos cache so better check if it's necessary. */
+ /* Note: This WILL break if batch->verts[0] is destroyed and reallocated
+ * at the same adress. Bindings/VAOs would remain obsolete. */
+ //if (shgroup->instancing_geom->inst != batch->verts[0])
+ GWN_batch_instbuf_set(shgroup->instance_geom, batch->verts[0], false);
+
+#ifdef USE_GPU_SELECT
+ shgroup->override_selectid = DST.select_id;
+#endif
+}
+
+uint DRW_shgroup_get_instance_count(const DRWShadingGroup *shgroup)
+{
+ return shgroup->instance_count;
+}
+
+/**
+ * State is added to #Pass.state while drawing.
+ * Use to temporarily enable draw options.
+ */
+void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
+{
+ shgroup->state_extra |= state;
+}
+
+void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
+{
+ shgroup->state_extra_disable &= ~state;
+}
+
+void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask)
+{
+ BLI_assert(mask <= 255);
+ shgroup->stencil_mask = mask;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Passes (DRW_pass)
+ * \{ */
+
+DRWPass *DRW_pass_create(const char *name, DRWState state)
+{
+ DRWPass *pass = BLI_mempool_alloc(DST.vmempool->passes);
+ pass->state = state;
+ if (G.debug_value > 20) {
+ BLI_strncpy(pass->name, name, MAX_PASS_NAME);
+ }
+
+ pass->shgroups.first = NULL;
+ pass->shgroups.last = NULL;
+
+ return pass;
+}
+
+void DRW_pass_state_set(DRWPass *pass, DRWState state)
+{
+ pass->state = state;
+}
+
+void DRW_pass_state_add(DRWPass *pass, DRWState state)
+{
+ pass->state |= state;
+}
+
+void DRW_pass_state_remove(DRWPass *pass, DRWState state)
+{
+ pass->state &= ~state;
+}
+
+void DRW_pass_free(DRWPass *pass)
+{
+ pass->shgroups.first = NULL;
+ pass->shgroups.last = NULL;
+}
+
+void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData)
+{
+ for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) {
+ callback(userData, shgroup);
+ }
+}
+
+typedef struct ZSortData {
+ float *axis;
+ float *origin;
+} ZSortData;
+
+static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
+{
+ const ZSortData *zsortdata = (ZSortData *)thunk;
+ const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a;
+ const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b;
+
+ const DRWCall *call_a = (DRWCall *)shgrp_a->calls.first;
+ const DRWCall *call_b = (DRWCall *)shgrp_b->calls.first;
+
+ if (call_a == NULL) return -1;
+ if (call_b == NULL) return -1;
+
+ float tmp[3];
+ sub_v3_v3v3(tmp, zsortdata->origin, call_a->state->model[3]);
+ const float a_sq = dot_v3v3(zsortdata->axis, tmp);
+ sub_v3_v3v3(tmp, zsortdata->origin, call_b->state->model[3]);
+ const float b_sq = dot_v3v3(zsortdata->axis, tmp);
+
+ if (a_sq < b_sq) return 1;
+ else if (a_sq > b_sq) return -1;
+ else {
+ /* If there is a depth prepass put it before */
+ if ((shgrp_a->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
+ return -1;
+ }
+ else if ((shgrp_b->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
+ return 1;
+ }
+ else return 0;
+ }
+}
+
+/* ------------------ Shading group sorting --------------------- */
+
+#define SORT_IMPL_LINKTYPE DRWShadingGroup
+
+#define SORT_IMPL_USE_THUNK
+#define SORT_IMPL_FUNC shgroup_sort_fn_r
+#include "../../blenlib/intern/list_sort_impl.h"
+#undef SORT_IMPL_FUNC
+#undef SORT_IMPL_USE_THUNK
+
+#undef SORT_IMPL_LINKTYPE
+
+/**
+ * Sort Shading groups by decreasing Z of their first draw call.
+ * This is usefull for order dependant effect such as transparency.
+ **/
+void DRW_pass_sort_shgroup_z(DRWPass *pass)
+{
+ float (*viewinv)[4];
+ viewinv = DST.view_data.matstate.mat[DRW_MAT_VIEWINV];
+
+ ZSortData zsortdata = {viewinv[2], viewinv[3]};
+
+ if (pass->shgroups.first && pass->shgroups.first->next) {
+ pass->shgroups.first = shgroup_sort_fn_r(pass->shgroups.first, pass_shgroup_dist_sort, &zsortdata);
+
+ /* Find the next last */
+ DRWShadingGroup *last = pass->shgroups.first;
+ while ((last = last->next)) {
+ /* Do nothing */
+ }
+ pass->shgroups.last = last;
+ }
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
new file mode 100644
index 00000000000..94250920c57
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -0,0 +1,1263 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager_exec.c
+ * \ingroup draw
+ */
+
+#include "draw_manager.h"
+
+#include "BLI_mempool.h"
+
+#include "BIF_glutil.h"
+
+#include "BKE_global.h"
+#include "BKE_object.h"
+
+#include "GPU_draw.h"
+#include "GPU_extensions.h"
+
+#ifdef USE_GPU_SELECT
+# include "ED_view3d.h"
+# include "ED_armature.h"
+# include "GPU_select.h"
+#endif
+
+#ifdef USE_GPU_SELECT
+void DRW_select_load_id(uint id)
+{
+ BLI_assert(G.f & G_PICKSEL);
+ DST.select_id = id;
+}
+#endif
+
+struct GPUUniformBuffer *view_ubo;
+
+/* -------------------------------------------------------------------- */
+
+/** \name Draw State (DRW_state)
+ * \{ */
+
+void drw_state_set(DRWState state)
+{
+ if (DST.state == state) {
+ return;
+ }
+
+#define CHANGED_TO(f) \
+ ((DST.state_lock & (f)) ? 0 : \
+ (((DST.state & (f)) ? \
+ ((state & (f)) ? 0 : -1) : \
+ ((state & (f)) ? 1 : 0))))
+
+#define CHANGED_ANY(f) \
+ (((DST.state & (f)) != (state & (f))) && \
+ ((DST.state_lock & (f)) == 0))
+
+#define CHANGED_ANY_STORE_VAR(f, enabled) \
+ (((DST.state & (f)) != (enabled = (state & (f)))) && \
+ (((DST.state_lock & (f)) == 0)))
+
+ /* Depth Write */
+ {
+ int test;
+ if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
+ if (test == 1) {
+ glDepthMask(GL_TRUE);
+ }
+ else {
+ glDepthMask(GL_FALSE);
+ }
+ }
+ }
+
+ /* Color Write */
+ {
+ int test;
+ if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
+ if (test == 1) {
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ }
+ else {
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ }
+ }
+ }
+
+ /* Raster Discard */
+ {
+ if (CHANGED_ANY(DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_STENCIL |
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS |
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL))
+ {
+ if ((state & (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS |
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)) != 0)
+ {
+ glDisable(GL_RASTERIZER_DISCARD);
+ }
+ else {
+ glEnable(GL_RASTERIZER_DISCARD);
+ }
+ }
+ }
+
+ /* Cull */
+ {
+ DRWState test;
+ if (CHANGED_ANY_STORE_VAR(
+ DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT,
+ test))
+ {
+ if (test) {
+ glEnable(GL_CULL_FACE);
+
+ if ((state & DRW_STATE_CULL_BACK) != 0) {
+ glCullFace(GL_BACK);
+ }
+ else if ((state & DRW_STATE_CULL_FRONT) != 0) {
+ glCullFace(GL_FRONT);
+ }
+ else {
+ BLI_assert(0);
+ }
+ }
+ else {
+ glDisable(GL_CULL_FACE);
+ }
+ }
+ }
+
+ /* Depth Test */
+ {
+ DRWState test;
+ if (CHANGED_ANY_STORE_VAR(
+ DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_DEPTH_ALWAYS,
+ test))
+ {
+ if (test) {
+ glEnable(GL_DEPTH_TEST);
+
+ if (state & DRW_STATE_DEPTH_LESS) {
+ glDepthFunc(GL_LESS);
+ }
+ else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
+ glDepthFunc(GL_LEQUAL);
+ }
+ else if (state & DRW_STATE_DEPTH_EQUAL) {
+ glDepthFunc(GL_EQUAL);
+ }
+ else if (state & DRW_STATE_DEPTH_GREATER) {
+ glDepthFunc(GL_GREATER);
+ }
+ else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
+ glDepthFunc(GL_GEQUAL);
+ }
+ else if (state & DRW_STATE_DEPTH_ALWAYS) {
+ glDepthFunc(GL_ALWAYS);
+ }
+ else {
+ BLI_assert(0);
+ }
+ }
+ else {
+ glDisable(GL_DEPTH_TEST);
+ }
+ }
+ }
+
+ /* Wire Width */
+ {
+ if (CHANGED_ANY(DRW_STATE_WIRE | DRW_STATE_WIRE_SMOOTH)) {
+ if ((state & DRW_STATE_WIRE_SMOOTH) != 0) {
+ glLineWidth(2.0f);
+ glEnable(GL_LINE_SMOOTH);
+ }
+ else if ((state & DRW_STATE_WIRE) != 0) {
+ glLineWidth(1.0f);
+ }
+ else {
+ glDisable(GL_LINE_SMOOTH);
+ }
+ }
+ }
+
+ /* Points Size */
+ {
+ int test;
+ if ((test = CHANGED_TO(DRW_STATE_POINT))) {
+ if (test == 1) {
+ GPU_enable_program_point_size();
+ glPointSize(5.0f);
+ }
+ else {
+ GPU_disable_program_point_size();
+ }
+ }
+ }
+
+ /* Blending (all buffer) */
+ {
+ int test;
+ if (CHANGED_ANY_STORE_VAR(
+ DRW_STATE_BLEND | DRW_STATE_BLEND_PREMUL | DRW_STATE_ADDITIVE |
+ DRW_STATE_MULTIPLY | DRW_STATE_TRANSMISSION | DRW_STATE_ADDITIVE_FULL |
+ DRW_STATE_TRANSPARENT_REVEALAGE,
+ test))
+ {
+ if (test) {
+ glEnable(GL_BLEND);
+
+ if ((state & DRW_STATE_BLEND) != 0) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, /* RGB */
+ GL_ONE, GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
+ }
+ else if ((state & DRW_STATE_BLEND_PREMUL) != 0) {
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else if ((state & DRW_STATE_MULTIPLY) != 0) {
+ glBlendFunc(GL_DST_COLOR, GL_ZERO);
+ }
+ else if ((state & DRW_STATE_TRANSMISSION) != 0) {
+ glBlendFunc(GL_ONE, GL_SRC_ALPHA);
+ }
+ else if ((state & DRW_STATE_TRANSPARENT_REVEALAGE) != 0) {
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ }
+ else if ((state & DRW_STATE_ADDITIVE) != 0) {
+ /* Do not let alpha accumulate but premult the source RGB by it. */
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, /* RGB */
+ GL_ZERO, GL_ONE); /* Alpha */
+ }
+ else if ((state & DRW_STATE_ADDITIVE_FULL) != 0) {
+ /* Let alpha accumulate. */
+ glBlendFunc(GL_ONE, GL_ONE);
+ }
+ else {
+ BLI_assert(0);
+ }
+ }
+ else {
+ glDisable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE); /* Don't multiply incoming color by alpha. */
+ }
+ }
+ }
+
+ /* Clip Planes */
+ {
+ int test;
+ if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
+ if (test == 1) {
+ for (int i = 0; i < DST.num_clip_planes; ++i) {
+ glEnable(GL_CLIP_DISTANCE0 + i);
+ }
+ }
+ else {
+ for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
+ glDisable(GL_CLIP_DISTANCE0 + i);
+ }
+ }
+ }
+ }
+
+ /* Line Stipple */
+ {
+ int test;
+ if (CHANGED_ANY_STORE_VAR(
+ DRW_STATE_STIPPLE_2 | DRW_STATE_STIPPLE_3 | DRW_STATE_STIPPLE_4,
+ test))
+ {
+ if (test) {
+ if ((state & DRW_STATE_STIPPLE_2) != 0) {
+ setlinestyle(2);
+ }
+ else if ((state & DRW_STATE_STIPPLE_3) != 0) {
+ setlinestyle(3);
+ }
+ else if ((state & DRW_STATE_STIPPLE_4) != 0) {
+ setlinestyle(4);
+ }
+ else {
+ BLI_assert(0);
+ }
+ }
+ else {
+ setlinestyle(0);
+ }
+ }
+ }
+
+ /* Stencil */
+ {
+ DRWState test;
+ if (CHANGED_ANY_STORE_VAR(
+ DRW_STATE_WRITE_STENCIL |
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS |
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL |
+ DRW_STATE_STENCIL_EQUAL |
+ DRW_STATE_STENCIL_NEQUAL,
+ test))
+ {
+ if (test) {
+ glEnable(GL_STENCIL_TEST);
+ /* Stencil Write */
+ if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
+ glStencilMask(0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ }
+ else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) != 0) {
+ glStencilMask(0xFF);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ }
+ else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) != 0) {
+ glStencilMask(0xFF);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
+ }
+ /* Stencil Test */
+ else if ((state & (DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)) != 0) {
+ glStencilMask(0x00); /* disable write */
+ DST.stencil_mask = STENCIL_UNDEFINED;
+ }
+ else {
+ BLI_assert(0);
+ }
+ }
+ else {
+ /* disable write & test */
+ DST.stencil_mask = 0;
+ glStencilMask(0x00);
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ glDisable(GL_STENCIL_TEST);
+ }
+ }
+ }
+
+#undef CHANGED_TO
+#undef CHANGED_ANY
+#undef CHANGED_ANY_STORE_VAR
+
+ DST.state = state;
+}
+
+static void drw_stencil_set(uint mask)
+{
+ if (DST.stencil_mask != mask) {
+ DST.stencil_mask = mask;
+ /* Stencil Write */
+ if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
+ glStencilFunc(GL_ALWAYS, mask, 0xFF);
+ }
+ /* Stencil Test */
+ else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
+ glStencilFunc(GL_EQUAL, mask, 0xFF);
+ }
+ else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
+ glStencilFunc(GL_NOTEQUAL, mask, 0xFF);
+ }
+ }
+}
+
+/* Reset state to not interfer with other UI drawcall */
+void DRW_state_reset_ex(DRWState state)
+{
+ DST.state = ~state;
+ drw_state_set(state);
+}
+
+/**
+ * Use with care, intended so selection code can override passes depth settings,
+ * which is important for selection to work properly.
+ *
+ * Should be set in main draw loop, cleared afterwards
+ */
+void DRW_state_lock(DRWState state)
+{
+ DST.state_lock = state;
+}
+
+void DRW_state_reset(void)
+{
+ DRW_state_reset_ex(DRW_STATE_DEFAULT);
+
+ /* Reset blending function */
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+/* NOTE : Make sure to reset after use! */
+void DRW_state_invert_facing(void)
+{
+ SWAP(GLenum, DST.backface, DST.frontface);
+ glFrontFace(DST.frontface);
+}
+
+/**
+ * This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
+ * and if the shaders have support for it (see usage of gl_ClipDistance).
+ * Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
+ **/
+void DRW_state_clip_planes_count_set(uint plane_ct)
+{
+ BLI_assert(plane_ct <= MAX_CLIP_PLANES);
+ DST.num_clip_planes = plane_ct;
+}
+
+void DRW_state_clip_planes_reset(void)
+{
+ DST.num_clip_planes = 0;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Clipping (DRW_clipping)
+ * \{ */
+
+/* Extract the 8 corners from a Projection Matrix.
+ * Although less accurate, this solution can be simplified as follows:
+ * BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
+ * for (int i = 0; i < 8; i++) {mul_project_m4_v3(projinv, bbox.vec[i]);}
+ */
+static void draw_frustum_boundbox_calc(const float(*projmat)[4], BoundBox *r_bbox)
+{
+ float near, far, left, right, bottom, top;
+ bool is_persp = projmat[3][3] == 0.0f;
+
+ if (is_persp) {
+ near = projmat[3][2] / (projmat[2][2] - 1.0f);
+ far = projmat[3][2] / (projmat[2][2] + 1.0f);
+ left = near * (projmat[2][0] - 1.0f) / projmat[0][0];
+ right = near * (projmat[2][0] + 1.0f) / projmat[0][0];
+ bottom = near * (projmat[2][1] - 1.0f) / projmat[1][1];
+ top = near * (projmat[2][1] + 1.0f) / projmat[1][1];
+ }
+ else {
+ near = ( projmat[3][2] + 1.0f) / projmat[2][2];
+ far = ( projmat[3][2] - 1.0f) / projmat[2][2];
+ left = (-projmat[3][0] - 1.0f) / projmat[0][0];
+ right = (-projmat[3][0] + 1.0f) / projmat[0][0];
+ bottom = (-projmat[3][1] - 1.0f) / projmat[1][1];
+ top = (-projmat[3][1] + 1.0f) / projmat[1][1];
+ }
+
+ r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = r_bbox->vec[4][2] = -near;
+ r_bbox->vec[0][0] = r_bbox->vec[3][0] = left;
+ r_bbox->vec[4][0] = r_bbox->vec[7][0] = right;
+ r_bbox->vec[0][1] = r_bbox->vec[4][1] = bottom;
+ r_bbox->vec[7][1] = r_bbox->vec[3][1] = top;
+
+ /* Get the coordinates of the far plane. */
+ if (is_persp) {
+ float sca_far = far / near;
+ left *= sca_far;
+ bottom *= sca_far;
+ right *= sca_far;
+ top *= sca_far;
+ }
+
+ r_bbox->vec[1][2] = r_bbox->vec[2][2] = r_bbox->vec[6][2] = r_bbox->vec[5][2] = -far;
+ r_bbox->vec[1][0] = r_bbox->vec[2][0] = left;
+ r_bbox->vec[6][0] = r_bbox->vec[5][0] = right;
+ r_bbox->vec[1][1] = r_bbox->vec[5][1] = bottom;
+ r_bbox->vec[2][1] = r_bbox->vec[6][1] = top;
+}
+
+static void draw_clipping_setup_from_view(void)
+{
+ if (DST.clipping.updated)
+ return;
+
+ float (*viewinv)[4] = DST.view_data.matstate.mat[DRW_MAT_VIEWINV];
+ float (*projmat)[4] = DST.view_data.matstate.mat[DRW_MAT_WIN];
+ float (*projinv)[4] = DST.view_data.matstate.mat[DRW_MAT_WININV];
+ BoundSphere *bsphere = &DST.clipping.frustum_bsphere;
+
+ /* Extract Clipping Planes */
+ BoundBox bbox;
+#if 0 /* It has accuracy problems. */
+ BKE_boundbox_init_from_minmax(&bbox, (const float[3]){-1.0f, -1.0f, -1.0f}, (const float[3]){1.0f, 1.0f, 1.0f});
+ for (int i = 0; i < 8; i++) {
+ mul_project_m4_v3(projinv, bbox.vec[i]);
+ }
+#else
+ draw_frustum_boundbox_calc(projmat, &bbox);
+#endif
+ /* Transform into world space. */
+ for (int i = 0; i < 8; i++) {
+ mul_m4_v3(viewinv, bbox.vec[i]);
+ }
+
+ memcpy(&DST.clipping.frustum_corners, &bbox, sizeof(BoundBox));
+
+ /* Compute clip planes using the world space frustum corners. */
+ for (int p = 0; p < 6; p++) {
+ int q, r;
+ switch (p) {
+ case 0: q = 1; r = 2; break;
+ case 1: q = 0; r = 5; break;
+ case 2: q = 1; r = 5; break;
+ case 3: q = 2; r = 6; break;
+ case 4: q = 0; r = 3; break;
+ default: q = 4; r = 7; break;
+ }
+ if (DST.frontface == GL_CW) {
+ SWAP(int, q, r);
+ }
+
+ normal_tri_v3(DST.clipping.frustum_planes[p], bbox.vec[p], bbox.vec[q], bbox.vec[r]);
+ DST.clipping.frustum_planes[p][3] = -dot_v3v3(DST.clipping.frustum_planes[p], bbox.vec[p]);
+ }
+
+ /* Extract Bounding Sphere */
+ if (projmat[3][3] != 0.0f) {
+ /* Orthographic */
+ /* The most extreme points on the near and far plane. (normalized device coords). */
+ float *nearpoint = bbox.vec[0];
+ float *farpoint = bbox.vec[6];
+
+ /* just use median point */
+ mid_v3_v3v3(bsphere->center, farpoint, nearpoint);
+ bsphere->radius = len_v3v3(bsphere->center, farpoint);
+ }
+ else if (projmat[2][0] == 0.0f && projmat[2][1] == 0.0f) {
+ /* Perspective with symmetrical frustum. */
+
+ /* We obtain the center and radius of the circumscribed circle of the
+ * isosceles trapezoid composed by the diagonals of the near and far clipping plane */
+
+ /* center of each clipping plane */
+ float mid_min[3], mid_max[3];
+ mid_v3_v3v3(mid_min, bbox.vec[3], bbox.vec[4]);
+ mid_v3_v3v3(mid_max, bbox.vec[2], bbox.vec[5]);
+
+ /* square length of the diagonals of each clipping plane */
+ float a_sq = len_squared_v3v3(bbox.vec[3], bbox.vec[4]);
+ float b_sq = len_squared_v3v3(bbox.vec[2], bbox.vec[5]);
+
+ /* distance squared between clipping planes */
+ float h_sq = len_squared_v3v3(mid_min, mid_max);
+
+ float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
+
+ /* The goal is to get the smallest sphere,
+ * not the sphere that passes through each corner */
+ CLAMP(fac, 0.0f, 1.0f);
+
+ interp_v3_v3v3(bsphere->center, mid_min, mid_max, fac);
+
+ /* distance from the center to one of the points of the far plane (1, 2, 5, 6) */
+ bsphere->radius = len_v3v3(bsphere->center, bbox.vec[1]);
+ }
+ else {
+ /* Perspective with asymmetrical frustum. */
+
+ /* We put the sphere center on the line that goes from origin
+ * to the center of the far clipping plane. */
+
+ /* Detect which of the corner of the far clipping plane is the farthest to the origin */
+ float nfar[4]; /* most extreme far point in NDC space */
+ float farxy[2]; /* farpoint projection onto the near plane */
+ float farpoint[3] = {0.0f}; /* most extreme far point in camera coordinate */
+ float nearpoint[3]; /* most extreme near point in camera coordinate */
+ float farcenter[3] = {0.0f}; /* center of far cliping plane in camera coordinate */
+ float F = -1.0f, N; /* square distance of far and near point to origin */
+ float f, n; /* distance of far and near point to z axis. f is always > 0 but n can be < 0 */
+ float e, s; /* far and near clipping distance (<0) */
+ float c; /* slope of center line = distance of far clipping center to z axis / far clipping distance */
+ float z; /* projection of sphere center on z axis (<0) */
+
+ /* Find farthest corner and center of far clip plane. */
+ float corner[3] = {1.0f, 1.0f, 1.0f}; /* in clip space */
+ for (int i = 0; i < 4; i++) {
+ float point[3];
+ mul_v3_project_m4_v3(point, projinv, corner);
+ float len = len_squared_v3(point);
+ if (len > F) {
+ copy_v3_v3(nfar, corner);
+ copy_v3_v3(farpoint, point);
+ F = len;
+ }
+ add_v3_v3(farcenter, point);
+ /* rotate by 90 degree to walk through the 4 points of the far clip plane */
+ float tmp = corner[0];
+ corner[0] = -corner[1];
+ corner[1] = tmp;
+ }
+
+ /* the far center is the average of the far clipping points */
+ mul_v3_fl(farcenter, 0.25f);
+ /* the extreme near point is the opposite point on the near clipping plane */
+ copy_v3_fl3(nfar, -nfar[0], -nfar[1], -1.0f);
+ mul_v3_project_m4_v3(nearpoint, projinv, nfar);
+ /* this is a frustum projection */
+ N = len_squared_v3(nearpoint);
+ e = farpoint[2];
+ s = nearpoint[2];
+ /* distance to view Z axis */
+ f = len_v2(farpoint);
+ /* get corresponding point on the near plane */
+ mul_v2_v2fl(farxy, farpoint, s / e);
+ /* this formula preserve the sign of n */
+ sub_v2_v2(nearpoint, farxy);
+ n = f * s / e - len_v2(nearpoint);
+ c = len_v2(farcenter) / e;
+ /* the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case */
+ z = (F - N) / (2.0f * (e - s + c * (f - n)));
+
+ bsphere->center[0] = farcenter[0] * z / e;
+ bsphere->center[1] = farcenter[1] * z / e;
+ bsphere->center[2] = z;
+ bsphere->radius = len_v3v3(bsphere->center, farpoint);
+
+ /* Transform to world space. */
+ mul_m4_v3(viewinv, bsphere->center);
+ }
+
+ DST.clipping.updated = true;
+}
+
+/* Return True if the given BoundSphere intersect the current view frustum */
+bool DRW_culling_sphere_test(BoundSphere *bsphere)
+{
+ draw_clipping_setup_from_view();
+
+ /* Bypass test if radius is negative. */
+ if (bsphere->radius < 0.0f)
+ return true;
+
+ /* Do a rough test first: Sphere VS Sphere intersect. */
+ BoundSphere *frustum_bsphere = &DST.clipping.frustum_bsphere;
+ float center_dist = len_squared_v3v3(bsphere->center, frustum_bsphere->center);
+ if (center_dist > SQUARE(bsphere->radius + frustum_bsphere->radius))
+ return false;
+
+ /* Test against the 6 frustum planes. */
+ for (int p = 0; p < 6; p++) {
+ float dist = plane_point_side_v3(DST.clipping.frustum_planes[p], bsphere->center);
+ if (dist < -bsphere->radius) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+/* Return True if the given BoundBox intersect the current view frustum.
+ * bbox must be in world space. */
+bool DRW_culling_box_test(BoundBox *bbox)
+{
+ draw_clipping_setup_from_view();
+
+ /* 6 view frustum planes */
+ for (int p = 0; p < 6; p++) {
+ /* 8 box vertices. */
+ for (int v = 0; v < 8 ; v++) {
+ float dist = plane_point_side_v3(DST.clipping.frustum_planes[p], bbox->vec[v]);
+ if (dist > 0.0f) {
+ /* At least one point in front of this plane.
+ * Go to next plane. */
+ break;
+ }
+ else if (v == 7) {
+ /* 8 points behind this plane. */
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+/* Return True if the current view frustum is inside or intersect the given plane */
+bool DRW_culling_plane_test(float plane[4])
+{
+ draw_clipping_setup_from_view();
+
+ /* Test against the 8 frustum corners. */
+ for (int c = 0; c < 8; c++) {
+ float dist = plane_point_side_v3(plane, DST.clipping.frustum_corners.vec[c]);
+ if (dist < 0.0f) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void DRW_culling_frustum_corners_get(BoundBox *corners)
+{
+ draw_clipping_setup_from_view();
+ memcpy(corners, &DST.clipping.frustum_corners, sizeof(BoundBox));
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+/** \name Draw (DRW_draw)
+ * \{ */
+
+static void draw_visibility_eval(DRWCallState *st)
+{
+ bool culled = st->flag & DRW_CALL_CULLED;
+
+ if (st->cache_id != DST.state_cache_id) {
+ /* Update culling result for this view. */
+ culled = !DRW_culling_sphere_test(&st->bsphere);
+ }
+
+ if (st->visibility_cb) {
+ culled = !st->visibility_cb(!culled, st->user_data);
+ }
+
+ SET_FLAG_FROM_TEST(st->flag, culled, DRW_CALL_CULLED);
+}
+
+static void draw_matrices_model_prepare(DRWCallState *st)
+{
+ if (st->cache_id == DST.state_cache_id) {
+ /* Values are already updated for this view. */
+ return;
+ }
+ else {
+ st->cache_id = DST.state_cache_id;
+ }
+
+ /* No need to go further the call will not be used. */
+ if ((st->flag & DRW_CALL_CULLED) != 0 &&
+ (st->flag & DRW_CALL_BYPASS_CULLING) == 0)
+ {
+ return;
+ }
+ /* Order matters */
+ if (st->matflag & (DRW_CALL_MODELVIEW | DRW_CALL_MODELVIEWINVERSE |
+ DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC))
+ {
+ mul_m4_m4m4(st->modelview, DST.view_data.matstate.mat[DRW_MAT_VIEW], st->model);
+ }
+ if (st->matflag & DRW_CALL_MODELVIEWINVERSE) {
+ invert_m4_m4(st->modelviewinverse, st->modelview);
+ }
+ if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
+ mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
+ }
+ if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC)) {
+ copy_m3_m4(st->normalview, st->modelview);
+ invert_m3(st->normalview);
+ transpose_m3(st->normalview);
+ }
+ if (st->matflag & DRW_CALL_EYEVEC) {
+ /* Used by orthographic wires */
+ float tmp[3][3];
+ copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f);
+ invert_m3_m3(tmp, st->normalview);
+ /* set eye vector, transformed to object coords */
+ mul_m3_v3(tmp, st->eyevec);
+ }
+ /* Non view dependant */
+ if (st->matflag & DRW_CALL_MODELINVERSE) {
+ invert_m4_m4(st->modelinverse, st->model);
+ st->matflag &= ~DRW_CALL_MODELINVERSE;
+ }
+ if (st->matflag & DRW_CALL_NORMALWORLD) {
+ copy_m3_m4(st->normalworld, st->model);
+ invert_m3(st->normalworld);
+ transpose_m3(st->normalworld);
+ st->matflag &= ~DRW_CALL_NORMALWORLD;
+ }
+}
+
+static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCallState *state)
+{
+ /* step 1 : bind object dependent matrices */
+ if (state != NULL) {
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)state->model);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)state->modelinverse);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelview, 16, 1, (float *)state->modelview);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->eye, 3, 1, (float *)state->eyevec);
+ }
+ else {
+ BLI_assert((shgroup->normalview == -1) && (shgroup->normalworld == -1) && (shgroup->eye == -1));
+ /* For instancing and batching. */
+ float unitmat[4][4];
+ unit_m4(unitmat);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->model, 16, 1, (float *)unitmat);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelinverse, 16, 1, (float *)unitmat);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelview, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_VIEW]);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_VIEWINV]);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)DST.view_data.matstate.mat[DRW_MAT_PERS]);
+ GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)shgroup->instance_orcofac);
+ }
+}
+
+static void draw_geometry_execute_ex(
+ DRWShadingGroup *shgroup, Gwn_Batch *geom, uint start, uint count, bool draw_instance)
+{
+ /* Special case: empty drawcall, placement is done via shader, don't bind anything. */
+ /* TODO use DRW_CALL_PROCEDURAL instead */
+ if (geom == NULL) {
+ BLI_assert(shgroup->type == DRW_SHG_TRIANGLE_BATCH); /* Add other type if needed. */
+ /* Shader is already bound. */
+ GWN_draw_primitive(GWN_PRIM_TRIS, count);
+ return;
+ }
+
+ /* step 2 : bind vertex array & draw */
+ GWN_batch_program_set_no_use(
+ geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
+ /* XXX hacking gawain. we don't want to call glUseProgram! (huge performance loss) */
+ geom->program_in_use = true;
+
+ GWN_batch_draw_range_ex(geom, start, count, draw_instance);
+
+ geom->program_in_use = false; /* XXX hacking gawain */
+}
+
+static void draw_geometry_execute(DRWShadingGroup *shgroup, Gwn_Batch *geom)
+{
+ draw_geometry_execute_ex(shgroup, geom, 0, 0, false);
+}
+
+enum {
+ BIND_NONE = 0,
+ BIND_TEMP = 1, /* Release slot after this shading group. */
+ BIND_PERSIST = 2, /* Release slot only after the next shader change. */
+};
+
+static void bind_texture(GPUTexture *tex, char bind_type)
+{
+ int index;
+ char *slot_flags = DST.RST.bound_tex_slots;
+ int bind_num = GPU_texture_bound_number(tex);
+ if (bind_num == -1) {
+ for (int i = 0; i < GPU_max_textures(); ++i) {
+ index = DST.RST.bind_tex_inc = (DST.RST.bind_tex_inc + 1) % GPU_max_textures();
+ if (slot_flags[index] == BIND_NONE) {
+ if (DST.RST.bound_texs[index] != NULL) {
+ GPU_texture_unbind(DST.RST.bound_texs[index]);
+ }
+ GPU_texture_bind(tex, index);
+ DST.RST.bound_texs[index] = tex;
+ slot_flags[index] = bind_type;
+ // printf("Binds Texture %d %p\n", DST.RST.bind_tex_inc, tex);
+ return;
+ }
+ }
+ printf("Not enough texture slots! Reduce number of textures used by your shader.\n");
+ }
+ slot_flags[bind_num] = bind_type;
+}
+
+static void bind_ubo(GPUUniformBuffer *ubo, char bind_type)
+{
+ int index;
+ char *slot_flags = DST.RST.bound_ubo_slots;
+ int bind_num = GPU_uniformbuffer_bindpoint(ubo);
+ if (bind_num == -1) {
+ for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
+ index = DST.RST.bind_ubo_inc = (DST.RST.bind_ubo_inc + 1) % GPU_max_ubo_binds();
+ if (slot_flags[index] == BIND_NONE) {
+ if (DST.RST.bound_ubos[index] != NULL) {
+ GPU_uniformbuffer_unbind(DST.RST.bound_ubos[index]);
+ }
+ GPU_uniformbuffer_bind(ubo, index);
+ DST.RST.bound_ubos[index] = ubo;
+ slot_flags[index] = bind_type;
+ return;
+ }
+ }
+ /* printf so user can report bad behaviour */
+ printf("Not enough ubo slots! This should not happen!\n");
+ /* This is not depending on user input.
+ * It is our responsability to make sure there is enough slots. */
+ BLI_assert(0);
+ }
+ slot_flags[bind_num] = bind_type;
+}
+
+static void release_texture_slots(bool with_persist)
+{
+ if (with_persist) {
+ memset(DST.RST.bound_tex_slots, 0x0, sizeof(*DST.RST.bound_tex_slots) * GPU_max_textures());
+ }
+ else {
+ for (int i = 0; i < GPU_max_textures(); ++i) {
+ if (DST.RST.bound_tex_slots[i] != BIND_PERSIST)
+ DST.RST.bound_tex_slots[i] = BIND_NONE;
+ }
+ }
+
+ /* Reset so that slots are consistenly assigned for different shader
+ * draw calls, to avoid shader specialization/patching by the driver. */
+ DST.RST.bind_tex_inc = 0;
+}
+
+static void release_ubo_slots(bool with_persist)
+{
+ if (with_persist) {
+ memset(DST.RST.bound_ubo_slots, 0x0, sizeof(*DST.RST.bound_ubo_slots) * GPU_max_ubo_binds());
+ }
+ else {
+ for (int i = 0; i < GPU_max_ubo_binds(); ++i) {
+ if (DST.RST.bound_ubo_slots[i] != BIND_PERSIST)
+ DST.RST.bound_ubo_slots[i] = BIND_NONE;
+ }
+ }
+
+ /* Reset so that slots are consistenly assigned for different shader
+ * draw calls, to avoid shader specialization/patching by the driver. */
+ DST.RST.bind_ubo_inc = 0;
+}
+
+static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
+{
+ BLI_assert(shgroup->shader);
+
+ GPUTexture *tex;
+ GPUUniformBuffer *ubo;
+ int val;
+ float fval;
+ const bool shader_changed = (DST.shader != shgroup->shader);
+ bool use_tfeedback = false;
+
+ if (shader_changed) {
+ if (DST.shader) GPU_shader_unbind();
+ GPU_shader_bind(shgroup->shader);
+ DST.shader = shgroup->shader;
+ }
+
+ if ((pass_state & DRW_STATE_TRANS_FEEDBACK) != 0 &&
+ (shgroup->type == DRW_SHG_FEEDBACK_TRANSFORM))
+ {
+ use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
+ shgroup->tfeedback_target->vbo_id);
+ }
+
+ release_ubo_slots(shader_changed);
+ release_texture_slots(shader_changed);
+
+ drw_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
+ drw_stencil_set(shgroup->stencil_mask);
+
+ /* Binding Uniform */
+ for (DRWUniform *uni = shgroup->uniforms; uni; uni = uni->next) {
+ switch (uni->type) {
+ case DRW_UNIFORM_SHORT_TO_INT:
+ val = (int)*((short *)uni->pvalue);
+ GPU_shader_uniform_vector_int(
+ shgroup->shader, uni->location, uni->length, uni->arraysize, &val);
+ break;
+ case DRW_UNIFORM_SHORT_TO_FLOAT:
+ fval = (float)*((short *)uni->pvalue);
+ GPU_shader_uniform_vector(
+ shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)&fval);
+ break;
+ case DRW_UNIFORM_BOOL_COPY:
+ case DRW_UNIFORM_INT_COPY:
+ GPU_shader_uniform_vector_int(
+ shgroup->shader, uni->location, uni->length, uni->arraysize, &uni->ivalue);
+ break;
+ case DRW_UNIFORM_BOOL:
+ case DRW_UNIFORM_INT:
+ GPU_shader_uniform_vector_int(
+ shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->pvalue);
+ break;
+ case DRW_UNIFORM_FLOAT_COPY:
+ GPU_shader_uniform_vector(
+ shgroup->shader, uni->location, uni->length, uni->arraysize, &uni->fvalue);
+ break;
+ case DRW_UNIFORM_FLOAT:
+ GPU_shader_uniform_vector(
+ shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->pvalue);
+ break;
+ case DRW_UNIFORM_TEXTURE:
+ tex = (GPUTexture *)uni->pvalue;
+ BLI_assert(tex);
+ bind_texture(tex, BIND_TEMP);
+ GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
+ break;
+ case DRW_UNIFORM_TEXTURE_PERSIST:
+ tex = (GPUTexture *)uni->pvalue;
+ BLI_assert(tex);
+ bind_texture(tex, BIND_PERSIST);
+ GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
+ break;
+ case DRW_UNIFORM_TEXTURE_REF:
+ tex = *((GPUTexture **)uni->pvalue);
+ BLI_assert(tex);
+ bind_texture(tex, BIND_TEMP);
+ GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
+ break;
+ case DRW_UNIFORM_BLOCK:
+ ubo = (GPUUniformBuffer *)uni->pvalue;
+ bind_ubo(ubo, BIND_TEMP);
+ GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
+ break;
+ case DRW_UNIFORM_BLOCK_PERSIST:
+ ubo = (GPUUniformBuffer *)uni->pvalue;
+ bind_ubo(ubo, BIND_PERSIST);
+ GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
+ break;
+ }
+ }
+
+#ifdef USE_GPU_SELECT
+# define GPU_SELECT_LOAD_IF_PICKSEL(_select_id) \
+ if (G.f & G_PICKSEL) { \
+ GPU_select_load_id(_select_id); \
+ } ((void)0)
+
+# define GPU_SELECT_LOAD_IF_PICKSEL_CALL(_call) \
+ if ((G.f & G_PICKSEL) && (_call)) { \
+ GPU_select_load_id((_call)->select_id); \
+ } ((void)0)
+
+# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_shgroup, _start, _count) \
+ _start = 0; \
+ _count = _shgroup->instance_count; \
+ int *select_id = NULL; \
+ if (G.f & G_PICKSEL) { \
+ if (_shgroup->override_selectid == -1) { \
+ /* Hack : get vbo data without actually drawing. */ \
+ Gwn_VertBufRaw raw; \
+ GWN_vertbuf_attr_get_raw_data(_shgroup->inst_selectid, 0, &raw); \
+ select_id = GWN_vertbuf_raw_step(&raw); \
+ switch (_shgroup->type) { \
+ case DRW_SHG_TRIANGLE_BATCH: _count = 3; break; \
+ case DRW_SHG_LINE_BATCH: _count = 2; break; \
+ default: _count = 1; break; \
+ } \
+ } \
+ else { \
+ GPU_select_load_id(_shgroup->override_selectid); \
+ } \
+ } \
+ while (_start < _shgroup->instance_count) { \
+ if (select_id) { \
+ GPU_select_load_id(select_id[_start]); \
+ }
+
+# define GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(_start, _count) \
+ _start += _count; \
+ }
+
+#else
+# define GPU_SELECT_LOAD_IF_PICKSEL(select_id)
+# define GPU_SELECT_LOAD_IF_PICKSEL_CALL(call)
+# define GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
+# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_shgroup, _start, _count) \
+ _start = 0; \
+ _count = _shgroup->instance_count;
+
+#endif
+
+ /* Rendering Calls */
+ if (!ELEM(shgroup->type, DRW_SHG_NORMAL, DRW_SHG_FEEDBACK_TRANSFORM)) {
+ /* Replacing multiple calls with only one */
+ if (ELEM(shgroup->type, DRW_SHG_INSTANCE, DRW_SHG_INSTANCE_EXTERNAL)) {
+ if (shgroup->type == DRW_SHG_INSTANCE_EXTERNAL) {
+ if (shgroup->instance_geom != NULL) {
+ GPU_SELECT_LOAD_IF_PICKSEL(shgroup->override_selectid);
+ draw_geometry_prepare(shgroup, NULL);
+ draw_geometry_execute_ex(shgroup, shgroup->instance_geom, 0, 0, true);
+ }
+ }
+ else {
+ if (shgroup->instance_count > 0) {
+ uint count, start;
+ draw_geometry_prepare(shgroup, NULL);
+ GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup, start, count)
+ {
+ draw_geometry_execute_ex(shgroup, shgroup->instance_geom, start, count, true);
+ }
+ GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
+ }
+ }
+ }
+ else { /* DRW_SHG_***_BATCH */
+ /* Some dynamic batch can have no geom (no call to aggregate) */
+ if (shgroup->instance_count > 0) {
+ uint count, start;
+ draw_geometry_prepare(shgroup, NULL);
+ GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup, start, count)
+ {
+ draw_geometry_execute_ex(shgroup, shgroup->batch_geom, start, count, false);
+ }
+ GPU_SELECT_LOAD_IF_PICKSEL_LIST_END(start, count)
+ }
+ }
+ }
+ else {
+ bool prev_neg_scale = false;
+ int callid = 0;
+ for (DRWCall *call = shgroup->calls.first; call; call = call->next) {
+
+ /* OPTI/IDEA(clem): Do this preparation in another thread. */
+ draw_visibility_eval(call->state);
+ draw_matrices_model_prepare(call->state);
+
+ if ((call->state->flag & DRW_CALL_CULLED) != 0 &&
+ (call->state->flag & DRW_CALL_BYPASS_CULLING) == 0)
+ {
+ continue;
+ }
+
+ /* XXX small exception/optimisation for outline rendering. */
+ if (shgroup->callid != -1) {
+ GPU_shader_uniform_vector_int(shgroup->shader, shgroup->callid, 1, 1, &callid);
+ callid += 1;
+ }
+
+ /* Negative scale objects */
+ bool neg_scale = call->state->flag & DRW_CALL_NEGSCALE;
+ if (neg_scale != prev_neg_scale) {
+ glFrontFace((neg_scale) ? DST.backface : DST.frontface);
+ prev_neg_scale = neg_scale;
+ }
+
+ GPU_SELECT_LOAD_IF_PICKSEL_CALL(call);
+ draw_geometry_prepare(shgroup, call->state);
+
+ switch (call->type) {
+ case DRW_CALL_SINGLE:
+ draw_geometry_execute(shgroup, call->single.geometry);
+ break;
+ case DRW_CALL_INSTANCES:
+ draw_geometry_execute_ex(shgroup, call->instances.geometry, 0, *call->instances.count, true);
+ break;
+ case DRW_CALL_GENERATE:
+ call->generate.geometry_fn(shgroup, draw_geometry_execute, call->generate.user_data);
+ break;
+ case DRW_CALL_PROCEDURAL:
+ GWN_draw_primitive(call->procedural.prim_type, call->procedural.prim_count);
+ break;
+ default:
+ BLI_assert(0);
+ }
+ }
+ /* Reset state */
+ glFrontFace(DST.frontface);
+ }
+
+ if (use_tfeedback) {
+ GPU_shader_transform_feedback_disable(shgroup->shader);
+ }
+
+ /* TODO: remove, (currently causes alpha issue with sculpt, need to investigate) */
+ DRW_state_reset();
+}
+
+static void drw_update_view(void)
+{
+ if (DST.dirty_mat) {
+ DST.state_cache_id++;
+ DST.dirty_mat = false;
+
+ DRW_uniformbuffer_update(view_ubo, &DST.view_data);
+
+ /* Catch integer wrap around. */
+ if (UNLIKELY(DST.state_cache_id == 0)) {
+ DST.state_cache_id = 1;
+ /* We must reset all CallStates to ensure that not
+ * a single one stayed with cache_id equal to 1. */
+ BLI_mempool_iter iter;
+ DRWCallState *state;
+ BLI_mempool_iternew(DST.vmempool->states, &iter);
+ while ((state = BLI_mempool_iterstep(&iter))) {
+ state->cache_id = 0;
+ }
+ }
+
+ /* TODO dispatch threads to compute matrices/culling */
+ }
+
+ draw_clipping_setup_from_view();
+}
+
+static void drw_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
+{
+ if (start_group == NULL)
+ return;
+
+ DST.shader = NULL;
+
+ BLI_assert(DST.buffer_finish_called && "DRW_render_instance_buffer_finish had not been called before drawing");
+
+ drw_update_view();
+
+ drw_state_set(pass->state);
+
+ DRW_stats_query_start(pass->name);
+
+ for (DRWShadingGroup *shgroup = start_group; shgroup; shgroup = shgroup->next) {
+ draw_shgroup(shgroup, pass->state);
+ /* break if upper limit */
+ if (shgroup == end_group) {
+ break;
+ }
+ }
+
+ /* Clear Bound textures */
+ for (int i = 0; i < GPU_max_textures(); i++) {
+ if (DST.RST.bound_texs[i] != NULL) {
+ GPU_texture_unbind(DST.RST.bound_texs[i]);
+ DST.RST.bound_texs[i] = NULL;
+ }
+ }
+
+ /* Clear Bound Ubos */
+ for (int i = 0; i < GPU_max_ubo_binds(); i++) {
+ if (DST.RST.bound_ubos[i] != NULL) {
+ GPU_uniformbuffer_unbind(DST.RST.bound_ubos[i]);
+ DST.RST.bound_ubos[i] = NULL;
+ }
+ }
+
+ if (DST.shader) {
+ GPU_shader_unbind();
+ DST.shader = NULL;
+ }
+
+ DRW_stats_query_end();
+}
+
+void DRW_draw_pass(DRWPass *pass)
+{
+ drw_draw_pass_ex(pass, pass->shgroups.first, pass->shgroups.last);
+}
+
+/* Draw only a subset of shgroups. Used in special situations as grease pencil strokes */
+void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
+{
+ drw_draw_pass_ex(pass, start_group, end_group);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_manager_profiling.c b/source/blender/draw/intern/draw_manager_profiling.c
new file mode 100644
index 00000000000..e4c0877b907
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_profiling.c
@@ -0,0 +1,363 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_manager_profiling.c
+ * \ingroup draw
+ */
+
+#include "BLI_rect.h"
+#include "BLI_string.h"
+
+#include "BKE_global.h"
+
+#include "BLF_api.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "draw_manager.h"
+
+#include "GPU_glew.h"
+#include "GPU_texture.h"
+
+#include "UI_resources.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "draw_manager_profiling.h"
+
+#define MAX_TIMER_NAME 32
+#define MAX_NESTED_TIMER 8
+#define CHUNK_SIZE 8
+#define GPU_TIMER_FALLOFF 0.1
+
+typedef struct DRWTimer {
+ GLuint query[2];
+ GLuint64 time_average;
+ char name[MAX_TIMER_NAME];
+ int lvl; /* Hierarchy level for nested timer. */
+ bool is_query; /* Does this timer actually perform queries or is it just a group. */
+} DRWTimer;
+
+static struct DRWTimerPool {
+ DRWTimer *timers;
+ int chunk_count; /* Number of chunk allocated. */
+ int timer_count; /* chunk_count * CHUNK_SIZE */
+ int timer_increment; /* Keep track of where we are in the stack. */
+ int end_increment; /* Keep track of bad usage. */
+ bool is_recording; /* Are we in the render loop? */
+ bool is_querying; /* Keep track of bad usage. */
+} DTP = {NULL};
+
+void DRW_stats_free(void)
+{
+ if (DTP.timers != NULL) {
+ for (int i = 0; i < DTP.timer_count; ++i) {
+ DRWTimer *timer = &DTP.timers[i];
+ glDeleteQueries(2, timer->query);
+ }
+ MEM_freeN(DTP.timers);
+ DTP.timers = NULL;
+ }
+}
+
+void DRW_stats_begin(void)
+{
+ if (G.debug_value > 20) {
+ DTP.is_recording = true;
+ }
+
+ if (DTP.is_recording && DTP.timers == NULL) {
+ DTP.chunk_count = 1;
+ DTP.timer_count = DTP.chunk_count * CHUNK_SIZE;
+ DTP.timers = MEM_callocN(sizeof(DRWTimer) * DTP.timer_count, "DRWTimer stack");
+ }
+ else if (!DTP.is_recording && DTP.timers != NULL) {
+ DRW_stats_free();
+ }
+
+ DTP.is_querying = false;
+ DTP.timer_increment = 0;
+ DTP.end_increment = 0;
+}
+
+static DRWTimer *drw_stats_timer_get(void)
+{
+ if (UNLIKELY(DTP.timer_increment >= DTP.timer_count)) {
+ /* Resize the stack. */
+ DTP.chunk_count++;
+ DTP.timer_count = DTP.chunk_count * CHUNK_SIZE;
+ DTP.timers = MEM_recallocN(DTP.timers, sizeof(DRWTimer) * DTP.timer_count);
+ }
+
+ return &DTP.timers[DTP.timer_increment++];
+}
+
+static void drw_stats_timer_start_ex(const char *name, const bool is_query)
+{
+ if (DTP.is_recording) {
+ DRWTimer *timer = drw_stats_timer_get();
+ BLI_strncpy(timer->name, name, MAX_TIMER_NAME);
+ timer->lvl = DTP.timer_increment - DTP.end_increment - 1;
+ timer->is_query = is_query;
+
+ /* Queries cannot be nested or interleaved. */
+ BLI_assert(!DTP.is_querying);
+ if (timer->is_query) {
+ if (timer->query[0] == 0) {
+ glGenQueries(1, timer->query);
+ }
+
+ /* Issue query for the next frame */
+ glBeginQuery(GL_TIME_ELAPSED, timer->query[0]);
+ DTP.is_querying = true;
+ }
+ }
+}
+
+/* Use this to group the queries. It does NOT keep track
+ * of the time, it only sum what the queries inside it. */
+void DRW_stats_group_start(const char *name)
+{
+ drw_stats_timer_start_ex(name, false);
+}
+
+void DRW_stats_group_end(void)
+{
+ if (DTP.is_recording) {
+ BLI_assert(!DTP.is_querying);
+ DTP.end_increment++;
+ }
+}
+
+/* NOTE: Only call this when no sub timer will be called. */
+void DRW_stats_query_start(const char *name)
+{
+ drw_stats_timer_start_ex(name, true);
+}
+
+void DRW_stats_query_end(void)
+{
+ if (DTP.is_recording) {
+ DTP.end_increment++;
+ BLI_assert(DTP.is_querying);
+ glEndQuery(GL_TIME_ELAPSED);
+ DTP.is_querying = false;
+ }
+}
+
+void DRW_stats_reset(void)
+{
+ BLI_assert((DTP.timer_increment - DTP.end_increment) <= 0 && "You forgot a DRW_stats_group/query_end somewhere!");
+ BLI_assert((DTP.timer_increment - DTP.end_increment) >= 0 && "You forgot a DRW_stats_group/query_start somewhere!");
+
+ if (DTP.is_recording) {
+ GLuint64 lvl_time[MAX_NESTED_TIMER] = {0};
+
+ /* Swap queries for the next frame and sum up each lvl time. */
+ for (int i = DTP.timer_increment - 1; i >= 0; --i) {
+ DRWTimer *timer = &DTP.timers[i];
+ SWAP(GLuint, timer->query[0], timer->query[1]);
+
+ BLI_assert(timer->lvl < MAX_NESTED_TIMER);
+
+ if (timer->is_query) {
+ GLuint64 time;
+ if (timer->query[0] != 0) {
+ glGetQueryObjectui64v(timer->query[0], GL_QUERY_RESULT, &time);
+ }
+ else {
+ time = 1000000000; /* 1ms default */
+ }
+
+ timer->time_average = timer->time_average * (1.0 - GPU_TIMER_FALLOFF) + time * GPU_TIMER_FALLOFF;
+ timer->time_average = MIN2(timer->time_average, 1000000000);
+ }
+ else {
+ timer->time_average = lvl_time[timer->lvl + 1];
+ lvl_time[timer->lvl + 1] = 0;
+ }
+
+ lvl_time[timer->lvl] += timer->time_average;
+ }
+
+ DTP.is_recording = false;
+ }
+}
+
+static void draw_stat_5row(rcti *rect, int u, int v, const char *txt, const int size)
+{
+ BLF_draw_default_ascii(rect->xmin + (1 + u * 5) * U.widget_unit,
+ rect->ymax - (3 + v) * U.widget_unit, 0.0f,
+ txt, size);
+}
+
+static void draw_stat(rcti *rect, int u, int v, const char *txt, const int size)
+{
+ BLF_draw_default_ascii(rect->xmin + (1 + u) * U.widget_unit,
+ rect->ymax - (3 + v) * U.widget_unit, 0.0f,
+ txt, size);
+}
+
+void DRW_stats_draw(rcti *rect)
+{
+ char stat_string[64];
+ int lvl_index[MAX_NESTED_TIMER];
+ int v = 0, u = 0;
+
+ double init_tot_time = 0.0, background_tot_time = 0.0, render_tot_time = 0.0, tot_time = 0.0;
+
+ int fontid = BLF_default();
+ UI_FontThemeColor(fontid, TH_TEXT_HI);
+ BLF_enable(fontid, BLF_SHADOW);
+ BLF_shadow(fontid, 5, (const float[4]){0.0f, 0.0f, 0.0f, 0.75f});
+ BLF_shadow_offset(fontid, 0, -1);
+
+ BLF_batch_draw_begin();
+
+ /* ------------------------------------------ */
+ /* ---------------- CPU stats --------------- */
+ /* ------------------------------------------ */
+ /* Label row */
+ char col_label[32];
+ sprintf(col_label, "Engine");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ sprintf(col_label, "Init");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ sprintf(col_label, "Background");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ sprintf(col_label, "Render");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ sprintf(col_label, "Total (w/o cache)");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ v++;
+
+ /* Engines rows */
+ char time_to_txt[16];
+ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
+ u = 0;
+ DrawEngineType *engine = link->data;
+ ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
+
+ draw_stat_5row(rect, u++, v, engine->idname, sizeof(engine->idname));
+
+ init_tot_time += data->init_time;
+ sprintf(time_to_txt, "%.2fms", data->init_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+
+ background_tot_time += data->background_time;
+ sprintf(time_to_txt, "%.2fms", data->background_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+
+ render_tot_time += data->render_time;
+ sprintf(time_to_txt, "%.2fms", data->render_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+
+ tot_time += data->init_time + data->background_time + data->render_time;
+ sprintf(time_to_txt, "%.2fms", data->init_time + data->background_time + data->render_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+ v++;
+ }
+
+ /* Totals row */
+ u = 0;
+ sprintf(col_label, "Sub Total");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ sprintf(time_to_txt, "%.2fms", init_tot_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+ sprintf(time_to_txt, "%.2fms", background_tot_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+ sprintf(time_to_txt, "%.2fms", render_tot_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+ sprintf(time_to_txt, "%.2fms", tot_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+ v += 2;
+
+ u = 0;
+ double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
+ sprintf(col_label, "Cache Time");
+ draw_stat_5row(rect, u++, v, col_label, sizeof(col_label));
+ sprintf(time_to_txt, "%.2fms", *cache_time);
+ draw_stat_5row(rect, u++, v, time_to_txt, sizeof(time_to_txt));
+ v += 2;
+
+ /* ------------------------------------------ */
+ /* ---------------- GPU stats --------------- */
+ /* ------------------------------------------ */
+
+ /* Memory Stats */
+ uint tex_mem = GPU_texture_memory_usage_get();
+ uint vbo_mem = GWN_vertbuf_get_memory_usage();
+
+ sprintf(stat_string, "GPU Memory");
+ draw_stat(rect, 0, v, stat_string, sizeof(stat_string));
+ sprintf(stat_string, "%.2fMB", (double)(tex_mem + vbo_mem) / 1000000.0);
+ draw_stat_5row(rect, 1, v++, stat_string, sizeof(stat_string));
+ sprintf(stat_string, "Textures");
+ draw_stat(rect, 1, v, stat_string, sizeof(stat_string));
+ sprintf(stat_string, "%.2fMB", (double)tex_mem / 1000000.0);
+ draw_stat_5row(rect, 1, v++, stat_string, sizeof(stat_string));
+ sprintf(stat_string, "Meshes");
+ draw_stat(rect, 1, v, stat_string, sizeof(stat_string));
+ sprintf(stat_string, "%.2fMB", (double)vbo_mem / 1000000.0);
+ draw_stat_5row(rect, 1, v++, stat_string, sizeof(stat_string));
+ v += 1;
+
+ /* GPU Timings */
+ BLI_snprintf(stat_string, sizeof(stat_string), "GPU Render Timings");
+ draw_stat(rect, 0, v++, stat_string, sizeof(stat_string));
+
+ for (int i = 0; i < DTP.timer_increment; ++i) {
+ double time_ms, time_percent;
+ DRWTimer *timer = &DTP.timers[i];
+ DRWTimer *timer_parent = (timer->lvl > 0) ? &DTP.timers[lvl_index[timer->lvl - 1]] : NULL;
+
+ /* Only display a number of lvl at a time */
+ if ((G.debug_value - 21) < timer->lvl) continue;
+
+ BLI_assert(timer->lvl < MAX_NESTED_TIMER);
+ lvl_index[timer->lvl] = i;
+
+ time_ms = timer->time_average / 1000000.0;
+
+ if (timer_parent != NULL) {
+ time_percent = ((double)timer->time_average / (double)timer_parent->time_average) * 100.0;
+ }
+ else {
+ time_percent = 100.0;
+ }
+
+ /* avoid very long number */
+ time_ms = MIN2(time_ms, 999.0);
+ time_percent = MIN2(time_percent, 100.0);
+
+ BLI_snprintf(stat_string, sizeof(stat_string), "%s", timer->name);
+ draw_stat(rect, 0 + timer->lvl, v, stat_string, sizeof(stat_string));
+ BLI_snprintf(stat_string, sizeof(stat_string), "%.2fms", time_ms);
+ draw_stat(rect, 12 + timer->lvl, v, stat_string, sizeof(stat_string));
+ BLI_snprintf(stat_string, sizeof(stat_string), "%.0f", time_percent);
+ draw_stat(rect, 16 + timer->lvl, v, stat_string, sizeof(stat_string));
+ v++;
+ }
+
+ BLF_batch_draw_end();
+ BLF_disable(fontid, BLF_SHADOW);
+}
diff --git a/source/blender/draw/intern/draw_manager_profiling.h b/source/blender/draw/intern/draw_manager_profiling.h
new file mode 100644
index 00000000000..233cd3878d2
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_profiling.h
@@ -0,0 +1,43 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_manager_profiling.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_MANAGER_PROFILING_H__
+#define __DRAW_MANAGER_PROFILING_H__
+
+struct rcti;
+
+void DRW_stats_free(void);
+void DRW_stats_begin(void);
+void DRW_stats_reset(void);
+
+void DRW_stats_group_start(const char *name);
+void DRW_stats_group_end(void);
+
+void DRW_stats_query_start(const char *name);
+void DRW_stats_query_end(void);
+
+void DRW_stats_draw(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
new file mode 100644
index 00000000000..56a7c5db08e
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -0,0 +1,394 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager_shader.c
+ * \ingroup draw
+ */
+
+#include "draw_manager.h"
+
+#include "DNA_world_types.h"
+#include "DNA_material_types.h"
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_string_utils.h"
+#include "BLI_threads.h"
+#include "BLI_task.h"
+
+#include "BKE_global.h"
+#include "BKE_main.h"
+
+#include "GPU_shader.h"
+#include "GPU_material.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+extern char datatoc_gpu_shader_2D_vert_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
+extern char datatoc_common_fullscreen_vert_glsl[];
+
+#define USE_DEFERRED_COMPILATION 1
+
+/* -------------------------------------------------------------------- */
+
+/** \name Deferred Compilation (DRW_deferred)
+ *
+ * Since compiling shader can take a long time, we do it in a non blocking
+ * manner in another thread.
+ *
+ * \{ */
+
+typedef struct DRWDeferredShader {
+ struct DRWDeferredShader *prev, *next;
+
+ GPUMaterial *mat;
+ char *vert, *geom, *frag, *defs;
+} DRWDeferredShader;
+
+typedef struct DRWShaderCompiler {
+ ListBase queue; /* DRWDeferredShader */
+ SpinLock list_lock;
+
+ DRWDeferredShader *mat_compiling;
+ ThreadMutex compilation_lock;
+
+ void *ogl_context;
+
+ int shaders_done; /* To compute progress. */
+} DRWShaderCompiler;
+
+static void drw_deferred_shader_free(DRWDeferredShader *dsh)
+{
+ /* Make sure it is not queued before freeing. */
+ MEM_SAFE_FREE(dsh->vert);
+ MEM_SAFE_FREE(dsh->geom);
+ MEM_SAFE_FREE(dsh->frag);
+ MEM_SAFE_FREE(dsh->defs);
+
+ MEM_freeN(dsh);
+}
+
+static void drw_deferred_shader_queue_free(ListBase *queue)
+{
+ DRWDeferredShader *dsh;
+ while ((dsh = BLI_pophead(queue))) {
+ drw_deferred_shader_free(dsh);
+ }
+}
+
+static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, short *do_update, float *progress)
+{
+ DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
+ void *ogl_context = comp->ogl_context;
+
+ WM_opengl_context_activate(ogl_context);
+
+ while (true) {
+ BLI_spin_lock(&comp->list_lock);
+
+ if (*stop != 0) {
+ /* We don't want user to be able to cancel the compilation
+ * but wm can kill the task if we are closing blender. */
+ BLI_spin_unlock(&comp->list_lock);
+ break;
+ }
+
+ /* Pop tail because it will be less likely to lock the main thread
+ * if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
+ comp->mat_compiling = BLI_poptail(&comp->queue);
+ if (comp->mat_compiling == NULL) {
+ /* No more Shader to compile. */
+ BLI_spin_unlock(&comp->list_lock);
+ break;
+ }
+
+ comp->shaders_done++;
+ int total = BLI_listbase_count(&comp->queue) + comp->shaders_done;
+
+ BLI_mutex_lock(&comp->compilation_lock);
+ BLI_spin_unlock(&comp->list_lock);
+
+ /* Do the compilation. */
+ GPU_material_generate_pass(
+ comp->mat_compiling->mat,
+ comp->mat_compiling->vert,
+ comp->mat_compiling->geom,
+ comp->mat_compiling->frag,
+ comp->mat_compiling->defs);
+
+ *progress = (float)comp->shaders_done / (float)total;
+ *do_update = true;
+
+ glFlush();
+ BLI_mutex_unlock(&comp->compilation_lock);
+
+ drw_deferred_shader_free(comp->mat_compiling);
+ }
+
+ WM_opengl_context_release(ogl_context);
+}
+
+static void drw_deferred_shader_compilation_free(void *custom_data)
+{
+ DRWShaderCompiler *comp = (DRWShaderCompiler *)custom_data;
+
+ drw_deferred_shader_queue_free(&comp->queue);
+
+ BLI_spin_end(&comp->list_lock);
+ BLI_mutex_end(&comp->compilation_lock);
+
+ if (comp->ogl_context) {
+ /* Only destroy if the job owns the context. */
+ WM_opengl_context_dispose(comp->ogl_context);
+ }
+
+ MEM_freeN(comp);
+}
+
+static void drw_deferred_shader_add(
+ GPUMaterial *mat, const char *vert, const char *geom, const char *frag_lib, const char *defines)
+{
+ /* Do not deferre the compilation if we are rendering for image. */
+ if (DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION) {
+ /* Double checking that this GPUMaterial is not going to be
+ * compiled by another thread. */
+ DRW_deferred_shader_remove(mat);
+ GPU_material_generate_pass(mat, vert, geom, frag_lib, defines);
+ return;
+ }
+
+ DRWDeferredShader *dsh = MEM_callocN(sizeof(DRWDeferredShader), "Deferred Shader");
+
+ dsh->mat = mat;
+ if (vert) dsh->vert = BLI_strdup(vert);
+ if (geom) dsh->geom = BLI_strdup(geom);
+ if (frag_lib) dsh->frag = BLI_strdup(frag_lib);
+ if (defines) dsh->defs = BLI_strdup(defines);
+
+ BLI_assert(DST.draw_ctx.evil_C);
+ wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
+ wmWindow *win = CTX_wm_window(DST.draw_ctx.evil_C);
+ Scene *scene = DST.draw_ctx.scene;
+
+ /* Get the running job or a new one if none is running. Can only have one job per type & owner. */
+ wmJob *wm_job = WM_jobs_get(wm, win, scene, "Shaders Compilation",
+ WM_JOB_PROGRESS | WM_JOB_SUSPEND, WM_JOB_TYPE_SHADER_COMPILATION);
+
+ DRWShaderCompiler *old_comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
+
+ DRWShaderCompiler *comp = MEM_callocN(sizeof(DRWShaderCompiler), "DRWShaderCompiler");
+ BLI_spin_init(&comp->list_lock);
+ BLI_mutex_init(&comp->compilation_lock);
+
+ if (old_comp) {
+ BLI_spin_lock(&old_comp->list_lock);
+ BLI_movelisttolist(&comp->queue, &old_comp->queue);
+ BLI_spin_unlock(&old_comp->list_lock);
+ /* Do not recreate context, just pass ownership. */
+ comp->ogl_context = old_comp->ogl_context;
+ old_comp->ogl_context = NULL;
+ }
+
+ BLI_addtail(&comp->queue, dsh);
+
+ /* Create only one context. */
+ if (comp->ogl_context == NULL) {
+ comp->ogl_context = WM_opengl_context_create();
+ WM_opengl_context_activate(DST.ogl_context);
+ }
+
+ WM_jobs_customdata_set(wm_job, comp, drw_deferred_shader_compilation_free);
+ WM_jobs_timer(wm_job, 0.1, NC_MATERIAL | ND_SHADING_DRAW, 0);
+ WM_jobs_callbacks(wm_job, drw_deferred_shader_compilation_exec, NULL, NULL, NULL);
+ WM_jobs_start(wm, wm_job);
+}
+
+void DRW_deferred_shader_remove(GPUMaterial *mat)
+{
+ Scene *scene = GPU_material_scene(mat);
+
+ for (wmWindowManager *wm = G.main->wm.first; wm; wm = wm->id.next) {
+ if (WM_jobs_test(wm, scene, WM_JOB_TYPE_SHADER_COMPILATION) == false) {
+ /* No job running, do not create a new one by calling WM_jobs_get. */
+ continue;
+ }
+ for (wmWindow *win = wm->windows.first; win; win = win->next) {
+ wmJob *wm_job = WM_jobs_get(wm, win, scene, "Shaders Compilation",
+ WM_JOB_PROGRESS | WM_JOB_SUSPEND, WM_JOB_TYPE_SHADER_COMPILATION);
+
+ DRWShaderCompiler *comp = (DRWShaderCompiler *)WM_jobs_customdata_get(wm_job);
+ if (comp != NULL) {
+ BLI_spin_lock(&comp->list_lock);
+ DRWDeferredShader *dsh;
+ dsh = (DRWDeferredShader *)BLI_findptr(&comp->queue, mat, offsetof(DRWDeferredShader, mat));
+ if (dsh) {
+ BLI_remlink(&comp->queue, dsh);
+ }
+
+ /* Wait for compilation to finish */
+ if (comp->mat_compiling != NULL) {
+ if (comp->mat_compiling->mat == mat) {
+ BLI_mutex_lock(&comp->compilation_lock);
+ BLI_mutex_unlock(&comp->compilation_lock);
+ }
+ }
+ BLI_spin_unlock(&comp->list_lock);
+
+ if (dsh) {
+ drw_deferred_shader_free(dsh);
+ }
+ }
+ }
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+
+GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
+{
+ return GPU_shader_create(vert, frag, geom, NULL, defines);
+}
+
+GPUShader *DRW_shader_create_with_lib(
+ const char *vert, const char *geom, const char *frag, const char *lib, const char *defines)
+{
+ GPUShader *sh;
+ char *vert_with_lib = NULL;
+ char *frag_with_lib = NULL;
+ char *geom_with_lib = NULL;
+
+ vert_with_lib = BLI_string_joinN(lib, vert);
+ frag_with_lib = BLI_string_joinN(lib, frag);
+ if (geom) {
+ geom_with_lib = BLI_string_joinN(lib, geom);
+ }
+
+ sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines);
+
+ MEM_freeN(vert_with_lib);
+ MEM_freeN(frag_with_lib);
+ if (geom) {
+ MEM_freeN(geom_with_lib);
+ }
+
+ return sh;
+}
+
+GPUShader *DRW_shader_create_with_transform_feedback(
+ const char *vert, const char *geom, const char *defines,
+ const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
+{
+ return GPU_shader_create_ex(vert, NULL, geom, NULL, defines, GPU_SHADER_FLAGS_NONE,
+ prim_type, varying_names, varying_count);
+}
+
+GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
+{
+ return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines);
+}
+
+GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
+{
+ return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines);
+}
+
+GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
+{
+ return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines);
+}
+
+GPUShader *DRW_shader_create_3D_depth_only(void)
+{
+ return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
+}
+
+GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options)
+{
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
+ if (DRW_state_is_image_render()) {
+ if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ /* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
+ * with the shader code and we will resume the compilation from there. */
+ return NULL;
+ }
+ }
+ return mat;
+}
+
+GPUMaterial *DRW_shader_find_from_material(Material *ma, const void *engine_type, int options)
+{
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
+ if (DRW_state_is_image_render()) {
+ if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
+ /* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
+ * with the shader code and we will resume the compilation from there. */
+ return NULL;
+ }
+ }
+ return mat;
+}
+
+GPUMaterial *DRW_shader_create_from_world(
+ struct Scene *scene, World *wo, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines)
+{
+ GPUMaterial *mat = NULL;
+ if (DRW_state_is_image_render()) {
+ mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
+ }
+
+ if (mat == NULL) {
+ mat = GPU_material_from_nodetree(
+ scene, wo->nodetree, &wo->gpumaterial, engine_type, options);
+ }
+
+ drw_deferred_shader_add(mat, vert, geom, frag_lib, defines);
+
+ return mat;
+}
+
+GPUMaterial *DRW_shader_create_from_material(
+ struct Scene *scene, Material *ma, const void *engine_type, int options,
+ const char *vert, const char *geom, const char *frag_lib, const char *defines)
+{
+ GPUMaterial *mat = NULL;
+ if (DRW_state_is_image_render()) {
+ mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
+ }
+
+ if (mat == NULL) {
+ mat = GPU_material_from_nodetree(
+ scene, ma->nodetree, &ma->gpumaterial, engine_type, options);
+ }
+
+ drw_deferred_shader_add(mat, vert, geom, frag_lib, defines);
+
+ return mat;
+}
+
+void DRW_shader_free(GPUShader *shader)
+{
+ GPU_shader_free(shader);
+}
diff --git a/source/blender/draw/intern/draw_manager_text.c b/source/blender/draw/intern/draw_manager_text.c
new file mode 100644
index 00000000000..56255af98ce
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_text.c
@@ -0,0 +1,199 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager_text.c
+ * \ingroup draw
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "BLI_math.h"
+
+#include "BIF_gl.h"
+
+#include "GPU_matrix.h"
+
+#include "ED_screen.h"
+#include "ED_view3d.h"
+
+#include "UI_resources.h"
+#include "UI_interface.h"
+
+#include "WM_api.h"
+#include "BLF_api.h"
+
+#include "draw_manager_text.h"
+
+typedef struct ViewCachedString {
+ struct ViewCachedString *next, *prev;
+ float vec[3];
+ union {
+ unsigned char ub[4];
+ int pack;
+ } col;
+ short sco[2];
+ short xoffs;
+ short flag;
+ int str_len;
+
+ /* str is allocated past the end */
+ char str[0];
+} ViewCachedString;
+
+typedef struct DRWTextStore {
+ ListBase list;
+} DRWTextStore;
+
+DRWTextStore *DRW_text_cache_create(void)
+{
+ DRWTextStore *dt = MEM_callocN(sizeof(*dt), __func__);
+ return dt;
+}
+
+void DRW_text_cache_destroy(struct DRWTextStore *dt)
+{
+ BLI_freelistN(&dt->list);
+ MEM_freeN(dt);
+}
+
+void DRW_text_cache_add(
+ DRWTextStore *dt,
+ const float co[3],
+ const char *str, const int str_len,
+ short xoffs, short flag,
+ const unsigned char col[4])
+{
+ int alloc_len;
+ ViewCachedString *vos;
+
+ if (flag & DRW_TEXT_CACHE_STRING_PTR) {
+ BLI_assert(str_len == strlen(str));
+ alloc_len = sizeof(void *);
+ }
+ else {
+ alloc_len = str_len + 1;
+ }
+
+ vos = MEM_mallocN(sizeof(ViewCachedString) + alloc_len, __func__);
+
+ BLI_addtail(&dt->list, vos);
+
+ copy_v3_v3(vos->vec, co);
+ copy_v4_v4_uchar(vos->col.ub, col);
+ vos->xoffs = xoffs;
+ vos->flag = flag;
+ vos->str_len = str_len;
+
+ /* allocate past the end */
+ if (flag & DRW_TEXT_CACHE_STRING_PTR) {
+ memcpy(vos->str, &str, alloc_len);
+ }
+ else {
+ memcpy(vos->str, str, alloc_len);
+ }
+}
+
+void DRW_text_cache_draw(
+ DRWTextStore *dt,
+ View3D *v3d, ARegion *ar, bool depth_write)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ ViewCachedString *vos;
+ int tot = 0;
+
+ /* project first and test */
+ for (vos = dt->list.first; vos; vos = vos->next) {
+ if (ED_view3d_project_short_ex(
+ ar,
+ (vos->flag & DRW_TEXT_CACHE_GLOBALSPACE) ? rv3d->persmat : rv3d->persmatob,
+ (vos->flag & DRW_TEXT_CACHE_LOCALCLIP) != 0,
+ vos->vec, vos->sco,
+ V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
+ {
+ tot++;
+ }
+ else {
+ vos->sco[0] = IS_CLIPPED;
+ }
+ }
+
+ if (tot) {
+ int col_pack_prev = 0;
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_disable();
+ }
+
+ float original_proj[4][4];
+ gpuGetProjectionMatrix(original_proj);
+ wmOrtho2_region_pixelspace(ar);
+
+ gpuPushMatrix();
+ gpuLoadIdentity();
+
+ if (depth_write) {
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ }
+ else {
+ glDepthMask(GL_FALSE);
+ }
+
+ const int font_id = BLF_default();
+
+ const uiStyle *style = UI_style_get();
+
+ BLF_size(font_id, style->widget.points * U.pixelsize, U.dpi);
+
+ for (vos = dt->list.first; vos; vos = vos->next) {
+ if (vos->sco[0] != IS_CLIPPED) {
+ if (col_pack_prev != vos->col.pack) {
+ BLF_color4ubv(font_id, vos->col.ub);
+ col_pack_prev = vos->col.pack;
+ }
+
+ BLF_position(
+ font_id,
+ (float)(vos->sco[0] + vos->xoffs), (float)(vos->sco[1]), (depth_write) ? 0.0f : 2.0f);
+
+ ((vos->flag & DRW_TEXT_CACHE_ASCII) ?
+ BLF_draw_ascii :
+ BLF_draw
+ )(font_id,
+ (vos->flag & DRW_TEXT_CACHE_STRING_PTR) ? *((const char **)vos->str) : vos->str,
+ vos->str_len);
+ }
+ }
+
+ if (depth_write) {
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ }
+ else {
+ glDepthMask(GL_TRUE);
+ }
+
+ gpuPopMatrix();
+ gpuLoadProjectionMatrix(original_proj);
+
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ ED_view3d_clipping_enable();
+ }
+ }
+}
diff --git a/source/blender/draw/intern/draw_manager_text.h b/source/blender/draw/intern/draw_manager_text.h
new file mode 100644
index 00000000000..a58e167be0d
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_text.h
@@ -0,0 +1,54 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager_text.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_MANAGER_TEXT_H__
+#define __DRAW_MANAGER_TEXT_H__
+
+struct DRWTextStore;
+
+struct DRWTextStore *DRW_text_cache_create(void);
+void DRW_text_cache_destroy(struct DRWTextStore *dt);
+
+void DRW_text_cache_add(
+ struct DRWTextStore *dt,
+ const float co[3],
+ const char *str, const int str_len,
+ short xoffs, short flag,
+ const unsigned char col[4]);
+
+void DRW_text_cache_draw(
+ struct DRWTextStore *dt,
+ struct View3D *v3d, struct ARegion *ar, bool depth_write);
+
+enum {
+ DRW_TEXT_CACHE_ASCII = (1 << 0),
+ DRW_TEXT_CACHE_GLOBALSPACE = (1 << 1),
+ DRW_TEXT_CACHE_LOCALCLIP = (1 << 2),
+ /* reference the string by pointer */
+ DRW_TEXT_CACHE_STRING_PTR = (1 << 3),
+};
+
+/* 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
new file mode 100644
index 00000000000..607b5e19745
--- /dev/null
+++ b/source/blender/draw/intern/draw_manager_texture.c
@@ -0,0 +1,151 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_manager_texture.c
+ * \ingroup draw
+ */
+
+#include "draw_manager.h"
+
+#ifndef NDEBUG
+/* Maybe gpu_texture.c is a better place for this. */
+static bool drw_texture_format_supports_framebuffer(GPUTextureFormat format)
+{
+ /* Some formats do not work with framebuffers. */
+ switch (format) {
+ /* Only add formats that are COMPATIBLE with FB.
+ * Generally they are multiple of 16bit. */
+ case GPU_R16F:
+ case GPU_R16I:
+ case GPU_R16UI:
+ case GPU_R32F:
+ case GPU_R32UI:
+ case GPU_RG8:
+ case GPU_RG16:
+ case GPU_RG16F:
+ case GPU_RG16I:
+ case GPU_RG32F:
+ case GPU_R11F_G11F_B10F:
+ case GPU_RGBA8:
+ case GPU_RGBA16F:
+ case GPU_RGBA32F:
+ case GPU_DEPTH_COMPONENT16:
+ case GPU_DEPTH_COMPONENT24:
+ case GPU_DEPTH24_STENCIL8:
+ case GPU_DEPTH_COMPONENT32F:
+ return true;
+ default:
+ return false;
+ }
+}
+#endif
+
+void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
+{
+ GPU_texture_bind(tex, 0);
+ if (flags & DRW_TEX_MIPMAP) {
+ GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER);
+ GPU_texture_generate_mipmap(tex);
+ }
+ else {
+ GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
+ }
+ GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP);
+ GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
+ GPU_texture_unbind(tex);
+}
+
+GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+GPUTexture *DRW_texture_create_2D_array(
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+GPUTexture *DRW_texture_create_3D(
+ int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
+
+GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type)
+{
+ BLI_assert(drw_texture_format_supports_framebuffer(format));
+ GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format);
+
+ return tex;
+}
+
+void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags)
+{
+ if (*(tex) == NULL) {
+ const float *size = DRW_viewport_size_get();
+ *(tex) = DRW_texture_create_2D((int)size[0], (int)size[1], format, flags, NULL);
+ }
+}
+
+void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags)
+{
+ if (*(tex) == NULL) {
+ *(tex) = DRW_texture_create_2D(w, h, format, flags, NULL);
+ }
+}
+
+void DRW_texture_generate_mipmaps(GPUTexture *tex)
+{
+ GPU_texture_bind(tex, 0);
+ GPU_texture_generate_mipmap(tex);
+ GPU_texture_unbind(tex);
+}
+
+void DRW_texture_free(GPUTexture *tex)
+{
+ GPU_texture_free(tex);
+}
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
new file mode 100644
index 00000000000..726d77a9925
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.c
@@ -0,0 +1,757 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/intern/draw_view.c
+ * \ingroup draw
+ *
+ * Contains dynamic drawing using immediate mode
+ */
+
+#include "DNA_brush_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+
+#include "ED_screen.h"
+#include "ED_transform.h"
+#include "ED_view3d.h"
+
+#include "GPU_draw.h"
+#include "GPU_shader.h"
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+
+#include "UI_resources.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "BKE_global.h"
+#include "BKE_object.h"
+#include "BKE_paint.h"
+#include "BKE_unit.h"
+
+#include "DRW_render.h"
+
+#include "view3d_intern.h"
+
+#include "draw_view.h"
+
+/* ******************** region info ***************** */
+
+void DRW_draw_region_info(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ARegion *ar = draw_ctx->ar;
+ int offset;
+
+ DRW_draw_cursor();
+
+ offset = DRW_draw_region_engine_info_offset();
+
+ view3d_draw_region_info(draw_ctx->evil_C, ar, offset);
+
+ if (offset > 0) {
+ DRW_draw_region_engine_info();
+ }
+}
+
+/* ************************* Grid ************************** */
+
+static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
+{
+ /* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
+ * x0 is gridline 0, the axis in screen space
+ * Area covers [0 .. max) pixels */
+
+ int first = (int)ceil(-x0 / dx);
+ int last = (int)floor((max - x0) / dx);
+
+ if (first <= last) {
+ *r_first = first;
+ *r_count = last - first + 1;
+ }
+ else {
+ *r_first = 0;
+ *r_count = 0;
+ }
+}
+
+static int gridline_count(ARegion *ar, double x0, double y0, double dx)
+{
+ /* x0 & y0 establish the "phase" of the grid within this 2D region
+ * dx is the frequency, shared by x & y directions
+ * pass in dx of smallest (highest precision) grid we want to draw */
+
+ int first, x_ct, y_ct;
+
+ gridline_range(x0, dx, ar->winx, &first, &x_ct);
+ gridline_range(y0, dx, ar->winy, &first, &y_ct);
+
+ int total_ct = x_ct + y_ct;
+
+ return total_ct;
+}
+
+static bool drawgrid_draw(
+ ARegion *ar, double x0, double y0, double dx, int skip_mod,
+ unsigned pos, unsigned col, GLubyte col_value[3])
+{
+ /* skip every skip_mod lines relative to each axis; they will be overlaid by another drawgrid_draw
+ * always skip exact x0 & y0 axes; they will be drawn later in color
+ *
+ * set grid color once, just before the first line is drawn
+ * it's harmless to set same color for every line, or every vertex
+ * but if no lines are drawn, color must not be set! */
+
+ const float x_max = (float)ar->winx;
+ const float y_max = (float)ar->winy;
+
+ int first, ct;
+ int x_ct = 0, y_ct = 0; /* count of lines actually drawn */
+ int lines_skipped_for_next_unit = 0;
+
+ /* draw vertical lines */
+ gridline_range(x0, dx, x_max, &first, &ct);
+
+ for (int i = first; i < first + ct; ++i) {
+ if (i == 0)
+ continue;
+ else if (skip_mod && (i % skip_mod) == 0) {
+ ++lines_skipped_for_next_unit;
+ continue;
+ }
+
+ if (x_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
+
+ float x = (float)(x0 + i * dx);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, y_max);
+ ++x_ct;
+ }
+
+ /* draw horizontal lines */
+ gridline_range(y0, dx, y_max, &first, &ct);
+
+ for (int i = first; i < first + ct; ++i) {
+ if (i == 0)
+ continue;
+ else if (skip_mod && (i % skip_mod) == 0) {
+ ++lines_skipped_for_next_unit;
+ continue;
+ }
+
+ if (x_ct + y_ct == 0)
+ immAttrib3ub(col, col_value[0], col_value[1], col_value[2]);
+
+ float y = (float)(y0 + i * dx);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, x_max, y);
+ ++y_ct;
+ }
+
+ return lines_skipped_for_next_unit > 0;
+}
+
+#define GRID_MIN_PX_D 6.0
+#define GRID_MIN_PX_F 6.0f
+
+static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
+{
+ RegionView3D *rv3d = ar->regiondata;
+
+ double fx = rv3d->persmat[3][0];
+ double fy = rv3d->persmat[3][1];
+ double fw = rv3d->persmat[3][3];
+
+ const double wx = 0.5 * ar->winx; /* use double precision to avoid rounding errors */
+ const double wy = 0.5 * ar->winy;
+
+ double x = wx * fx / fw;
+ double y = wy * fy / fw;
+
+ double vec4[4] = { v3d->grid, v3d->grid, 0.0, 1.0 };
+ mul_m4_v4d(rv3d->persmat, vec4);
+ fx = vec4[0];
+ fy = vec4[1];
+ fw = vec4[3];
+
+ double dx = fabs(x - wx * fx / fw);
+ if (dx == 0) dx = fabs(y - wy * fy / fw);
+
+ x += wx;
+ y += wy;
+
+ /* now x, y, and dx have their final values
+ * (x,y) is the world origin (0,0,0) mapped to Area-relative screen space
+ * dx is the distance in pixels between grid lines -- same for horiz or vert grid lines */
+
+ glLineWidth(1.0f);
+
+#if 0 /* TODO: write to UI/widget depth buffer, not scene depth */
+ glDepthMask(GL_FALSE); /* disable write in zbuffer */
+#endif
+
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+
+ unsigned char col[3], col2[3];
+ UI_GetThemeColor3ubv(TH_GRID, col);
+
+ if (unit->system) {
+ const void *usys;
+ int len;
+
+ bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
+
+ bool first = true;
+
+ if (usys) {
+ int i = len;
+ while (i--) {
+ double scalar = bUnit_GetScaler(usys, i);
+
+ double dx_scalar = dx * scalar / (double)unit->scale_length;
+ if (dx_scalar < (GRID_MIN_PX_D * 2.0)) {
+ /* very very small grid items are less useful when dealing with units */
+ continue;
+ }
+
+ if (first) {
+ first = false;
+
+ /* Store the smallest drawn grid size units name so users know how big each grid cell is */
+ *grid_unit = bUnit_GetNameDisplay(usys, i);
+ rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
+
+ int gridline_ct = gridline_count(ar, x, y, dx_scalar);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
+
+ immBegin(GWN_PRIM_LINES, gridline_ct * 2);
+ }
+
+ float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
+ /* tweak to have the fade a bit nicer */
+ blend_fac = (blend_fac * blend_fac) * 2.0f;
+ CLAMP(blend_fac, 0.3f, 1.0f);
+
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, blend_fac, col2);
+
+ const int skip_mod = (i == 0) ? 0 : (int)round(bUnit_GetScaler(usys, i - 1) / scalar);
+ if (!drawgrid_draw(ar, x, y, dx_scalar, skip_mod, pos, color, col2))
+ break;
+ }
+ }
+ }
+ else {
+ const double sublines = v3d->gridsubdiv;
+ const float sublines_fl = v3d->gridsubdiv;
+
+ int grids_to_draw = 2; /* first the faint fine grid, then the bold coarse grid */
+
+ if (dx < GRID_MIN_PX_D) {
+ rv3d->gridview *= sublines_fl;
+ dx *= sublines;
+ if (dx < GRID_MIN_PX_D) {
+ rv3d->gridview *= sublines_fl;
+ dx *= sublines;
+ if (dx < GRID_MIN_PX_D) {
+ rv3d->gridview *= sublines_fl;
+ dx *= sublines;
+ grids_to_draw = (dx < GRID_MIN_PX_D) ? 0 : 1;
+ }
+ }
+ }
+ else {
+ if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
+ rv3d->gridview /= sublines_fl;
+ dx /= sublines;
+ if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
+ rv3d->gridview /= sublines_fl;
+ dx /= sublines;
+ if (dx > (GRID_MIN_PX_D * 10.0)) {
+ grids_to_draw = 1;
+ }
+ }
+ }
+ }
+
+ int gridline_ct = gridline_count(ar, x, y, dx);
+ if (gridline_ct == 0)
+ goto drawgrid_cleanup; /* nothing to draw */
+
+ immBegin(GWN_PRIM_LINES, gridline_ct * 2);
+
+ if (grids_to_draw == 2) {
+ UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2);
+ if (drawgrid_draw(ar, x, y, dx, v3d->gridsubdiv, pos, color, col2)) {
+ drawgrid_draw(ar, x, y, dx * sublines, 0, pos, color, col);
+ }
+ }
+ else if (grids_to_draw == 1) {
+ drawgrid_draw(ar, x, y, dx, 0, pos, color, col);
+ }
+ }
+
+ /* draw visible axes */
+ /* horizontal line */
+ if (0 <= y && y < ar->winy) {
+ UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT) ? 'Y' : 'X');
+ immAttrib3ub(color, col2[0], col2[1], col2[2]);
+ immVertex2f(pos, 0.0f, y);
+ immVertex2f(pos, (float)ar->winx, y);
+ }
+
+ /* vertical line */
+ if (0 <= x && x < ar->winx) {
+ UI_make_axis_color(col, col2, ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM) ? 'Y' : 'Z');
+ immAttrib3ub(color, col2[0], col2[1], col2[2]);
+ immVertex2f(pos, x, 0.0f);
+ immVertex2f(pos, x, (float)ar->winy);
+ }
+
+ immEnd();
+
+drawgrid_cleanup:
+ immUnbindProgram();
+
+#if 0 /* depth write is left enabled above */
+ glDepthMask(GL_TRUE); /* enable write in zbuffer */
+#endif
+}
+
+#undef DEBUG_GRID
+#undef GRID_MIN_PX_D
+#undef GRID_MIN_PX_F
+
+static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
+{
+ /* draw only if there is something to draw */
+ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
+ /* draw how many lines?
+ * trunc(v3d->gridlines / 2) * 4
+ * + 2 for xy axes (possibly with special colors)
+ * + 1 for z axis (the only line not in xy plane)
+ * even v3d->gridlines are honored, odd rounded down */
+ const int gridlines = v3d->gridlines / 2;
+ const float grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
+ const float grid = gridlines * grid_scale;
+
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) && gridlines >= 1;
+
+ bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
+ bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
+ bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
+
+ unsigned char col_grid[3], col_axis[3];
+
+ glLineWidth(1.0f);
+
+ UI_GetThemeColor3ubv(TH_GRID, col_grid);
+
+ if (show_floor) {
+ const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
+ const int sublines = v3d->gridsubdiv;
+
+ unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
+
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+
+ immBegin(GWN_PRIM_LINES, vertex_ct);
+
+ /* draw normal grid lines */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
+
+ for (int a = 1; a <= gridlines; a++) {
+ /* skip emphasised divider lines */
+ if (a % sublines != 0) {
+ const float line = a * grid_scale;
+
+ immAttrib3ubv(color, col_grid_light);
+
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
+
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
+ }
+
+ /* draw emphasised grid lines */
+ UI_GetThemeColor3ubv(TH_BACK, col_bg);
+ /* emphasise division lines lighter instead of darker, if background is darker than grid */
+ UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
+ (col_grid[0] + col_grid[1] + col_grid[2] + 30 >
+ col_bg[0] + col_bg[1] + col_bg[2]) ? 20 : -10);
+
+ if (sublines <= gridlines) {
+ immAttrib3ubv(color, col_grid_emphasise);
+
+ for (int a = sublines; a <= gridlines; a += sublines) {
+ const float line = a * grid_scale;
+
+ immVertex2f(pos, -grid, -line);
+ immVertex2f(pos, +grid, -line);
+ immVertex2f(pos, -grid, +line);
+ immVertex2f(pos, +grid, +line);
+
+ immVertex2f(pos, -line, -grid);
+ immVertex2f(pos, -line, +grid);
+ immVertex2f(pos, +line, -grid);
+ immVertex2f(pos, +line, +grid);
+ }
+ }
+
+ /* draw X axis */
+ if (show_axis_x) {
+ show_axis_x = false; /* drawing now, won't need to draw later */
+ UI_make_axis_color(col_grid, col_axis, 'X');
+ immAttrib3ubv(color, col_axis);
+ }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
+
+ immVertex2f(pos, -grid, 0.0f);
+ immVertex2f(pos, +grid, 0.0f);
+
+ /* draw Y axis */
+ if (show_axis_y) {
+ show_axis_y = false; /* drawing now, won't need to draw later */
+ UI_make_axis_color(col_grid, col_axis, 'Y');
+ immAttrib3ubv(color, col_axis);
+ }
+ else
+ immAttrib3ubv(color, col_grid_emphasise);
+
+ immVertex2f(pos, 0.0f, -grid);
+ immVertex2f(pos, 0.0f, +grid);
+
+ immEnd();
+ immUnbindProgram();
+
+ /* done with XY plane */
+ }
+
+ if (show_axis_x || show_axis_y || show_axis_z) {
+ /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
+
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBegin(GWN_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
+
+ if (show_axis_x) {
+ UI_make_axis_color(col_grid, col_axis, 'X');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, -grid, 0.0f, 0.0f);
+ immVertex3f(pos, +grid, 0.0f, 0.0f);
+ }
+
+ if (show_axis_y) {
+ UI_make_axis_color(col_grid, col_axis, 'Y');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, 0.0f, -grid, 0.0f);
+ immVertex3f(pos, 0.0f, +grid, 0.0f);
+ }
+
+ if (show_axis_z) {
+ UI_make_axis_color(col_grid, col_axis, 'Z');
+ immAttrib3ubv(color, col_axis);
+ immVertex3f(pos, 0.0f, 0.0f, -grid);
+ immVertex3f(pos, 0.0f, 0.0f, +grid);
+ }
+
+ immEnd();
+ immUnbindProgram();
+ }
+ }
+}
+
+void DRW_draw_grid(void)
+{
+ /* TODO viewport
+ * Missing is the flags to check whether to draw it
+ * for now now we are using the flags in v3d itself.
+ *
+ * Also for now always assume depth is there, so we
+ * draw on top of it.
+ */
+ /**
+ * Calculate pixel-size factor once, is used for lamps and object centers.
+ * Used by #ED_view3d_pixel_size and typically not accessed directly.
+ *
+ * \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value,
+ * passed to #RE_SetPixelSize, in ortho mode this is compatible with this value,
+ * but in perspective mode its offset by the near-clip.
+ *
+ * 'RegionView3D.pixsize' is used for viewport drawing, not rendering.
+ */
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ View3D *v3d = draw_ctx->v3d;
+ ARegion *ar = draw_ctx->ar;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
+ const char *grid_unit = NULL;
+
+ /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
+ * objects if done last
+ * needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views.
+ */
+ rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit);
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+
+ if (!draw_floor) {
+ /* Do not get in front of overlays */
+ glDepthMask(GL_FALSE);
+
+ ED_region_pixelspace(ar);
+ *(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
+ drawgrid(&scene->unit, ar, v3d, &grid_unit);
+
+ gpuLoadProjectionMatrix(rv3d->winmat);
+ gpuLoadMatrix(rv3d->viewmat);
+ }
+ else {
+ glDepthMask(GL_TRUE);
+ drawfloor(scene, v3d, &grid_unit);
+ }
+}
+
+/* ************************* Background ************************** */
+
+void DRW_draw_background(void)
+{
+ /* Just to make sure */
+ glDepthMask(GL_TRUE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glStencilMask(0xFF);
+
+ if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+ float m[4][4];
+ unit_m4(m);
+
+ /* Gradient background Color */
+ glDisable(GL_DEPTH_TEST);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned char col_hi[3], col_lo[3];
+
+ gpuPushMatrix();
+ gpuLoadIdentity();
+ gpuLoadProjectionMatrix(m);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
+
+ UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
+ UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
+
+ immBegin(GWN_PRIM_TRI_FAN, 4);
+ immAttrib3ubv(color, col_lo);
+ immVertex2f(pos, -1.0f, -1.0f);
+ immVertex2f(pos, 1.0f, -1.0f);
+
+ immAttrib3ubv(color, col_hi);
+ immVertex2f(pos, 1.0f, 1.0f);
+ immVertex2f(pos, -1.0f, 1.0f);
+ immEnd();
+
+ immUnbindProgram();
+
+ gpuPopMatrix();
+
+ glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ glEnable(GL_DEPTH_TEST);
+ }
+ else {
+ /* Solid background Color */
+ UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ }
+}
+
+/* **************************** 3D Cursor ******************************** */
+
+static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
+{
+ Object *ob = OBACT(view_layer);
+ View3D *v3d = draw_ctx->v3d;
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) > 0 || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
+ return false;
+ }
+
+ /* don't draw cursor in paint modes, but with a few exceptions */
+ if (ob && draw_ctx->object_mode & OB_MODE_ALL_PAINT) {
+ /* exception: object is in weight paint and has deforming armature in pose mode */
+ if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
+ if (BKE_object_pose_armature_get(ob) != NULL) {
+ return true;
+ }
+ }
+ /* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
+ else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
+ const Paint *p = BKE_paint_get_active(scene, view_layer);
+
+ if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
+ if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
+ return true;
+ }
+ }
+ }
+
+ /* no exception met? then don't draw cursor! */
+ return false;
+ }
+
+ return true;
+}
+
+void DRW_draw_cursor(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ ARegion *ar = draw_ctx->ar;
+ Scene *scene = draw_ctx->scene;
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+
+ if (is_cursor_visible(draw_ctx, scene, view_layer)) {
+ int co[2];
+ const View3DCursor *cursor = ED_view3d_cursor3d_get(scene, v3d);
+ if (ED_view3d_project_int_global(
+ ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) == V3D_PROJ_RET_OK)
+ {
+ RegionView3D *rv3d = ar->regiondata;
+
+ /* Draw nice Anti Aliased cursor. */
+ glLineWidth(1.0f);
+ glEnable(GL_BLEND);
+ glEnable(GL_LINE_SMOOTH);
+
+ float eps = 1e-5f;
+ rv3d->viewquat[0] = -rv3d->viewquat[0];
+ const bool is_aligned = compare_v4v4(cursor->rotation, rv3d->viewquat, eps);
+ rv3d->viewquat[0] = -rv3d->viewquat[0];
+
+ /* Draw lines */
+ if (is_aligned == false) {
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformThemeColor3(TH_VIEW_OVERLAY);
+ immBegin(GWN_PRIM_LINES, 12);
+
+ const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit;
+
+#define CURSOR_VERT(axis_vec, axis, fac) \
+ immVertex3f( \
+ pos, \
+ cursor->location[0] + axis_vec[0] * (fac), \
+ cursor->location[1] + axis_vec[1] * (fac), \
+ cursor->location[2] + axis_vec[2] * (fac))
+
+#define CURSOR_EDGE(axis_vec, axis, sign) { \
+ CURSOR_VERT(axis_vec, axis, sign 1.0f); \
+ CURSOR_VERT(axis_vec, axis, sign 0.25f); \
+ }
+
+ for (int axis = 0; axis < 3; axis++) {
+ float axis_vec[3] = {0};
+ axis_vec[axis] = scale;
+ mul_qt_v3(cursor->rotation, axis_vec);
+ CURSOR_EDGE(axis_vec, axis, +);
+ CURSOR_EDGE(axis_vec, axis, -);
+ }
+
+#undef CURSOR_VERT
+#undef CURSOR_EDGE
+
+ immEnd();
+ immUnbindProgram();
+ }
+
+ ED_region_pixelspace(ar);
+ gpuTranslate2f(co[0] + 0.5f, co[1] + 0.5f);
+ gpuScale2f(U.widget_unit, U.widget_unit);
+
+ Gwn_Batch *cursor_batch = DRW_cache_cursor_get(is_aligned);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
+ GWN_batch_program_set(cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));
+
+ GWN_batch_draw(cursor_batch);
+ }
+ }
+}
+
+/* **************************** 3D Manipulator ******************************** */
+
+void DRW_draw_manipulator_3d(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ v3d->zbuf = false;
+ ARegion *ar = draw_ctx->ar;
+
+ /* draw depth culled manipulators - manipulators need to be updated *after* view matrix was set up */
+ /* TODO depth culling manipulators is not yet supported, just drawing _3D here, should
+ * later become _IN_SCENE (and draw _3D separate) */
+ WM_manipulatormap_draw(
+ ar->manipulator_map, draw_ctx->evil_C,
+ WM_MANIPULATORMAP_DRAWSTEP_3D);
+
+}
+
+void DRW_draw_manipulator_2d(void)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ v3d->zbuf = false;
+ ARegion *ar = draw_ctx->ar;
+
+ WM_manipulatormap_draw(
+ ar->manipulator_map, draw_ctx->evil_C,
+ WM_MANIPULATORMAP_DRAWSTEP_2D);
+
+ glDepthMask(GL_TRUE);
+}
diff --git a/source/blender/draw/intern/draw_view.h b/source/blender/draw/intern/draw_view.h
new file mode 100644
index 00000000000..203420483a7
--- /dev/null
+++ b/source/blender/draw/intern/draw_view.h
@@ -0,0 +1,36 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_view.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_VIEW_H__
+#define __DRAW_VIEW_H__
+
+void DRW_draw_grid(void);
+void DRW_draw_region_info(void);
+void DRW_draw_background(void);
+void DRW_draw_cursor(void);
+void DRW_draw_manipulator_3d(void);
+void DRW_draw_manipulator_2d(void);
+
+#endif /* __DRAW_VIEW_H__ */
diff --git a/source/blender/draw/modes/draw_mode_engines.h b/source/blender/draw/modes/draw_mode_engines.h
new file mode 100644
index 00000000000..9522e3cddc6
--- /dev/null
+++ b/source/blender/draw/modes/draw_mode_engines.h
@@ -0,0 +1,45 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/draw_mode_engines.h
+ * \ingroup draw
+ */
+
+#ifndef __DRAW_MODE_ENGINES_H__
+#define __DRAW_MODE_ENGINES_H__
+
+extern DrawEngineType draw_engine_object_type;
+extern DrawEngineType draw_engine_edit_armature_type;
+extern DrawEngineType draw_engine_edit_curve_type;
+extern DrawEngineType draw_engine_edit_lattice_type;
+extern DrawEngineType draw_engine_edit_mesh_type;
+extern DrawEngineType draw_engine_edit_metaball_type;
+extern DrawEngineType draw_engine_edit_surface_type;
+extern DrawEngineType draw_engine_edit_text_type;
+extern DrawEngineType draw_engine_paint_texture_type;
+extern DrawEngineType draw_engine_paint_vertex_type;
+extern DrawEngineType draw_engine_paint_weight_type;
+extern DrawEngineType draw_engine_particle_type;
+extern DrawEngineType draw_engine_pose_type;
+extern DrawEngineType draw_engine_sculpt_type;
+extern DrawEngineType draw_engine_overlay_type;
+
+#endif /* __DRAW_MODE_ENGINES_H__ */
diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c
new file mode 100644
index 00000000000..285e703afbf
--- /dev/null
+++ b/source/blender/draw/modes/edit_armature_mode.c
@@ -0,0 +1,183 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_armature_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_armature_types.h"
+#include "DNA_view3d_types.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+extern GlobalsUboStorage ts;
+
+/* *********** LISTS *********** */
+typedef struct EDIT_ARMATURE_PassList {
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_wire;
+ struct DRWPass *bone_outline;
+ struct DRWPass *bone_envelope;
+ struct DRWPass *bone_axes;
+ struct DRWPass *relationship;
+} EDIT_ARMATURE_PassList;
+
+typedef struct EDIT_ARMATURE_StorageList {
+ struct EDIT_ARMATURE_PrivateData *g_data;
+} EDIT_ARMATURE_StorageList;
+
+typedef struct EDIT_ARMATURE_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ EDIT_ARMATURE_PassList *psl;
+ EDIT_ARMATURE_StorageList *stl;
+} EDIT_ARMATURE_Data;
+
+/* *********** STATIC *********** */
+
+typedef struct EDIT_ARMATURE_PrivateData {
+ char pad; /* UNUSED */
+} EDIT_ARMATURE_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+static void EDIT_ARMATURE_cache_init(void *vedata)
+{
+ EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
+ EDIT_ARMATURE_StorageList *stl = ((EDIT_ARMATURE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
+ }
+
+ {
+ /* Bones Outline */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->bone_outline = DRW_pass_create("Bone Outline Pass", state);
+ }
+
+ {
+ /* Wire bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
+ psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
+ }
+
+ {
+ /* distance outline around envelope bones */
+ DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
+ psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
+ psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
+ }
+
+ {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ DRWState state =
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND | DRW_STATE_WIRE;
+ psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
+ }
+}
+
+static void EDIT_ARMATURE_cache_populate(void *vedata, Object *ob)
+{
+ bArmature *arm = ob->data;
+ EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
+
+ if (ob->type == OB_ARMATURE) {
+ if (arm->edbo) {
+ DRWArmaturePasses passes = {
+ .bone_solid = psl->bone_solid,
+ .bone_outline = psl->bone_outline,
+ .bone_wire = psl->bone_wire,
+ .bone_envelope = psl->bone_envelope,
+ .bone_axes = psl->bone_axes,
+ .relationship_lines = psl->relationship,
+ };
+ DRW_shgroup_armature_edit(ob, passes);
+ }
+ }
+}
+
+static void EDIT_ARMATURE_draw_scene(void *vedata)
+{
+ EDIT_ARMATURE_PassList *psl = ((EDIT_ARMATURE_Data *)vedata)->psl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
+
+ DRW_draw_pass(psl->bone_envelope);
+
+ if (transparent_bones) {
+ DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
+ DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
+ DRW_draw_pass(psl->bone_solid);
+ }
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
+
+ if (!transparent_bones) {
+ DRW_draw_pass(psl->bone_solid);
+ }
+
+ DRW_draw_pass(psl->bone_outline);
+ DRW_draw_pass(psl->bone_wire);
+ DRW_draw_pass(psl->relationship);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+
+ /* Draw axes with linesmooth and outside of multisample buffer. */
+ DRW_draw_pass(psl->bone_axes);
+}
+
+static const DrawEngineDataSize EDIT_ARMATURE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_ARMATURE_Data);
+
+DrawEngineType draw_engine_edit_armature_type = {
+ NULL, NULL,
+ N_("EditArmatureMode"),
+ &EDIT_ARMATURE_data_size,
+ NULL,
+ NULL,
+ &EDIT_ARMATURE_cache_init,
+ &EDIT_ARMATURE_cache_populate,
+ NULL,
+ NULL,
+ &EDIT_ARMATURE_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c
new file mode 100644
index 00000000000..50ce29b7b1a
--- /dev/null
+++ b/source/blender/draw/modes/edit_curve_mode.c
@@ -0,0 +1,337 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_curve_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_curve_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_object.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+#include "GPU_batch.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_edit_curve_overlay_loosevert_vert_glsl[];
+extern char datatoc_edit_curve_overlay_frag_glsl[];
+extern char datatoc_edit_curve_overlay_handle_geom_glsl[];
+
+extern char datatoc_gpu_shader_3D_vert_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_CURVE_engine_init() to
+ * initialize most of them and EDIT_CURVE_cache_init()
+ * for EDIT_CURVE_PassList */
+
+typedef struct EDIT_CURVE_PassList {
+ /* Declare all passes here and init them in
+ * EDIT_CURVE_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *wire_pass;
+ struct DRWPass *overlay_edge_pass;
+ struct DRWPass *overlay_vert_pass;
+} EDIT_CURVE_PassList;
+
+typedef struct EDIT_CURVE_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} EDIT_CURVE_FramebufferList;
+
+typedef struct EDIT_CURVE_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} EDIT_CURVE_TextureList;
+
+typedef struct EDIT_CURVE_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ struct CustomStruct *block;
+ struct EDIT_CURVE_PrivateData *g_data;
+} EDIT_CURVE_StorageList;
+
+typedef struct EDIT_CURVE_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ EDIT_CURVE_FramebufferList *fbl;
+ EDIT_CURVE_TextureList *txl;
+ EDIT_CURVE_PassList *psl;
+ EDIT_CURVE_StorageList *stl;
+} EDIT_CURVE_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_CURVE_engine_init();
+ * free in EDIT_CURVE_engine_free(); */
+
+ GPUShader *wire_sh;
+
+ GPUShader *overlay_edge_sh; /* handles and nurbs control cage */
+ GPUShader *overlay_vert_sh;
+
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EDIT_CURVE_PrivateData {
+ /* This keeps the references of the shading groups for
+ * easy access in EDIT_CURVE_cache_populate() */
+
+ /* resulting curve as 'wire' for curves (and optionally normals) */
+ DRWShadingGroup *wire_shgrp;
+
+ DRWShadingGroup *overlay_edge_shgrp;
+ DRWShadingGroup *overlay_vert_shgrp;
+} EDIT_CURVE_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void EDIT_CURVE_engine_init(void *vedata)
+{
+ EDIT_CURVE_TextureList *txl = ((EDIT_CURVE_Data *)vedata)->txl;
+ EDIT_CURVE_FramebufferList *fbl = ((EDIT_CURVE_Data *)vedata)->fbl;
+ EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
+
+ UNUSED_VARS(txl, fbl, stl);
+
+ /* Init Framebuffers like this: order is attachment order (for color texs) */
+ /*
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
+ */
+
+ /* DRW_framebuffer_init takes care of checking if
+ * the framebuffer is valid and has the right size*/
+ /*
+ * float *viewport_size = DRW_viewport_size_get();
+ * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ * (int)viewport_size[0], (int)viewport_size[1],
+ * tex, 2);
+ */
+
+ if (!e_data.wire_sh) {
+ e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+
+ if (!e_data.overlay_edge_sh) {
+ e_data.overlay_edge_sh = DRW_shader_create_with_lib(
+ datatoc_edit_curve_overlay_loosevert_vert_glsl,
+ datatoc_edit_curve_overlay_handle_geom_glsl,
+ datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+
+ if (!e_data.overlay_vert_sh) {
+ e_data.overlay_vert_sh = DRW_shader_create_with_lib(
+ datatoc_edit_curve_overlay_loosevert_vert_glsl, NULL,
+ datatoc_edit_curve_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_CURVE_cache_init(void *vedata)
+{
+ EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
+ EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ DRWShadingGroup *grp;
+
+ /* Center-Line (wire) */
+ psl->wire_pass = DRW_pass_create(
+ "Curve Wire",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
+
+ grp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorWireEdit, 1);
+ stl->g_data->wire_shgrp = grp;
+
+
+ psl->overlay_edge_pass = DRW_pass_create(
+ "Curve Handle Overlay",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_WIRE);
+
+ grp = DRW_shgroup_create(e_data.overlay_edge_sh, psl->overlay_edge_pass);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+ stl->g_data->overlay_edge_shgrp = grp;
+
+
+ psl->overlay_vert_pass = DRW_pass_create(
+ "Curve Vert Overlay",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT);
+
+ grp = DRW_shgroup_create(e_data.overlay_vert_sh, psl->overlay_vert_pass);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+ stl->g_data->overlay_vert_shgrp = grp;
+ }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_CURVE_cache_populate(void *vedata, Object *ob)
+{
+ EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
+ EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+
+ UNUSED_VARS(psl, stl);
+
+ if (ob->type == OB_CURVE) {
+#if 0
+ if (ob == draw_ctx->object_edit)
+#else
+ if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob))
+#endif
+ {
+ Curve *cu = ob->data;
+ /* Get geometry cache */
+ struct Gwn_Batch *geom;
+
+ geom = DRW_cache_curve_edge_wire_get(ob);
+ DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
+
+ if ((cu->flag & CU_3D) && (cu->drawflag & CU_HIDE_NORMALS) == 0) {
+ geom = DRW_cache_curve_edge_normal_get(ob, v3d->overlay.normals_length);
+ DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
+ }
+
+ /* Add geom to a shading group */
+ geom = DRW_cache_curve_edge_overlay_get(ob);
+ if (geom) {
+ DRW_shgroup_call_add(stl->g_data->overlay_edge_shgrp, geom, ob->obmat);
+ }
+
+ geom = DRW_cache_curve_vert_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->overlay_vert_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+/* Optional: Post-cache_populate callback */
+static void EDIT_CURVE_cache_finish(void *vedata)
+{
+ EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
+ EDIT_CURVE_StorageList *stl = ((EDIT_CURVE_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl, stl);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_CURVE_draw_scene(void *vedata)
+{
+ EDIT_CURVE_PassList *psl = ((EDIT_CURVE_Data *)vedata)->psl;
+ EDIT_CURVE_FramebufferList *fbl = ((EDIT_CURVE_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ UNUSED_VARS(fbl);
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
+
+ /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+ /*
+ * DRW_framebuffer_texture_detach(dtxl->depth);
+ * DRW_framebuffer_bind(fbl->custom_fb);
+ * DRW_draw_pass(psl->pass);
+ * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ * DRW_framebuffer_bind(dfbl->default_fb);
+ */
+
+ /* ... or just render passes on default framebuffer. */
+ DRW_draw_pass(psl->wire_pass);
+ DRW_draw_pass(psl->overlay_edge_pass);
+ DRW_draw_pass(psl->overlay_vert_pass);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_CURVE_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.overlay_edge_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh);
+}
+
+static const DrawEngineDataSize EDIT_CURVE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_CURVE_Data);
+
+DrawEngineType draw_engine_edit_curve_type = {
+ NULL, NULL,
+ N_("EditCurveMode"),
+ &EDIT_CURVE_data_size,
+ &EDIT_CURVE_engine_init,
+ &EDIT_CURVE_engine_free,
+ &EDIT_CURVE_cache_init,
+ &EDIT_CURVE_cache_populate,
+ &EDIT_CURVE_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &EDIT_CURVE_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c
new file mode 100644
index 00000000000..870dd14d677
--- /dev/null
+++ b/source/blender/draw/modes/edit_lattice_mode.c
@@ -0,0 +1,277 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_lattice_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BKE_object.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_edit_lattice_overlay_loosevert_vert_glsl[];
+extern char datatoc_edit_lattice_overlay_frag_glsl[];
+
+extern char datatoc_gpu_shader_3D_vert_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_LATTICE_engine_init() to
+ * initialize most of them and EDIT_LATTICE_cache_init()
+ * for EDIT_LATTICE_PassList */
+
+typedef struct EDIT_LATTICE_PassList {
+ /* Declare all passes here and init them in
+ * EDIT_LATTICE_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *wire_pass;
+ struct DRWPass *vert_pass;
+} EDIT_LATTICE_PassList;
+
+typedef struct EDIT_LATTICE_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} EDIT_LATTICE_FramebufferList;
+
+typedef struct EDIT_LATTICE_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} EDIT_LATTICE_TextureList;
+
+typedef struct EDIT_LATTICE_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ struct CustomStruct *block;
+ struct EDIT_LATTICE_PrivateData *g_data;
+} EDIT_LATTICE_StorageList;
+
+typedef struct EDIT_LATTICE_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ EDIT_LATTICE_FramebufferList *fbl;
+ EDIT_LATTICE_TextureList *txl;
+ EDIT_LATTICE_PassList *psl;
+ EDIT_LATTICE_StorageList *stl;
+} EDIT_LATTICE_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_LATTICE_engine_init();
+ * free in EDIT_LATTICE_engine_free(); */
+ GPUShader *wire_sh;
+
+ GPUShader *overlay_vert_sh;
+
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EDIT_LATTICE_PrivateData {
+ /* This keeps the references of the shading groups for
+ * easy access in EDIT_LATTICE_cache_populate() */
+ DRWShadingGroup *wire_shgrp;
+ DRWShadingGroup *vert_shgrp;
+} EDIT_LATTICE_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void EDIT_LATTICE_engine_init(void *vedata)
+{
+ EDIT_LATTICE_TextureList *txl = ((EDIT_LATTICE_Data *)vedata)->txl;
+ EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
+ EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
+
+ UNUSED_VARS(txl, fbl, stl);
+
+ /* Init Framebuffers like this: order is attachment order (for color texs) */
+ /*
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
+ */
+
+ /* DRW_framebuffer_init takes care of checking if
+ * the framebuffer is valid and has the right size*/
+ /*
+ * float *viewport_size = DRW_viewport_size_get();
+ * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ * (int)viewport_size[0], (int)viewport_size[1],
+ * tex, 2);
+ */
+
+ if (!e_data.wire_sh) {
+ e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR);
+ }
+
+ if (!e_data.overlay_vert_sh) {
+ e_data.overlay_vert_sh = DRW_shader_create_with_lib(
+ datatoc_edit_lattice_overlay_loosevert_vert_glsl, NULL,
+ datatoc_edit_lattice_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_LATTICE_cache_init(void *vedata)
+{
+ EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
+ EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ psl->wire_pass = DRW_pass_create(
+ "Lattice Wire",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
+ stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
+
+ psl->vert_pass = DRW_pass_create(
+ "Lattice Verts",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_POINT);
+ stl->g_data->vert_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, psl->vert_pass);
+
+ DRW_shgroup_uniform_block(stl->g_data->vert_shgrp, "globalsBlock", globals_ubo);
+ }
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_LATTICE_cache_populate(void *vedata, Object *ob)
+{
+ EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
+ EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ UNUSED_VARS(psl);
+
+ if (ob->type == OB_LATTICE) {
+ if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
+ /* Get geometry cache */
+ struct Gwn_Batch *geom;
+
+ geom = DRW_cache_lattice_wire_get(ob, true);
+ DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
+
+ geom = DRW_cache_lattice_vert_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+/* Optional: Post-cache_populate callback */
+static void EDIT_LATTICE_cache_finish(void *vedata)
+{
+ EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
+ EDIT_LATTICE_StorageList *stl = ((EDIT_LATTICE_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl, stl);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_LATTICE_draw_scene(void *vedata)
+{
+ EDIT_LATTICE_PassList *psl = ((EDIT_LATTICE_Data *)vedata)->psl;
+ EDIT_LATTICE_FramebufferList *fbl = ((EDIT_LATTICE_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ UNUSED_VARS(fbl);
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
+
+ /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+ /*
+ * DRW_framebuffer_texture_detach(dtxl->depth);
+ * DRW_framebuffer_bind(fbl->custom_fb);
+ * DRW_draw_pass(psl->pass);
+ * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ * DRW_framebuffer_bind(dfbl->default_fb);
+ */
+
+ /* ... or just render passes on default framebuffer. */
+ DRW_draw_pass(psl->wire_pass);
+ DRW_draw_pass(psl->vert_pass);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_LATTICE_engine_free(void)
+{
+ // Currently built-in, dont free
+ DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh);
+}
+
+static const DrawEngineDataSize EDIT_LATTICE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_LATTICE_Data);
+
+DrawEngineType draw_engine_edit_lattice_type = {
+ NULL, NULL,
+ N_("EditLatticeMode"),
+ &EDIT_LATTICE_data_size,
+ &EDIT_LATTICE_engine_init,
+ &EDIT_LATTICE_engine_free,
+ &EDIT_LATTICE_cache_init,
+ &EDIT_LATTICE_cache_populate,
+ &EDIT_LATTICE_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &EDIT_LATTICE_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
new file mode 100644
index 00000000000..58ebef040da
--- /dev/null
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -0,0 +1,588 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_mesh_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "GPU_shader.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_view3d_types.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "edit_mesh_mode_intern.h" /* own include */
+
+#include "BKE_object.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_edit_mesh_overlay_frag_glsl[];
+extern char datatoc_edit_mesh_overlay_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_geom_tri_glsl[];
+extern char datatoc_edit_mesh_overlay_geom_edge_glsl[];
+extern char datatoc_edit_mesh_overlay_loosevert_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_facedot_frag_glsl[];
+extern char datatoc_edit_mesh_overlay_facedot_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_mix_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
+extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
+extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
+extern char datatoc_edit_normals_vert_glsl[];
+extern char datatoc_edit_normals_geom_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+
+/* *********** LISTS *********** */
+typedef struct EDIT_MESH_PassList {
+ struct DRWPass *vcolor_faces;
+ struct DRWPass *depth_hidden_wire;
+ struct DRWPass *edit_face_overlay;
+ struct DRWPass *edit_face_occluded;
+ struct DRWPass *mix_occlude;
+ struct DRWPass *facefill_occlude;
+ struct DRWPass *normals;
+} EDIT_MESH_PassList;
+
+typedef struct EDIT_MESH_FramebufferList {
+ struct GPUFrameBuffer *occlude_wire_fb;
+} EDIT_MESH_FramebufferList;
+
+typedef struct EDIT_MESH_StorageList {
+ struct EDIT_MESH_PrivateData *g_data;
+} EDIT_MESH_StorageList;
+
+typedef struct EDIT_MESH_Data {
+ void *engine_type;
+ EDIT_MESH_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ EDIT_MESH_PassList *psl;
+ EDIT_MESH_StorageList *stl;
+} EDIT_MESH_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* weight/vert-color */
+ GPUShader *vcolor_face_shader;
+ GPUShader *overlay_tri_sh;
+ GPUShader *overlay_tri_fast_sh;
+ GPUShader *overlay_tri_vcol_sh;
+ GPUShader *overlay_tri_vcol_fast_sh;
+ GPUShader *overlay_edge_sh;
+ GPUShader *overlay_edge_vcol_sh;
+ GPUShader *overlay_vert_sh;
+ GPUShader *overlay_facedot_sh;
+ GPUShader *overlay_mix_sh;
+ GPUShader *overlay_facefill_sh;
+ GPUShader *normals_face_sh;
+ GPUShader *normals_loop_sh;
+ GPUShader *normals_sh;
+ GPUShader *depth_sh;
+ /* temp buffer texture */
+ struct GPUTexture *occlude_wire_depth_tx;
+ struct GPUTexture *occlude_wire_color_tx;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EDIT_MESH_PrivateData {
+ /* weight/vert-color */
+ DRWShadingGroup *fvcolor_shgrp;
+ DRWShadingGroup *depth_shgrp_hidden_wire;
+
+ DRWShadingGroup *fnormals_shgrp;
+ DRWShadingGroup *vnormals_shgrp;
+ DRWShadingGroup *lnormals_shgrp;
+
+ DRWShadingGroup *face_overlay_shgrp;
+ DRWShadingGroup *ledges_overlay_shgrp;
+ DRWShadingGroup *lverts_overlay_shgrp;
+ DRWShadingGroup *facedot_overlay_shgrp;
+
+ DRWShadingGroup *face_occluded_shgrp;
+ DRWShadingGroup *ledges_occluded_shgrp;
+ DRWShadingGroup *lverts_occluded_shgrp;
+ DRWShadingGroup *facedot_occluded_shgrp;
+ DRWShadingGroup *facefill_occluded_shgrp;
+
+} EDIT_MESH_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+static void EDIT_MESH_engine_init(void *vedata)
+{
+ EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
+
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
+ &draw_engine_edit_mesh_type);
+ e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ &draw_engine_edit_mesh_type);
+
+ GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
+ GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.occlude_wire_color_tx)
+ });
+
+ if (!e_data.vcolor_face_shader) {
+ e_data.vcolor_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
+ }
+
+ if (!e_data.overlay_tri_sh) {
+ e_data.overlay_tri_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define EDGE_FIX\n"
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING");
+ }
+ if (!e_data.overlay_tri_fast_sh) {
+ e_data.overlay_tri_fast_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_tri_vcol_sh) {
+ e_data.overlay_tri_vcol_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define EDGE_FIX\n"
+ "#define VERTEX_SELECTION\n"
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_tri_vcol_fast_sh) {
+ e_data.overlay_tri_vcol_fast_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_tri_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_SELECTION\n"
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_edge_sh) {
+ e_data.overlay_edge_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_edge_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define ANTI_ALIASING\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_edge_vcol_sh) {
+ e_data.overlay_edge_vcol_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_vert_glsl,
+ datatoc_edit_mesh_overlay_geom_edge_glsl,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_SELECTION\n"
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_vert_sh) {
+ e_data.overlay_vert_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
+ datatoc_edit_mesh_overlay_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_SELECTION\n");
+ }
+ if (!e_data.overlay_facedot_sh) {
+ e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
+ datatoc_edit_mesh_overlay_facedot_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_FACING\n");
+ }
+ if (!e_data.overlay_mix_sh) {
+ e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
+ }
+ if (!e_data.overlay_facefill_sh) {
+ e_data.overlay_facefill_sh = DRW_shader_create_with_lib(
+ datatoc_edit_mesh_overlay_facefill_vert_glsl, NULL,
+ datatoc_edit_mesh_overlay_facefill_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+ if (!e_data.normals_face_sh) {
+ e_data.normals_face_sh = DRW_shader_create(
+ datatoc_edit_normals_vert_glsl,
+ datatoc_edit_normals_geom_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ "#define FACE_NORMALS\n");
+ }
+ if (!e_data.normals_loop_sh) {
+ e_data.normals_loop_sh = DRW_shader_create(
+ datatoc_edit_normals_vert_glsl,
+ datatoc_edit_normals_geom_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl,
+ "#define LOOP_NORMALS\n");
+ }
+ if (!e_data.normals_sh) {
+ e_data.normals_sh = DRW_shader_create(
+ datatoc_edit_normals_vert_glsl,
+ datatoc_edit_normals_geom_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl, NULL);
+ }
+ if (!e_data.depth_sh) {
+ e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ }
+}
+
+static DRWPass *edit_mesh_create_overlay_pass(
+ float *faceAlpha, DRWState statemod,
+ DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
+ DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
+{
+ GPUShader *tri_sh, *ledge_sh;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ Scene *scene = draw_ctx->scene;
+ ToolSettings *tsettings = scene->toolsettings;
+
+ if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
+ ledge_sh = e_data.overlay_edge_vcol_sh;
+
+ if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
+ tri_sh = e_data.overlay_tri_vcol_fast_sh;
+ else
+ tri_sh = e_data.overlay_tri_vcol_sh;
+ }
+ else {
+ ledge_sh = e_data.overlay_edge_sh;
+
+ if ((rv3d->rflag & RV3D_NAVIGATING) != 0)
+ tri_sh = e_data.overlay_tri_fast_sh;
+ else
+ tri_sh = e_data.overlay_tri_sh;
+ }
+
+ DRWPass *pass = DRW_pass_create(
+ "Edit Mesh Face Overlay Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_POINT | statemod);
+
+ *r_face_shgrp = DRW_shgroup_create(tri_sh, pass);
+ DRW_shgroup_uniform_block(*r_face_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(*r_face_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_float(*r_face_shgrp, "faceAlphaMod", faceAlpha, 1);
+
+ *r_ledges_shgrp = DRW_shgroup_create(ledge_sh, pass);
+ DRW_shgroup_uniform_block(*r_ledges_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(*r_ledges_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+
+ if ((tsettings->selectmode & (SCE_SELECT_VERTEX)) != 0) {
+ *r_lverts_shgrp = DRW_shgroup_create(e_data.overlay_vert_sh, pass);
+ DRW_shgroup_uniform_block(*r_lverts_shgrp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(*r_lverts_shgrp, "viewportSize", DRW_viewport_size_get(), 1);
+ }
+
+ if ((tsettings->selectmode & (SCE_SELECT_FACE)) != 0) {
+ *r_facedot_shgrp = DRW_shgroup_create(e_data.overlay_facedot_sh, pass);
+ DRW_shgroup_uniform_block(*r_facedot_shgrp, "globalsBlock", globals_ubo);
+ }
+
+ return pass;
+}
+
+static float backwire_opacity;
+static float face_mod;
+static float size_normal;
+
+static void EDIT_MESH_cache_init(void *vedata)
+{
+ EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
+ EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+
+ bool do_zbufclip = ((v3d->flag & V3D_ZBUF_SELECT) == 0);
+
+ static float zero = 0.0f;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ psl->vcolor_faces = DRW_pass_create(
+ "Vert Color Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
+
+ static float light[3] = {-0.3f, 0.5f, 1.0f};
+ static float alpha = 1.0f;
+ static float world_light = 1.0f; /* XXX, see: paint_vertex_mode.c */
+ DRW_shgroup_uniform_vec3(stl->g_data->fvcolor_shgrp, "light", light, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "alpha", &alpha, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fvcolor_shgrp, "global", &world_light, 1);
+ }
+
+ {
+ /* Complementary Depth Pass */
+ psl->depth_hidden_wire = DRW_pass_create(
+ "Depth Pass Hidden Wire",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK);
+ stl->g_data->depth_shgrp_hidden_wire = DRW_shgroup_create(e_data.depth_sh, psl->depth_hidden_wire);
+ }
+
+ {
+ /* Normals */
+ psl->normals = DRW_pass_create(
+ "Edit Mesh Normals Pass",
+ DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->fnormals_shgrp = DRW_shgroup_create(e_data.normals_face_sh, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->fnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->fnormals_shgrp, "color", ts.colorNormal, 1);
+
+ stl->g_data->vnormals_shgrp = DRW_shgroup_create(e_data.normals_sh, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->vnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->vnormals_shgrp, "color", ts.colorVNormal, 1);
+
+ stl->g_data->lnormals_shgrp = DRW_shgroup_create(e_data.normals_loop_sh, psl->normals);
+ DRW_shgroup_uniform_float(stl->g_data->lnormals_shgrp, "normalSize", &size_normal, 1);
+ DRW_shgroup_uniform_vec4(stl->g_data->lnormals_shgrp, "color", ts.colorLNormal, 1);
+ }
+
+ if (!do_zbufclip) {
+ psl->edit_face_overlay = edit_mesh_create_overlay_pass(
+ &face_mod, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND,
+ &stl->g_data->face_overlay_shgrp, &stl->g_data->ledges_overlay_shgrp,
+ &stl->g_data->lverts_overlay_shgrp, &stl->g_data->facedot_overlay_shgrp);
+ }
+ else {
+ /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */
+ psl->edit_face_occluded = edit_mesh_create_overlay_pass(
+ &zero, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH,
+ &stl->g_data->face_occluded_shgrp, &stl->g_data->ledges_occluded_shgrp,
+ &stl->g_data->lverts_occluded_shgrp, &stl->g_data->facedot_occluded_shgrp);
+
+ /* however we loose the front faces value (because we need the depth of occluded wires and
+ * faces are alpha blended ) so we recover them in a new pass. */
+ psl->facefill_occlude = DRW_pass_create(
+ "Front Face Color",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+ stl->g_data->facefill_occluded_shgrp = DRW_shgroup_create(e_data.overlay_facefill_sh, psl->facefill_occlude);
+ DRW_shgroup_uniform_block(stl->g_data->facefill_occluded_shgrp, "globalsBlock", globals_ubo);
+
+ /* we need a full screen pass to combine the result */
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ psl->mix_occlude = DRW_pass_create(
+ "Mix Occluded Wires",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND);
+ DRWShadingGroup *mix_shgrp = DRW_shgroup_create(e_data.overlay_mix_sh, psl->mix_occlude);
+ DRW_shgroup_call_add(mix_shgrp, quad, NULL);
+ DRW_shgroup_uniform_float(mix_shgrp, "alpha", &backwire_opacity, 1);
+ DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireColor", &e_data.occlude_wire_color_tx);
+ DRW_shgroup_uniform_texture_ref(mix_shgrp, "wireDepth", &e_data.occlude_wire_depth_tx);
+ DRW_shgroup_uniform_texture_ref(mix_shgrp, "sceneDepth", &dtxl->depth);
+ }
+}
+
+static void edit_mesh_add_ob_to_pass(
+ Scene *scene, Object *ob, DRWShadingGroup *face_shgrp, DRWShadingGroup *ledges_shgrp,
+ DRWShadingGroup *lverts_shgrp, DRWShadingGroup *facedot_shgrp, DRWShadingGroup *facefill_shgrp)
+{
+ struct Gwn_Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts, *geo_ovl_fcenter;
+ ToolSettings *tsettings = scene->toolsettings;
+
+ DRW_cache_mesh_wire_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
+ DRW_shgroup_call_add(face_shgrp, geo_ovl_tris, ob->obmat);
+ DRW_shgroup_call_add(ledges_shgrp, geo_ovl_ledges, ob->obmat);
+
+ if (facefill_shgrp) {
+ DRW_shgroup_call_add(facefill_shgrp, geo_ovl_tris, ob->obmat);
+ }
+
+ if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) {
+ DRW_shgroup_call_add(lverts_shgrp, geo_ovl_lverts, ob->obmat);
+ }
+
+ if ((tsettings->selectmode & SCE_SELECT_FACE) != 0) {
+ geo_ovl_fcenter = DRW_cache_face_centers_get(ob);
+ DRW_shgroup_call_add(facedot_shgrp, geo_ovl_fcenter, ob->obmat);
+ }
+}
+
+static void EDIT_MESH_cache_populate(void *vedata, Object *ob)
+{
+ EDIT_MESH_StorageList *stl = ((EDIT_MESH_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ struct Gwn_Batch *geom;
+
+ if (ob->type == OB_MESH) {
+ if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
+ const Mesh *me = ob->data;
+ bool do_occlude_wire = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) != 0;
+ bool do_show_weight = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_WEIGHT) != 0;
+
+ /* Updating uniform */
+ backwire_opacity = v3d->overlay.backwire_opacity;
+
+ bool fnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_FACE_NORMALS) != 0;
+ bool vnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_VERT_NORMALS) != 0;
+ bool lnormals_do = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_LOOP_NORMALS) != 0;
+ /* Updating uniform */
+ size_normal = v3d->overlay.normals_length;
+
+ face_mod = (do_occlude_wire) ? 0.0f : 1.0f;
+
+ if (do_show_weight) {
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
+ }
+
+ if (do_occlude_wire) {
+ geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->depth_shgrp_hidden_wire, geom, ob->obmat);
+ }
+
+ if (fnormals_do) {
+ geom = DRW_cache_face_centers_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fnormals_shgrp, geom, ob->obmat);
+ }
+
+ if (vnormals_do || lnormals_do) {
+ struct Gwn_Batch *geo_ovl_tris, *geo_ovl_ledges, *geo_ovl_lverts;
+ DRW_cache_mesh_normals_overlay_get(ob, &geo_ovl_tris, &geo_ovl_ledges, &geo_ovl_lverts);
+
+ if (vnormals_do) {
+ DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_tris, ob->obmat);
+ DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_ledges, ob->obmat);
+ DRW_shgroup_call_add(stl->g_data->vnormals_shgrp, geo_ovl_lverts, ob->obmat);
+ }
+
+ if (lnormals_do) {
+ DRW_shgroup_call_add(stl->g_data->lnormals_shgrp, geo_ovl_tris, ob->obmat);
+ }
+ }
+
+ if ((v3d->flag & V3D_ZBUF_SELECT) == 0) {
+ edit_mesh_add_ob_to_pass(
+ scene, ob, stl->g_data->face_occluded_shgrp, stl->g_data->ledges_occluded_shgrp,
+ stl->g_data->lverts_occluded_shgrp, stl->g_data->facedot_occluded_shgrp,
+ stl->g_data->facefill_occluded_shgrp);
+ }
+ else {
+ edit_mesh_add_ob_to_pass(
+ scene, ob, stl->g_data->face_overlay_shgrp, stl->g_data->ledges_overlay_shgrp,
+ stl->g_data->lverts_overlay_shgrp, stl->g_data->facedot_overlay_shgrp, NULL);
+ }
+
+ /* 3D text overlay */
+ if (me->drawflag & (ME_DRAWEXTRA_EDGELEN |
+ ME_DRAWEXTRA_FACEAREA |
+ ME_DRAWEXTRA_FACEANG |
+ ME_DRAWEXTRA_EDGEANG |
+ ME_DRAWEXTRA_INDICES))
+ {
+ DRW_edit_mesh_mode_text_measure_stats(
+ draw_ctx->ar, v3d, ob, &scene->unit);
+ }
+ }
+ }
+}
+
+static void EDIT_MESH_draw_scene(void *vedata)
+{
+ EDIT_MESH_PassList *psl = ((EDIT_MESH_Data *)vedata)->psl;
+ EDIT_MESH_FramebufferList *fbl = ((EDIT_MESH_Data *)vedata)->fbl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+
+ DRW_draw_pass(psl->vcolor_faces);
+
+ DRW_draw_pass(psl->depth_hidden_wire);
+
+ if (psl->edit_face_occluded) {
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ /* render facefill */
+ DRW_draw_pass(psl->facefill_occlude);
+
+ /* Render wires on a separate framebuffer */
+ GPU_framebuffer_bind(fbl->occlude_wire_fb);
+ GPU_framebuffer_clear_color_depth(fbl->occlude_wire_fb, clearcol, 1.0f);
+ DRW_draw_pass(psl->normals);
+ DRW_draw_pass(psl->edit_face_occluded);
+
+ /* Combine with scene buffer */
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->mix_occlude);
+ }
+ else {
+ DRW_draw_pass(psl->normals);
+ DRW_draw_pass(psl->edit_face_overlay);
+ }
+}
+
+static void EDIT_MESH_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_fast_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_tri_vcol_fast_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_edge_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_edge_vcol_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_vert_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_facedot_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_mix_sh);
+ DRW_SHADER_FREE_SAFE(e_data.overlay_facefill_sh);
+ DRW_SHADER_FREE_SAFE(e_data.normals_loop_sh);
+ DRW_SHADER_FREE_SAFE(e_data.normals_face_sh);
+ DRW_SHADER_FREE_SAFE(e_data.normals_sh);
+}
+
+static const DrawEngineDataSize EDIT_MESH_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_MESH_Data);
+
+DrawEngineType draw_engine_edit_mesh_type = {
+ NULL, NULL,
+ N_("EditMeshMode"),
+ &EDIT_MESH_data_size,
+ &EDIT_MESH_engine_init,
+ &EDIT_MESH_engine_free,
+ &EDIT_MESH_cache_init,
+ &EDIT_MESH_cache_populate,
+ NULL,
+ NULL,
+ &EDIT_MESH_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/edit_mesh_mode_intern.h b/source/blender/draw/modes/edit_mesh_mode_intern.h
new file mode 100644
index 00000000000..99298bd41f4
--- /dev/null
+++ b/source/blender/draw/modes/edit_mesh_mode_intern.h
@@ -0,0 +1,38 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/draw/modes/edit_mesh_mode_intern.h
+ * \ingroup draw
+ */
+
+#ifndef __EDIT_MESH_MODE_INTERN_H__
+#define __EDIT_MESH_MODE_INTERN_H__
+
+struct ARegion;
+struct Object;
+struct UnitSettings;
+struct View3D;
+
+/* edit_mesh_mode_text.c */
+void DRW_edit_mesh_mode_text_measure_stats(
+ struct ARegion *ar, struct View3D *v3d,
+ struct Object *ob, const UnitSettings *unit);
+
+#endif /* __EDIT_MESH_MODE_INTERN_H__ */
diff --git a/source/blender/draw/modes/edit_mesh_mode_text.c b/source/blender/draw/modes/edit_mesh_mode_text.c
new file mode 100644
index 00000000000..def96e79eba
--- /dev/null
+++ b/source/blender/draw/modes/edit_mesh_mode_text.c
@@ -0,0 +1,352 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_mesh_mode_text.c
+ * \ingroup draw
+ */
+
+#include "BLI_math.h"
+#include "BLI_string.h"
+
+#include "BKE_editmesh.h"
+#include "BKE_global.h"
+#include "BKE_unit.h"
+
+#include "ED_view3d.h"
+
+#include "GPU_shader.h"
+#include "GPU_viewport.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+
+#include "UI_resources.h"
+
+#include "draw_manager_text.h"
+
+#include "edit_mesh_mode_intern.h" /* own include */
+
+/* Copied from drawobject.c */
+void DRW_edit_mesh_mode_text_measure_stats(
+ ARegion *ar, View3D *v3d,
+ Object *ob, const UnitSettings *unit)
+{
+ /* Do not use ascii when using non-default unit system, some unit chars are utf8 (micro, square, etc.).
+ * See bug #36090.
+ */
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+ const short txt_flag = DRW_TEXT_CACHE_LOCALCLIP | (unit->system ? 0 : DRW_TEXT_CACHE_ASCII);
+ Mesh *me = ob->data;
+ BMEditMesh *em = me->edit_btmesh;
+ float v1[3], v2[3], v3[3], vmid[3], fvec[3];
+ char numstr[32]; /* Stores the measurement display text here */
+ size_t numstr_len;
+ const char *conv_float; /* Use a float conversion matching the grid size */
+ unsigned char col[4] = {0, 0, 0, 255}; /* color of the text to draw */
+ float area; /* area of the face */
+ float grid = unit->system ? unit->scale_length : v3d->grid;
+ const bool do_split = (unit->flag & USER_UNIT_OPT_SPLIT) != 0;
+ const bool do_global = (v3d->flag & V3D_GLOBAL_STATS) != 0;
+ const bool do_moving = (G.moving & G_TRANSFORM_EDIT) != 0;
+ /* when 2 edge-info options are enabled, space apart */
+ const bool do_edge_textpair = (me->drawflag & ME_DRAWEXTRA_EDGELEN) && (me->drawflag & ME_DRAWEXTRA_EDGEANG);
+ const float edge_texpair_sep = 0.4f;
+ float clip_planes[4][4];
+ /* allow for displaying shape keys and deform mods */
+ BMIter iter;
+
+ /* make the precision of the display value proportionate to the gridsize */
+
+ if (grid <= 0.01f) conv_float = "%.6g";
+ else if (grid <= 0.1f) conv_float = "%.5g";
+ else if (grid <= 1.0f) conv_float = "%.4g";
+ else if (grid <= 10.0f) conv_float = "%.3g";
+ else conv_float = "%.2g";
+
+ if (me->drawflag & (ME_DRAWEXTRA_EDGELEN | ME_DRAWEXTRA_EDGEANG | ME_DRAWEXTRA_INDICES)) {
+ BoundBox bb;
+ const rcti rect = {0, ar->winx, 0, ar->winy};
+
+ ED_view3d_clipping_calc(&bb, clip_planes, ar, em->ob, &rect);
+ }
+
+ if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
+ BMEdge *eed;
+
+ UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
+
+ BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
+ /* draw selected edges, or edges next to selected verts while dragging */
+ if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
+ (do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))))
+ {
+ float v1_clip[3], v2_clip[3];
+
+ copy_v3_v3(v1, eed->v1->co);
+ copy_v3_v3(v2, eed->v2->co);
+
+ if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) {
+
+ if (do_edge_textpair) {
+ interp_v3_v3v3(vmid, v1, v2, edge_texpair_sep);
+ }
+ else {
+ mid_v3_v3v3(vmid, v1_clip, v2_clip);
+ }
+
+ if (do_global) {
+ mul_mat3_m4_v3(ob->obmat, v1);
+ mul_mat3_m4_v3(ob->obmat, v2);
+ }
+
+ if (unit->system) {
+ numstr_len = bUnit_AsString(
+ numstr, sizeof(numstr), len_v3v3(v1, v2) * unit->scale_length, 3,
+ unit->system, B_UNIT_LENGTH, do_split, false);
+ }
+ else {
+ numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, len_v3v3(v1, v2));
+ }
+
+ DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+ }
+
+ if (me->drawflag & ME_DRAWEXTRA_EDGEANG) {
+ const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS);
+ BMEdge *eed;
+
+ UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGEANG, col);
+
+ BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
+ BMLoop *l_a, *l_b;
+ if (BM_edge_loop_pair(eed, &l_a, &l_b)) {
+ /* draw selected edges, or edges next to selected verts while dragging */
+ if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
+ (do_moving &&
+ (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) ||
+ /* special case, this is useful to show when verts connected to
+ * this edge via a face are being transformed */
+ BM_elem_flag_test(l_a->next->next->v, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(l_a->prev->v, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(l_b->next->next->v, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(l_b->prev->v, BM_ELEM_SELECT)
+ )))
+ {
+ float v1_clip[3], v2_clip[3];
+
+ copy_v3_v3(v1, eed->v1->co);
+ copy_v3_v3(v2, eed->v2->co);
+
+ if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) {
+ float no_a[3], no_b[3];
+ float angle;
+
+ if (do_edge_textpair) {
+ interp_v3_v3v3(vmid, v2_clip, v1_clip, edge_texpair_sep);
+ }
+ else {
+ mid_v3_v3v3(vmid, v1_clip, v2_clip);
+ }
+
+ copy_v3_v3(no_a, l_a->f->no);
+ copy_v3_v3(no_b, l_b->f->no);
+
+ if (do_global) {
+ mul_mat3_m4_v3(ob->imat, no_a);
+ mul_mat3_m4_v3(ob->imat, no_b);
+ normalize_v3(no_a);
+ normalize_v3(no_b);
+ }
+
+ angle = angle_normalized_v3v3(no_a, no_b);
+
+ numstr_len = BLI_snprintf_rlen(
+ numstr, sizeof(numstr), "%.3f", is_rad ? angle : RAD2DEGF(angle));
+
+ DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+ }
+ }
+
+ if (me->drawflag & ME_DRAWEXTRA_FACEAREA) {
+ /* would be nice to use BM_face_calc_area, but that is for 2d faces
+ * so instead add up tessellation triangle areas */
+
+ UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEAREA, col);
+
+ int i, n, numtri;
+ BMFace *f = NULL;
+ BM_ITER_MESH_INDEX(f, &iter, em->bm, BM_FACES_OF_MESH, i) {
+ if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
+ n = 0;
+ numtri = f->len - 2;
+ area = 0;
+ zero_v3(vmid);
+ BMLoop *(*l)[3] = &em->looptris[poly_to_tri_count(i, BM_elem_index_get(f->l_first))];
+ for (int j = 0; j < numtri; j++) {
+ copy_v3_v3(v1, l[j][0]->v->co);
+ copy_v3_v3(v2, l[j][1]->v->co);
+ copy_v3_v3(v3, l[j][2]->v->co);
+
+ add_v3_v3(vmid, v1);
+ add_v3_v3(vmid, v2);
+ add_v3_v3(vmid, v3);
+ n += 3;
+
+ if (do_global) {
+ mul_mat3_m4_v3(ob->obmat, v1);
+ mul_mat3_m4_v3(ob->obmat, v2);
+ mul_mat3_m4_v3(ob->obmat, v3);
+ }
+
+ area += area_tri_v3(v1, v2, v3);
+ }
+
+ mul_v3_fl(vmid, 1.0f / (float)n);
+
+ if (unit->system) {
+ numstr_len = bUnit_AsString(
+ numstr, sizeof(numstr),
+ (double)(area * unit->scale_length * unit->scale_length),
+ 3, unit->system, B_UNIT_AREA, do_split, false);
+ }
+ else {
+ numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), conv_float, area);
+ }
+
+ DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+
+ if (me->drawflag & ME_DRAWEXTRA_FACEANG) {
+ BMFace *efa;
+ const bool is_rad = (unit->system_rotation == USER_UNIT_ROT_RADIANS);
+
+ UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
+
+ BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+ const bool is_face_sel = BM_elem_flag_test_bool(efa, BM_ELEM_SELECT);
+
+ if (is_face_sel || do_moving) {
+ BMIter liter;
+ BMLoop *loop;
+ bool is_first = true;
+
+ BM_ITER_ELEM (loop, &liter, efa, BM_LOOPS_OF_FACE) {
+ if (is_face_sel ||
+ (do_moving &&
+ (BM_elem_flag_test(loop->v, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(loop->prev->v, BM_ELEM_SELECT) ||
+ BM_elem_flag_test(loop->next->v, BM_ELEM_SELECT))))
+ {
+ float v2_local[3];
+
+ /* lazy init center calc */
+ if (is_first) {
+ BM_face_calc_center_bounds(efa, vmid);
+ is_first = false;
+ }
+ copy_v3_v3(v1, loop->prev->v->co);
+ copy_v3_v3(v2, loop->v->co);
+ copy_v3_v3(v3, loop->next->v->co);
+
+ copy_v3_v3(v2_local, v2);
+
+ if (do_global) {
+ mul_mat3_m4_v3(ob->obmat, v1);
+ mul_mat3_m4_v3(ob->obmat, v2);
+ mul_mat3_m4_v3(ob->obmat, v3);
+ }
+
+ float angle = angle_v3v3v3(v1, v2, v3);
+
+ numstr_len = BLI_snprintf_rlen(
+ numstr, sizeof(numstr), "%.3f", is_rad ? angle : RAD2DEGF(angle));
+ interp_v3_v3v3(fvec, vmid, v2_local, 0.8f);
+ DRW_text_cache_add(dt, fvec, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+ }
+ }
+
+ /* This option is for mesh ops and addons debugging; only available in UI if Blender starts with --debug */
+ if (me->drawflag & ME_DRAWEXTRA_INDICES) {
+ int i;
+
+ /* For now, reuse an appropriate theme color */
+ UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
+
+ if (em->selectmode & SCE_SELECT_VERTEX) {
+ BMVert *v;
+
+ BM_ITER_MESH_INDEX(v, &iter, em->bm, BM_VERTS_OF_MESH, i) {
+ if (BM_elem_flag_test(v, BM_ELEM_SELECT)) {
+ numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
+ DRW_text_cache_add(dt, v->co, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+
+ if (em->selectmode & SCE_SELECT_EDGE) {
+ BMEdge *e;
+
+ BM_ITER_MESH_INDEX(e, &iter, em->bm, BM_EDGES_OF_MESH, i) {
+ if (BM_elem_flag_test(e, BM_ELEM_SELECT)) {
+ float v1_clip[3], v2_clip[3];
+
+ copy_v3_v3(v1, e->v1->co);
+ copy_v3_v3(v2, e->v2->co);
+
+ if (clip_segment_v3_plane_n(v1, v2, clip_planes, 4, v1_clip, v2_clip)) {
+ mid_v3_v3v3(vmid, v1_clip, v2_clip);
+ numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
+ DRW_text_cache_add(dt, vmid, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+ }
+
+ if (em->selectmode & SCE_SELECT_FACE) {
+ BMFace *f;
+
+ BM_ITER_MESH_INDEX(f, &iter, em->bm, BM_FACES_OF_MESH, i) {
+ if (BM_elem_flag_test(f, BM_ELEM_SELECT)) {
+ BM_face_calc_center_mean(f, v1);
+
+ numstr_len = BLI_snprintf_rlen(numstr, sizeof(numstr), "%d", i);
+ DRW_text_cache_add(dt, v1, numstr, numstr_len, 0, txt_flag, col);
+ }
+ }
+ }
+ }
+}
diff --git a/source/blender/draw/modes/edit_metaball_mode.c b/source/blender/draw/modes/edit_metaball_mode.c
new file mode 100644
index 00000000000..20539295fd2
--- /dev/null
+++ b/source/blender/draw/modes/edit_metaball_mode.c
@@ -0,0 +1,235 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_metaball_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_meta_types.h"
+
+#include "BKE_object.h"
+#include "BKE_mball.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+#include "GPU_select.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_METABALL_engine_init() to
+ * initialize most of them and EDIT_METABALL_cache_init()
+ * for EDIT_METABALL_PassList */
+
+typedef struct EDIT_METABALL_PassList {
+ /* Declare all passes here and init them in
+ * EDIT_METABALL_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *pass;
+} EDIT_METABALL_PassList;
+
+typedef struct EDIT_METABALL_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} EDIT_METABALL_FramebufferList;
+
+typedef struct EDIT_METABALL_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} EDIT_METABALL_TextureList;
+
+typedef struct EDIT_METABALL_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ // struct CustomStruct *block;
+ struct EDIT_METABALL_PrivateData *g_data;
+} EDIT_METABALL_StorageList;
+
+typedef struct EDIT_METABALL_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ EDIT_METABALL_FramebufferList *fbl;
+ EDIT_METABALL_TextureList *txl;
+ EDIT_METABALL_PassList *psl;
+ EDIT_METABALL_StorageList *stl;
+} EDIT_METABALL_Data;
+
+/* *********** STATIC *********** */
+
+typedef struct EDIT_METABALL_PrivateData {
+ /* This keeps the references of the shading groups for
+ * easy access in EDIT_METABALL_cache_populate() */
+ DRWShadingGroup *group;
+} EDIT_METABALL_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_METABALL_cache_init(void *vedata)
+{
+ EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
+ EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create a pass */
+ DRWState state = (
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND | DRW_STATE_WIRE);
+ psl->pass = DRW_pass_create("My Pass", state);
+
+ /* Create a shadingGroup using a function in draw_common.c or custom one */
+ stl->g_data->group = shgroup_instance_mball_handles(psl->pass);
+ }
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_METABALL_cache_populate(void *vedata, Object *ob)
+{
+ //EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
+ EDIT_METABALL_StorageList *stl = ((EDIT_METABALL_Data *)vedata)->stl;
+
+ if (ob->type == OB_MBALL) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ DRWShadingGroup *group = stl->g_data->group;
+
+ if ((ob == draw_ctx->object_edit) || BKE_object_is_in_editmode(ob)) {
+ MetaBall *mb = ob->data;
+
+ const float *color;
+ const float col_radius[3] = {0.63, 0.19, 0.19}; /* 0x3030A0 */
+ const float col_radius_select[3] = {0.94, 0.63, 0.63}; /* 0xA0A0F0 */
+ const float col_stiffness[3] = {0.19, 0.63, 0.19}; /* 0x30A030 */
+ const float col_stiffness_select[3] = {0.63, 0.94, 0.63}; /* 0xA0F0A0 */
+
+ const bool is_select = DRW_state_is_select();
+
+ int selection_id = 0;
+
+ float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
+ {
+ float scamat[3][3];
+ copy_m3_m4(scamat, ob->obmat);
+ /* Get the normalized inverse matrix to extract only
+ * the scale of Scamat */
+ float iscamat[3][3];
+ invert_m3_m3(iscamat, scamat);
+ normalize_m3(iscamat);
+ mul_m3_m3_post(scamat, iscamat);
+
+ copy_v3_v3(draw_scale_xform[0], scamat[0]);
+ copy_v3_v3(draw_scale_xform[1], scamat[1]);
+ copy_v3_v3(draw_scale_xform[2], scamat[2]);
+ }
+
+ for (MetaElem *ml = mb->editelems->first; ml != NULL; ml = ml->next) {
+ float world_pos[3];
+ mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
+ draw_scale_xform[0][3] = world_pos[0];
+ draw_scale_xform[1][3] = world_pos[1];
+ draw_scale_xform[2][3] = world_pos[2];
+
+ float draw_stiffness_radius = ml->rad * atanf(ml->s) / (float)M_PI_2;
+
+ if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) color = col_radius_select;
+ else color = col_radius;
+
+ if (is_select) {
+ ml->selcol1 = ++selection_id;
+ DRW_select_load_id(selection_id);
+ }
+
+ DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &ml->rad, color);
+
+ if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) color = col_stiffness_select;
+ else color = col_stiffness;
+
+ if (is_select) {
+ ml->selcol2 = ++selection_id;
+ DRW_select_load_id(selection_id);
+ }
+
+ DRW_shgroup_call_dynamic_add(group, draw_scale_xform, &draw_stiffness_radius, color);
+ }
+ }
+ }
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_METABALL_draw_scene(void *vedata)
+{
+ EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
+ /* render passes on default framebuffer. */
+ DRW_draw_pass(psl->pass);
+
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_METABALL_engine_free(void)
+{
+ // DRW_SHADER_FREE_SAFE(custom_shader);
+}
+
+static const DrawEngineDataSize EDIT_METABALL_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_METABALL_Data);
+
+DrawEngineType draw_engine_edit_metaball_type = {
+ NULL, NULL,
+ N_("EditMetaballMode"),
+ &EDIT_METABALL_data_size,
+ NULL,
+ &EDIT_METABALL_engine_free,
+ &EDIT_METABALL_cache_init,
+ &EDIT_METABALL_cache_populate,
+ NULL,
+ NULL, /* draw_background but not needed by mode engines */
+ &EDIT_METABALL_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/edit_surface_mode.c b/source/blender/draw/modes/edit_surface_mode.c
new file mode 100644
index 00000000000..7074ba3d024
--- /dev/null
+++ b/source/blender/draw/modes/edit_surface_mode.c
@@ -0,0 +1,251 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_surface_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_SURFACE_engine_init() to
+ * initialize most of them and EDIT_SURFACE_cache_init()
+ * for EDIT_SURFACE_PassList */
+
+typedef struct EDIT_SURFACE_PassList {
+ /* Declare all passes here and init them in
+ * EDIT_SURFACE_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *pass;
+} EDIT_SURFACE_PassList;
+
+typedef struct EDIT_SURFACE_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} EDIT_SURFACE_FramebufferList;
+
+typedef struct EDIT_SURFACE_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} EDIT_SURFACE_TextureList;
+
+typedef struct EDIT_SURFACE_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ struct CustomStruct *block;
+ struct EDIT_SURFACE_PrivateData *g_data;
+} EDIT_SURFACE_StorageList;
+
+typedef struct EDIT_SURFACE_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ EDIT_SURFACE_FramebufferList *fbl;
+ EDIT_SURFACE_TextureList *txl;
+ EDIT_SURFACE_PassList *psl;
+ EDIT_SURFACE_StorageList *stl;
+} EDIT_SURFACE_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_SURFACE_engine_init();
+ * free in EDIT_SURFACE_engine_free(); */
+ struct GPUShader *custom_shader;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EDIT_SURFACE_PrivateData {
+ /* This keeps the references of the shading groups for
+ * easy access in EDIT_SURFACE_cache_populate() */
+ DRWShadingGroup *group;
+} EDIT_SURFACE_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void EDIT_SURFACE_engine_init(void *vedata)
+{
+ EDIT_SURFACE_TextureList *txl = ((EDIT_SURFACE_Data *)vedata)->txl;
+ EDIT_SURFACE_FramebufferList *fbl = ((EDIT_SURFACE_Data *)vedata)->fbl;
+ EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl;
+
+ UNUSED_VARS(txl, fbl, stl);
+
+ /* Init Framebuffers like this: order is attachment order (for color texs) */
+ /*
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
+ */
+
+ /* DRW_framebuffer_init takes care of checking if
+ * the framebuffer is valid and has the right size*/
+ /*
+ * float *viewport_size = DRW_viewport_size_get();
+ * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ * (int)viewport_size[0], (int)viewport_size[1],
+ * tex, 2);
+ */
+
+ if (!e_data.custom_shader) {
+ e_data.custom_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_SURFACE_cache_init(void *vedata)
+{
+ EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl;
+ EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create a pass */
+ DRWState state = (
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND | DRW_STATE_WIRE);
+ psl->pass = DRW_pass_create("My Pass", state);
+
+ /* Create a shadingGroup using a function in draw_common.c or custom one */
+ /*
+ * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+ * -- or --
+ * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
+ */
+ stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
+
+ /* Uniforms need a pointer to it's value so be sure it's accessible at
+ * any given time (i.e. use static vars) */
+ static float color[4] = {0.0f, 0.0f, 1.0f, 1.0};
+ DRW_shgroup_uniform_vec4(stl->g_data->group, "color", color, 1);
+ }
+
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_SURFACE_cache_populate(void *vedata, Object *ob)
+{
+ EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl;
+ EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl;
+
+ UNUSED_VARS(psl, stl);
+
+ if (ob->type == OB_MESH) {
+ /* Get geometry cache */
+ struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
+
+ /* Add geom to a shading group */
+ DRW_shgroup_call_add(stl->g_data->group, geom, ob->obmat);
+ }
+}
+
+/* Optional: Post-cache_populate callback */
+static void EDIT_SURFACE_cache_finish(void *vedata)
+{
+ EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl;
+ EDIT_SURFACE_StorageList *stl = ((EDIT_SURFACE_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl, stl);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_SURFACE_draw_scene(void *vedata)
+{
+ EDIT_SURFACE_PassList *psl = ((EDIT_SURFACE_Data *)vedata)->psl;
+ EDIT_SURFACE_FramebufferList *fbl = ((EDIT_SURFACE_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ UNUSED_VARS(fbl, dfbl, dtxl);
+
+ /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+ /*
+ * DRW_framebuffer_texture_detach(dtxl->depth);
+ * DRW_framebuffer_bind(fbl->custom_fb);
+ * DRW_draw_pass(psl->pass);
+ * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ * DRW_framebuffer_bind(dfbl->default_fb);
+ */
+
+ /* ... or just render passes on default framebuffer. */
+ DRW_draw_pass(psl->pass);
+
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_SURFACE_engine_free(void)
+{
+ // DRW_SHADER_FREE_SAFE(custom_shader);
+}
+
+static const DrawEngineDataSize EDIT_SURFACE_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_SURFACE_Data);
+
+DrawEngineType draw_engine_edit_surface_type = {
+ NULL, NULL,
+ N_("EditSurfaceMode"),
+ &EDIT_SURFACE_data_size,
+ &EDIT_SURFACE_engine_init,
+ &EDIT_SURFACE_engine_free,
+ &EDIT_SURFACE_cache_init,
+ &EDIT_SURFACE_cache_populate,
+ &EDIT_SURFACE_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &EDIT_SURFACE_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/edit_text_mode.c b/source/blender/draw/modes/edit_text_mode.c
new file mode 100644
index 00000000000..5750dc8a0b9
--- /dev/null
+++ b/source/blender/draw/modes/edit_text_mode.c
@@ -0,0 +1,290 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/edit_text_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_curve_types.h"
+
+#include "BIF_glutil.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+#include "GPU_batch.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use EDIT_TEXT_engine_init() to
+ * initialize most of them and EDIT_TEXT_cache_init()
+ * for EDIT_TEXT_PassList */
+
+typedef struct EDIT_TEXT_PassList {
+ /* Declare all passes here and init them in
+ * EDIT_TEXT_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *wire_pass;
+ struct DRWPass *overlay_select_pass;
+ struct DRWPass *overlay_cursor_pass;
+} EDIT_TEXT_PassList;
+
+typedef struct EDIT_TEXT_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} EDIT_TEXT_FramebufferList;
+
+typedef struct EDIT_TEXT_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} EDIT_TEXT_TextureList;
+
+typedef struct EDIT_TEXT_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ struct CustomStruct *block;
+ struct EDIT_TEXT_PrivateData *g_data;
+} EDIT_TEXT_StorageList;
+
+typedef struct EDIT_TEXT_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ EDIT_TEXT_FramebufferList *fbl;
+ EDIT_TEXT_TextureList *txl;
+ EDIT_TEXT_PassList *psl;
+ EDIT_TEXT_StorageList *stl;
+} EDIT_TEXT_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in EDIT_TEXT_engine_init();
+ * free in EDIT_TEXT_engine_free(); */
+ GPUShader *wire_sh;
+ GPUShader *overlay_select_sh;
+ GPUShader *overlay_cursor_sh;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct EDIT_TEXT_PrivateData {
+ /* resulting curve as 'wire' for fast editmode drawing */
+ DRWShadingGroup *wire_shgrp;
+ DRWShadingGroup *overlay_select_shgrp;
+ DRWShadingGroup *overlay_cursor_shgrp;
+} EDIT_TEXT_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void EDIT_TEXT_engine_init(void *vedata)
+{
+ EDIT_TEXT_TextureList *txl = ((EDIT_TEXT_Data *)vedata)->txl;
+ EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
+ EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
+
+ UNUSED_VARS(txl, fbl, stl);
+
+ /* Init Framebuffers like this: order is attachment order (for color texs) */
+ /*
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
+ */
+
+ /* DRW_framebuffer_init takes care of checking if
+ * the framebuffer is valid and has the right size*/
+ /*
+ * float *viewport_size = DRW_viewport_size_get();
+ * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ * (int)viewport_size[0], (int)viewport_size[1],
+ * tex, 2);
+ */
+
+ if (!e_data.wire_sh) {
+ e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+
+ if (!e_data.overlay_select_sh) {
+ e_data.overlay_select_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+
+ if (!e_data.overlay_cursor_sh) {
+ e_data.overlay_cursor_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void EDIT_TEXT_cache_init(void *vedata)
+{
+ EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
+ EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Text outline (fast drawing!) */
+ psl->wire_pass = DRW_pass_create(
+ "Font Wire",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
+ stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
+
+ psl->overlay_select_pass = DRW_pass_create(
+ "Font Select",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
+ stl->g_data->overlay_select_shgrp = DRW_shgroup_create(e_data.overlay_select_sh, psl->overlay_select_pass);
+
+ psl->overlay_cursor_pass = DRW_pass_create(
+ "Font Cursor",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
+ stl->g_data->overlay_cursor_shgrp = DRW_shgroup_create(e_data.overlay_cursor_sh, psl->overlay_cursor_pass);
+ }
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void EDIT_TEXT_cache_populate(void *vedata, Object *ob)
+{
+ EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
+ EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ UNUSED_VARS(psl, stl);
+
+ if (ob->type == OB_FONT) {
+ if (ob == draw_ctx->object_edit) {
+ const Curve *cu = ob->data;
+ /* Get geometry cache */
+ struct Gwn_Batch *geom;
+
+ if (cu->flag & CU_FAST) {
+ geom = DRW_cache_text_edge_wire_get(ob);
+ if (geom) {
+ DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
+ }
+ }
+ else {
+ /* object mode draws */
+ }
+
+ geom = DRW_cache_text_select_overlay_get(ob);
+ if (geom) {
+ DRW_shgroup_call_add(stl->g_data->overlay_select_shgrp, geom, ob->obmat);
+ }
+
+ geom = DRW_cache_text_cursor_overlay_get(ob);
+ if (geom) {
+ DRW_shgroup_call_add(stl->g_data->overlay_cursor_shgrp, geom, ob->obmat);
+ }
+ }
+ }
+}
+
+/* Optional: Post-cache_populate callback */
+static void EDIT_TEXT_cache_finish(void *vedata)
+{
+ EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
+ EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl, stl);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void EDIT_TEXT_draw_scene(void *vedata)
+{
+ EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
+ EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ UNUSED_VARS(fbl, dfbl, dtxl);
+
+ /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+ /*
+ * DRW_framebuffer_texture_detach(dtxl->depth);
+ * DRW_framebuffer_bind(fbl->custom_fb);
+ * DRW_draw_pass(psl->pass);
+ * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ * DRW_framebuffer_bind(dfbl->default_fb);
+ */
+
+ DRW_draw_pass(psl->wire_pass);
+
+ set_inverted_drawing(1);
+ DRW_draw_pass(psl->overlay_select_pass);
+ DRW_draw_pass(psl->overlay_cursor_pass);
+ set_inverted_drawing(0);
+
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void EDIT_TEXT_engine_free(void)
+{
+ // DRW_SHADER_FREE_SAFE(custom_shader);
+}
+
+static const DrawEngineDataSize EDIT_TEXT_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_TEXT_Data);
+
+DrawEngineType draw_engine_edit_text_type = {
+ NULL, NULL,
+ N_("EditTextMode"),
+ &EDIT_TEXT_data_size,
+ &EDIT_TEXT_engine_init,
+ &EDIT_TEXT_engine_free,
+ &EDIT_TEXT_cache_init,
+ &EDIT_TEXT_cache_populate,
+ &EDIT_TEXT_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &EDIT_TEXT_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
new file mode 100644
index 00000000000..c6a90527f39
--- /dev/null
+++ b/source/blender/draw/modes/object_mode.c
@@ -0,0 +1,2348 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/object_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_userdef_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_object_force_types.h"
+#include "DNA_lightprobe_types.h"
+#include "DNA_particle_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_string_utils.h"
+
+#include "BKE_anim.h"
+#include "BKE_camera.h"
+#include "BKE_curve.h"
+#include "BKE_global.h"
+#include "BKE_mball.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_particle.h"
+#include "BKE_image.h"
+#include "BKE_texture.h"
+
+#include "ED_view3d.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "UI_resources.h"
+
+#include "draw_mode_engines.h"
+#include "draw_manager_text.h"
+#include "draw_common.h"
+
+#include "DEG_depsgraph_query.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GPUTexture *globals_ramp; /* draw_common.c */
+extern GlobalsUboStorage ts;
+
+extern char datatoc_object_outline_prepass_frag_glsl[];
+extern char datatoc_object_outline_resolve_frag_glsl[];
+extern char datatoc_object_outline_detect_frag_glsl[];
+extern char datatoc_object_outline_expand_frag_glsl[];
+extern char datatoc_object_grid_frag_glsl[];
+extern char datatoc_object_grid_vert_glsl[];
+extern char datatoc_object_empty_image_frag_glsl[];
+extern char datatoc_object_empty_image_vert_glsl[];
+extern char datatoc_object_lightprobe_grid_vert_glsl[];
+extern char datatoc_object_particle_prim_vert_glsl[];
+extern char datatoc_object_particle_dot_vert_glsl[];
+extern char datatoc_object_particle_dot_frag_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_common_fxaa_lib_glsl[];
+extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_id_frag_glsl[];
+extern char datatoc_common_fullscreen_vert_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
+
+/* *********** LISTS *********** */
+typedef struct OBJECT_PassList {
+ struct DRWPass *non_meshes;
+ struct DRWPass *ob_center;
+ struct DRWPass *outlines;
+ struct DRWPass *outlines_search;
+ struct DRWPass *outlines_expand;
+ struct DRWPass *outlines_bleed;
+ struct DRWPass *outlines_resolve;
+ struct DRWPass *grid;
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_outline;
+ struct DRWPass *bone_wire;
+ struct DRWPass *bone_envelope;
+ struct DRWPass *bone_axes;
+ struct DRWPass *particle;
+ struct DRWPass *lightprobes;
+ /* use for empty/background images */
+ struct DRWPass *reference_image;
+} OBJECT_PassList;
+
+typedef struct OBJECT_FramebufferList {
+ struct GPUFrameBuffer *outlines_fb;
+ struct GPUFrameBuffer *blur_fb;
+ struct GPUFrameBuffer *expand_fb;
+} OBJECT_FramebufferList;
+
+typedef struct OBJECT_StorageList {
+ struct OBJECT_PrivateData *g_data;
+} OBJECT_StorageList;
+
+typedef struct OBJECT_Data {
+ void *engine_type;
+ OBJECT_FramebufferList *fbl;
+ DRWViewportEmptyList *txl;
+ OBJECT_PassList *psl;
+ OBJECT_StorageList *stl;
+} OBJECT_Data;
+
+/* *********** STATIC *********** */
+
+typedef struct OBJECT_PrivateData {
+ /* Empties */
+ DRWShadingGroup *plain_axes;
+ DRWShadingGroup *cube;
+ DRWShadingGroup *circle;
+ DRWShadingGroup *sphere;
+ DRWShadingGroup *cone;
+ DRWShadingGroup *single_arrow;
+ DRWShadingGroup *single_arrow_line;
+ DRWShadingGroup *arrows;
+ DRWShadingGroup *axis_names;
+ /* GPUTexture -> EmptyImageShadingGroupData */
+ GHash *image_plane_map;
+
+ /* Force Field */
+ DRWShadingGroup *field_wind;
+ DRWShadingGroup *field_force;
+ DRWShadingGroup *field_vortex;
+ DRWShadingGroup *field_curve_sta;
+ DRWShadingGroup *field_curve_end;
+ DRWShadingGroup *field_tube_limit;
+ DRWShadingGroup *field_cone_limit;
+
+ /* Speaker */
+ DRWShadingGroup *speaker;
+
+ /* Probe */
+ DRWShadingGroup *probe_cube;
+ DRWShadingGroup *probe_planar;
+ DRWShadingGroup *probe_grid;
+
+ /* MetaBalls */
+ DRWShadingGroup *mball_handle;
+
+ /* Lamps */
+ DRWShadingGroup *lamp_center;
+ DRWShadingGroup *lamp_groundpoint;
+ DRWShadingGroup *lamp_groundline;
+ DRWShadingGroup *lamp_circle;
+ DRWShadingGroup *lamp_circle_shadow;
+ DRWShadingGroup *lamp_sunrays;
+ DRWShadingGroup *lamp_distance;
+ DRWShadingGroup *lamp_buflimit;
+ DRWShadingGroup *lamp_buflimit_points;
+ DRWShadingGroup *lamp_area_square;
+ DRWShadingGroup *lamp_area_disk;
+ DRWShadingGroup *lamp_hemi;
+ DRWShadingGroup *lamp_spot_cone;
+ DRWShadingGroup *lamp_spot_blend;
+ DRWShadingGroup *lamp_spot_pyramid;
+ DRWShadingGroup *lamp_spot_blend_rect;
+
+ /* Helpers */
+ DRWShadingGroup *relationship_lines;
+
+ /* Objects Centers */
+ DRWShadingGroup *center_active;
+ DRWShadingGroup *center_selected;
+ DRWShadingGroup *center_deselected;
+ DRWShadingGroup *center_selected_lib;
+ DRWShadingGroup *center_deselected_lib;
+
+ /* Camera */
+ DRWShadingGroup *camera;
+ DRWShadingGroup *camera_frame;
+ DRWShadingGroup *camera_tria;
+ DRWShadingGroup *camera_focus;
+ DRWShadingGroup *camera_clip;
+ DRWShadingGroup *camera_clip_points;
+ DRWShadingGroup *camera_mist;
+ DRWShadingGroup *camera_mist_points;
+
+ /* Outlines */
+ DRWShadingGroup *outlines_active;
+ DRWShadingGroup *outlines_select;
+ DRWShadingGroup *outlines_transform;
+
+ /* Lightprobes */
+ DRWShadingGroup *lightprobes_cube_select;
+ DRWShadingGroup *lightprobes_cube_active;
+ DRWShadingGroup *lightprobes_cube_transform;
+
+ DRWShadingGroup *lightprobes_planar_select;
+ DRWShadingGroup *lightprobes_planar_active;
+ DRWShadingGroup *lightprobes_planar_transform;
+
+ /* Wire */
+ DRWShadingGroup *wire;
+ DRWShadingGroup *wire_active;
+ DRWShadingGroup *wire_select;
+ DRWShadingGroup *wire_transform;
+
+ /* Points */
+ DRWShadingGroup *points;
+ DRWShadingGroup *points_active;
+ DRWShadingGroup *points_select;
+ DRWShadingGroup *points_transform;
+
+ /* Texture Space */
+ DRWShadingGroup *texspace;
+
+ /* Outlines id offset */
+ int id_ofs_active;
+ int id_ofs_select;
+ int id_ofs_transform;
+ int id_ofs_prb_active;
+ int id_ofs_prb_select;
+ int id_ofs_prb_transform;
+} OBJECT_PrivateData; /* Transient data */
+
+static struct {
+ /* Instance Data format */
+ struct Gwn_VertFormat *particle_format;
+ struct Gwn_VertFormat *empty_image_format;
+ struct Gwn_VertFormat *empty_image_wire_format;
+
+ /* fullscreen shaders */
+ GPUShader *outline_prepass_sh;
+ GPUShader *outline_resolve_sh;
+ GPUShader *outline_resolve_aa_sh;
+ GPUShader *outline_detect_sh;
+ GPUShader *outline_fade_sh;
+
+ /* regular shaders */
+ GPUShader *object_empty_image_sh;
+ GPUShader *object_empty_image_wire_sh;
+ GPUShader *grid_sh;
+ GPUShader *part_dot_sh;
+ GPUShader *part_prim_sh;
+ GPUShader *part_axis_sh;
+ GPUShader *lightprobe_grid_sh;
+ float camera_pos[3];
+ float screenvecs[3][4];
+ float grid_settings[5];
+ int grid_flag;
+ float grid_normal[3];
+ float grid_axes[3];
+ int zpos_flag;
+ int zneg_flag;
+ float zplane_normal[3];
+ float zplane_axes[3];
+ float inv_viewport_size[2];
+ bool draw_grid;
+ /* Temp buffer textures */
+ struct GPUTexture *outlines_depth_tx;
+ struct GPUTexture *outlines_id_tx;
+ struct GPUTexture *outlines_color_tx;
+ struct GPUTexture *outlines_blur_tx;
+} e_data = {NULL}; /* Engine data */
+
+
+enum {
+ SHOW_AXIS_X = (1 << 0),
+ SHOW_AXIS_Y = (1 << 1),
+ SHOW_AXIS_Z = (1 << 2),
+ SHOW_GRID = (1 << 3),
+ PLANE_XY = (1 << 4),
+ PLANE_XZ = (1 << 5),
+ PLANE_YZ = (1 << 6),
+ CLIP_ZPOS = (1 << 7),
+ CLIP_ZNEG = (1 << 8),
+ GRID_BACK = (1 << 9),
+};
+
+/* *********** FUNCTIONS *********** */
+
+static void OBJECT_engine_init(void *vedata)
+{
+ OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
+
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ if (DRW_state_is_fbo()) {
+ e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
+ &draw_engine_object_type);
+ /* XXX TODO GPU_R16UI can overflow, it would cause no harm
+ * (only bad colored or missing outlines) but we should
+ * use 32bits only if the scene have that many objects */
+ e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI,
+ &draw_engine_object_type);
+
+ GPU_framebuffer_ensure_config(&fbl->outlines_fb, {
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_depth_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)
+ });
+
+ e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ &draw_engine_object_type);
+
+ GPU_framebuffer_ensure_config(&fbl->expand_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)
+ });
+
+ e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ &draw_engine_object_type);
+
+ GPU_framebuffer_ensure_config(&fbl->blur_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.outlines_blur_tx)
+ });
+ }
+
+ /* Shaders */
+ if (!e_data.outline_resolve_sh) {
+ /* Outline */
+ e_data.outline_prepass_sh = DRW_shader_create_3D(datatoc_object_outline_prepass_frag_glsl, NULL);
+
+ e_data.outline_resolve_sh = DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
+
+ e_data.outline_resolve_aa_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_object_outline_resolve_frag_glsl,
+ datatoc_common_fxaa_lib_glsl,
+ "#define FXAA_ALPHA\n"
+ "#define USE_FXAA\n");
+
+ e_data.outline_detect_sh = DRW_shader_create_with_lib(
+ datatoc_common_fullscreen_vert_glsl, NULL,
+ datatoc_object_outline_detect_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#extension GL_ARB_texture_gather : enable\n");
+
+ e_data.outline_fade_sh = DRW_shader_create_fullscreen(datatoc_object_outline_expand_frag_glsl, NULL);
+
+ /* Empty images */
+ e_data.object_empty_image_sh = DRW_shader_create_with_lib(
+ datatoc_object_empty_image_vert_glsl, NULL,
+ datatoc_object_empty_image_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+
+ e_data.object_empty_image_wire_sh = DRW_shader_create_with_lib(
+ datatoc_object_empty_image_vert_glsl, NULL,
+ datatoc_object_empty_image_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define USE_WIRE\n");
+
+ /* Grid */
+ e_data.grid_sh = DRW_shader_create_with_lib(
+ datatoc_object_grid_vert_glsl, NULL,
+ datatoc_object_grid_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+
+ /* Particles */
+ e_data.part_prim_sh = DRW_shader_create(
+ datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl, NULL);
+
+ e_data.part_axis_sh = DRW_shader_create(
+ datatoc_object_particle_prim_vert_glsl, NULL, datatoc_gpu_shader_flat_color_frag_glsl,
+ "#define USE_AXIS\n");
+
+ e_data.part_dot_sh = DRW_shader_create(
+ datatoc_object_particle_dot_vert_glsl, NULL, datatoc_object_particle_dot_frag_glsl, NULL);
+
+ /* Lightprobes */
+ e_data.lightprobe_grid_sh = DRW_shader_create(
+ datatoc_object_lightprobe_grid_vert_glsl, NULL, datatoc_gpu_shader_flat_id_frag_glsl, NULL);
+ }
+
+ {
+ /* Grid precompute */
+ float invviewmat[4][4], invwinmat[4][4];
+ float viewmat[4][4], winmat[4][4];
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ float grid_scale = ED_view3d_grid_scale(scene, v3d, NULL);
+ float grid_res;
+
+ const bool show_axis_x = (v3d->gridflag & V3D_SHOW_X) != 0;
+ const bool show_axis_y = (v3d->gridflag & V3D_SHOW_Y) != 0;
+ const bool show_axis_z = (v3d->gridflag & V3D_SHOW_Z) != 0;
+ const bool show_floor = (v3d->gridflag & V3D_SHOW_FLOOR) != 0;
+ e_data.draw_grid = show_axis_x || show_axis_y || show_axis_z || show_floor;
+
+ DRW_viewport_matrix_get(winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
+ DRW_viewport_matrix_get(invviewmat, DRW_MAT_VIEWINV);
+
+ /* Setup camera pos */
+ copy_v3_v3(e_data.camera_pos, invviewmat[3]);
+
+ /* if perps */
+ if (winmat[3][3] == 0.0f) {
+ float fov;
+ float viewvecs[2][4] = {
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f}
+ };
+
+ /* convert the view vectors to view space */
+ for (int i = 0; i < 2; i++) {
+ mul_m4_v4(invwinmat, viewvecs[i]);
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); /* perspective divide */
+ }
+
+ fov = angle_v3v3(viewvecs[0], viewvecs[1]) / 2.0f;
+ grid_res = fabsf(tanf(fov)) / grid_scale;
+
+ e_data.grid_flag = (1 << 4); /* XY plane */
+ if (show_axis_x)
+ e_data.grid_flag |= SHOW_AXIS_X;
+ if (show_axis_y)
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ if (show_floor)
+ e_data.grid_flag |= SHOW_GRID;
+
+ }
+ else {
+ float viewdist = 1.0f / max_ff(fabsf(winmat[0][0]), fabsf(winmat[1][1]));
+ grid_res = viewdist / grid_scale;
+
+ if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) {
+ e_data.grid_flag = PLANE_YZ;
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ e_data.grid_flag |= SHOW_AXIS_Z;
+ e_data.grid_flag |= SHOW_GRID;
+ e_data.grid_flag |= GRID_BACK;
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
+ e_data.grid_flag = PLANE_XY;
+ e_data.grid_flag |= SHOW_AXIS_X;
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ e_data.grid_flag |= SHOW_GRID;
+ e_data.grid_flag |= GRID_BACK;
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
+ e_data.grid_flag = PLANE_XZ;
+ e_data.grid_flag |= SHOW_AXIS_X;
+ e_data.grid_flag |= SHOW_AXIS_Z;
+ e_data.grid_flag |= SHOW_GRID;
+ e_data.grid_flag |= GRID_BACK;
+ }
+ else { /* RV3D_VIEW_USER */
+ e_data.grid_flag = PLANE_XY;
+ if (show_axis_x)
+ e_data.grid_flag |= SHOW_AXIS_X;
+ if (show_axis_y)
+ e_data.grid_flag |= SHOW_AXIS_Y;
+ if (show_floor)
+ e_data.grid_flag |= SHOW_GRID;
+ }
+ }
+
+ e_data.grid_normal[0] = (float)((e_data.grid_flag & PLANE_YZ) != 0);
+ e_data.grid_normal[1] = (float)((e_data.grid_flag & PLANE_XZ) != 0);
+ e_data.grid_normal[2] = (float)((e_data.grid_flag & PLANE_XY) != 0);
+
+ e_data.grid_axes[0] = (float)((e_data.grid_flag & (PLANE_XZ | PLANE_XY)) != 0);
+ e_data.grid_axes[1] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XY)) != 0);
+ e_data.grid_axes[2] = (float)((e_data.grid_flag & (PLANE_YZ | PLANE_XZ)) != 0);
+
+ /* Vectors to recover pixel world position. Fix grid precision issue. */
+ /* Using pixel at z = 0.0f in ndc space : gives average precision between
+ * near and far plane. Note that it might not be the best choice. */
+ copy_v4_fl4(e_data.screenvecs[0], 1.0f, -1.0f, 0.0f, 1.0f);
+ copy_v4_fl4(e_data.screenvecs[1], -1.0f, 1.0f, 0.0f, 1.0f);
+ copy_v4_fl4(e_data.screenvecs[2], -1.0f, -1.0f, 0.0f, 1.0f);
+
+ for (int i = 0; i < 3; i++) {
+ /* Doing 2 steps to recover world position of the corners of the frustum.
+ * Using the inverse perspective matrix is giving very low precision output. */
+ mul_m4_v4(invwinmat, e_data.screenvecs[i]);
+ e_data.screenvecs[i][0] /= e_data.screenvecs[i][3]; /* perspective divide */
+ e_data.screenvecs[i][1] /= e_data.screenvecs[i][3]; /* perspective divide */
+ e_data.screenvecs[i][2] /= e_data.screenvecs[i][3]; /* perspective divide */
+ e_data.screenvecs[i][3] = 1.0f;
+ /* main instability come from this one */
+ /* TODO : to make things even more stable, don't use
+ * invviewmat and derive vectors from camera properties */
+ mul_m4_v4(invviewmat, e_data.screenvecs[i]);
+ }
+
+ sub_v3_v3(e_data.screenvecs[0], e_data.screenvecs[2]);
+ sub_v3_v3(e_data.screenvecs[1], e_data.screenvecs[2]);
+
+ /* Z axis if needed */
+ if (((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) && show_axis_z) {
+ e_data.zpos_flag = SHOW_AXIS_Z;
+
+ float zvec[4] = {0.0f, 0.0f, -1.0f, 0.0f};
+ mul_m4_v4(invviewmat, zvec);
+
+ /* z axis : chose the most facing plane */
+ if (fabsf(zvec[0]) < fabsf(zvec[1])) {
+ e_data.zpos_flag |= PLANE_XZ;
+ }
+ else {
+ e_data.zpos_flag |= PLANE_YZ;
+ }
+
+ e_data.zneg_flag = e_data.zpos_flag;
+
+ /* Persp : If camera is below floor plane, we switch clipping
+ * Ortho : If eye vector is looking up, we switch clipping */
+ if (((winmat[3][3] == 0.0f) && (e_data.camera_pos[2] > 0.0f)) ||
+ ((winmat[3][3] != 0.0f) && (zvec[2] < 0.0f)))
+ {
+ e_data.zpos_flag |= CLIP_ZPOS;
+ e_data.zneg_flag |= CLIP_ZNEG;
+ }
+ else {
+ e_data.zpos_flag |= CLIP_ZNEG;
+ e_data.zneg_flag |= CLIP_ZPOS;
+ }
+
+ e_data.zplane_normal[0] = (float)((e_data.zpos_flag & PLANE_YZ) != 0);
+ e_data.zplane_normal[1] = (float)((e_data.zpos_flag & PLANE_XZ) != 0);
+ e_data.zplane_normal[2] = (float)((e_data.zpos_flag & PLANE_XY) != 0);
+
+ e_data.zplane_axes[0] = (float)((e_data.zpos_flag & (PLANE_XZ | PLANE_XY)) != 0);
+ e_data.zplane_axes[1] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XY)) != 0);
+ e_data.zplane_axes[2] = (float)((e_data.zpos_flag & (PLANE_YZ | PLANE_XZ)) != 0);
+
+ }
+ else {
+ e_data.zneg_flag = e_data.zpos_flag = CLIP_ZNEG | CLIP_ZPOS;
+ }
+
+ float dist;
+ if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+ Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
+ dist = ((Camera *)camera_object)->clipend;
+ }
+ else {
+ dist = v3d->far;
+ }
+
+ e_data.grid_settings[0] = dist / 2.0f; /* gridDistance */
+ e_data.grid_settings[1] = grid_res; /* gridResolution */
+ e_data.grid_settings[2] = grid_scale; /* gridScale */
+ e_data.grid_settings[3] = v3d->gridsubdiv; /* gridSubdiv */
+ e_data.grid_settings[4] = (v3d->gridsubdiv > 1) ? 1.0f / logf(v3d->gridsubdiv) : 0.0f; /* 1/log(gridSubdiv) */
+ }
+
+ copy_v2_v2(e_data.inv_viewport_size, DRW_viewport_size_get());
+ invert_v2(e_data.inv_viewport_size);
+}
+
+static void OBJECT_engine_free(void)
+{
+ MEM_SAFE_FREE(e_data.particle_format);
+ MEM_SAFE_FREE(e_data.empty_image_format);
+ MEM_SAFE_FREE(e_data.empty_image_wire_format);
+ DRW_SHADER_FREE_SAFE(e_data.outline_prepass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_resolve_aa_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_detect_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_fade_sh);
+ DRW_SHADER_FREE_SAFE(e_data.object_empty_image_sh);
+ DRW_SHADER_FREE_SAFE(e_data.object_empty_image_wire_sh);
+ DRW_SHADER_FREE_SAFE(e_data.grid_sh);
+ DRW_SHADER_FREE_SAFE(e_data.part_prim_sh);
+ DRW_SHADER_FREE_SAFE(e_data.part_axis_sh);
+ DRW_SHADER_FREE_SAFE(e_data.part_dot_sh);
+ DRW_SHADER_FREE_SAFE(e_data.lightprobe_grid_sh);
+}
+
+static DRWShadingGroup *shgroup_outline(DRWPass *pass, const int *ofs, GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_int(grp, "baseId", ofs, 1);
+
+ return grp;
+}
+
+/* currently same as 'shgroup_outline', new function to avoid confustion */
+static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+
+ return grp;
+}
+
+/* currently same as 'shgroup_outline', new function to avoid confustion */
+static DRWShadingGroup *shgroup_points(DRWPass *pass, const float col[4], GPUShader *sh)
+{
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
+ DRW_shgroup_uniform_vec4(grp, "color", col, 1);
+
+ return grp;
+}
+
+static int *shgroup_theme_id_to_probe_outline_counter(
+ OBJECT_StorageList *stl, int theme_id)
+{
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return &stl->g_data->id_ofs_prb_active;
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_prb_select;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_prb_transform;
+ }
+}
+
+static int *shgroup_theme_id_to_outline_counter(
+ OBJECT_StorageList *stl, int theme_id)
+{
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return &stl->g_data->id_ofs_active;
+ case TH_SELECT:
+ return &stl->g_data->id_ofs_select;
+ case TH_TRANSFORM:
+ default:
+ return &stl->g_data->id_ofs_transform;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_probe_planar_outline_shgrp(
+ OBJECT_StorageList *stl, int theme_id)
+{
+ /* does not increment counter */
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->lightprobes_planar_active;
+ case TH_SELECT:
+ return stl->g_data->lightprobes_planar_select;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_planar_transform;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_probe_cube_outline_shgrp(
+ OBJECT_StorageList *stl, int theme_id)
+{
+ /* does not increment counter */
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->lightprobes_cube_active;
+ case TH_SELECT:
+ return stl->g_data->lightprobes_cube_select;
+ case TH_TRANSFORM:
+ default:
+ return stl->g_data->lightprobes_cube_transform;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_outline_or(
+ OBJECT_StorageList *stl, int theme_id, DRWShadingGroup *fallback)
+{
+ int *counter = shgroup_theme_id_to_outline_counter(stl, theme_id);
+ *counter += 1;
+
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->outlines_active;
+ case TH_SELECT:
+ return stl->g_data->outlines_select;
+ case TH_TRANSFORM:
+ return stl->g_data->outlines_transform;
+ default:
+ return fallback;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_wire_or(
+ OBJECT_StorageList *stl, int theme_id, DRWShadingGroup *fallback)
+{
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->wire_active;
+ case TH_SELECT:
+ return stl->g_data->wire_select;
+ case TH_TRANSFORM:
+ return stl->g_data->wire_transform;
+ default:
+ return fallback;
+ }
+}
+
+static DRWShadingGroup *shgroup_theme_id_to_point_or(
+ OBJECT_StorageList *stl, int theme_id, DRWShadingGroup *fallback)
+{
+ switch (theme_id) {
+ case TH_ACTIVE:
+ return stl->g_data->points_active;
+ case TH_SELECT:
+ return stl->g_data->points_select;
+ case TH_TRANSFORM:
+ return stl->g_data->points_transform;
+ default:
+ return fallback;
+ }
+}
+
+static void image_calc_aspect(Image *ima, ImageUser *iuser, float r_image_aspect[2])
+{
+ float ima_x, ima_y;
+ if (ima) {
+ int w, h;
+ BKE_image_get_size(ima, iuser, &w, &h);
+ ima_x = w;
+ ima_y = h;
+ }
+ else {
+ /* if no image, make it a 1x1 empty square, honor scale & offset */
+ ima_x = ima_y = 1.0f;
+ }
+ /* Get the image aspect even if the buffer is invalid */
+ float sca_x = 1.0f, sca_y = 1.0f;
+ if (ima) {
+ if (ima->aspx > ima->aspy) {
+ sca_y = ima->aspy / ima->aspx;
+ }
+ else if (ima->aspx < ima->aspy) {
+ sca_x = ima->aspx / ima->aspy;
+ }
+ }
+
+ const float scale_x_inv = ima_x * sca_x;
+ const float scale_y_inv = ima_y * sca_y;
+ if (scale_x_inv > scale_y_inv) {
+ r_image_aspect[0] = 1.0f;
+ r_image_aspect[1] = scale_y_inv / scale_x_inv;
+ }
+ else {
+ r_image_aspect[0] = scale_x_inv / scale_y_inv;
+ r_image_aspect[1] = 1.0f;
+ }
+}
+
+/* per-image shading groups for image-type empty objects */
+struct EmptyImageShadingGroupData {
+ DRWShadingGroup *shgrp_image;
+ DRWShadingGroup *shgrp_wire;
+ float image_aspect[2];
+};
+
+static void DRW_shgroup_empty_image(
+ OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, const float color[3])
+{
+ /* TODO: 'StereoViews', see draw_empty_image. */
+
+ if (stl->g_data->image_plane_map == NULL) {
+ stl->g_data->image_plane_map = BLI_ghash_ptr_new(__func__);
+ }
+
+ struct EmptyImageShadingGroupData *empty_image_data;
+
+ GPUTexture *tex = ob->data ?
+ GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false, false, false) : NULL;
+ void **val_p;
+
+ /* Create on demand, 'tex' may be NULL. */
+ if (BLI_ghash_ensure_p(stl->g_data->image_plane_map, tex, &val_p)) {
+ empty_image_data = *val_p;
+ }
+ else {
+ empty_image_data = MEM_mallocN(sizeof(*empty_image_data), __func__);
+
+ image_calc_aspect(ob->data, ob->iuser, empty_image_data->image_aspect);
+
+ if (tex) {
+ DRW_shgroup_instance_format(e_data.empty_image_format, {
+ {"objectColor", DRW_ATTRIB_FLOAT, 4},
+ {"size", DRW_ATTRIB_FLOAT, 1},
+ {"offset", DRW_ATTRIB_FLOAT, 2},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16},
+ });
+
+ struct Gwn_Batch *geom = DRW_cache_image_plane_get();
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ e_data.object_empty_image_sh, psl->non_meshes, geom, e_data.empty_image_format);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ DRW_shgroup_uniform_vec2(grp, "aspect", empty_image_data->image_aspect, 1);
+
+ empty_image_data->shgrp_image = grp;
+ }
+ else {
+ empty_image_data->shgrp_image = NULL;
+ }
+
+ {
+ DRW_shgroup_instance_format(e_data.empty_image_wire_format, {
+ {"objectColor", DRW_ATTRIB_FLOAT, 4},
+ {"size", DRW_ATTRIB_FLOAT, 1},
+ {"offset", DRW_ATTRIB_FLOAT, 2},
+ {"InstanceModelMatrix", DRW_ATTRIB_FLOAT, 16}
+ });
+
+ struct Gwn_Batch *geom = DRW_cache_image_plane_wire_get();
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(
+ e_data.object_empty_image_wire_sh, psl->non_meshes, geom, e_data.empty_image_wire_format);
+ DRW_shgroup_uniform_vec2(grp, "aspect", empty_image_data->image_aspect, 1);
+
+ empty_image_data->shgrp_wire = grp;
+ }
+
+ *val_p = empty_image_data;
+ }
+
+ if (empty_image_data->shgrp_image != NULL) {
+ DRW_shgroup_call_dynamic_add(
+ empty_image_data->shgrp_image,
+ ob->col,
+ &ob->empty_drawsize,
+ ob->ima_ofs,
+ ob->obmat);
+ }
+
+ DRW_shgroup_call_dynamic_add(
+ empty_image_data->shgrp_wire,
+ color,
+ &ob->empty_drawsize,
+ ob->ima_ofs,
+ ob->obmat);
+}
+
+static void OBJECT_cache_init(void *vedata)
+{
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ OBJECT_PrivateData *g_data;
+ /* TODO : use dpi setting for enabling the second pass */
+ const bool do_outline_expand = false;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ g_data = stl->g_data;
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
+
+ GPUShader *sh = e_data.outline_prepass_sh;
+
+ /* Select */
+ g_data->outlines_select = shgroup_outline(psl->outlines, &g_data->id_ofs_select, sh);
+
+ /* Transform */
+ g_data->outlines_transform = shgroup_outline(psl->outlines, &g_data->id_ofs_transform, sh);
+
+ /* Active */
+ g_data->outlines_active = shgroup_outline(psl->outlines, &g_data->id_ofs_active, sh);
+
+ g_data->id_ofs_select = 0;
+ g_data->id_ofs_active = 0;
+ g_data->id_ofs_transform = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ DRWPass *pass = psl->lightprobes = DRW_pass_create("Object Probe Pass", state);
+ struct Gwn_Batch *sphere = DRW_cache_sphere_get();
+ struct Gwn_Batch *quad = DRW_cache_quad_get();
+
+ /* Cubemap */
+ g_data->lightprobes_cube_select = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_select);
+ g_data->lightprobes_cube_active = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_active);
+ g_data->lightprobes_cube_transform = shgroup_instance_outline(pass, sphere, &g_data->id_ofs_prb_transform);
+
+ /* Planar */
+ g_data->lightprobes_planar_select = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_select);
+ g_data->lightprobes_planar_active = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_active);
+ g_data->lightprobes_planar_transform = shgroup_instance_outline(pass, quad, &g_data->id_ofs_prb_transform);
+
+ g_data->id_ofs_prb_select = 0;
+ g_data->id_ofs_prb_active = 0;
+ g_data->id_ofs_prb_transform = 0;
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR;
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ static float alphaOcclu = 0.35f;
+ /* Reminder : bool uniforms need to be 4 bytes. */
+ static const int bTrue = true;
+ static const int bFalse = false;
+
+ psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineId", &e_data.outlines_id_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineDepth", &e_data.outlines_depth_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "sceneDepth", &dtxl->depth);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_float(grp, "alphaOcclu", &alphaOcclu, 1);
+ DRW_shgroup_uniform_int(grp, "idOffsets", &stl->g_data->id_ofs_active, 3);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_expand = DRW_pass_create("Outlines Expand Pass", state);
+
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_expand);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_blur_tx);
+ DRW_shgroup_uniform_bool(grp, "doExpand", (do_outline_expand) ? &bTrue : &bFalse, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->outlines_bleed = DRW_pass_create("Outlines Bleed Pass", state);
+
+ if (do_outline_expand) {
+ grp = DRW_shgroup_create(e_data.outline_fade_sh, psl->outlines_bleed);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineColor", &e_data.outlines_color_tx);
+ DRW_shgroup_uniform_bool(grp, "doExpand", &bFalse, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
+ psl->outlines_resolve = DRW_pass_create("Outlines Resolve Pass", state);
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ GPUTexture **outline_tx = (do_outline_expand) ? &e_data.outlines_blur_tx : &e_data.outlines_color_tx;
+
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_resolve_aa_sh, psl->outlines_resolve);
+ DRW_shgroup_uniform_texture_ref(grp, "outlineBluredColor", outline_tx);
+ DRW_shgroup_uniform_vec2(grp, "rcpDimensions", e_data.inv_viewport_size, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ /* Grid pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND;
+ psl->grid = DRW_pass_create("Infinite Grid Pass", state);
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ static float mat[4][4];
+ unit_m4(mat);
+
+ /* Create 3 quads to render ordered transparency Z axis */
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zneg_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeNormal", e_data.zplane_normal, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
+ DRW_shgroup_uniform_vec3(grp, "cameraPos", e_data.camera_pos, 1);
+ DRW_shgroup_uniform_vec4(grp, "screenvecs[0]", e_data.screenvecs[0], 3);
+ DRW_shgroup_uniform_vec4(grp, "gridSettings", e_data.grid_settings, 1);
+ DRW_shgroup_uniform_float(grp, "gridOneOverLogSubdiv", &e_data.grid_settings[4], 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, quad, mat);
+
+ grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.grid_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeNormal", e_data.grid_normal, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.grid_axes, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, quad, mat);
+
+ grp = DRW_shgroup_create(e_data.grid_sh, psl->grid);
+ DRW_shgroup_uniform_int(grp, "gridFlag", &e_data.zpos_flag, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeNormal", e_data.zplane_normal, 1);
+ DRW_shgroup_uniform_vec3(grp, "planeAxes", e_data.zplane_axes, 1);
+ DRW_shgroup_uniform_block(grp, "globalsBlock", globals_ubo);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_call_add(grp, quad, mat);
+ }
+
+ {
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
+ psl->bone_outline = DRW_pass_create("Bone Outline Pass", state);
+ }
+
+ {
+ /* Wire bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
+ psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
+ }
+
+ {
+ /* distance outline around envelope bones */
+ DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
+ psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
+ psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
+ }
+
+ {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ struct Gwn_Batch *geom;
+
+ DRWState state =
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND | DRW_STATE_POINT;
+ state |= DRW_STATE_WIRE;
+ psl->non_meshes = DRW_pass_create("Non Meshes Pass", state);
+
+ /* Empties */
+ geom = DRW_cache_plain_axes_get();
+ stl->g_data->plain_axes = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_cube_get();
+ stl->g_data->cube = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ stl->g_data->circle = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_empty_sphere_get();
+ stl->g_data->sphere = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_empty_cone_get();
+ stl->g_data->cone = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_arrow_get();
+ stl->g_data->single_arrow = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ stl->g_data->single_arrow_line = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_arrows_get();
+ stl->g_data->arrows = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_axis_names_get();
+ stl->g_data->axis_names = shgroup_instance_axis_names(psl->non_meshes, geom);
+
+ /* initialize on first use */
+ stl->g_data->image_plane_map = NULL;
+
+ /* Force Field */
+ geom = DRW_cache_field_wind_get();
+ stl->g_data->field_wind = shgroup_instance_scaled(psl->non_meshes, geom);
+
+ geom = DRW_cache_field_force_get();
+ stl->g_data->field_force = shgroup_instance_screen_aligned(psl->non_meshes, geom);
+
+ geom = DRW_cache_field_vortex_get();
+ stl->g_data->field_vortex = shgroup_instance_scaled(psl->non_meshes, geom);
+
+ geom = DRW_cache_screenspace_circle_get();
+ stl->g_data->field_curve_sta = shgroup_instance_screen_aligned(psl->non_meshes, geom);
+
+ /* Speaker */
+ geom = DRW_cache_speaker_get();
+ stl->g_data->speaker = shgroup_instance(psl->non_meshes, geom);
+
+ /* Probe */
+ static float probeSize = 14.0f;
+ geom = DRW_cache_lightprobe_cube_get();
+ stl->g_data->probe_cube = shgroup_instance_screenspace(psl->non_meshes, geom, &probeSize);
+
+ geom = DRW_cache_lightprobe_grid_get();
+ stl->g_data->probe_grid = shgroup_instance_screenspace(psl->non_meshes, geom, &probeSize);
+
+ static float probePlanarSize = 20.0f;
+ geom = DRW_cache_lightprobe_planar_get();
+ stl->g_data->probe_planar = shgroup_instance_screenspace(psl->non_meshes, geom, &probePlanarSize);
+
+ /* Camera */
+ geom = DRW_cache_camera_get();
+ stl->g_data->camera = shgroup_camera_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_camera_frame_get();
+ stl->g_data->camera_frame = shgroup_camera_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_camera_tria_get();
+ stl->g_data->camera_tria = shgroup_camera_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_plain_axes_get();
+ stl->g_data->camera_focus = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ stl->g_data->camera_clip = shgroup_distance_lines_instance(psl->non_meshes, geom);
+ stl->g_data->camera_mist = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ stl->g_data->camera_clip_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
+ stl->g_data->camera_mist_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ /* Texture Space */
+ geom = DRW_cache_cube_get();
+ stl->g_data->texspace = shgroup_instance(psl->non_meshes, geom);
+ }
+
+ {
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ /* Unselected */
+ stl->g_data->wire = shgroup_wire(psl->non_meshes, ts.colorWire, sh);
+
+ /* Select */
+ stl->g_data->wire_select = shgroup_wire(psl->non_meshes, ts.colorSelect, sh);
+
+ /* Transform */
+ stl->g_data->wire_transform = shgroup_wire(psl->non_meshes, ts.colorTransform, sh);
+
+ /* Active */
+ stl->g_data->wire_active = shgroup_wire(psl->non_meshes, ts.colorActive, sh);
+ }
+
+
+ {
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
+
+ /* Unselected */
+ stl->g_data->points = shgroup_points(psl->non_meshes, ts.colorWire, sh);
+
+ /* Select */
+ stl->g_data->points_select = shgroup_points(psl->non_meshes, ts.colorSelect, sh);
+
+ /* Transform */
+ stl->g_data->points_transform = shgroup_points(psl->non_meshes, ts.colorTransform, sh);
+
+ /* Active */
+ stl->g_data->points_active = shgroup_points(psl->non_meshes, ts.colorActive, sh);
+ }
+
+ {
+ /* Metaballs Handles */
+ stl->g_data->mball_handle = shgroup_instance_mball_handles(psl->non_meshes);
+ }
+
+ {
+ /* Lamps */
+ /* TODO
+ * for now we create multiple times the same VBO with only lamp center coordinates
+ * but ideally we would only create it once */
+ struct Gwn_Batch *geom;
+
+ /* start with buflimit because we don't want stipples */
+ geom = DRW_cache_single_line_get();
+ stl->g_data->lamp_buflimit = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ stl->g_data->lamp_center = shgroup_dynpoints_uniform_color(psl->non_meshes, ts.colorLampNoAlpha, &ts.sizeLampCenter);
+
+ geom = DRW_cache_lamp_get();
+ stl->g_data->lamp_circle = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle);
+ geom = DRW_cache_lamp_shadows_get();
+ stl->g_data->lamp_circle_shadow = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircleShadow);
+
+ geom = DRW_cache_lamp_sunrays_get();
+ stl->g_data->lamp_sunrays = shgroup_instance_screenspace(psl->non_meshes, geom, &ts.sizeLampCircle);
+
+ stl->g_data->lamp_groundline = shgroup_groundlines_uniform_color(psl->non_meshes, ts.colorLamp);
+ stl->g_data->lamp_groundpoint = shgroup_groundpoints_uniform_color(psl->non_meshes, ts.colorLamp);
+
+ geom = DRW_cache_lamp_area_square_get();
+ stl->g_data->lamp_area_square = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_area_disk_get();
+ stl->g_data->lamp_area_disk = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_hemi_get();
+ stl->g_data->lamp_hemi = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_get();
+ stl->g_data->lamp_distance = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_single_line_endpoints_get();
+ stl->g_data->lamp_buflimit_points = shgroup_distance_lines_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_spot_get();
+ stl->g_data->lamp_spot_cone = shgroup_spot_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_circle_get();
+ stl->g_data->lamp_spot_blend = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_lamp_spot_square_get();
+ stl->g_data->lamp_spot_pyramid = shgroup_instance(psl->non_meshes, geom);
+
+ geom = DRW_cache_square_get();
+ stl->g_data->lamp_spot_blend_rect = shgroup_instance(psl->non_meshes, geom);
+ }
+
+ {
+ /* -------- STIPPLES ------- */
+ struct Gwn_Batch *geom;
+
+ /* Relationship Lines */
+ stl->g_data->relationship_lines = shgroup_dynlines_dashed_uniform_color(psl->non_meshes, ts.colorWire);
+
+ /* Force Field Curve Guide End (here because of stipple) */
+ /* TODO port to shader stipple */
+ geom = DRW_cache_screenspace_circle_get();
+ stl->g_data->field_curve_end = shgroup_instance_screen_aligned(psl->non_meshes, geom);
+
+ /* Force Field Limits */
+ /* TODO port to shader stipple */
+ geom = DRW_cache_field_tube_limit_get();
+ stl->g_data->field_tube_limit = shgroup_instance_scaled(psl->non_meshes, geom);
+
+ /* TODO port to shader stipple */
+ geom = DRW_cache_field_cone_limit_get();
+ stl->g_data->field_cone_limit = shgroup_instance_scaled(psl->non_meshes, geom);
+ }
+
+ {
+ /* Object Center pass grouped by State */
+ DRWShadingGroup *grp;
+ static float outlineWidth, size;
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT;
+ psl->ob_center = DRW_pass_create("Obj Center Pass", state);
+
+ outlineWidth = 1.0f * U.pixelsize;
+ size = U.obcenter_dia * U.pixelsize + outlineWidth;
+
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+
+ /* Active */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_float(grp, "size", &size, 1);
+ DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorActive, 1);
+ DRW_shgroup_uniform_vec4(grp, "outlineColor", ts.colorOutline, 1);
+ stl->g_data->center_active = grp;
+
+ /* Select */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorSelect, 1);
+ stl->g_data->center_selected = grp;
+
+ /* Deselect */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorDeselect, 1);
+ stl->g_data->center_deselected = grp;
+
+ /* Select (library) */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorLibrarySelect, 1);
+ stl->g_data->center_selected_lib = grp;
+
+ /* Deselect (library) */
+ grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
+ DRW_shgroup_uniform_vec4(grp, "color", ts.colorLibrary, 1);
+ stl->g_data->center_deselected_lib = grp;
+ }
+
+ {
+ /* Particle Pass */
+ psl->particle = DRW_pass_create(
+ "Particle Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_POINT | DRW_STATE_BLEND);
+ }
+
+ {
+ /* Empty/Background Image Pass */
+ psl->reference_image = DRW_pass_create(
+ "Refrence Image Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+ }
+}
+
+static void DRW_shgroup_mball_handles(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer)
+{
+ MetaBall *mb = ob->data;
+
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ float draw_scale_xform[3][4]; /* Matrix of Scale and Translation */
+ {
+ float scamat[3][3];
+ copy_m3_m4(scamat, ob->obmat);
+ /* Get the normalized inverse matrix to extract only
+ * the scale of Scamat */
+ float iscamat[3][3];
+ invert_m3_m3(iscamat, scamat);
+ normalize_m3(iscamat);
+ mul_m3_m3_post(scamat, iscamat);
+
+ copy_v3_v3(draw_scale_xform[0], scamat[0]);
+ copy_v3_v3(draw_scale_xform[1], scamat[1]);
+ copy_v3_v3(draw_scale_xform[2], scamat[2]);
+ }
+
+ for (MetaElem *ml = mb->elems.first; ml != NULL; ml = ml->next) {
+ /* draw radius */
+ float world_pos[3];
+ mul_v3_m4v3(world_pos, ob->obmat, &ml->x);
+ draw_scale_xform[0][3] = world_pos[0];
+ draw_scale_xform[1][3] = world_pos[1];
+ draw_scale_xform[2][3] = world_pos[2];
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->mball_handle, draw_scale_xform, &ml->rad, color);
+ }
+}
+
+static void DRW_shgroup_lamp(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer)
+{
+ Lamp *la = ob->data;
+ float *color;
+ int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
+ static float zero = 0.0f;
+
+ typedef struct LampEngineData {
+ ObjectEngineData engine_data;
+ float shape_mat[4][4];
+ float spot_blend_mat[4][4];
+ } LampEngineData;
+
+ LampEngineData *lamp_engine_data =
+ (LampEngineData *)DRW_object_engine_data_ensure(
+ ob,
+ &draw_engine_object_type,
+ sizeof(LampEngineData),
+ NULL,
+ NULL);
+
+ float (*shapemat)[4] = lamp_engine_data->shape_mat;
+ float (*spotblendmat)[4] = lamp_engine_data->spot_blend_mat;
+
+ /* Don't draw the center if it's selected or active */
+ if (theme_id == TH_LAMP)
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_center, ob->obmat[3]);
+
+ /* First circle */
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_circle, ob->obmat[3], color);
+
+ /* draw dashed outer circle for shadow */
+ if (la->type != LA_HEMI) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_circle_shadow, ob->obmat[3], color);
+ }
+
+ /* Distance */
+ if (ELEM(la->type, LA_HEMI, LA_SUN, LA_AREA)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_distance, color, &zero, &la->dist, ob->obmat);
+ }
+
+ copy_m4_m4(shapemat, ob->obmat);
+
+ if (la->type == LA_SUN) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_sunrays, ob->obmat[3], color);
+ }
+ else if (la->type == LA_SPOT) {
+ float size[3], sizemat[4][4];
+ static float one = 1.0f;
+ float blend = 1.0f - pow2f(la->spotblend);
+
+ size[0] = size[1] = sinf(la->spotsize * 0.5f) * la->dist;
+ size[2] = cosf(la->spotsize * 0.5f) * la->dist;
+
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(shapemat, ob->obmat, sizemat);
+
+ size[0] = size[1] = blend; size[2] = 1.0f;
+ size_to_mat4(sizemat, size);
+ translate_m4(sizemat, 0.0f, 0.0f, -1.0f);
+ rotate_m4(sizemat, 'X', (float)(M_PI / 2));
+ mul_m4_m4m4(spotblendmat, shapemat, sizemat);
+
+ if (la->mode & LA_SQUARE) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_spot_pyramid, color, &one, shapemat);
+
+ /* hide line if it is zero size or overlaps with outer border,
+ * previously it adjusted to always to show it but that seems
+ * confusing because it doesn't show the actual blend size */
+ if (blend != 0.0f && blend != 1.0f) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_spot_blend_rect, color, &one, spotblendmat);
+ }
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_spot_cone, color, shapemat);
+
+ /* hide line if it is zero size or overlaps with outer border,
+ * previously it adjusted to always to show it but that seems
+ * confusing because it doesn't show the actual blend size */
+ if (blend != 0.0f && blend != 1.0f) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_spot_blend, color, &one, spotblendmat);
+ }
+ }
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_buflimit, color, &la->clipsta, &la->clipend, ob->obmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_buflimit_points, color, &la->clipsta, &la->clipend, ob->obmat);
+ }
+ else if (la->type == LA_HEMI) {
+ static float hemisize = 2.0f;
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_hemi, color, &hemisize, shapemat);
+ }
+ else if (la->type == LA_AREA) {
+ float size[3] = {1.0f, 1.0f, 1.0f}, sizemat[4][4];
+
+ if (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) {
+ size[1] = la->area_sizey / la->area_size;
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(shapemat, shapemat, sizemat);
+ }
+
+ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_area_disk, color, &la->area_size, shapemat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_area_square, color, &la->area_size, shapemat);
+ }
+ }
+
+ /* Line and point going to the ground */
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_groundpoint, ob->obmat[3]);
+}
+
+static void DRW_shgroup_camera(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ RegionView3D *rv3d = draw_ctx->rv3d;
+
+ Camera *cam = ob->data;
+ const Object *camera_object = DEG_get_evaluated_object(draw_ctx->depsgraph, v3d->camera);
+ const bool is_active = (ob == camera_object);
+ const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ float vec[4][3], asp[2], shift[2], scale[3], drawsize;
+
+ scale[0] = 1.0f / len_v3(ob->obmat[0]);
+ scale[1] = 1.0f / len_v3(ob->obmat[1]);
+ scale[2] = 1.0f / len_v3(ob->obmat[2]);
+
+ BKE_camera_view_frame_ex(scene, cam, cam->drawsize, false, scale,
+ asp, shift, &drawsize, vec);
+
+ /* Frame coords */
+ copy_v2_v2(cam->drwcorners[0], vec[0]);
+ copy_v2_v2(cam->drwcorners[1], vec[1]);
+ copy_v2_v2(cam->drwcorners[2], vec[2]);
+ copy_v2_v2(cam->drwcorners[3], vec[3]);
+
+ /* depth */
+ cam->drwdepth = vec[0][2];
+
+ /* tria */
+ cam->drwtria[0][0] = shift[0] + ((0.7f * drawsize) * scale[0]);
+ cam->drwtria[0][1] = shift[1] + ((drawsize * (asp[1] + 0.1f)) * scale[1]);
+ cam->drwtria[1][0] = shift[0];
+ cam->drwtria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
+
+ if (look_through) {
+ /* Only draw the frame. */
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_frame, color, cam->drwcorners,
+ &cam->drwdepth, cam->drwtria, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera, color, cam->drwcorners,
+ &cam->drwdepth, cam->drwtria, ob->obmat);
+
+ /* Active cam */
+ if (is_active) {
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_tria, color,
+ cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat);
+ }
+ }
+
+ /* draw the rest in normalize object space */
+ copy_m4_m4(cam->drwnormalmat, ob->obmat);
+ normalize_m4(cam->drwnormalmat);
+
+ if (cam->flag & CAM_SHOWLIMITS) {
+ static float col[3] = {0.5f, 0.5f, 0.25f}, col_hi[3] = {1.0f, 1.0f, 0.5f};
+ float sizemat[4][4], size[3] = {1.0f, 1.0f, 0.0f};
+ float focusdist = BKE_camera_object_dof_distance(ob);
+
+ copy_m4_m4(cam->drwfocusmat, cam->drwnormalmat);
+ translate_m4(cam->drwfocusmat, 0.0f, 0.0f, -focusdist);
+ size_to_mat4(sizemat, size);
+ mul_m4_m4m4(cam->drwfocusmat, cam->drwfocusmat, sizemat);
+
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_focus, (is_active ? col_hi : col),
+ &cam->drawsize, cam->drwfocusmat);
+
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_clip, color,
+ &cam->clipsta, &cam->clipend, cam->drwnormalmat);
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_clip_points, (is_active ? col_hi : col),
+ &cam->clipsta, &cam->clipend, cam->drwnormalmat);
+ }
+
+ if (cam->flag & CAM_SHOWMIST) {
+ World *world = scene->world;
+
+ if (world) {
+ static float col[3] = {0.5f, 0.5f, 0.5f}, col_hi[3] = {1.0f, 1.0f, 1.0f};
+ world->mistend = world->miststa + world->mistdist;
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_mist, color,
+ &world->miststa, &world->mistend, cam->drwnormalmat);
+ DRW_shgroup_call_dynamic_add(
+ stl->g_data->camera_mist_points, (is_active ? col_hi : col),
+ &world->miststa, &world->mistend, cam->drwnormalmat);
+ }
+ }
+}
+
+static void DRW_shgroup_empty(OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, ViewLayer *view_layer)
+{
+ float *color;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ switch (ob->empty_drawtype) {
+ case OB_PLAINAXES:
+ DRW_shgroup_call_dynamic_add(stl->g_data->plain_axes, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_SINGLE_ARROW:
+ DRW_shgroup_call_dynamic_add(stl->g_data->single_arrow, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->single_arrow_line, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CUBE:
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_CIRCLE:
+ DRW_shgroup_call_dynamic_add(stl->g_data->circle, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_SPHERE:
+ DRW_shgroup_call_dynamic_add(stl->g_data->sphere, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_CONE:
+ DRW_shgroup_call_dynamic_add(stl->g_data->cone, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_ARROWS:
+ DRW_shgroup_call_dynamic_add(stl->g_data->arrows, color, &ob->empty_drawsize, ob->obmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->axis_names, color, &ob->empty_drawsize, ob->obmat);
+ break;
+ case OB_EMPTY_IMAGE:
+ DRW_shgroup_empty_image(stl, psl, ob, color);
+ break;
+ }
+}
+
+static void DRW_shgroup_forcefield(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer)
+{
+ int theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ float *color = DRW_color_background_blend_get(theme_id);
+ PartDeflect *pd = ob->pd;
+ Curve *cu = (ob->type == OB_CURVE) ? ob->data : NULL;
+
+ /* TODO Move this to depsgraph */
+ float tmp[3];
+ copy_v3_fl(pd->drawvec1, ob->empty_drawsize);
+
+ switch (pd->forcefield) {
+ case PFIELD_WIND:
+ pd->drawvec1[2] = pd->f_strength;
+ break;
+ case PFIELD_VORTEX:
+ if (pd->f_strength < 0.0f) {
+ pd->drawvec1[1] = -pd->drawvec1[1];
+ }
+ break;
+ case PFIELD_GUIDE:
+ if (cu && (cu->flag & CU_PATH) && ob->curve_cache->path && ob->curve_cache->path->data) {
+ where_on_path(ob, 0.0f, pd->drawvec1, tmp, NULL, NULL, NULL);
+ where_on_path(ob, 1.0f, pd->drawvec2, tmp, NULL, NULL, NULL);
+ }
+ break;
+ }
+
+ if (pd->falloff == PFIELD_FALL_TUBE) {
+ pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = (pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f;
+ pd->drawvec_falloff_max[2] = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
+
+ pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = (pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f;
+ pd->drawvec_falloff_min[2] = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
+ }
+ else if (pd->falloff == PFIELD_FALL_CONE) {
+ float radius, distance;
+
+ radius = DEG2RADF((pd->flag & PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
+ distance = (pd->flag & PFIELD_USEMAX) ? pd->maxdist : 0.0f;
+ pd->drawvec_falloff_max[0] = pd->drawvec_falloff_max[1] = distance * sinf(radius);
+ pd->drawvec_falloff_max[2] = distance * cosf(radius);
+
+ radius = DEG2RADF((pd->flag & PFIELD_USEMINR) ? pd->minrad : 1.0f);
+ distance = (pd->flag & PFIELD_USEMIN) ? pd->mindist : 0.0f;
+
+ pd->drawvec_falloff_min[0] = pd->drawvec_falloff_min[1] = distance * sinf(radius);
+ pd->drawvec_falloff_min[2] = distance * cosf(radius);
+ }
+ /* End of things that should go to depthgraph */
+
+ switch (pd->forcefield) {
+ case PFIELD_WIND:
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_wind, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_FORCE:
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_force, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_VORTEX:
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_vortex, color, &pd->drawvec1, ob->obmat);
+ break;
+ case PFIELD_GUIDE:
+ if (cu && (cu->flag & CU_PATH) && ob->curve_cache->path && ob->curve_cache->path->data) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_curve_sta, color, &pd->f_strength, ob->obmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_curve_end, color, &pd->f_strength, ob->obmat);
+ }
+ break;
+ }
+
+ if (pd->falloff == PFIELD_FALL_SPHERE) {
+ /* as last, guide curve alters it */
+ if ((pd->flag & PFIELD_USEMAX) != 0) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_curve_end, color, &pd->maxdist, ob->obmat);
+ }
+
+ if ((pd->flag & PFIELD_USEMIN) != 0) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_curve_end, color, &pd->mindist, ob->obmat);
+ }
+ }
+ else if (pd->falloff == PFIELD_FALL_TUBE) {
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_tube_limit, color, &pd->drawvec_falloff_max, ob->obmat);
+ }
+
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_tube_limit, color, &pd->drawvec_falloff_min, ob->obmat);
+ }
+ }
+ else if (pd->falloff == PFIELD_FALL_CONE) {
+ if (pd->flag & (PFIELD_USEMAX | PFIELD_USEMAXR)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_cone_limit, color, &pd->drawvec_falloff_max, ob->obmat);
+ }
+
+ if (pd->flag & (PFIELD_USEMIN | PFIELD_USEMINR)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->field_cone_limit, color, &pd->drawvec_falloff_min, ob->obmat);
+ }
+ }
+}
+
+static void DRW_shgroup_speaker(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer)
+{
+ float *color;
+ static float one = 1.0f;
+ DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->speaker, color, &one, ob->obmat);
+}
+
+typedef struct OBJECT_LightProbeEngineData {
+ ObjectEngineData engine_data;
+
+ float prb_mats[6][4][4];
+ float probe_cube_mat[4][4];
+ float draw_size;
+ float increment_x[3];
+ float increment_y[3];
+ float increment_z[3];
+ float corner[3];
+ uint cell_count;
+} OBJECT_LightProbeEngineData;
+
+static void DRW_shgroup_lightprobe(OBJECT_StorageList *stl, OBJECT_PassList *psl, Object *ob, ViewLayer *view_layer)
+{
+ float *color;
+ static float one = 1.0f;
+ LightProbe *prb = (LightProbe *)ob->data;
+ bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
+ int theme_id = DRW_object_wire_theme_get(ob, view_layer, &color);
+
+ OBJECT_LightProbeEngineData *prb_data =
+ (OBJECT_LightProbeEngineData *)DRW_object_engine_data_ensure(
+ ob,
+ &draw_engine_object_type,
+ sizeof(OBJECT_LightProbeEngineData),
+ NULL,
+ NULL);
+
+ if ((DRW_state_is_select() || do_outlines) && ((prb->flag & LIGHTPROBE_FLAG_SHOW_DATA) != 0)) {
+ int *call_id = shgroup_theme_id_to_probe_outline_counter(stl, theme_id);
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID) {
+ /* Update transforms */
+ float cell_dim[3], half_cell_dim[3];
+ cell_dim[0] = 2.0f / (float)(prb->grid_resolution_x);
+ cell_dim[1] = 2.0f / (float)(prb->grid_resolution_y);
+ cell_dim[2] = 2.0f / (float)(prb->grid_resolution_z);
+
+ mul_v3_v3fl(half_cell_dim, cell_dim, 0.5f);
+
+ /* First cell. */
+ copy_v3_fl(prb_data->corner, -1.0f);
+ add_v3_v3(prb_data->corner, half_cell_dim);
+ mul_m4_v3(ob->obmat, prb_data->corner);
+
+ /* Opposite neighbor cell. */
+ copy_v3_fl3(prb_data->increment_x, cell_dim[0], 0.0f, 0.0f);
+ add_v3_v3(prb_data->increment_x, half_cell_dim);
+ add_v3_fl(prb_data->increment_x, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_x);
+ sub_v3_v3(prb_data->increment_x, prb_data->corner);
+
+ copy_v3_fl3(prb_data->increment_y, 0.0f, cell_dim[1], 0.0f);
+ add_v3_v3(prb_data->increment_y, half_cell_dim);
+ add_v3_fl(prb_data->increment_y, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_y);
+ sub_v3_v3(prb_data->increment_y, prb_data->corner);
+
+ copy_v3_fl3(prb_data->increment_z, 0.0f, 0.0f, cell_dim[2]);
+ add_v3_v3(prb_data->increment_z, half_cell_dim);
+ add_v3_fl(prb_data->increment_z, -1.0f);
+ mul_m4_v3(ob->obmat, prb_data->increment_z);
+ sub_v3_v3(prb_data->increment_z, prb_data->corner);
+
+ prb_data->cell_count = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z;
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.lightprobe_grid_sh, psl->lightprobes);
+ DRW_shgroup_uniform_int_copy(grp, "call_id", *call_id);
+ DRW_shgroup_uniform_int(grp, "baseId", call_id, 1); /* that's correct */
+ DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_x", prb_data->increment_x, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_y", prb_data->increment_y, 1);
+ DRW_shgroup_uniform_vec3(grp, "increment_z", prb_data->increment_z, 1);
+ DRW_shgroup_uniform_ivec3(grp, "grid_resolution", &prb->grid_resolution_x, 1);
+ DRW_shgroup_uniform_float(grp, "sphere_size", &prb->data_draw_size, 1);
+ DRW_shgroup_call_instances_add(grp, DRW_cache_sphere_get(), NULL, &prb_data->cell_count);
+ }
+ else if (prb->type == LIGHTPROBE_TYPE_CUBE) {
+ prb_data->draw_size = prb->data_draw_size * 0.1f;
+ unit_m4(prb_data->probe_cube_mat);
+ copy_v3_v3(prb_data->probe_cube_mat[3], ob->obmat[3]);
+
+ DRWShadingGroup *grp = shgroup_theme_id_to_probe_cube_outline_shgrp(stl, theme_id);
+ DRW_shgroup_call_dynamic_add(grp, call_id, &prb_data->draw_size, prb_data->probe_cube_mat);
+ }
+ else {
+ prb_data->draw_size = 1.0f;
+
+ DRWShadingGroup *grp = shgroup_theme_id_to_probe_planar_outline_shgrp(stl, theme_id);
+ DRW_shgroup_call_dynamic_add(grp, call_id, &prb_data->draw_size, ob->obmat);
+ }
+
+ *call_id += 1;
+ }
+
+ switch (prb->type) {
+ case LIGHTPROBE_TYPE_PLANAR:
+ DRW_shgroup_call_dynamic_add(stl->g_data->probe_planar, ob->obmat[3], color);
+ break;
+ case LIGHTPROBE_TYPE_GRID:
+ DRW_shgroup_call_dynamic_add(stl->g_data->probe_grid, ob->obmat[3], color);
+ break;
+ case LIGHTPROBE_TYPE_CUBE:
+ default:
+ DRW_shgroup_call_dynamic_add(stl->g_data->probe_cube, ob->obmat[3], color);
+ break;
+ }
+
+
+
+ if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
+ float (*mat)[4];
+ mat = (float (*)[4])(prb_data->prb_mats[0]);
+ copy_m4_m4(mat, ob->obmat);
+ normalize_m4(mat);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->single_arrow, color, &ob->empty_drawsize, mat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->single_arrow_line, color, &ob->empty_drawsize, mat);
+
+ mat = (float (*)[4])(prb_data->prb_mats[1]);
+ copy_m4_m4(mat, ob->obmat);
+ zero_v3(mat[2]);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, &one, mat);
+ }
+
+ if ((prb->flag & LIGHTPROBE_FLAG_SHOW_INFLUENCE) != 0) {
+
+ prb->distfalloff = (1.0f - prb->falloff) * prb->distinf;
+ prb->distgridinf = prb->distinf;
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID) {
+ prb->distfalloff += 1.0f;
+ prb->distgridinf += 1.0f;
+ }
+
+ if (prb->type == LIGHTPROBE_TYPE_GRID ||
+ prb->attenuation_type == LIGHTPROBE_SHAPE_BOX)
+ {
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, &prb->distgridinf, ob->obmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, &prb->distfalloff, ob->obmat);
+ }
+ else if (prb->type == LIGHTPROBE_TYPE_PLANAR) {
+ float (*rangemat)[4];
+ rangemat = (float (*)[4])(prb_data->prb_mats[2]);
+ copy_m4_m4(rangemat, ob->obmat);
+ normalize_v3(rangemat[2]);
+ mul_v3_fl(rangemat[2], prb->distinf);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, &one, rangemat);
+
+ rangemat = (float (*)[4])(prb_data->prb_mats[3]);
+ copy_m4_m4(rangemat, ob->obmat);
+ normalize_v3(rangemat[2]);
+ mul_v3_fl(rangemat[2], prb->distfalloff);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, &one, rangemat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(stl->g_data->sphere, color, &prb->distgridinf, ob->obmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->sphere, color, &prb->distfalloff, ob->obmat);
+ }
+ }
+
+ if ((prb->flag & LIGHTPROBE_FLAG_SHOW_PARALLAX) != 0) {
+ if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
+ float (*obmat)[4], *dist;
+
+ if ((prb->flag & LIGHTPROBE_FLAG_CUSTOM_PARALLAX) != 0) {
+ dist = &prb->distpar;
+ /* TODO object parallax */
+ obmat = ob->obmat;
+ }
+ else {
+ dist = &prb->distinf;
+ obmat = ob->obmat;
+ }
+
+ if (prb->parallax_type == LIGHTPROBE_SHAPE_BOX) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->cube, color, dist, obmat);
+ }
+ else {
+ DRW_shgroup_call_dynamic_add(stl->g_data->sphere, color, dist, obmat);
+ }
+ }
+ }
+
+ if ((prb->flag & LIGHTPROBE_FLAG_SHOW_CLIP_DIST) != 0) {
+ if (prb->type != LIGHTPROBE_TYPE_PLANAR) {
+ static const float cubefacemat[6][4][4] = {
+ {{0.0, 0.0, -1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{1.0, 0.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, -1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ {{-1.0, 0.0, 0.0, 0.0}, {0.0, -1.0, 0.0, 0.0}, {0.0, 0.0, 1.0, 0.0}, {0.0, 0.0, 0.0, 1.0}},
+ };
+
+ for (int i = 0; i < 6; ++i) {
+ float (*clipmat)[4];
+ clipmat = (float (*)[4])(prb_data->prb_mats[i]);
+
+ normalize_m4_m4(clipmat, ob->obmat);
+ mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_buflimit, color, &prb->clipsta, &prb->clipend, clipmat);
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_buflimit_points, color, &prb->clipsta, &prb->clipend, clipmat);
+ }
+ }
+ }
+
+ /* Line and point going to the ground */
+ if (prb->type == LIGHTPROBE_TYPE_CUBE) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_groundline, ob->obmat[3]);
+ DRW_shgroup_call_dynamic_add(stl->g_data->lamp_groundpoint, ob->obmat[3]);
+ }
+}
+
+static void DRW_shgroup_relationship_lines(OBJECT_StorageList *stl, Object *ob)
+{
+ if (ob->parent && DRW_check_object_visible_within_active_context(ob->parent)) {
+ DRW_shgroup_call_dynamic_add(stl->g_data->relationship_lines, ob->parent->obmat[3]);
+ DRW_shgroup_call_dynamic_add(stl->g_data->relationship_lines, ob->obmat[3]);
+ }
+}
+
+static void DRW_shgroup_object_center(OBJECT_StorageList *stl, Object *ob, ViewLayer *view_layer, View3D *v3d)
+{
+ const bool is_library = ob->id.us > 1 || ID_IS_LINKED(ob);
+ DRWShadingGroup *shgroup;
+
+ if (ob == OBACT(view_layer)) {
+ shgroup = stl->g_data->center_active;
+ }
+ else if (ob->base_flag & BASE_SELECTED) {
+ if (is_library) {
+ shgroup = stl->g_data->center_selected_lib;
+ }
+ else {
+ shgroup = stl->g_data->center_selected;
+ }
+ }
+ else if (v3d->flag & V3D_DRAW_CENTERS) {
+ if (is_library) {
+ shgroup = stl->g_data->center_deselected_lib;
+ }
+ else {
+ shgroup = stl->g_data->center_deselected;
+ }
+ }
+ else {
+ return;
+ }
+
+ DRW_shgroup_call_dynamic_add(shgroup, ob->obmat[3]);
+}
+
+static void DRW_shgroup_texture_space(OBJECT_StorageList *stl, Object *ob, int theme_id)
+{
+ if (ob->data == NULL) {
+ return;
+ }
+
+ ID *ob_data = ob->data;
+ float *texcoloc = NULL;
+ float *texcosize = NULL;
+ if (ob->data != NULL) {
+ switch (GS(ob_data->name)) {
+ case ID_ME:
+ BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
+ break;
+ case ID_CU:
+ {
+ Curve *cu = (Curve *)ob_data;
+ if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
+ BKE_curve_texspace_calc(cu);
+ }
+ texcoloc = cu->loc;
+ texcosize = cu->size;
+ break;
+ }
+ case ID_MB:
+ {
+ MetaBall *mb = (MetaBall *)ob_data;
+ texcoloc = mb->loc;
+ texcosize = mb->size;
+ break;
+ }
+ default:
+ BLI_assert(0);
+ }
+ }
+
+ float tmp[4][4] = {{0.0f}}, one = 1.0f;
+ tmp[0][0] = texcosize[0];
+ tmp[1][1] = texcosize[1];
+ tmp[2][2] = texcosize[2];
+ tmp[3][0] = texcoloc[0];
+ tmp[3][1] = texcoloc[1];
+ tmp[3][2] = texcoloc[2];
+ tmp[3][3] = 1.0f;
+
+ mul_m4_m4m4(tmp, ob->obmat, tmp);
+
+ float color[4];
+ UI_GetThemeColor4fv(theme_id, color);
+
+ DRW_shgroup_call_dynamic_add(stl->g_data->texspace, color, &one, tmp);
+}
+
+static void OBJECT_cache_populate_particles(Object *ob,
+ OBJECT_PassList *psl)
+{
+ for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+
+ ParticleSettings *part = psys->part;
+ int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) {
+ draw_as = PART_DRAW_DOT;
+ }
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as != PART_DRAW_PATH) {
+ struct Gwn_Batch *geom = DRW_cache_particles_get_dots(ob, psys);
+ DRWShadingGroup *shgrp = NULL;
+ static int screen_space[2] = {0, 1};
+ static float def_prim_col[3] = {0.5f, 0.5f, 0.5f};
+ static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
+
+ /* Dummy particle format for instancing to work. */
+ DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTRIB_FLOAT, 1}});
+
+ Material *ma = give_current_material(ob, part->omat);
+
+ switch (draw_as) {
+ case PART_DRAW_DOT:
+ shgrp = DRW_shgroup_create(e_data.part_dot_sh, psl->particle);
+ DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
+ DRW_shgroup_uniform_vec3(shgrp, "outlineColor", ma ? &ma->specr : def_sec_col, 1);
+ DRW_shgroup_uniform_float(shgrp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
+ DRW_shgroup_uniform_float(shgrp, "size", &part->draw_size, 1);
+ DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
+ DRW_shgroup_call_add(shgrp, geom, mat);
+ break;
+ case PART_DRAW_CROSS:
+ shgrp = DRW_shgroup_instance_create(
+ e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CROSS),
+ e_data.particle_format);
+ DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
+ DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ break;
+ case PART_DRAW_CIRC:
+ shgrp = DRW_shgroup_instance_create(
+ e_data.part_prim_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_CIRC),
+ e_data.particle_format);
+ DRW_shgroup_uniform_texture(shgrp, "ramp", globals_ramp);
+ DRW_shgroup_uniform_vec3(shgrp, "color", ma ? &ma->r : def_prim_col, 1);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[1], 1);
+ break;
+ case PART_DRAW_AXIS:
+ shgrp = DRW_shgroup_instance_create(
+ e_data.part_axis_sh, psl->particle, DRW_cache_particles_get_prim(PART_DRAW_AXIS),
+ e_data.particle_format);
+ DRW_shgroup_uniform_int(shgrp, "screen_space", &screen_space[0], 1);
+ break;
+ default:
+ break;
+ }
+
+ if (shgrp) {
+ if (draw_as != PART_DRAW_DOT) {
+ DRW_shgroup_uniform_float(shgrp, "draw_size", &part->draw_size, 1);
+ DRW_shgroup_instance_batch(shgrp, geom);
+ }
+ }
+ }
+ }
+}
+
+static void OBJECT_cache_populate(void *vedata, Object *ob)
+{
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ View3D *v3d = draw_ctx->v3d;
+ int theme_id = TH_UNDEFINED;
+
+ /* Handle particles first in case the emitter itself shouldn't be rendered. */
+ if (ob->type == OB_MESH) {
+ OBJECT_cache_populate_particles(ob, psl);
+ }
+
+ if (DRW_check_object_visible_within_active_context(ob) == false) {
+ return;
+ }
+
+ bool do_outlines = ((ob->base_flag & BASE_SELECTED) != 0);
+
+ if (do_outlines) {
+ if ((ob != draw_ctx->object_edit) && !((ob == draw_ctx->obact) && (draw_ctx->object_mode & OB_MODE_ALL_PAINT))) {
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_outline_or(stl, theme_id, NULL);
+ if (shgroup != NULL) {
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ }
+
+ switch (ob->type) {
+ case OB_MESH:
+ {
+ if (ob != draw_ctx->object_edit) {
+ Mesh *me = ob->data;
+ if (me->totpoly == 0) {
+ if (me->totedge == 0) {
+ struct Gwn_Batch *geom = DRW_cache_mesh_verts_get(ob);
+ if (geom) {
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_point_or(stl, theme_id, stl->g_data->points);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ else {
+ struct Gwn_Batch *geom = DRW_cache_mesh_edges_get(ob);
+ if (geom) {
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire_or(stl, theme_id, stl->g_data->wire);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ }
+ }
+ }
+ break;
+ }
+ case OB_SURF:
+ break;
+ case OB_LATTICE:
+ {
+ if (ob != draw_ctx->object_edit) {
+ struct Gwn_Batch *geom = DRW_cache_lattice_wire_get(ob, false);
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire_or(stl, theme_id, stl->g_data->wire);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ break;
+ }
+
+ case OB_CURVE:
+ {
+ if (ob != draw_ctx->object_edit) {
+ struct Gwn_Batch *geom = DRW_cache_curve_edge_wire_get(ob);
+ if (theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+ DRWShadingGroup *shgroup = shgroup_theme_id_to_wire_or(stl, theme_id, stl->g_data->wire);
+ DRW_shgroup_call_object_add(shgroup, geom, ob);
+ }
+ break;
+ }
+ case OB_MBALL:
+ {
+ if (ob != draw_ctx->object_edit) {
+ DRW_shgroup_mball_handles(stl, ob, view_layer);
+ }
+ break;
+ }
+ case OB_LAMP:
+ DRW_shgroup_lamp(stl, ob, view_layer);
+ break;
+ case OB_CAMERA:
+ DRW_shgroup_camera(stl, ob, view_layer);
+ break;
+ case OB_EMPTY:
+ DRW_shgroup_empty(stl, psl, ob, view_layer);
+ break;
+ case OB_SPEAKER:
+ DRW_shgroup_speaker(stl, ob, view_layer);
+ break;
+ case OB_LIGHTPROBE:
+ DRW_shgroup_lightprobe(stl, psl, ob, view_layer);
+ break;
+ case OB_ARMATURE:
+ {
+ bArmature *arm = ob->data;
+ if (arm->edbo == NULL) {
+ if (DRW_state_is_select() || !DRW_pose_mode_armature(ob, draw_ctx->obact)) {
+ DRWArmaturePasses passes = {
+ .bone_solid = psl->bone_solid,
+ .bone_outline = psl->bone_outline,
+ .bone_wire = psl->bone_wire,
+ .bone_envelope = psl->bone_envelope,
+ .bone_axes = psl->bone_axes,
+ .relationship_lines = NULL, /* Don't draw relationship lines */
+ };
+ DRW_shgroup_armature_object(ob, view_layer, passes);
+ }
+ }
+ break;
+ }
+ default:
+ break;
+ }
+
+ if (ob->pd && ob->pd->forcefield) {
+ DRW_shgroup_forcefield(stl, ob, view_layer);
+ }
+
+ /* don't show object extras in set's */
+ if ((ob->base_flag & (BASE_FROM_SET | BASE_FROMDUPLI)) == 0) {
+
+ DRW_shgroup_object_center(stl, ob, view_layer, v3d);
+
+ DRW_shgroup_relationship_lines(stl, ob);
+
+ if ((ob->dtx != 0) && theme_id == TH_UNDEFINED) {
+ theme_id = DRW_object_wire_theme_get(ob, view_layer, NULL);
+ }
+
+ if ((ob->dtx & OB_DRAWNAME) && DRW_state_show_text()) {
+ struct DRWTextStore *dt = DRW_text_cache_ensure();
+
+ unsigned char color[4];
+ UI_GetThemeColor4ubv(theme_id, color);
+
+ DRW_text_cache_add(
+ dt, ob->obmat[3],
+ ob->id.name + 2, strlen(ob->id.name + 2),
+ 10, DRW_TEXT_CACHE_GLOBALSPACE | DRW_TEXT_CACHE_STRING_PTR, color);
+ }
+
+ if ((ob->dtx & OB_TEXSPACE) && ELEM(ob->type, OB_MESH, OB_CURVE, OB_MBALL)) {
+ DRW_shgroup_texture_space(stl, ob, theme_id);
+ }
+ }
+}
+
+static void OBJECT_draw_scene(void *vedata)
+{
+
+ OBJECT_PassList *psl = ((OBJECT_Data *)vedata)->psl;
+ OBJECT_StorageList *stl = ((OBJECT_Data *)vedata)->stl;
+ OBJECT_FramebufferList *fbl = ((OBJECT_Data *)vedata)->fbl;
+ OBJECT_PrivateData *g_data = stl->g_data;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ int id_ct_select = g_data->id_ofs_select;
+ int id_ct_active = g_data->id_ofs_active;
+ int id_ct_transform = g_data->id_ofs_transform;
+
+ int id_ct_prb_select = g_data->id_ofs_prb_select;
+ int id_ct_prb_active = g_data->id_ofs_prb_active;
+ int id_ct_prb_transform = g_data->id_ofs_prb_transform;
+
+ int outline_calls = id_ct_select + id_ct_active + id_ct_transform;
+ outline_calls += id_ct_prb_select + id_ct_prb_active + id_ct_prb_transform;
+
+ float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
+
+ /* This needs to be drawn after the oultine */
+ DRW_draw_pass(psl->bone_solid);
+ DRW_draw_pass(psl->bone_wire);
+ DRW_draw_pass(psl->bone_outline);
+ DRW_draw_pass(psl->non_meshes);
+ DRW_draw_pass(psl->particle);
+ DRW_draw_pass(psl->reference_image);
+ DRW_draw_pass(psl->bone_axes);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+
+ if (DRW_state_is_fbo() && outline_calls > 0) {
+ DRW_stats_group_start("Outlines");
+
+ g_data->id_ofs_active = 1;
+ g_data->id_ofs_select = g_data->id_ofs_active + id_ct_active + id_ct_prb_active + 1;
+ g_data->id_ofs_transform = g_data->id_ofs_select + id_ct_select + id_ct_prb_select + 1;
+
+ g_data->id_ofs_prb_active = g_data->id_ofs_active + id_ct_active;
+ g_data->id_ofs_prb_select = g_data->id_ofs_select + id_ct_select;
+ g_data->id_ofs_prb_transform = g_data->id_ofs_transform + id_ct_transform;
+
+ /* Render filled polygon on a separate framebuffer */
+ GPU_framebuffer_bind(fbl->outlines_fb);
+ GPU_framebuffer_clear_color_depth(fbl->outlines_fb, clearcol, 1.0f);
+ DRW_draw_pass(psl->outlines);
+ DRW_draw_pass(psl->lightprobes);
+
+ /* Search outline pixels */
+ GPU_framebuffer_bind(fbl->blur_fb);
+ DRW_draw_pass(psl->outlines_search);
+
+ /* Expand outline to form a 3px wide line */
+ GPU_framebuffer_bind(fbl->expand_fb);
+ DRW_draw_pass(psl->outlines_expand);
+
+ /* Bleed color so the AA can do it's stuff */
+ GPU_framebuffer_bind(fbl->blur_fb);
+ DRW_draw_pass(psl->outlines_bleed);
+
+ /* restore main framebuffer */
+ GPU_framebuffer_bind(dfbl->default_fb);
+ DRW_stats_group_end();
+ }
+ else if (DRW_state_is_select()) {
+ /* Render probes spheres/planes so we can select them. */
+ DRW_draw_pass(psl->lightprobes);
+ }
+
+ DRW_draw_pass(psl->ob_center);
+
+ if (DRW_state_is_fbo()) {
+ if (e_data.draw_grid) {
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->grid);
+ }
+
+ /* Combine with scene buffer last */
+ if (outline_calls > 0) {
+ DRW_draw_pass(psl->outlines_resolve);
+ }
+ }
+
+ /* This has to be freed only after drawing empties! */
+ if (stl->g_data->image_plane_map) {
+ BLI_ghash_free(stl->g_data->image_plane_map, NULL, MEM_freeN);
+ stl->g_data->image_plane_map = NULL;
+ }
+}
+
+static const DrawEngineDataSize OBJECT_data_size = DRW_VIEWPORT_DATA_SIZE(OBJECT_Data);
+
+DrawEngineType draw_engine_object_type = {
+ NULL, NULL,
+ N_("ObjectMode"),
+ &OBJECT_data_size,
+ &OBJECT_engine_init,
+ &OBJECT_engine_free,
+ &OBJECT_cache_init,
+ &OBJECT_cache_populate,
+ NULL,
+ NULL,
+ &OBJECT_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
new file mode 100644
index 00000000000..c4b64e03c48
--- /dev/null
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -0,0 +1,165 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file overlay_mode.c
+ * \ingroup draw_engine
+ */
+
+#include "DNA_view3d_types.h"
+
+#include "GPU_shader.h"
+#include "DRW_render.h"
+
+#include "draw_mode_engines.h"
+
+/* Structures */
+typedef struct OVERLAY_StorageList {
+ struct OVERLAY_PrivateData *g_data;
+} OVERLAY_StorageList;
+
+typedef struct OVERLAY_PassList {
+ struct DRWPass *face_orientation_pass;
+} OVERLAY_PassList;
+
+typedef struct OVERLAY_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ OVERLAY_PassList *psl;
+ OVERLAY_StorageList *stl;
+} OVERLAY_Data;
+
+typedef struct OVERLAY_PrivateData {
+ DRWShadingGroup *face_orientation_shgrp;
+ View3DOverlay overlay;
+} OVERLAY_PrivateData; /* Transient data */
+
+/* *********** STATIC *********** */
+static struct {
+ /* Face orientation shader */
+ struct GPUShader *face_orientation_sh;
+} e_data = {NULL};
+
+/* Shaders */
+extern char datatoc_overlay_face_orientation_frag_glsl[];
+extern char datatoc_overlay_face_orientation_vert_glsl[];
+
+
+/* Functions */
+static void overlay_engine_init(void *vedata)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_StorageList *stl = data->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ if (!e_data.face_orientation_sh) {
+ /* Face orientation */
+ e_data.face_orientation_sh = DRW_shader_create(
+ datatoc_overlay_face_orientation_vert_glsl, NULL, datatoc_overlay_face_orientation_frag_glsl, "\n");
+ }
+}
+
+static void overlay_cache_init(void *vedata)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_PassList *psl = data->psl;
+ OVERLAY_StorageList *stl = data->stl;
+
+ const DRWContextState *DCS = DRW_context_state_get();
+
+ View3D *v3d = DCS->v3d;
+ if (v3d) {
+ stl->g_data->overlay = v3d->overlay;
+ }
+ else {
+ memset(&stl->g_data->overlay, 0, sizeof(stl->g_data->overlay));
+ }
+
+ /* Face Orientation Pass */
+ if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
+ psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
+ stl->g_data->face_orientation_shgrp = DRW_shgroup_create(
+ e_data.face_orientation_sh, psl->face_orientation_pass);
+ }
+}
+
+static void overlay_cache_populate(void *vedata, Object *ob)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_StorageList *stl = data->stl;
+ OVERLAY_PrivateData *pd = stl->g_data;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ /* Face Orientation */
+ if (stl->g_data->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
+ DRW_shgroup_call_add(pd->face_orientation_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+static void overlay_cache_finish(void *UNUSED(vedata))
+{
+}
+
+static void overlay_draw_scene(void *vedata)
+{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_PassList *psl = data->psl;
+ OVERLAY_StorageList *stl = data->stl;
+ OVERLAY_PrivateData *pd = stl->g_data;
+
+ if (pd->overlay.flag & V3D_OVERLAY_FACE_ORIENTATION) {
+ DRW_draw_pass(psl->face_orientation_pass);
+ }
+}
+
+static void overlay_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.face_orientation_sh);
+}
+
+static const DrawEngineDataSize overlay_data_size = DRW_VIEWPORT_DATA_SIZE(OVERLAY_Data);
+
+DrawEngineType draw_engine_overlay_type = {
+ NULL, NULL,
+ N_("OverlayEngine"),
+ &overlay_data_size,
+ &overlay_engine_init,
+ &overlay_engine_free,
+ &overlay_cache_init,
+ &overlay_cache_populate,
+ &overlay_cache_finish,
+ NULL,
+ &overlay_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
new file mode 100644
index 00000000000..1d7f686a51c
--- /dev/null
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -0,0 +1,397 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/paint_texture_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "BIF_gl.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "DNA_mesh_types.h"
+
+extern char datatoc_common_globals_lib_glsl[];
+extern char datatoc_paint_texture_vert_glsl[];
+extern char datatoc_paint_texture_frag_glsl[];
+extern char datatoc_paint_wire_vert_glsl[];
+extern char datatoc_paint_wire_frag_glsl[];
+
+/* If needed, contains all global/Theme colors
+ * Add needed theme colors / values to DRW_globals_update() and update UBO
+ * Not needed for constant color. */
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use PAINT_TEXTURE_engine_init() to
+ * initialize most of them and PAINT_TEXTURE_cache_init()
+ * for PAINT_TEXTURE_PassList */
+
+typedef struct PAINT_TEXTURE_PassList {
+ /* Declare all passes here and init them in
+ * PAINT_TEXTURE_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *image_faces;
+
+ struct DRWPass *wire_overlay;
+ struct DRWPass *face_overlay;
+} PAINT_TEXTURE_PassList;
+
+typedef struct PAINT_TEXTURE_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} PAINT_TEXTURE_FramebufferList;
+
+typedef struct PAINT_TEXTURE_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} PAINT_TEXTURE_TextureList;
+
+typedef struct PAINT_TEXTURE_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ struct CustomStruct *block;
+ struct PAINT_TEXTURE_PrivateData *g_data;
+} PAINT_TEXTURE_StorageList;
+
+typedef struct PAINT_TEXTURE_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ PAINT_TEXTURE_FramebufferList *fbl;
+ PAINT_TEXTURE_TextureList *txl;
+ PAINT_TEXTURE_PassList *psl;
+ PAINT_TEXTURE_StorageList *stl;
+} PAINT_TEXTURE_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in PAINT_TEXTURE_engine_init();
+ * free in PAINT_TEXTURE_engine_free(); */
+ struct GPUShader *fallback_sh;
+ struct GPUShader *image_sh;
+
+ struct GPUShader *wire_overlay_shader;
+ struct GPUShader *face_overlay_shader;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct PAINT_TEXTURE_PrivateData {
+ /* This keeps the references of the shading groups for
+ * easy access in PAINT_TEXTURE_cache_populate() */
+ DRWShadingGroup *shgroup_fallback;
+ DRWShadingGroup **shgroup_image_array;
+
+ /* face-mask */
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *face_shgrp;
+} PAINT_TEXTURE_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void PAINT_TEXTURE_engine_init(void *vedata)
+{
+ PAINT_TEXTURE_TextureList *txl = ((PAINT_TEXTURE_Data *)vedata)->txl;
+ PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
+ PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
+
+ UNUSED_VARS(txl, fbl, stl);
+
+ /* Init Framebuffers like this: order is attachment order (for color texs) */
+ /*
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
+ */
+
+ /* DRW_framebuffer_init takes care of checking if
+ * the framebuffer is valid and has the right size*/
+ /*
+ * float *viewport_size = DRW_viewport_size_get();
+ * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ * (int)viewport_size[0], (int)viewport_size[1],
+ * tex, 2);
+ */
+
+ if (!e_data.fallback_sh) {
+ e_data.fallback_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+ if (!e_data.image_sh) {
+ e_data.image_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ e_data.image_sh = DRW_shader_create_with_lib(
+ datatoc_paint_texture_vert_glsl, NULL,
+ datatoc_paint_texture_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+
+ }
+
+ if (!e_data.wire_overlay_shader) {
+ e_data.wire_overlay_shader = DRW_shader_create_with_lib(
+ datatoc_paint_wire_vert_glsl, NULL,
+ datatoc_paint_wire_frag_glsl,
+ datatoc_common_globals_lib_glsl,
+ "#define VERTEX_MODE\n");
+ }
+
+ if (!e_data.face_overlay_shader) {
+ e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void PAINT_TEXTURE_cache_init(void *vedata)
+{
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ stl->g_data->shgroup_image_array = NULL;
+ }
+
+ {
+ /* Create a pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_MULTIPLY | DRW_STATE_WIRE;
+ psl->image_faces = DRW_pass_create("Image Color Pass", state);
+
+ stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
+
+ /* Uniforms need a pointer to it's value so be sure it's accessible at
+ * any given time (i.e. use static vars) */
+ static float color[4] = {1.0f, 0.0f, 1.0f, 1.0};
+ DRW_shgroup_uniform_vec4(stl->g_data->shgroup_fallback, "color", color, 1);
+
+ MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Object *ob = draw_ctx->obact;
+ if (ob && ob->type == OB_MESH) {
+ Scene *scene = draw_ctx->scene;
+ const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
+ const Mesh *me = ob->data;
+
+ stl->g_data->shgroup_image_array = MEM_mallocN(
+ sizeof(*stl->g_data->shgroup_image_array) * (use_material_slots ? me->totcol : 1), __func__);
+
+ if (use_material_slots) {
+ for (int i = 0; i < me->totcol; i++) {
+ Material *ma = give_current_material(ob, i + 1);
+ Image *ima = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].ima : NULL;
+ GPUTexture *tex = ima ?
+ GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false) : NULL;
+
+ if (tex) {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ stl->g_data->shgroup_image_array[i] = grp;
+ }
+ else {
+ stl->g_data->shgroup_image_array[i] = NULL;
+ }
+ }
+ }
+ else {
+ Image *ima = scene->toolsettings->imapaint.canvas;
+ GPUTexture *tex = ima ?
+ GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false) : NULL;
+
+ if (tex) {
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.image_sh, psl->image_faces);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ stl->g_data->shgroup_image_array[0] = grp;
+ }
+ else {
+ stl->g_data->shgroup_image_array[0] = NULL;
+ }
+ }
+ }
+ }
+
+ /* Face Mask */
+ {
+ psl->wire_overlay = DRW_pass_create(
+ "Wire Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
+ }
+
+ {
+ psl->face_overlay = DRW_pass_create(
+ "Face Mask Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+
+ stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
+
+ static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
+ DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
+ }
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void PAINT_TEXTURE_cache_populate(void *vedata, Object *ob)
+{
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ UNUSED_VARS(psl, stl);
+
+ if ((ob->type == OB_MESH) && (draw_ctx->obact == ob)) {
+ /* Get geometry cache */
+ const Mesh *me = ob->data;
+ Scene *scene = draw_ctx->scene;
+ const bool use_surface = DRW_object_is_mode_shade(ob) == true;
+ const bool use_material_slots = (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
+ bool ok = false;
+
+ if (use_surface) {
+ if (me->mloopuv != NULL) {
+ if (use_material_slots) {
+ struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
+ if ((me->totcol == 0) || (geom_array == NULL)) {
+ struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
+ ok = true;
+ }
+ else {
+ for (int i = 0; i < me->totcol; i++) {
+ if (stl->g_data->shgroup_image_array[i]) {
+ DRW_shgroup_call_add(stl->g_data->shgroup_image_array[i], geom_array[i], ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom_array[i], ob->obmat);
+ }
+ ok = true;
+ }
+ }
+ }
+ else {
+ struct Gwn_Batch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
+ if (geom && stl->g_data->shgroup_image_array[0]) {
+ DRW_shgroup_call_add(stl->g_data->shgroup_image_array[0], geom, ob->obmat);
+ ok = true;
+ }
+ }
+ }
+
+ if (!ok) {
+ struct Gwn_Batch *geom = DRW_cache_mesh_surface_get(ob);
+ DRW_shgroup_call_add(stl->g_data->shgroup_fallback, geom, ob->obmat);
+ }
+ }
+
+ /* Face Mask */
+ const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
+ if (use_face_sel) {
+ struct Gwn_Batch *geom;
+ /* Note: ideally selected faces wouldn't show interior wire. */
+ const bool use_wire = true;
+ geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
+ DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
+
+ geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+/* Optional: Post-cache_populate callback */
+static void PAINT_TEXTURE_cache_finish(void *vedata)
+{
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_StorageList *stl = ((PAINT_TEXTURE_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl);
+
+ MEM_SAFE_FREE(stl->g_data->shgroup_image_array);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void PAINT_TEXTURE_draw_scene(void *vedata)
+{
+ PAINT_TEXTURE_PassList *psl = ((PAINT_TEXTURE_Data *)vedata)->psl;
+ PAINT_TEXTURE_FramebufferList *fbl = ((PAINT_TEXTURE_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ UNUSED_VARS(fbl, dfbl, dtxl);
+
+ DRW_draw_pass(psl->image_faces);
+
+ DRW_draw_pass(psl->face_overlay);
+ DRW_draw_pass(psl->wire_overlay);
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void PAINT_TEXTURE_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.image_sh);
+ DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
+}
+
+static const DrawEngineDataSize PAINT_TEXTURE_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_TEXTURE_Data);
+
+DrawEngineType draw_engine_paint_texture_type = {
+ NULL, NULL,
+ N_("PaintTextureMode"),
+ &PAINT_TEXTURE_data_size,
+ &PAINT_TEXTURE_engine_init,
+ &PAINT_TEXTURE_engine_free,
+ &PAINT_TEXTURE_cache_init,
+ &PAINT_TEXTURE_cache_populate,
+ &PAINT_TEXTURE_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &PAINT_TEXTURE_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c
new file mode 100644
index 00000000000..d335e0a4d70
--- /dev/null
+++ b/source/blender/draw/modes/paint_vertex_mode.c
@@ -0,0 +1,199 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/paint_vertex_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_view3d_types.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_paint_vertex_vert_glsl[];
+extern char datatoc_paint_vertex_frag_glsl[];
+extern char datatoc_paint_wire_vert_glsl[];
+extern char datatoc_paint_wire_frag_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+
+/* *********** LISTS *********** */
+
+typedef struct PAINT_VERTEX_PassList {
+ struct DRWPass *vcolor_faces;
+ struct DRWPass *wire_overlay;
+ struct DRWPass *face_overlay;
+} PAINT_VERTEX_PassList;
+
+typedef struct PAINT_VERTEX_StorageList {
+ struct PAINT_VERTEX_PrivateData *g_data;
+} PAINT_VERTEX_StorageList;
+
+typedef struct PAINT_VERTEX_Data {
+ void *engine_type; /* Required */
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ PAINT_VERTEX_PassList *psl;
+ PAINT_VERTEX_StorageList *stl;
+} PAINT_VERTEX_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ struct GPUShader *vcolor_face_shader;
+ struct GPUShader *wire_overlay_shader;
+ struct GPUShader *face_overlay_shader;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct PAINT_VERTEX_PrivateData {
+ DRWShadingGroup *fvcolor_shgrp;
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *face_shgrp;
+} PAINT_VERTEX_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+static void PAINT_VERTEX_engine_init(void *UNUSED(vedata))
+{
+ if (!e_data.vcolor_face_shader) {
+ e_data.vcolor_face_shader = DRW_shader_create(
+ datatoc_paint_vertex_vert_glsl, NULL,
+ datatoc_paint_vertex_frag_glsl, NULL);
+
+ e_data.wire_overlay_shader = DRW_shader_create_with_lib(
+ datatoc_paint_wire_vert_glsl, NULL,
+ datatoc_paint_wire_frag_glsl,
+ datatoc_common_globals_lib_glsl, "#define VERTEX_MODE\n");
+
+ e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+static void PAINT_VERTEX_cache_init(void *vedata)
+{
+ PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
+ PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create a pass */
+ psl->vcolor_faces = DRW_pass_create(
+ "Vert Color Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_MULTIPLY);
+
+ stl->g_data->fvcolor_shgrp = DRW_shgroup_create(e_data.vcolor_face_shader, psl->vcolor_faces);
+ }
+
+ {
+ psl->wire_overlay = DRW_pass_create(
+ "Wire Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
+ }
+
+ {
+ psl->face_overlay = DRW_pass_create(
+ "Face Mask Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+
+ stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
+
+ static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
+ DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
+ }
+}
+
+static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
+{
+ PAINT_VERTEX_StorageList *stl = ((PAINT_VERTEX_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
+
+ if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
+ const Mesh *me = ob->data;
+ const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
+ const bool use_surface = DRW_object_is_mode_shade(ob) == true;
+ const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
+ struct Gwn_Batch *geom;
+
+ if (use_surface) {
+ geom = DRW_cache_mesh_surface_vert_colors_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fvcolor_shgrp, geom, ob->obmat);
+ }
+
+ if (use_face_sel || use_wire) {
+ geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
+ DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
+ }
+
+ if (use_face_sel) {
+ geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+static void PAINT_VERTEX_draw_scene(void *vedata)
+{
+ PAINT_VERTEX_PassList *psl = ((PAINT_VERTEX_Data *)vedata)->psl;
+
+ DRW_draw_pass(psl->vcolor_faces);
+ DRW_draw_pass(psl->face_overlay);
+ DRW_draw_pass(psl->wire_overlay);
+}
+
+static void PAINT_VERTEX_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.vcolor_face_shader);
+ DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
+}
+
+static const DrawEngineDataSize PAINT_VERTEX_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_VERTEX_Data);
+
+DrawEngineType draw_engine_paint_vertex_type = {
+ NULL, NULL,
+ N_("PaintVertexMode"),
+ &PAINT_VERTEX_data_size,
+ &PAINT_VERTEX_engine_init,
+ &PAINT_VERTEX_engine_free,
+ &PAINT_VERTEX_cache_init,
+ &PAINT_VERTEX_cache_populate,
+ NULL,
+ NULL,
+ &PAINT_VERTEX_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c
new file mode 100644
index 00000000000..13ef42d8622
--- /dev/null
+++ b/source/blender/draw/modes/paint_weight_mode.c
@@ -0,0 +1,243 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/paint_weight_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_mesh.h"
+
+extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
+extern struct GlobalsUboStorage ts; /* draw_common.c */
+
+extern char datatoc_paint_wire_vert_glsl[];
+extern char datatoc_paint_wire_frag_glsl[];
+extern char datatoc_paint_vert_frag_glsl[];
+extern char datatoc_common_globals_lib_glsl[];
+
+/* *********** LISTS *********** */
+
+typedef struct PAINT_WEIGHT_PassList {
+ struct DRWPass *weight_faces;
+ struct DRWPass *wire_overlay;
+ struct DRWPass *face_overlay;
+ struct DRWPass *vert_overlay;
+} PAINT_WEIGHT_PassList;
+
+typedef struct PAINT_WEIGHT_StorageList {
+ struct PAINT_WEIGHT_PrivateData *g_data;
+} PAINT_WEIGHT_StorageList;
+
+typedef struct PAINT_WEIGHT_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ PAINT_WEIGHT_PassList *psl;
+ PAINT_WEIGHT_StorageList *stl;
+} PAINT_WEIGHT_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ struct GPUShader *weight_face_shader;
+ struct GPUShader *wire_overlay_shader;
+ struct GPUShader *face_overlay_shader;
+ struct GPUShader *vert_overlay_shader;
+ int actdef;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct PAINT_WEIGHT_PrivateData {
+ DRWShadingGroup *fweights_shgrp;
+ DRWShadingGroup *lwire_shgrp;
+ DRWShadingGroup *face_shgrp;
+ DRWShadingGroup *vert_shgrp;
+} PAINT_WEIGHT_PrivateData;
+
+/* *********** FUNCTIONS *********** */
+
+static void PAINT_WEIGHT_engine_init(void *UNUSED(vedata))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (e_data.actdef != draw_ctx->obact->actdef) {
+ e_data.actdef = draw_ctx->obact->actdef;
+
+ BKE_mesh_batch_cache_dirty(draw_ctx->obact->data, BKE_MESH_BATCH_DIRTY_ALL);
+ }
+
+ if (!e_data.weight_face_shader) {
+ e_data.weight_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
+ }
+
+ if (!e_data.wire_overlay_shader) {
+ e_data.wire_overlay_shader = DRW_shader_create_with_lib(
+ datatoc_paint_wire_vert_glsl, NULL,
+ datatoc_paint_wire_frag_glsl,
+ datatoc_common_globals_lib_glsl, "#define WEIGHT_MODE\n");
+ }
+
+ if (!e_data.face_overlay_shader) {
+ e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+
+ if (!e_data.vert_overlay_shader) {
+ e_data.vert_overlay_shader = DRW_shader_create_with_lib(
+ datatoc_paint_wire_vert_glsl, NULL,
+ datatoc_paint_vert_frag_glsl,
+ datatoc_common_globals_lib_glsl, NULL);
+ }
+}
+
+static void PAINT_WEIGHT_cache_init(void *vedata)
+{
+ PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
+ PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create a pass */
+ psl->weight_faces = DRW_pass_create(
+ "Weight Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_MULTIPLY);
+
+ stl->g_data->fweights_shgrp = DRW_shgroup_create(e_data.weight_face_shader, psl->weight_faces);
+
+ static float light[3] = {-0.3f, 0.5f, 1.0f};
+ static float alpha = 1.0f;
+ static float world_light = 1.0f;
+ DRW_shgroup_uniform_vec3(stl->g_data->fweights_shgrp, "light", light, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "alpha", &alpha, 1);
+ DRW_shgroup_uniform_float(stl->g_data->fweights_shgrp, "global", &world_light, 1);
+ }
+
+ {
+ psl->wire_overlay = DRW_pass_create(
+ "Wire Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->lwire_shgrp = DRW_shgroup_create(e_data.wire_overlay_shader, psl->wire_overlay);
+ }
+
+ {
+ psl->face_overlay = DRW_pass_create(
+ "Face Mask Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND);
+
+ stl->g_data->face_shgrp = DRW_shgroup_create(e_data.face_overlay_shader, psl->face_overlay);
+
+ static float col[4] = {1.0f, 1.0f, 1.0f, 0.2f};
+ DRW_shgroup_uniform_vec4(stl->g_data->face_shgrp, "color", col, 1);
+ }
+
+ {
+ psl->vert_overlay = DRW_pass_create(
+ "Vert Mask Pass",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+
+ stl->g_data->vert_shgrp = DRW_shgroup_create(e_data.vert_overlay_shader, psl->vert_overlay);
+ }
+}
+
+static void PAINT_WEIGHT_cache_populate(void *vedata, Object *ob)
+{
+ PAINT_WEIGHT_StorageList *stl = ((PAINT_WEIGHT_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const View3D *v3d = draw_ctx->v3d;
+
+ if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
+ const Mesh *me = ob->data;
+ const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
+ const bool use_surface = DRW_object_is_mode_shade(ob) == true;
+ const bool use_face_sel = (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
+ const bool use_vert_sel = (me->editflag & ME_EDIT_PAINT_VERT_SEL) != 0;
+ struct Gwn_Batch *geom;
+
+ if (use_surface) {
+ geom = DRW_cache_mesh_surface_weights_get(ob);
+ DRW_shgroup_call_add(stl->g_data->fweights_shgrp, geom, ob->obmat);
+ }
+
+ if (use_face_sel || use_wire) {
+ geom = DRW_cache_mesh_edges_paint_overlay_get(ob, use_wire, use_face_sel);
+ DRW_shgroup_call_add(stl->g_data->lwire_shgrp, geom, ob->obmat);
+ }
+
+ if (use_face_sel) {
+ geom = DRW_cache_mesh_faces_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->face_shgrp, geom, ob->obmat);
+ }
+
+ if (use_vert_sel) {
+ geom = DRW_cache_mesh_verts_weight_overlay_get(ob);
+ DRW_shgroup_call_add(stl->g_data->vert_shgrp, geom, ob->obmat);
+ }
+ }
+}
+
+static void PAINT_WEIGHT_draw_scene(void *vedata)
+{
+ PAINT_WEIGHT_PassList *psl = ((PAINT_WEIGHT_Data *)vedata)->psl;
+
+ DRW_draw_pass(psl->weight_faces);
+ DRW_draw_pass(psl->face_overlay);
+ DRW_draw_pass(psl->wire_overlay);
+ DRW_draw_pass(psl->vert_overlay);
+}
+
+static void PAINT_WEIGHT_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.wire_overlay_shader);
+ DRW_SHADER_FREE_SAFE(e_data.vert_overlay_shader);
+}
+
+static const DrawEngineDataSize PAINT_WEIGHT_data_size = DRW_VIEWPORT_DATA_SIZE(PAINT_WEIGHT_Data);
+
+DrawEngineType draw_engine_paint_weight_type = {
+ NULL, NULL,
+ N_("PaintWeightMode"),
+ &PAINT_WEIGHT_data_size,
+ &PAINT_WEIGHT_engine_init,
+ &PAINT_WEIGHT_engine_free,
+ &PAINT_WEIGHT_cache_init,
+ &PAINT_WEIGHT_cache_populate,
+ NULL,
+ NULL,
+ &PAINT_WEIGHT_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/particle_mode.c b/source/blender/draw/modes/particle_mode.c
new file mode 100644
index 00000000000..dacd4b72834
--- /dev/null
+++ b/source/blender/draw/modes/particle_mode.c
@@ -0,0 +1,240 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/particle_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_particle_types.h"
+
+#include "BKE_particle.h"
+#include "BKE_pointcache.h"
+
+#include "GPU_shader.h"
+#include "GPU_batch.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+#include "ED_particle.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "draw_cache_impl.h"
+
+extern char datatoc_particle_strand_vert_glsl[];
+extern char datatoc_particle_strand_frag_glsl[];
+
+/* *********** LISTS *********** */
+
+typedef struct PARTICLE_PassList {
+ struct DRWPass *psys_edit_pass;
+} PARTICLE_PassList;
+
+typedef struct PARTICLE_FramebufferList {
+ struct GPUFrameBuffer *fb;
+} PARTICLE_FramebufferList;
+
+typedef struct PARTICLE_TextureList {
+ struct GPUTexture *texture;
+} PARTICLE_TextureList;
+
+typedef struct PARTICLE_StorageList {
+ struct CustomStruct *block;
+ struct PARTICLE_PrivateData *g_data;
+} PARTICLE_StorageList;
+
+typedef struct PARTICLE_Data {
+ void *engine_type; /* Required */
+ PARTICLE_FramebufferList *fbl;
+ PARTICLE_TextureList *txl;
+ PARTICLE_PassList *psl;
+ PARTICLE_StorageList *stl;
+} PARTICLE_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ struct GPUShader *strands_shader;
+ struct GPUShader *points_shader;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct PARTICLE_PrivateData {
+ DRWShadingGroup *strands_group;
+ DRWShadingGroup *inner_points_group;
+ DRWShadingGroup *tip_points_group;
+} PARTICLE_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+static void particle_engine_init(void *UNUSED(vedata))
+{
+ if (!e_data.strands_shader) {
+ e_data.strands_shader = DRW_shader_create(
+ datatoc_particle_strand_vert_glsl,
+ NULL,
+ datatoc_particle_strand_frag_glsl,
+ "");
+ }
+ if (!e_data.points_shader) {
+ e_data.points_shader = GPU_shader_get_builtin_shader(
+ GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+ }
+}
+
+static void particle_cache_init(void *vedata)
+{
+ PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
+ PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ /* Create a pass */
+ psl->psys_edit_pass = DRW_pass_create("PSys Edit Pass",
+ (DRW_STATE_WRITE_COLOR |
+ DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_WIRE |
+ DRW_STATE_POINT));
+
+ stl->g_data->strands_group = DRW_shgroup_create(
+ e_data.strands_shader, psl->psys_edit_pass);
+ stl->g_data->inner_points_group = DRW_shgroup_create(
+ e_data.points_shader, psl->psys_edit_pass);
+ stl->g_data->tip_points_group = DRW_shgroup_create(
+ e_data.points_shader, psl->psys_edit_pass);
+
+ static float size = 5.0f;
+ static float outline_width = 1.0f;
+ DRW_shgroup_uniform_float(stl->g_data->inner_points_group, "size", &size, 1);
+ DRW_shgroup_uniform_float(stl->g_data->inner_points_group, "outlineWidth", &outline_width, 1);
+ DRW_shgroup_uniform_float(stl->g_data->tip_points_group, "size", &size, 1);
+ DRW_shgroup_uniform_float(stl->g_data->tip_points_group, "outlineWidth", &outline_width, 1);
+}
+
+static void particle_edit_cache_populate(void *vedata,
+ Object *object,
+ ParticleSystem *psys,
+ PTCacheEdit *edit)
+{
+ PARTICLE_StorageList *stl = ((PARTICLE_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ParticleEditSettings *pset = PE_settings(draw_ctx->scene);
+ {
+ struct Gwn_Batch *strands =
+ DRW_cache_particles_get_edit_strands(object, psys, edit);
+ DRW_shgroup_call_add(stl->g_data->strands_group, strands, NULL);
+ }
+ if (pset->selectmode == SCE_SELECT_POINT) {
+ struct Gwn_Batch *points =
+ DRW_cache_particles_get_edit_inner_points(object, psys, edit);
+ DRW_shgroup_call_add(stl->g_data->inner_points_group, points, NULL);
+ }
+ if (ELEM(pset->selectmode, SCE_SELECT_POINT, SCE_SELECT_END)) {
+ struct Gwn_Batch *points =
+ DRW_cache_particles_get_edit_tip_points(object, psys, edit);
+ DRW_shgroup_call_add(stl->g_data->tip_points_group, points, NULL);
+ }
+}
+
+static void particle_cache_populate(void *vedata, Object *object)
+{
+ if (object->mode != OB_MODE_PARTICLE_EDIT) {
+ return;
+ }
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene_orig = (Scene *)DEG_get_original_id(&draw_ctx->scene->id);
+ /* Usually the edit structure is created by Particle Edit Mode Toggle
+ * operator, but sometimes it's invoked after tagging hair as outdated
+ * (for example, when toggling edit mode). That makes it impossible to
+ * create edit structure for until after next dependency graph evaluation.
+ *
+ * Ideally, the edit structure will be created here already via some
+ * dependency graph callback or so, but currently trying to make it nicer
+ * only causes bad level calls and breaks design from the past.
+ */
+ Object *object_orig = DEG_get_original_object(object);
+ PTCacheEdit *edit = PE_create_current(
+ draw_ctx->depsgraph, scene_orig, object_orig);
+ /* NOTE: We need to pass evaluated particle system, which we need
+ * to find first.
+ */
+ ParticleSystem *psys = object->particlesystem.first;
+ ParticleSystem *psys_orig = object_orig->particlesystem.first;
+ while (psys_orig != NULL) {
+ if (PE_get_current_from_psys(psys_orig) == edit) {
+ break;
+ }
+ psys = psys->next;
+ psys_orig = psys_orig->next;
+ }
+ if (psys == NULL) {
+ printf("Error getting evaluated particle system for edit.\n");
+ return;
+ }
+ particle_edit_cache_populate(vedata, object, psys, edit);
+}
+
+/* Optional: Post-cache_populate callback */
+static void particle_cache_finish(void *UNUSED(vedata))
+{
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void particle_draw_scene(void *vedata)
+{
+
+ PARTICLE_PassList *psl = ((PARTICLE_Data *)vedata)->psl;
+
+ DRW_draw_pass(psl->psys_edit_pass);
+}
+
+static void particle_engine_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.strands_shader);
+}
+
+static const DrawEngineDataSize particle_data_size =
+ DRW_VIEWPORT_DATA_SIZE(PARTICLE_Data);
+
+DrawEngineType draw_engine_particle_type = {
+ NULL, NULL,
+ N_("Particle Mode"),
+ &particle_data_size,
+ &particle_engine_init,
+ &particle_engine_free,
+ &particle_cache_init,
+ &particle_cache_populate,
+ &particle_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &particle_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c
new file mode 100644
index 00000000000..586fb590ebf
--- /dev/null
+++ b/source/blender/draw/modes/pose_mode.c
@@ -0,0 +1,306 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/pose_mode.c
+ * \ingroup draw
+ */
+#include "BKE_modifier.h"
+
+#include "DNA_modifier_types.h"
+#include "DNA_view3d_types.h"
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+extern GlobalsUboStorage ts;
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use POSE_engine_init() to
+ * initialize most of them and POSE_cache_init()
+ * for POSE_PassList */
+
+typedef struct POSE_PassList {
+ struct DRWPass *bone_solid;
+ struct DRWPass *bone_outline;
+ struct DRWPass *bone_wire;
+ struct DRWPass *bone_envelope;
+ struct DRWPass *bone_axes;
+ struct DRWPass *relationship;
+ struct DRWPass *bone_selection;
+} POSE_PassList;
+
+typedef struct POSE_StorageList {
+ struct POSE_PrivateData *g_data;
+} POSE_StorageList;
+
+typedef struct POSE_Data {
+ void *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ POSE_PassList *psl;
+ POSE_StorageList *stl;
+} POSE_Data;
+
+/* *********** STATIC *********** */
+
+typedef struct POSE_PrivateData {
+ DRWShadingGroup *bone_selection_shgrp;
+} POSE_PrivateData; /* Transient data */
+
+static struct {
+ struct GPUShader *bone_selection_sh;
+} e_data = {NULL};
+
+static float blend_color[4] = {0.0, 0.0, 0.0, 0.5};
+
+/* *********** FUNCTIONS *********** */
+static bool POSE_is_bone_selection_overlay_active(void)
+{
+ const DRWContextState *dcs = DRW_context_state_get();
+ const View3D *v3d = dcs->v3d;
+ return v3d && (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECTION);
+}
+
+static void POSE_engine_init(void *UNUSED(vedata))
+{
+ if (!e_data.bone_selection_sh) {
+ e_data.bone_selection_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+ }
+}
+
+static void POSE_engine_free(void)
+{
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void POSE_cache_init(void *vedata)
+{
+ POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
+ POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Solid bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
+ psl->bone_solid = DRW_pass_create("Bone Solid Pass", state);
+ }
+
+ {
+ /* Bones Outline */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->bone_outline = DRW_pass_create("Bone Outline Pass", state);
+ }
+
+ {
+ /* Wire bones */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND;
+ psl->bone_wire = DRW_pass_create("Bone Wire Pass", state);
+ }
+
+ {
+ /* distance outline around envelope bones */
+ DRWState state = DRW_STATE_ADDITIVE | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_FRONT;
+ psl->bone_envelope = DRW_pass_create("Bone Envelope Outline Pass", state);
+ }
+
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WIRE_SMOOTH | DRW_STATE_BLEND;
+ psl->bone_axes = DRW_pass_create("Bone Axes Pass", state);
+ }
+
+ {
+ /* Non Meshes Pass (Camera, empties, lamps ...) */
+ DRWState state =
+ DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
+ DRW_STATE_BLEND | DRW_STATE_WIRE;
+ psl->relationship = DRW_pass_create("Bone Relationship Pass", state);
+ }
+
+ {
+ if (POSE_is_bone_selection_overlay_active()) {
+ DRWShadingGroup *grp;
+ psl->bone_selection = DRW_pass_create(
+ "Bone Selection",
+ DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND);
+ grp = DRW_shgroup_create(e_data.bone_selection_sh, psl->bone_selection);
+ DRW_shgroup_uniform_vec4(grp, "color", blend_color, 1);
+ stl->g_data->bone_selection_shgrp = grp;
+ }
+ }
+}
+
+static bool POSE_is_driven_by_active_armature(Object *ob)
+{
+ Object *ob_arm = modifiers_isDeformedByArmature(ob);
+ if (ob_arm) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ bool is_active = DRW_pose_mode_armature(ob_arm, draw_ctx->obact);
+ if (!is_active && ob_arm->proxy_from) {
+ is_active = DRW_pose_mode_armature(ob_arm->proxy_from, draw_ctx->obact);
+ }
+ return is_active;
+ }
+ else {
+ Object *ob_mesh_deform = modifiers_isDeformedByMeshDeform(ob);
+ if (ob_mesh_deform) {
+ return POSE_is_driven_by_active_armature(ob_mesh_deform);
+ }
+ }
+ return false;
+}
+
+/* Add geometry to shading groups. Execute for each objects */
+static void POSE_cache_populate(void *vedata, Object *ob)
+{
+ POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
+ POSE_StorageList *stl = ((POSE_Data *)vedata)->stl;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ /* In the future this will allow us to implement face manipulators,
+ * and similar functionalities. For now we handle only pose bones. */
+
+ if (ob->type == OB_ARMATURE) {
+ if (DRW_pose_mode_armature(ob, draw_ctx->obact)) {
+ DRWArmaturePasses passes = {
+ .bone_solid = psl->bone_solid,
+ .bone_outline = psl->bone_outline,
+ .bone_wire = psl->bone_wire,
+ .bone_envelope = psl->bone_envelope,
+ .bone_axes = psl->bone_axes,
+ .relationship_lines = psl->relationship,
+ };
+ DRW_shgroup_armature_pose(ob, passes);
+ }
+ }
+ else if (ob->type == OB_MESH &&
+ !DRW_state_is_select() &&
+ POSE_is_bone_selection_overlay_active() &&
+ POSE_is_driven_by_active_armature(ob))
+ {
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ DRW_shgroup_call_object_add(stl->g_data->bone_selection_shgrp, geom, ob);
+ }
+ }
+}
+
+/**
+ * Return true if armature should be handled by the pose mode engine.
+ */
+bool DRW_pose_mode_armature(Object *ob, Object *active_ob)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ /* Pose armature is handled by pose mode engine. */
+ if (((ob == active_ob) || (ob->mode & OB_MODE_POSE)) &&
+ ((draw_ctx->object_mode & OB_MODE_POSE) != 0))
+ {
+ return true;
+ }
+
+ /* Armature parent is also handled by pose mode engine. */
+ if ((active_ob != NULL) && ((draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) != 0)) {
+ if (ob == draw_ctx->object_pose) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void POSE_draw_scene(void *vedata)
+{
+ POSE_PassList *psl = ((POSE_Data *)vedata)->psl;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool transparent_bones = (draw_ctx->v3d->overlay.arm_flag & V3D_OVERLAY_ARM_TRANSP_BONES) != 0;
+ const bool bone_selection_overlay = POSE_is_bone_selection_overlay_active();
+
+ if (DRW_state_is_select()) {
+ DRW_draw_pass(psl->bone_solid);
+ DRW_draw_pass(psl->bone_wire);
+ return;
+ }
+
+ if (bone_selection_overlay) {
+ GPU_framebuffer_bind(dfbl->default_fb);
+ DRW_draw_pass(psl->bone_selection);
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+ GPU_framebuffer_clear_depth(dfbl->depth_only_fb, 1.0);
+ GPU_framebuffer_bind(dfbl->default_fb);
+ }
+
+ DRW_draw_pass(psl->bone_envelope);
+
+ if (transparent_bones) {
+ DRW_pass_state_add(psl->bone_solid, DRW_STATE_BLEND);
+ DRW_pass_state_remove(psl->bone_solid, DRW_STATE_WRITE_DEPTH);
+ DRW_draw_pass(psl->bone_solid);
+ }
+
+ MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl)
+
+ if (!transparent_bones) {
+ DRW_draw_pass(psl->bone_solid);
+ }
+
+ DRW_draw_pass(psl->bone_outline);
+ DRW_draw_pass(psl->bone_wire);
+ DRW_draw_pass(psl->relationship);
+
+ MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl)
+
+ /* Draw axes with linesmooth and outside of multisample buffer. */
+ DRW_draw_pass(psl->bone_axes);
+}
+
+static const DrawEngineDataSize POSE_data_size = DRW_VIEWPORT_DATA_SIZE(POSE_Data);
+
+DrawEngineType draw_engine_pose_type = {
+ NULL, NULL,
+ N_("PoseMode"),
+ &POSE_data_size,
+ &POSE_engine_init,
+ &POSE_engine_free,
+ &POSE_cache_init,
+ &POSE_cache_populate,
+ NULL,
+ NULL,
+ &POSE_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/sculpt_mode.c b/source/blender/draw/modes/sculpt_mode.c
new file mode 100644
index 00000000000..56b5898a6cf
--- /dev/null
+++ b/source/blender/draw/modes/sculpt_mode.c
@@ -0,0 +1,281 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file blender/draw/modes/sculpt_mode.c
+ * \ingroup draw
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_object_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+
+#include "BKE_pbvh.h"
+#include "BKE_paint.h"
+
+#include "DEG_depsgraph.h"
+
+/* If builtin shaders are needed */
+#include "GPU_shader.h"
+#include "GPU_matrix.h"
+
+#include "draw_common.h"
+
+#include "draw_mode_engines.h"
+
+/* *********** LISTS *********** */
+/* All lists are per viewport specific datas.
+ * They are all free when viewport changes engines
+ * or is free itself. Use SCULPT_engine_init() to
+ * initialize most of them and SCULPT_cache_init()
+ * for SCULPT_PassList */
+
+typedef struct SCULPT_PassList {
+ /* Declare all passes here and init them in
+ * SCULPT_cache_init().
+ * Only contains (DRWPass *) */
+ struct DRWPass *pass;
+} SCULPT_PassList;
+
+typedef struct SCULPT_FramebufferList {
+ /* Contains all framebuffer objects needed by this engine.
+ * Only contains (GPUFrameBuffer *) */
+ struct GPUFrameBuffer *fb;
+} SCULPT_FramebufferList;
+
+typedef struct SCULPT_TextureList {
+ /* Contains all framebuffer textures / utility textures
+ * needed by this engine. Only viewport specific textures
+ * (not per object). Only contains (GPUTexture *) */
+ struct GPUTexture *texture;
+} SCULPT_TextureList;
+
+typedef struct SCULPT_StorageList {
+ /* Contains any other memory block that the engine needs.
+ * Only directly MEM_(m/c)allocN'ed blocks because they are
+ * free with MEM_freeN() when viewport is freed.
+ * (not per object) */
+ struct CustomStruct *block;
+ struct SCULPT_PrivateData *g_data;
+} SCULPT_StorageList;
+
+typedef struct SCULPT_Data {
+ /* Struct returned by DRW_viewport_engine_data_ensure.
+ * If you don't use one of these, just make it a (void *) */
+ // void *fbl;
+ void *engine_type; /* Required */
+ SCULPT_FramebufferList *fbl;
+ SCULPT_TextureList *txl;
+ SCULPT_PassList *psl;
+ SCULPT_StorageList *stl;
+} SCULPT_Data;
+
+/* *********** STATIC *********** */
+
+static struct {
+ /* Custom shaders :
+ * Add sources to source/blender/draw/modes/shaders
+ * init in SCULPT_engine_init();
+ * free in SCULPT_engine_free(); */
+ struct GPUShader *shader_flat;
+ struct GPUShader *shader_smooth;
+} e_data = {NULL}; /* Engine data */
+
+typedef struct SCULPT_PrivateData {
+ /* This keeps the references of the shading groups for
+ * easy access in SCULPT_cache_populate() */
+ DRWShadingGroup *group_flat;
+ DRWShadingGroup *group_smooth;
+} SCULPT_PrivateData; /* Transient data */
+
+/* *********** FUNCTIONS *********** */
+
+/* Init Textures, Framebuffers, Storage and Shaders.
+ * It is called for every frames.
+ * (Optional) */
+static void SCULPT_engine_init(void *vedata)
+{
+ SCULPT_TextureList *txl = ((SCULPT_Data *)vedata)->txl;
+ SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
+ SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
+
+ UNUSED_VARS(txl, fbl, stl);
+
+ /* Init Framebuffers like this: order is attachment order (for color texs) */
+ /*
+ * DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
+ * {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
+ */
+
+ /* DRW_framebuffer_init takes care of checking if
+ * the framebuffer is valid and has the right size*/
+ /*
+ * float *viewport_size = DRW_viewport_size_get();
+ * DRW_framebuffer_init(&fbl->occlude_wire_fb,
+ * (int)viewport_size[0], (int)viewport_size[1],
+ * tex, 2);
+ */
+
+ if (!e_data.shader_flat) {
+ e_data.shader_flat = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
+ }
+ if (!e_data.shader_smooth) {
+ e_data.shader_smooth = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SMOOTH_COLOR);
+ }
+}
+
+/* Here init all passes and shading groups
+ * Assume that all Passes are NULL */
+static void SCULPT_cache_init(void *vedata)
+{
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ /* Create a pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_MULTIPLY;
+ psl->pass = DRW_pass_create("Sculpt Pass", state);
+
+ /* Create a shadingGroup using a function in draw_common.c or custom one */
+ /*
+ * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
+ * -- or --
+ * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
+ */
+ stl->g_data->group_flat = DRW_shgroup_create(e_data.shader_flat, psl->pass);
+ stl->g_data->group_smooth = DRW_shgroup_create(e_data.shader_smooth, psl->pass);
+ }
+}
+
+static bool object_is_flat(const Object *ob)
+{
+ Mesh *me = ob->data;
+ if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
+ return false;
+ }
+ else {
+ return true;
+ }
+}
+
+/* Add geometry to shadingGroups. Execute for each objects */
+static void SCULPT_cache_populate(void *vedata, Object *ob)
+{
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
+
+ UNUSED_VARS(psl, stl);
+
+ if (ob->type == OB_MESH) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+
+ if (ob->sculpt && (ob == draw_ctx->obact)) {
+ /* XXX, needed for dyntopo-undo (which clears).
+ * probably depsgraph should handlle? in 2.7x getting derived-mesh does this (mesh_build_data) */
+ if (ob->sculpt->pbvh == NULL) {
+ /* create PBVH immediately (would be created on the fly too,
+ * but this avoids waiting on first stroke) */
+ Scene *scene = draw_ctx->scene;
+
+ BKE_sculpt_update_mesh_elements(draw_ctx->depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
+ }
+
+ PBVH *pbvh = ob->sculpt->pbvh;
+ if (pbvh && pbvh_has_mask(pbvh)) {
+ /* Get geometry cache */
+ DRWShadingGroup *shgroup = object_is_flat(ob) ? stl->g_data->group_flat : stl->g_data->group_smooth;
+
+ /* Add geom to a shading group */
+ DRW_shgroup_call_sculpt_add(shgroup, ob, ob->obmat);
+ }
+ }
+ }
+}
+
+/* Optional: Post-cache_populate callback */
+static void SCULPT_cache_finish(void *vedata)
+{
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_StorageList *stl = ((SCULPT_Data *)vedata)->stl;
+
+ /* Do something here! dependant on the objects gathered */
+ UNUSED_VARS(psl, stl);
+}
+
+/* Draw time ! Control rendering pipeline from here */
+static void SCULPT_draw_scene(void *vedata)
+{
+ SCULPT_PassList *psl = ((SCULPT_Data *)vedata)->psl;
+ SCULPT_FramebufferList *fbl = ((SCULPT_Data *)vedata)->fbl;
+
+ /* Default framebuffer and texture */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ UNUSED_VARS(fbl, dfbl, dtxl);
+
+ /* Show / hide entire passes, swap framebuffers ... whatever you fancy */
+ /*
+ * DRW_framebuffer_texture_detach(dtxl->depth);
+ * DRW_framebuffer_bind(fbl->custom_fb);
+ * DRW_draw_pass(psl->pass);
+ * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
+ * DRW_framebuffer_bind(dfbl->default_fb);
+ */
+
+ /* ... or just render passes on default framebuffer. */
+ DRW_draw_pass(psl->pass);
+
+ /* If you changed framebuffer, double check you rebind
+ * the default one with its textures attached before finishing */
+}
+
+/* Cleanup when destroying the engine.
+ * This is not per viewport ! only when quitting blender.
+ * Mostly used for freeing shaders */
+static void SCULPT_engine_free(void)
+{
+ // DRW_SHADER_FREE_SAFE(custom_shader);
+}
+
+static const DrawEngineDataSize SCULPT_data_size = DRW_VIEWPORT_DATA_SIZE(SCULPT_Data);
+
+DrawEngineType draw_engine_sculpt_type = {
+ NULL, NULL,
+ N_("SculptMode"),
+ &SCULPT_data_size,
+ &SCULPT_engine_init,
+ &SCULPT_engine_free,
+ &SCULPT_cache_init,
+ &SCULPT_cache_populate,
+ &SCULPT_cache_finish,
+ NULL, /* draw_background but not needed by mode engines */
+ &SCULPT_draw_scene,
+ NULL,
+ NULL,
+};
diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
new file mode 100644
index 00000000000..e46dab458e0
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
@@ -0,0 +1,30 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screenVecs[3];
+
+/* ---- Instanciated Attribs ---- */
+in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
+in vec2 screenPos;
+in vec3 colorAxis;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 color;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
+ vec3 y_axis = InstanceModelMatrix[1].xyz;
+ vec3 bone_loc = InstanceModelMatrix[3].xyz;
+ vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
+ vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
+ /* Scale uniformly by axis length */
+ spos *= length(chosen_axis);
+
+ gl_Position = ViewProjectionMatrix * vec4(wpos + spos, 1.0);
+
+ finalColor.rgb = mix(colorAxis, color.rgb, color.a);
+ finalColor.a = 1.0;
+}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
new file mode 100644
index 00000000000..cecc5447c7c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
@@ -0,0 +1,15 @@
+
+flat in vec3 finalStateColor; /* UNUSED */
+flat in vec3 finalBoneColor; /* UNUSED */
+in vec3 normalView;
+
+out vec4 fragColor;
+
+uniform vec4 color = vec4(1.0, 1.0, 1.0, 0.2);
+
+void main()
+{
+ float n = normalize(normalView).z;
+ n = 1.0 - clamp(-n, 0.0, 1.0);
+ fragColor = color * n;
+}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
new file mode 100644
index 00000000000..a836d7fa9e1
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
@@ -0,0 +1,156 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+
+uniform vec2 viewportSize;
+uniform float lineThickness = 2.0;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos0;
+in vec2 pos1;
+in vec2 pos2;
+
+/* ---- Per instance Attribs ---- */
+/* Assumed to be in world coordinate already. */
+in vec4 headSphere;
+in vec4 tailSphere;
+in vec4 outlineColorSize;
+in vec3 xAxis;
+
+flat out vec4 finalColor;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2)
+{
+ vec2 dir = normalize(v2 - v0);
+ dir = vec2(dir.y, -dir.x);
+ return dir;
+}
+
+mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs)
+{
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz
+ : -ViewMatrixInverse[2].xyz;
+
+ /* Sphere center distance from the camera (persp) in world space. */
+ float cam_dist = length(cam_ray);
+
+ /* Compute view aligned orthonormal space. */
+ vec3 z_axis = cam_ray / cam_dist;
+ vec3 x_axis = normalize(cross(bone_vec, z_axis));
+ vec3 y_axis = cross(z_axis, x_axis);
+ z_ofs = 0.0;
+
+ if (is_persp) {
+ /* For perspective, the projected sphere radius
+ * can be bigger than the center disc. Compute the
+ * max angular size and compensate by sliding the disc
+ * towards the camera and scale it accordingly. */
+ const float half_pi = 3.1415926 * 0.5;
+ float rad = sphere.w;
+ /* Let be :
+ * V the view vector origin.
+ * O the sphere origin.
+ * T the point on the target circle.
+ * We compute the angle between (OV) and (OT). */
+ float a = half_pi - asin(rad / cam_dist);
+ float cos_b = cos(a);
+ float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
+
+ x_axis *= sin_b;
+ y_axis *= sin_b;
+ z_ofs = -rad * cos_b;
+ }
+
+ return mat3(x_axis, y_axis, z_axis);
+}
+
+struct Bone { vec3 vec; float sinb; };
+
+bool bone_blend_starts(vec3 p, Bone b)
+{
+ /* we just want to know when the head sphere starts interpolating. */
+ return dot(p, b.vec) > -b.sinb;
+}
+
+vec3 get_outline_point(
+ vec2 pos, vec4 sph_near, vec4 sph_far,
+ mat3 mat_near, mat3 mat_far, float z_ofs_near, float z_ofs_far, Bone b)
+{
+ /* Compute outline position on the nearest sphere and check
+ * if it penetrates the capsule body. If it does, put this
+ * vertex on the farthest sphere. */
+ vec3 wpos = mat_near * vec3(pos * sph_near.w, z_ofs_near);
+ if (bone_blend_starts(wpos, b)) {
+ wpos = sph_far.xyz + mat_far * vec3(pos * sph_far.w, z_ofs_far);
+ }
+ else {
+ wpos += sph_near.xyz;
+ }
+ return wpos;
+}
+
+void main()
+{
+ float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz);
+ float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz);
+ // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz);
+ // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz);
+
+ vec4 sph_near, sph_far;
+ if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) {
+ sph_near = tailSphere;
+ sph_far = headSphere;
+ }
+ else {
+ sph_near = headSphere;
+ sph_far = tailSphere;
+ }
+
+ vec3 bone_vec = (sph_far.xyz - sph_near.xyz) + 1e-8;
+
+ Bone b;
+ float bone_lenrcp = 1.0 / max(1e-8, sqrt(dot(bone_vec, bone_vec)));
+ b.sinb = (sph_far.w - sph_near.w) * bone_lenrcp * sph_near.w;
+ b.vec = bone_vec * bone_lenrcp;
+
+ float z_ofs_near, z_ofs_far;
+ mat3 mat_near = compute_mat(sph_near, bone_vec, z_ofs_near);
+ mat3 mat_far = compute_mat(sph_far, bone_vec, z_ofs_far);
+
+ vec3 wpos0 = get_outline_point(pos0, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
+ vec3 wpos1 = get_outline_point(pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
+ vec3 wpos2 = get_outline_point(pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
+
+ vec4 V = ViewMatrix * vec4(wpos1, 1.0);
+ float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
+
+ vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0);
+ vec4 p1 = ProjectionMatrix * V;
+ vec4 p2 = ViewProjectionMatrix * vec4(wpos2, 1.0);
+
+ /* compute position from 3 vertex because the change in direction
+ * can happen very quicky and lead to very thin edges. */
+ vec2 ss0 = proj(p0);
+ vec2 ss1 = proj(p1);
+ vec2 ss2 = proj(p2);
+ vec2 edge_dir = compute_dir(ss0, ss1, ss2);
+
+ bool outer = ((gl_VertexID & 1) == 1);
+ vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
+ t *= pres_fac;
+ t = (outer) ? t : vec2(0.0);
+
+ gl_Position = p1;
+ gl_Position.xy += t * edge_dir;
+
+ finalColor = vec4(outlineColorSize.rgb, 1.0);
+}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
new file mode 100644
index 00000000000..b20656ff326
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
@@ -0,0 +1,16 @@
+
+flat in vec3 finalStateColor;
+flat in vec3 finalBoneColor;
+in vec3 normalView;
+
+out vec4 fragColor;
+
+void main()
+{
+ /* Smooth lighting factor. */
+ const float s = 0.2; /* [0.0-0.5] range */
+ float n = normalize(normalView).z;
+ float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
+ fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
+ fragColor.a = 0.6; /* Hardcoded transparency factor. */
+}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
new file mode 100644
index 00000000000..83ae720e70a
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
@@ -0,0 +1,55 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ViewProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+
+/* ---- Per instance Attribs ---- */
+/* Assumed to be in world coordinate already. */
+in vec4 headSphere;
+in vec4 tailSphere;
+in vec3 xAxis;
+in vec3 stateColor;
+in vec3 boneColor;
+
+flat out vec3 finalStateColor;
+flat out vec3 finalBoneColor;
+out vec3 normalView;
+
+void main()
+{
+ vec3 bone_vec = tailSphere.xyz - headSphere.xyz;
+ float bone_len = max(1e-8, sqrt(dot(bone_vec, bone_vec)));
+ float bone_lenrcp = 1.0 / bone_len;
+#ifdef SMOOTH_ENVELOPE
+ float sinb = (tailSphere.w - headSphere.w) * bone_lenrcp;
+#else
+ const float sinb = 0.0;
+#endif
+
+ vec3 y_axis = bone_vec * bone_lenrcp;
+ vec3 z_axis = normalize(cross(xAxis, -y_axis));
+ vec3 x_axis = cross(y_axis, z_axis); /* cannot trust xAxis to be orthogonal. */
+
+ vec3 sp, nor;
+ nor = sp = pos.xyz;
+
+ /* In bone space */
+ bool is_head = (pos.z < -sinb);
+ sp *= (is_head) ? headSphere.w : tailSphere.w;
+ sp.z += (is_head) ? 0.0 : bone_len;
+
+ /* Convert to world space */
+ mat3 bone_mat = mat3(x_axis, y_axis, z_axis);
+ sp = bone_mat * sp.xzy + headSphere.xyz;
+ nor = bone_mat * nor.xzy;
+
+ normalView = mat3(ViewMatrix) * nor;
+
+ gl_Position = ViewProjectionMatrix * vec4(sp, 1.0);
+
+ finalStateColor = stateColor;
+ finalBoneColor = boneColor;
+}
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
new file mode 100644
index 00000000000..11924b19cf8
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
@@ -0,0 +1,87 @@
+
+layout(lines_adjacency) in;
+layout(triangle_strip, max_vertices = 6) out;
+
+in vec4 pPos[];
+in vec3 vPos[];
+in vec2 ssPos[];
+in vec2 ssNor[];
+in vec4 vColSize[];
+
+flat out vec4 finalColor;
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+uniform float lineThickness = 2.0;
+
+vec2 compute_dir(vec2 v0, vec2 v1)
+{
+ vec2 dir = normalize(v1 - v0);
+ dir = vec2(-dir.y, dir.x);
+ return dir;
+}
+
+void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
+{
+ float fac = dot(-hidden_dir, edge_dir);
+
+ vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
+ gl_Position = pPos[1];
+ EmitVertex();
+ gl_Position.xy += t * edge_dir * sign(fac);
+ EmitVertex();
+
+ t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
+ gl_Position = pPos[2];
+ EmitVertex();
+ gl_Position.xy += t * edge_dir * sign(fac);
+ EmitVertex();
+}
+
+void emit_corner(const int e, vec2 thick, bool is_persp)
+{
+ vec2 corner_dir = ssNor[e];
+ vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
+
+ gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
+ EmitVertex();
+}
+
+void main(void)
+{
+ finalColor = vec4(vColSize[0].rgb, 1.0);
+
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+
+ vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
+ vec3 v10 = vPos[0] - vPos[1];
+ vec3 v12 = vPos[2] - vPos[1];
+ vec3 v13 = vPos[3] - vPos[1];
+
+ vec3 n0 = cross(v12, v10);
+ vec3 n3 = cross(v13, v12);
+
+ float fac0 = dot(view_vec, n0);
+ float fac3 = dot(view_vec, n3);
+
+ /* If both adjacent verts are facing the camera the same way,
+ * then it isn't an outline edge. */
+ if (sign(fac0) == sign(fac3))
+ return;
+
+ /* Don't outline if concave edge. */
+ if (dot(n0, v13) > 0.0)
+ return;
+
+ vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
+ vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
+
+ /* Take the farthest point to compute edge direction
+ * (avoid problems with point behind near plane). */
+ vec2 hidden_point = (vPos[0].z < vPos[3].z) ? ssPos[0] : ssPos[3];
+ vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
+
+ emit_corner(1, thick, is_persp);
+ emit_edge(edge_dir, hidden_dir, thick, is_persp);
+ emit_corner(2, thick, is_persp);
+ EndPrimitive();
+}
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
new file mode 100644
index 00000000000..3e7a185bb62
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
@@ -0,0 +1,48 @@
+
+uniform mat3 NormalMatrix;
+
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+in vec3 nor;
+in vec3 snor;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 outlineColorSize;
+
+out vec4 pPos;
+out vec3 vPos;
+out vec2 ssPos;
+out vec2 ssNor;
+out vec4 vColSize;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+void main()
+{
+ /* This is slow and run per vertex, but it's still faster than
+ * doing it per instance on CPU and sending it on via instance attrib */
+ mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
+
+ vec4 viewpos = ViewMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
+
+ vPos = viewpos.xyz;
+ pPos = ProjectionMatrix * viewpos;
+
+ /* TODO FIX: there is still a problem with this vector
+ * when the bone is scaled or in persp mode. But it's
+ * barelly visible at the outline corners. */
+ ssNor = normalize((NormalMatrix * snor).xy);
+
+ ssPos = proj(pPos);
+
+ vColSize = outlineColorSize;
+}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
new file mode 100644
index 00000000000..89f4d97f29b
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
@@ -0,0 +1,9 @@
+
+in vec4 finalColor;
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = vec4(finalColor.rgb, 0.6); /* Hardcoded transparency factor. */
+}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
new file mode 100644
index 00000000000..505868c9dcf
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
@@ -0,0 +1,37 @@
+
+uniform mat3 NormalMatrix;
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ViewProjectionMatrix;
+
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+
+/* ---- Instanciated Attribs ---- */
+in vec3 pos;
+in vec3 nor;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 boneColor;
+in vec3 stateColor;
+
+out vec4 finalColor;
+
+void main()
+{
+ mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
+ vec3 normal = normalize(NormalMatrix * nor);
+
+ /* Do lighting at an angle to avoid flat shading on front facing bone. */
+ const vec3 light = vec3(0.1, 0.1, 0.8);
+ float n = dot(normal, light);
+
+ /* Smooth lighting factor. */
+ const float s = 0.2; /* [0.0-0.5] range */
+ float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
+ finalColor.rgb = mix(stateColor, boneColor, fac);
+ finalColor.a = 1.0;
+
+ gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
+}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
new file mode 100644
index 00000000000..a169facd45a
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
@@ -0,0 +1,102 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+uniform float lineThickness = 2.0;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos0;
+in vec2 pos1;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec4 outlineColorSize;
+
+flat out vec4 finalColor;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+vec2 compute_dir(vec2 v0, vec2 v1, vec2 c)
+{
+ vec2 dir = normalize(v1 - v0);
+ dir = vec2(dir.y, -dir.x);
+ /* The model matrix can be scaled negativly.
+ * Use projected sphere center to determine
+ * the outline direction. */
+ vec2 cv = c - v0;
+ dir = (dot(dir, cv) > 0.0) ? -dir : dir;
+ return dir;
+}
+
+void main()
+{
+ mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
+ mat4 sphereMatrix = inverse(model_view_matrix);
+
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+
+ /* This is the local space camera ray (not normalize).
+ * In perspective mode it's also the viewspace position
+ * of the sphere center. */
+ vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0);
+ cam_ray = mat3(sphereMatrix) * cam_ray;
+
+ /* Sphere center distance from the camera (persp) in local space. */
+ float cam_dist = length(cam_ray);
+
+ /* Compute view aligned orthonormal space. */
+ vec3 z_axis = cam_ray / cam_dist;
+ vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis));
+ vec3 y_axis = cross(z_axis, x_axis);
+ float z_ofs = 0.0;
+
+ if (is_persp) {
+ /* For perspective, the projected sphere radius
+ * can be bigger than the center disc. Compute the
+ * max angular size and compensate by sliding the disc
+ * towards the camera and scale it accordingly. */
+ const float half_pi = 3.1415926 * 0.5;
+ const float rad = 0.05;
+ /* Let be (in local space):
+ * V the view vector origin.
+ * O the sphere origin.
+ * T the point on the target circle.
+ * We compute the angle between (OV) and (OT). */
+ float a = half_pi - asin(rad / cam_dist);
+ float cos_b = cos(a);
+ float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
+
+ x_axis *= sin_b;
+ y_axis *= sin_b;
+ z_ofs = -rad * cos_b;
+ }
+
+ /* Camera oriented position (but still in local space) */
+ vec3 cam_pos0 = x_axis * pos0.x + y_axis * pos0.y + z_axis * z_ofs;
+ vec3 cam_pos1 = x_axis * pos1.x + y_axis * pos1.y + z_axis * z_ofs;
+
+ vec4 V = model_view_matrix * vec4(cam_pos0, 1.0);
+ vec4 p0 = ProjectionMatrix * V;
+ vec4 p1 = ProjectionMatrix * (model_view_matrix * vec4(cam_pos1, 1.0));
+ vec4 c = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0);
+
+ vec2 ssc = proj(c);
+ vec2 ss0 = proj(p0);
+ vec2 ss1 = proj(p1);
+ vec2 edge_dir = compute_dir(ss0, ss1, ssc);
+
+ bool outer = ((gl_VertexID & 1) == 1);
+
+ vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
+ t *= (is_persp) ? abs(V.z) : 1.0;
+ t = (outer) ? t : vec2(0.0);
+
+ gl_Position = p0;
+ gl_Position.xy += t * edge_dir;
+
+ finalColor = vec4(outlineColorSize.rgb, 1.0);
+}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
new file mode 100644
index 00000000000..3c80f629d79
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
@@ -0,0 +1,81 @@
+
+#extension GL_ARB_conservative_depth : enable
+
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ProjectionMatrix;
+
+flat in vec3 finalStateColor;
+flat in vec3 finalBoneColor;
+flat in mat4 sphereMatrix;
+in vec3 viewPosition;
+
+#ifdef GL_ARB_conservative_depth
+/* Saves a lot of overdraw! */
+layout(depth_greater) out float gl_FragDepth;
+#endif
+
+out vec4 fragColor;
+
+#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;
+
+ bool is_perp = (ProjectionMatrix[3][3] == 0.0);
+ vec3 ray_ori_view = (is_perp) ? vec3(0.0) : viewPosition.xyz;
+ vec3 ray_dir_view = (is_perp) ? viewPosition : vec3(0.0, 0.0, -1.0);
+
+ /* Single matrix mul without branch. */
+ vec4 mul_vec = (is_perp) ? vec4(ray_dir_view, 0.0) : vec4(ray_ori_view, 1.0);
+ vec3 mul_res = (sphereMatrix * mul_vec).xyz;
+
+ /* Reminder :
+ * sphereMatrix[3] is the view space origin in sphere space (sph_ori -> view_ori).
+ * sphereMatrix[2] is the view space Z axis in sphere space. */
+
+ /* convert to sphere local space */
+ vec3 ray_ori = (is_perp) ? sphereMatrix[3].xyz : mul_res;
+ vec3 ray_dir = (is_perp) ? mul_res : -sphereMatrix[2].xyz;
+ float ray_len = length(ray_dir);
+ ray_dir /= ray_len;
+
+ /* Line to sphere intersect */
+ const float sphere_radius_sqr = sphere_radius * sphere_radius;
+ float b = dot(ray_ori, ray_dir);
+ float c = dot(ray_ori, ray_ori) - sphere_radius_sqr;
+ float h = b * b - c;
+ float t = -sqrt(max(0.0, h)) - b;
+
+ /* Compute dot product for lighting */
+ vec3 p = ray_dir * t + ray_ori; /* Point on sphere */
+ vec3 n = normalize(p); /* Normal is just the point in sphere space, normalized. */
+ vec3 l = normalize(sphereMatrix[2].xyz); /* Just the view Z axis in the sphere space. */
+
+
+ /* Smooth lighting factor. */
+ const float s = 0.2; /* [0.0-0.5] range */
+ float fac = clamp((dot(n, l) * (1.0 - s)) + s, 0.0, 1.0);
+ fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
+
+ /* 2x2 dither pattern to smooth the lighting. */
+ float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;
+ dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
+
+ /* Hardcoded transparency factor. Less than shape to be less distractive. */
+ fragColor = vec4(fragColor.rgb + dither, 0.4);
+
+ t /= ray_len;
+ gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);
+}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
new file mode 100644
index 00000000000..1e06047054e
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
@@ -0,0 +1,82 @@
+
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+in vec3 stateColor;
+in vec3 boneColor;
+
+flat out vec3 finalStateColor;
+flat out vec3 finalBoneColor;
+flat out mat4 sphereMatrix;
+out vec3 viewPosition;
+
+/* Sphere radius */
+const float rad = 0.05;
+
+void main()
+{
+ mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
+ sphereMatrix = inverse(model_view_matrix);
+
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+
+ /* This is the local space camera ray (not normalize).
+ * In perspective mode it's also the viewspace position
+ * of the sphere center. */
+ vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0);
+ cam_ray = mat3(sphereMatrix) * cam_ray;
+
+ /* Sphere center distance from the camera (persp) in local space. */
+ float cam_dist = length(cam_ray);
+
+ /* Compute view aligned orthonormal space. */
+ vec3 z_axis = cam_ray / cam_dist;
+ vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis));
+ vec3 y_axis = cross(z_axis, x_axis);
+
+ float z_ofs = -rad - 1e-8; /* offset to the front of the sphere */
+ if (is_persp) {
+ /* For perspective, the projected sphere radius
+ * can be bigger than the center disc. Compute the
+ * max angular size and compensate by sliding the disc
+ * towards the camera and scale it accordingly. */
+ const float half_pi = 3.1415926 * 0.5;
+ /* Let be (in local space):
+ * V the view vector origin.
+ * O the sphere origin.
+ * T the point on the target circle.
+ * We compute the angle between (OV) and (OT). */
+ float a = half_pi - asin(rad / cam_dist);
+ float cos_b = cos(a);
+ float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
+#if 1
+ /* Instead of choosing the biggest circle in screenspace,
+ * we choose the nearest with the same angular size. This
+ * permit us to leverage GL_ARB_conservative_depth in the
+ * fragment shader. */
+ float minor = cam_dist - rad;
+ float major = cam_dist - cos_b * rad;
+ float fac = minor / major;
+ sin_b *= fac;
+#else
+ z_ofs = -rad * cos_b;
+#endif
+ x_axis *= sin_b;
+ y_axis *= sin_b;
+ }
+
+ /* Camera oriented position (but still in local space) */
+ vec3 cam_pos = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs;
+
+ vec4 V = model_view_matrix * vec4(cam_pos, 1.0);
+ gl_Position = ProjectionMatrix * V;
+ viewPosition = V.xyz;
+
+ finalStateColor = stateColor;
+ finalBoneColor = boneColor;
+}
diff --git a/source/blender/draw/modes/shaders/armature_stick_frag.glsl b/source/blender/draw/modes/shaders/armature_stick_frag.glsl
new file mode 100644
index 00000000000..d03cf4c0366
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_stick_frag.glsl
@@ -0,0 +1,13 @@
+
+noperspective in float colorFac;
+flat in vec4 finalWireColor;
+flat in vec4 finalInnerColor;
+
+out vec4 fragColor;
+
+void main()
+{
+ float fac = smoothstep(1.0, 0.2, colorFac);
+ fragColor.rgb = mix(finalInnerColor.rgb, finalWireColor.rgb, fac);
+ fragColor.a = 1.0;
+}
diff --git a/source/blender/draw/modes/shaders/armature_stick_vert.glsl b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
new file mode 100644
index 00000000000..eb14239bc6f
--- /dev/null
+++ b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
@@ -0,0 +1,88 @@
+
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ViewMatrix;
+uniform vec2 viewportSize;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos; /* bone aligned screen space */
+in uint flag;
+
+#define COL_WIRE (1u << 0u)
+#define COL_HEAD (1u << 1u)
+#define COL_TAIL (1u << 2u)
+#define COL_BONE (1u << 3u)
+
+#define POS_HEAD (1u << 4u)
+#define POS_TAIL (1u << 5u) /* UNUSED */
+#define POS_BONE (1u << 6u)
+
+/* ---- Per instance Attribs ---- */
+in vec3 boneStart;
+in vec3 boneEnd;
+in vec4 wireColor; /* alpha encode if we do wire. If 0.0 we dont. */
+in vec4 boneColor; /* alpha encode if we do bone. If 0.0 we dont. */
+in vec4 headColor; /* alpha encode if we do head. If 0.0 we dont. */
+in vec4 tailColor; /* alpha encode if we do tail. If 0.0 we dont. */
+
+#define do_wire (wireColor.a > 0.0)
+#define is_head ((flag & POS_HEAD) != 0u)
+#define is_bone ((flag & POS_BONE) != 0u)
+
+noperspective out float colorFac;
+flat out vec4 finalWireColor;
+flat out vec4 finalInnerColor;
+
+uniform float stickSize = 5.0; /* might be dependant on DPI setting in the future. */
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+void main()
+{
+ finalInnerColor = ((flag & COL_HEAD) != 0u) ? headColor : tailColor;
+ finalInnerColor = ((flag & COL_BONE) != 0u) ? boneColor : finalInnerColor;
+ finalWireColor = (do_wire) ? wireColor : finalInnerColor;
+ /* Make the color */
+ colorFac = ((flag & COL_WIRE) == 0u) ? ((flag & COL_BONE) != 0u) ? 1.0 : 2.0 : 0.0;
+
+ vec4 v0 = ViewMatrix * vec4(boneStart, 1.0);
+ vec4 v1 = ViewMatrix * vec4(boneEnd, 1.0);
+
+ /* Clip the bone to the camera origin plane (not the clip plane)
+ * to avoid glitches if one end is behind the camera origin (in persp). */
+ const float clip_dist = -1e-7; /* hardcoded, -1e-8 is giving gliches. */
+ vec3 bvec = v1.xyz - v0.xyz;
+ vec3 clip_pt = v0.xyz + bvec * ((v0.z - clip_dist) / -bvec.z);
+ if (v0.z > clip_dist) {
+ v0.xyz = clip_pt;
+ }
+ else if (v1.z > clip_dist) {
+ v1.xyz = clip_pt;
+ }
+
+ vec4 p0 = ProjectionMatrix * v0;
+ vec4 p1 = ProjectionMatrix * v1;
+
+ float h = (is_head) ? p0.w : p1.w;
+
+ vec2 x_screen_vec = normalize(proj(p1) - proj(p0) + 1e-8);
+ vec2 y_screen_vec = vec2(x_screen_vec.y, -x_screen_vec.x);
+
+ /* 2D screen aligned pos at the point */
+ vec2 vpos = pos.x * x_screen_vec + pos.y * y_screen_vec;
+ vpos *= (ProjectionMatrix[3][3] == 0.0) ? h : 1.0;
+ vpos *= (do_wire) ? 1.0 : 0.5;
+
+ if (finalInnerColor.a > 0.0) {
+ gl_Position = (is_head) ? p0 : p1;
+ gl_Position.xy += stickSize * (vpos / viewportSize);
+ gl_Position.z += (is_bone) ? 0.0 : 1e-6; /* Avoid Z fighting of head/tails. */
+ }
+ else {
+ gl_Position = vec4(0.0);
+ }
+}
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
new file mode 100644
index 00000000000..fc5cc1cdcc3
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
@@ -0,0 +1,10 @@
+
+in vec2 pos;
+in vec2 uvs;
+out vec4 uvcoordsvar;
+
+void main()
+{
+ uvcoordsvar = vec4(uvs, 0.0, 0.0);
+ gl_Position = vec4(pos, 0.0, 1.0);
+}
diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
new file mode 100644
index 00000000000..8158437b943
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
@@ -0,0 +1,678 @@
+//----------------------------------------------------------------------------------
+// File: es3-kepler\FXAA/FXAA3_11.h
+// SDK Version: v3.00
+// Email: gameworks@nvidia.com
+// Site: http://developer.nvidia.com/
+//
+// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// * Neither the name of NVIDIA CORPORATION nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+//----------------------------------------------------------------------------------
+
+/* BLENDER MODIFICATIONS:
+ *
+ * - (#B1#) Compute luma on the fly using BT. 709 luma function
+ * - (#B2#) main function instead of #include, due to lack of
+ * ARB_shading_language_include in 3.3
+ * - (#B3#) version and extension directives
+ * - removed "FXAA Console" algorithm support and shader parameters
+ * - removed HLSL support shims
+ * - (#B4#) change luma sampling to compute, not use A channel
+ * (this also removes GATHER4_ALPHA support)
+ * - removed all the console shaders (only remaining algorithm is "FXAA PC
+ * Quality")
+ *
+ * Note that this file doesn't follow the coding style guidelines.
+ */
+
+/*============================================================================
+ FXAA QUALITY - TUNING KNOBS
+------------------------------------------------------------------------------
+NOTE the other tuning knobs are now in the shader function inputs!
+============================================================================*/
+#ifndef FXAA_QUALITY__PRESET
+ //
+ // Choose the quality preset.
+ // This needs to be compiled into the shader as it effects code.
+ // Best option to include multiple presets is to
+ // in each shader define the preset, then include this file.
+ //
+ // OPTIONS
+ // -----------------------------------------------------------------------
+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+ // 39 - no dither, very expensive
+ //
+ // NOTES
+ // -----------------------------------------------------------------------
+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
+ // 13 = about same speed as FXAA 3.9 and better than 12
+ // 23 = closest to FXAA 3.9 visually and performance wise
+ // _ = the lowest digit is directly related to performance
+ // _ = the highest digit is directly related to style
+ //
+ #define FXAA_QUALITY__PRESET 12
+#endif
+
+/*============================================================================
+
+ FXAA QUALITY - PRESETS
+
+============================================================================*/
+
+/*============================================================================
+ FXAA QUALITY - MEDIUM DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 10)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 3.0
+ #define FXAA_QUALITY__P2 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 11)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 3.0
+ #define FXAA_QUALITY__P3 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 12)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 4.0
+ #define FXAA_QUALITY__P4 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 13)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 4.0
+ #define FXAA_QUALITY__P5 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 14)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 4.0
+ #define FXAA_QUALITY__P6 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 15)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 12.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - LOW DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 20)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 2.0
+ #define FXAA_QUALITY__P2 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 21)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 22)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 23)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 24)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 3.0
+ #define FXAA_QUALITY__P6 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 25)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 26)
+ #define FXAA_QUALITY__PS 9
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 4.0
+ #define FXAA_QUALITY__P8 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 27)
+ #define FXAA_QUALITY__PS 10
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 4.0
+ #define FXAA_QUALITY__P9 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 28)
+ #define FXAA_QUALITY__PS 11
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 4.0
+ #define FXAA_QUALITY__P10 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 29)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - EXTREME QUALITY
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 39)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.0
+ #define FXAA_QUALITY__P2 1.0
+ #define FXAA_QUALITY__P3 1.0
+ #define FXAA_QUALITY__P4 1.0
+ #define FXAA_QUALITY__P5 1.5
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+#define FxaaSat(x) clamp(x, 0.0, 1.0)
+
+#ifdef FXAA_ALPHA
+
+#define FxaaTexTop(t, p) textureLod(t, p, 0.0).aaaa
+#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o).aaaa
+#define FxaaLuma(rgba) rgba.a
+
+#else
+
+#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+
+/* (#B1#) */
+float FxaaLuma(vec4 rgba) {
+ // note: sqrt because the sampled colors are in a linear colorspace!
+ // this approximates a perceptual conversion, which is good enough for the
+ // algorithm
+ return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
+}
+
+#endif
+
+/*============================================================================
+
+ FXAA3 QUALITY - PC
+
+============================================================================*/
+/*--------------------------------------------------------------------------*/
+vec4 FxaaPixelShader(
+ //
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy} = center of pixel
+ vec2 pos,
+ //
+ // Input color texture.
+ // {rgb_} = color in linear or perceptual color space
+ sampler2D tex,
+ //
+ // Only used on FXAA Quality.
+ // This must be from a constant/uniform.
+ // {x_} = 1.0/screenWidthInPixels
+ // {_y} = 1.0/screenHeightInPixels
+ vec2 fxaaQualityRcpFrame,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__SUBPIX define.
+ // It is here now to allow easier tuning.
+ // Choose the amount of sub-pixel aliasing removal.
+ // This can effect sharpness.
+ // 1.00 - upper limit (softer)
+ // 0.75 - default amount of filtering
+ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
+ // 0.25 - almost off
+ // 0.00 - completely off
+ float fxaaQualitySubpix,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // The minimum amount of local contrast required to apply algorithm.
+ // 0.333 - too little (faster)
+ // 0.250 - low quality
+ // 0.166 - default
+ // 0.125 - high quality
+ // 0.063 - overkill (slower)
+ float fxaaQualityEdgeThreshold,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // 0.0833 - upper limit (default, the start of visible unfiltered edges)
+ // 0.0625 - high quality (faster)
+ // 0.0312 - visible limit (slower)
+ float fxaaQualityEdgeThresholdMin
+) {
+/*--------------------------------------------------------------------------*/
+ vec2 posM;
+ posM.x = pos.x;
+ posM.y = pos.y;
+ vec4 rgbyM = FxaaTexTop(tex, posM);
+ float lumaM = FxaaLuma(rgbyM); // (#B4#)
+ float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 0, 1), fxaaQualityRcpFrame.xy));
+ float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1, 0), fxaaQualityRcpFrame.xy));
+ float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 0,-1), fxaaQualityRcpFrame.xy));
+ float lumaW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 0), fxaaQualityRcpFrame.xy));
+/*--------------------------------------------------------------------------*/
+ float maxSM = max(lumaS, lumaM);
+ float minSM = min(lumaS, lumaM);
+ float maxESM = max(lumaE, maxSM);
+ float minESM = min(lumaE, minSM);
+ float maxWN = max(lumaN, lumaW);
+ float minWN = min(lumaN, lumaW);
+ float rangeMax = max(maxWN, maxESM);
+ float rangeMin = min(minWN, minESM);
+ float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
+ float range = rangeMax - rangeMin;
+ float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
+ bool earlyExit = range < rangeMaxClamped;
+/*--------------------------------------------------------------------------*/
+ if(earlyExit) {
+ return rgbyM;
+ }
+/*--------------------------------------------------------------------------*/
+ float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1,-1), fxaaQualityRcpFrame.xy));
+ float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1, 1), fxaaQualityRcpFrame.xy));
+ float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2( 1,-1), fxaaQualityRcpFrame.xy));
+ float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
+/*--------------------------------------------------------------------------*/
+ float lumaNS = lumaN + lumaS;
+ float lumaWE = lumaW + lumaE;
+ float subpixRcpRange = 1.0/range;
+ float subpixNSWE = lumaNS + lumaWE;
+ float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
+ float edgeVert1 = (-2.0 * lumaM) + lumaWE;
+/*--------------------------------------------------------------------------*/
+ float lumaNESE = lumaNE + lumaSE;
+ float lumaNWNE = lumaNW + lumaNE;
+ float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
+ float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
+/*--------------------------------------------------------------------------*/
+ float lumaNWSW = lumaNW + lumaSW;
+ float lumaSWSE = lumaSW + lumaSE;
+ float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
+ float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
+ float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
+ float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
+ float edgeHorz = abs(edgeHorz3) + edgeHorz4;
+ float edgeVert = abs(edgeVert3) + edgeVert4;
+/*--------------------------------------------------------------------------*/
+ float subpixNWSWNESE = lumaNWSW + lumaNESE;
+ float lengthSign = fxaaQualityRcpFrame.x;
+ bool horzSpan = edgeHorz >= edgeVert;
+ float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
+/*--------------------------------------------------------------------------*/
+ if(!horzSpan) lumaN = lumaW;
+ if(!horzSpan) lumaS = lumaE;
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
+ float subpixB = (subpixA * (1.0/12.0)) - lumaM;
+/*--------------------------------------------------------------------------*/
+ float gradientN = lumaN - lumaM;
+ float gradientS = lumaS - lumaM;
+ float lumaNN = lumaN + lumaM;
+ float lumaSS = lumaS + lumaM;
+ bool pairN = abs(gradientN) >= abs(gradientS);
+ float gradient = max(abs(gradientN), abs(gradientS));
+ if(pairN) lengthSign = -lengthSign;
+ float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
+/*--------------------------------------------------------------------------*/
+ vec2 posB;
+ posB.x = posM.x;
+ posB.y = posM.y;
+ vec2 offNP;
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
+ if(!horzSpan) posB.x += lengthSign * 0.5;
+ if( horzSpan) posB.y += lengthSign * 0.5;
+/*--------------------------------------------------------------------------*/
+ vec2 posN;
+ posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
+ posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
+ vec2 posP;
+ posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
+ posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
+ float subpixD = ((-2.0)*subpixC) + 3.0;
+ float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
+ float subpixE = subpixC * subpixC;
+ float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
+/*--------------------------------------------------------------------------*/
+ if(!pairN) lumaNN = lumaSS;
+ float gradientScaled = gradient * 1.0/4.0;
+ float lumaMM = lumaM - lumaNN * 0.5;
+ float subpixF = subpixD * subpixE;
+ bool lumaMLTZero = lumaMM < 0.0;
+/*--------------------------------------------------------------------------*/
+ lumaEndN -= lumaNN * 0.5;
+ lumaEndP -= lumaNN * 0.5;
+ bool doneN = abs(lumaEndN) >= gradientScaled;
+ bool doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
+ bool doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
+/*--------------------------------------------------------------------------*/
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 3)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 4)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 5)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 6)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 7)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 8)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 9)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 10)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 11)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 12)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+/*--------------------------------------------------------------------------*/
+ float dstN = posM.x - posN.x;
+ float dstP = posP.x - posM.x;
+ if(!horzSpan) dstN = posM.y - posN.y;
+ if(!horzSpan) dstP = posP.y - posM.y;
+/*--------------------------------------------------------------------------*/
+ bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
+ float spanLength = (dstP + dstN);
+ bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
+ float spanLengthRcp = 1.0/spanLength;
+/*--------------------------------------------------------------------------*/
+ bool directionN = dstN < dstP;
+ float dst = min(dstN, dstP);
+ bool goodSpan = directionN ? goodSpanN : goodSpanP;
+ float subpixG = subpixF * subpixF;
+ float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
+ float subpixH = subpixG * fxaaQualitySubpix;
+/*--------------------------------------------------------------------------*/
+ float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
+ float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
+ return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
+}
+/*==========================================================================*/
+
diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl
new file mode 100644
index 00000000000..4a0104e2cf2
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_globals_lib.glsl
@@ -0,0 +1,69 @@
+
+/* keep in sync with GlobalsUboStorage */
+layout(std140) uniform globalsBlock {
+ vec4 colorWire;
+ vec4 colorWireEdit;
+ vec4 colorActive;
+ vec4 colorSelect;
+ vec4 colorTransform;
+ vec4 colorLibrarySelect;
+ vec4 colorLibrary;
+ vec4 colorLamp;
+ vec4 colorSpeaker;
+ vec4 colorCamera;
+ vec4 colorEmpty;
+ vec4 colorVertex;
+ vec4 colorVertexSelect;
+ vec4 colorEditMeshActive;
+ vec4 colorEdgeSelect;
+ vec4 colorEdgeSeam;
+ vec4 colorEdgeSharp;
+ vec4 colorEdgeCrease;
+ vec4 colorEdgeBWeight;
+ vec4 colorEdgeFaceSelect;
+ vec4 colorFace;
+ vec4 colorFaceSelect;
+ vec4 colorNormal;
+ vec4 colorVNormal;
+ vec4 colorLNormal;
+ vec4 colorFaceDot;
+
+ vec4 colorDeselect;
+ vec4 colorOutline;
+ vec4 colorLampNoAlpha;
+
+ vec4 colorBackground;
+
+ vec4 colorHandleFree;
+ vec4 colorHandleAuto;
+ vec4 colorHandleVect;
+ vec4 colorHandleAlign;
+ vec4 colorHandleAutoclamp;
+ vec4 colorHandleSelFree;
+ vec4 colorHandleSelAuto;
+ vec4 colorHandleSelVect;
+ vec4 colorHandleSelAlign;
+ vec4 colorHandleSelAutoclamp;
+ vec4 colorNurbUline;
+ vec4 colorNurbSelUline;
+ vec4 colorActiveSpline;
+
+ vec4 colorGrid;
+ vec4 colorGridEmphasise;
+ vec4 colorGridAxisX;
+ vec4 colorGridAxisY;
+ vec4 colorGridAxisZ;
+
+ float sizeLampCenter;
+ float sizeLampCircle;
+ float sizeLampCircleShadow;
+ float sizeVertex;
+ float sizeEdge;
+ float sizeEdgeFix;
+ float sizeFaceDot;
+
+ float gridDistance;
+ float gridResolution;
+ float gridSubdivisions;
+ float gridScale;
+};
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
new file mode 100644
index 00000000000..3fe44b4e142
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -0,0 +1,190 @@
+/**
+ * Library to create hairs dynamically from control points.
+ * This is less bandwidth intensive than fetching the vertex attributes
+ * but does more ALU work per vertex. This also reduce the number
+ * of data the CPU has to precompute and transfert for each update.
+ **/
+
+/**
+ * hairStrandsRes: Number of points per hair strand.
+ * 2 - no subdivision
+ * 3+ - 1 or more interpolated points per hair.
+ **/
+uniform int hairStrandsRes = 8;
+
+/**
+ * hairThicknessRes : Subdiv around the hair.
+ * 1 - Wire Hair: Only one pixel thick, independant of view distance.
+ * 2 - Polystrip Hair: Correct width, flat if camera is parallel.
+ * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
+ **/
+uniform int hairThicknessRes = 1;
+
+/* Hair thickness shape. */
+uniform float hairRadRoot = 0.01;
+uniform float hairRadTip = 0.0;
+uniform float hairRadShape = 0.5;
+uniform bool hairCloseTip = true;
+
+/* -- Per control points -- */
+uniform samplerBuffer hairPointBuffer; /* RGBA32F */
+#define point_position xyz
+#define point_time w /* Position along the hair length */
+
+/* -- Per strands data -- */
+uniform usamplerBuffer hairStrandBuffer; /* R32UI */
+
+/* Not used, use one buffer per uv layer */
+//uniform samplerBuffer hairUVBuffer; /* RG32F */
+//uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
+
+void unpack_strand_data(uint data, out int strand_offset, out int strand_segments)
+{
+#if 0 /* Pack point count */
+ // strand_offset = (data & 0x1FFFFFFFu);
+ // strand_segments = 1u << (data >> 29u); /* We only need 3 bits to store subdivision level. */
+#else
+ strand_offset = int(data & 0x00FFFFFFu);
+ strand_segments = int(data >> 24u);
+#endif
+}
+
+/* -- Subdivision stage -- */
+/**
+ * We use a transform feedback to preprocess the strands and add more subdivision to it.
+ * For the moment theses are simple smooth interpolation but one could hope to see the full
+ * children particle modifiers being evaluated at this stage.
+ *
+ * If no more subdivision is needed, we can skip this step.
+ **/
+
+#ifdef HAIR_PHASE_SUBDIV
+int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
+{
+ float time_per_strand_seg = 1.0 / float(strand_segments);
+
+ float ratio = local_time / time_per_strand_seg;
+ interp_time = fract(ratio);
+
+ return int(ratio);
+}
+
+void hair_get_interp_attribs(out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
+{
+ float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
+
+ int hair_id = gl_VertexID / hairStrandsRes;
+ uint strand_data = texelFetch(hairStrandBuffer, hair_id).x;
+
+ int strand_offset, strand_segments;
+ unpack_strand_data(strand_data, strand_offset, strand_segments);
+
+ int id = hair_get_base_id(local_time, strand_segments, interp_time);
+
+ int ofs_id = id + strand_offset;
+
+ data0 = texelFetch(hairPointBuffer, ofs_id - 1);
+ data1 = texelFetch(hairPointBuffer, ofs_id);
+ data2 = texelFetch(hairPointBuffer, ofs_id + 1);
+ data3 = texelFetch(hairPointBuffer, ofs_id + 2);
+
+ if (id <= 0) {
+ /* root points. Need to reconstruct previous data. */
+ data0 = data1 * 2.0 - data2;
+ }
+ if (id + 1 >= strand_segments) {
+ /* tip points. Need to reconstruct next data. */
+ data3 = data2 * 2.0 - data1;
+ }
+}
+#endif
+
+/* -- Drawing stage -- */
+/**
+ * For final drawing, the vertex index and the number of vertex per segment
+ **/
+
+#ifndef HAIR_PHASE_SUBDIV
+int hair_get_strand_id(void)
+{
+ return gl_VertexID / (hairStrandsRes * hairThicknessRes);
+}
+
+int hair_get_base_id(void)
+{
+ return gl_VertexID / hairThicknessRes;
+}
+
+/* Copied from cycles. */
+float hair_shaperadius(float shape, float root, float tip, float time)
+{
+ float radius = 1.0 - time;
+
+ if (shape < 0.0) {
+ radius = pow(radius, 1.0 + shape);
+ }
+ else {
+ radius = pow(radius, 1.0 / (1.0 - shape));
+ }
+
+ if (hairCloseTip && (time > 0.99)) {
+ return 0.0;
+ }
+
+ return (radius * (root - tip)) + tip;
+}
+
+void hair_get_pos_tan_nor_time(
+ bool is_persp, vec3 camera_pos, vec3 camera_z,
+ out vec3 wpos, out vec3 wtan, out vec3 wnor, out float time, out float thickness, out float thick_time)
+{
+ int id = hair_get_base_id();
+ vec4 data = texelFetch(hairPointBuffer, id);
+ wpos = data.point_position;
+ time = data.point_time;
+ if (time == 0.0) {
+ /* Hair root */
+ wtan = texelFetch(hairPointBuffer, id + 1).point_position - wpos;
+ }
+ else {
+ wtan = wpos - texelFetch(hairPointBuffer, id - 1).point_position;
+ }
+
+ vec3 camera_vec = (is_persp) ? wpos - camera_pos : -camera_z;
+ wnor = normalize(cross(camera_vec, wtan));
+
+ thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
+
+ if (hairThicknessRes > 1) {
+ thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
+ thick_time = thickness * (thick_time * 2.0 - 1.0);
+
+ wpos += wnor * thick_time;
+ }
+}
+
+vec2 hair_get_customdata_vec2(const samplerBuffer cd_buf)
+{
+ int id = hair_get_strand_id();
+ return texelFetch(cd_buf, id).rg;
+}
+
+vec3 hair_get_customdata_vec3(const samplerBuffer cd_buf)
+{
+ int id = hair_get_strand_id();
+ return texelFetch(cd_buf, id).rgb;
+}
+
+vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
+{
+ int id = hair_get_strand_id();
+ return texelFetch(cd_buf, id).rgba;
+}
+
+vec3 hair_get_strand_pos(void)
+{
+ int id = hair_get_strand_id() * hairStrandsRes;
+ return texelFetch(hairPointBuffer, id).point_position;
+}
+
+#endif
diff --git a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
new file mode 100644
index 00000000000..96a3103f666
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
@@ -0,0 +1,15 @@
+
+/* To be compiled with common_hair_lib.glsl */
+
+out vec4 outData;
+
+void main(void)
+{
+ float interp_time;
+ vec4 data0, data1, data2, data3;
+ hair_get_interp_attribs(data0, data1, data2, data3, interp_time);
+
+ /* TODO some interpolation. */
+
+ outData = mix(data1, data2, interp_time);
+}
diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl
new file mode 100644
index 00000000000..d261d263a6f
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_view_lib.glsl
@@ -0,0 +1,14 @@
+/* keep in sync with DRWManager.view_data */
+layout(std140) uniform viewBlock {
+ /* Same order as DRWViewportMatrixType */
+ mat4 ViewProjectionMatrix;
+ mat4 ViewProjectionMatrixInverse;
+ mat4 ViewMatrix;
+ mat4 ViewMatrixInverse;
+ mat4 ProjectionMatrix;
+ mat4 ProjectionMatrixInverse;
+
+ vec4 CameraTexCoFactors;
+
+ vec4 clipPlanes[2];
+};
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
new file mode 100644
index 00000000000..e78462b6915
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
@@ -0,0 +1,22 @@
+
+flat in int vertFlag;
+
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_ACTIVE (1 << 1)
+
+out vec4 FragColor;
+
+void main()
+{
+ /* TODO: vertex size */
+
+ if ((vertFlag & VERTEX_SELECTED) != 0) {
+ FragColor = colorVertexSelect;
+ }
+ else if ((vertFlag & VERTEX_ACTIVE) != 0) {
+ FragColor = colorEditMeshActive;
+ }
+ else {
+ FragColor = colorVertex;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
new file mode 100644
index 00000000000..9da8d9b50d7
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
@@ -0,0 +1,79 @@
+
+#define ACTIVE_NURB 1 << 7 /* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
+
+layout(lines) in;
+layout(line_strip, max_vertices = 6) out;
+
+uniform vec2 viewportSize;
+
+flat in int vertFlag[];
+
+flat out vec4 finalColor;
+
+void main()
+{
+ /* TODO: vertex size */
+
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
+
+ int is_active_nurb = vertFlag[1] & ACTIVE_NURB;
+ int color_id = vertFlag[1] ^ is_active_nurb;
+
+ if (is_active_nurb != 0) {
+ /* draw the outline. */
+ vec2 v1_2 = (v2.xy/v2.w - v1.xy/v1.w);
+ vec2 offset;
+
+ if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) {
+ offset = vec2(2.0 / viewportSize.x, 0.0);
+ }
+ else {
+ offset = vec2(0.0, 2.0 / viewportSize.y);
+ }
+
+ finalColor = colorActiveSpline;
+
+ gl_Position = v1;
+ gl_Position.xy += offset * v1.w;
+ EmitVertex();
+
+ gl_Position = v2;
+ gl_Position.xy += offset * v2.w;
+ EmitVertex();
+
+ EndPrimitive();
+
+ gl_Position = v1;
+ gl_Position.xy -= offset * v1.w;
+ EmitVertex();
+
+ gl_Position = v2;
+ gl_Position.xy -= offset * v2.w;
+ EmitVertex();
+
+ EndPrimitive();
+ }
+
+ if (color_id == 0) finalColor = colorHandleFree;
+ else if (color_id == 1) finalColor = colorHandleAuto;
+ else if (color_id == 2) finalColor = colorHandleVect;
+ else if (color_id == 3) finalColor = colorHandleAlign;
+ else if (color_id == 4) finalColor = colorHandleAutoclamp;
+ else if (color_id == 5) finalColor = colorHandleSelFree;
+ else if (color_id == 6) finalColor = colorHandleSelAuto;
+ else if (color_id == 7) finalColor = colorHandleSelVect;
+ else if (color_id == 8) finalColor = colorHandleSelAlign;
+ else if (color_id == 9) finalColor = colorHandleSelAutoclamp;
+ else if (color_id == 10) finalColor = colorNurbUline;
+ else if (color_id == 11) finalColor = colorNurbSelUline;
+ else finalColor = colorVertexSelect;
+
+ gl_Position = v1;
+ EmitVertex();
+
+ gl_Position = v2;
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
new file mode 100644
index 00000000000..9150ef8cd63
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
@@ -0,0 +1,39 @@
+
+/* Draw Curve Vertices */
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec3 pos;
+in int data;
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out int vertFlag;
+flat out int clipCase;
+
+/* See fragment shader */
+noperspective out vec4 eData1;
+flat out vec4 eData2;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+void main()
+{
+ clipCase = 0;
+
+ vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ /* only vertex position 0 is used */
+ eData1 = eData2 = vec4(1e10);
+ eData2.zw = proj(pPos);
+
+ vertFlag = data;
+
+ gl_Position = pPos;
+ gl_PointSize = sizeVertex;
+}
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
new file mode 100644
index 00000000000..e78462b6915
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
@@ -0,0 +1,22 @@
+
+flat in int vertFlag;
+
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_ACTIVE (1 << 1)
+
+out vec4 FragColor;
+
+void main()
+{
+ /* TODO: vertex size */
+
+ if ((vertFlag & VERTEX_SELECTED) != 0) {
+ FragColor = colorVertexSelect;
+ }
+ else if ((vertFlag & VERTEX_ACTIVE) != 0) {
+ FragColor = colorEditMeshActive;
+ }
+ else {
+ FragColor = colorVertex;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
new file mode 100644
index 00000000000..0cbc66a2b1f
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
@@ -0,0 +1,39 @@
+
+/* Draw Lattice Vertices */
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec3 pos;
+in int data;
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out int vertFlag;
+flat out int clipCase;
+
+/* See fragment shader */
+noperspective out vec4 eData1;
+flat out vec4 eData2;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+void main()
+{
+ clipCase = 0;
+
+ vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ /* only vertex position 0 is used */
+ eData1 = eData2 = vec4(1e10);
+ eData2.zw = proj(pPos);
+
+ vertFlag = data;
+
+ gl_PointSize = sizeVertex;
+ gl_Position = pPos;
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
new file mode 100644
index 00000000000..07b36079884
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
@@ -0,0 +1,19 @@
+
+flat in int isSelected;
+#ifdef VERTEX_FACING
+flat in float facing;
+#endif
+
+out vec4 FragColor;
+
+void main()
+{
+ if (isSelected != 0)
+ FragColor = colorFaceDot;
+ else
+ FragColor = colorWireEdit;
+
+#ifdef VERTEX_FACING
+ FragColor.a *= 1.0 - abs(facing) * 0.4;
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
new file mode 100644
index 00000000000..fa3934c4b77
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
@@ -0,0 +1,31 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 norAndFlag;
+
+flat out int isSelected;
+
+#ifdef VERTEX_FACING
+uniform mat4 ProjectionMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat3 NormalMatrix;
+
+flat out float facing;
+#endif
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ /* Bias Facedot Z position in clipspace. */
+ gl_Position.z -= 0.0002;
+ gl_PointSize = sizeFaceDot;
+ isSelected = int(norAndFlag.w);
+#ifdef VERTEX_FACING
+ vec3 view_normal = normalize(NormalMatrix * norAndFlag.xyz);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
+ ? normalize((ModelViewMatrix * vec4(pos, 1.0)).xyz)
+ : vec3(0.0, 0.0, 1.0);
+ facing = dot(view_vec, view_normal);
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
new file mode 100644
index 00000000000..23b794d9b8b
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
@@ -0,0 +1,29 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+flat in vec4 faceColor;
+flat in int faceActive;
+
+out vec4 FragColor;
+
+const vec4 stipple_matrix[4] = vec4[4](
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0)
+);
+
+void main()
+{
+ FragColor = faceColor;
+
+ if (faceActive == 1) {
+ int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
+ int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
+ FragColor *= stipple_matrix[x][y];
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
new file mode 100644
index 00000000000..3b9aa77306f
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in ivec4 data;
+
+flat out vec4 faceColor;
+flat out int faceActive;
+
+#define FACE_ACTIVE (1 << 2)
+#define FACE_SELECTED (1 << 3)
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ if ((data.x & FACE_ACTIVE) != 0) {
+ faceColor = colorEditMeshActive;
+ faceActive = 1;
+ }
+ else if ((data.x & FACE_SELECTED) != 0) {
+ faceColor = colorFaceSelect;
+ faceActive = 0;
+ }
+ else {
+ faceColor = colorFace;
+ faceActive = 0;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
new file mode 100644
index 00000000000..cf1051b70b3
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -0,0 +1,212 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+/* This is not perfect. Only a subset of intel gpus are affected.
+ * This fix have some performance impact.
+ * TODO Refine the range to only affect GPUs. */
+
+uniform float faceAlphaMod;
+
+flat in vec3 edgesCrease;
+flat in vec3 edgesBweight;
+flat in vec4 faceColor;
+flat in ivec3 flag;
+flat in int clipCase;
+#ifdef VERTEX_SELECTION
+in vec3 vertexColor;
+#endif
+#ifdef VERTEX_FACING
+in float facing;
+#endif
+
+/* We use a vec4[2] interface to pass edge data
+ * (without fragmenting memory accesses)
+ *
+ * There are 2 cases :
+ *
+ * - Simple case : geometry shader return edge distances
+ * in the first 2 components of the first vec4.
+ * This needs noperspective interpolation.
+ * The rest is filled with vertex screen positions.
+ * eData2[0] actually contain v2
+ * eData2[1] actually contain v1
+ * eData2[2] actually contain v0
+ *
+ * - Hard case : two 2d edge corner are described by each
+ * vec4 as origin and direction. This is constant over
+ * the triangle and use to detect the correct case. */
+
+noperspective in vec2 eData1;
+flat in vec2 eData2[3];
+
+out vec4 FragColor;
+
+#define EDGE_EXISTS (1 << 0)
+#define EDGE_ACTIVE (1 << 1)
+#define EDGE_SELECTED (1 << 2)
+#define EDGE_SEAM (1 << 3)
+#define EDGE_SHARP (1 << 4)
+/* Vertex flag is shifted and combined with the edge flag */
+#define VERTEX_ACTIVE (1 << (0 + 8))
+#define VERTEX_SELECTED (1 << (1 + 8))
+#define FACE_ACTIVE (1 << (2 + 8))
+
+/* Style Parameters in pixel */
+
+/* Array to retrieve vert/edge indices */
+const ivec3 clipEdgeIdx[6] = ivec3[6](
+ ivec3(1, 0, 2),
+ ivec3(2, 0, 1),
+ ivec3(2, 1, 0),
+ ivec3(2, 1, 0),
+ ivec3(2, 0, 1),
+ ivec3(1, 0, 2)
+);
+
+const ivec3 clipPointIdx[6] = ivec3[6](
+ ivec3(0, 1, 2),
+ ivec3(0, 2, 1),
+ ivec3(0, 2, 1),
+ ivec3(1, 2, 0),
+ ivec3(1, 2, 0),
+ ivec3(2, 1, 0)
+);
+
+const vec4 stipple_matrix[4] = vec4[4](
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0)
+);
+
+void colorDist(vec4 color, float dist)
+{
+ FragColor = (dist < 0) ? color : FragColor;
+}
+
+float distToEdge(vec2 o, vec2 dir)
+{
+ vec2 af = gl_FragCoord.xy - o;
+ float daf = dot(dir, af);
+ return sqrt(abs(dot(af, af) - daf * daf));
+}
+
+#ifdef ANTI_ALIASING
+void colorDistEdge(vec4 color, float dist)
+{
+ FragColor = mix(color, FragColor, clamp(dist, 0.0, 1.0));
+}
+#else
+#define colorDistEdge colorDist
+#endif
+
+void main()
+{
+ vec3 e, p;
+
+ /* Step 1 : Computing Distances */
+
+ if (clipCase == 0) {
+ e.xy = eData1;
+
+ /* computing missing distance */
+ vec2 dir = normalize(eData2[2] - eData2[1]);
+ e.z = distToEdge(eData2[2], dir);
+
+ p.x = distance(eData2[2], gl_FragCoord.xy);
+ p.y = distance(eData2[1], gl_FragCoord.xy);
+ p.z = distance(eData2[0], gl_FragCoord.xy);
+ }
+ else {
+ ivec3 eidxs = clipEdgeIdx[clipCase - 1];
+ ivec3 pidxs = clipPointIdx[clipCase - 1];
+
+ e[eidxs.x] = distToEdge(eData1, eData2[0]);
+ e[eidxs.y] = distToEdge(eData2[1], eData2[2]);
+
+ /* Three edges visible cases */
+ if (clipCase == 1 || clipCase == 2 || clipCase == 4) {
+ e[eidxs.z] = distToEdge(eData1, normalize(eData2[1] - eData1));
+ p[pidxs.y] = distance(eData2[1], gl_FragCoord.xy);
+ }
+ else {
+ e[eidxs.z] = 1e10; /* off screen */
+ p[pidxs.y] = 1e10; /* off screen */
+ }
+
+ p[pidxs.x] = distance(eData1, gl_FragCoord.xy);
+ p[pidxs.z] = 1e10; /* off screen */
+ }
+
+ /* Step 2 : coloring (order dependant) */
+
+ /* First */
+ FragColor = faceColor;
+
+ if ((flag[0] & FACE_ACTIVE) != 0) {
+ int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
+ int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
+ FragColor *= stipple_matrix[x][y];
+ }
+ else {
+ FragColor.a *= faceAlphaMod;
+ }
+
+ /* Edges */
+ for (int v = 0; v < 3; ++v) {
+ if ((flag[v] & EDGE_EXISTS) != 0) {
+ /* Outer large edge */
+ float largeEdge = e[v] - sizeEdge * 3.0;
+
+ vec4 large_edge_color = vec4(0.0);
+ large_edge_color = ((flag[v] & EDGE_SHARP) != 0) ? colorEdgeSharp : large_edge_color;
+ large_edge_color = (edgesCrease[v] > 0.0) ? vec4(colorEdgeCrease.rgb, edgesCrease[v]) : large_edge_color;
+ large_edge_color = (edgesBweight[v] > 0.0) ? vec4(colorEdgeBWeight.rgb, edgesBweight[v]) : large_edge_color;
+ large_edge_color = ((flag[v] & EDGE_SEAM) != 0) ? colorEdgeSeam : large_edge_color;
+
+ if (large_edge_color.a != 0.0) {
+ colorDistEdge(large_edge_color, largeEdge);
+ }
+
+ /* Inner thin edge */
+ float innerEdge = e[v] - sizeEdge;
+#ifdef ANTI_ALIASING
+ innerEdge += 0.125;
+#endif
+
+#ifdef VERTEX_SELECTION
+ colorDistEdge(vec4(vertexColor, 1.0), innerEdge);
+#else
+ vec4 inner_edge_color = colorWireEdit;
+ inner_edge_color = ((flag[v] & EDGE_SELECTED) != 0) ? colorEdgeSelect : inner_edge_color;
+ inner_edge_color = ((flag[v] & EDGE_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : inner_edge_color;
+
+ colorDistEdge(inner_edge_color, innerEdge);
+#endif
+ }
+ }
+
+ /* Points */
+#ifdef VERTEX_SELECTION
+ for (int v = 0; v < 3; ++v) {
+ float size = p[v] - sizeVertex;
+
+ vec4 point_color = colorVertex;
+ point_color = ((flag[v] & VERTEX_SELECTED) != 0) ? colorVertexSelect : point_color;
+ point_color = ((flag[v] & VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : point_color;
+
+ colorDist(point_color, size);
+ }
+#endif
+
+#ifdef VERTEX_FACING
+ FragColor.a *= 1.0 - abs(facing) * 0.4;
+#endif
+
+ /* don't write depth if not opaque */
+ if (FragColor.a == 0.0) discard;
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
new file mode 100644
index 00000000000..77bc8a25695
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
@@ -0,0 +1,154 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+layout(lines) in;
+layout(triangle_strip, max_vertices=6) out;
+
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec4 vPos[];
+in vec4 pPos[];
+in ivec4 vData[];
+#ifdef VERTEX_FACING
+in float vFacing[];
+#endif
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out vec3 edgesCrease;
+flat out vec3 edgesBweight;
+flat out vec4 faceColor;
+flat out ivec3 flag;
+flat out int clipCase;
+#ifdef VERTEX_SELECTION
+out vec3 vertexColor;
+#endif
+#ifdef VERTEX_FACING
+out float facing;
+#endif
+
+/* See fragment shader */
+noperspective out vec2 eData1;
+flat out vec2 eData2[3];
+
+#define VERTEX_ACTIVE (1 << 0)
+#define VERTEX_SELECTED (1 << 1)
+
+#define FACE_ACTIVE (1 << 2)
+#define FACE_SELECTED (1 << 3)
+
+/* Table 1. Triangle Projection Cases */
+const ivec4 clipPointsIdx[6] = ivec4[6](
+ ivec4(0, 1, 2, 2),
+ ivec4(0, 2, 1, 1),
+ ivec4(0, 0, 1, 2),
+ ivec4(1, 2, 0, 0),
+ ivec4(1, 1, 0, 2),
+ ivec4(2, 2, 0, 1)
+);
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], vec2 vpos, int v)
+{
+ /* endpoints of opposite edge */
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+ /* Edge normalized vector */
+ vec2 dir = normalize(e2 - e1);
+ /* perpendicular to dir */
+ vec2 orthogonal = vec2(-dir.y, dir.x);
+
+ return abs(dot(vpos - e1, orthogonal));
+}
+
+vec3 getVertexColor(int v)
+{
+ if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
+ return colorEdgeSelect.rgb;
+ else
+ return colorWireEdit.rgb;
+}
+
+void doVertex(int v, vec4 pos)
+{
+#ifdef VERTEX_SELECTION
+ vertexColor = getVertexColor(v);
+#endif
+
+#ifdef VERTEX_FACING
+ facing = vFacing[v];
+#endif
+
+ gl_Position = pos;
+
+ EmitVertex();
+}
+
+void main()
+{
+ clipCase = 0;
+
+ /* Face */
+ faceColor = vec4(0.0);
+
+ /* Proj Vertex */
+ vec2 pos[2] = vec2[2](proj(pPos[0]), proj(pPos[1]));
+
+ /* little optimization use a vec4 to vectorize
+ * following operations */
+ vec4 dirs1, dirs2;
+
+ /* Edge normalized vector */
+ dirs1.xy = normalize(pos[1] - pos[0]);
+
+ /* perpendicular to dir */
+ dirs1.zw = vec2(-dirs1.y, dirs1.x);
+
+ /* Make it view independent */
+ dirs1 *= sizeEdgeFix / viewportSize.xyxy;
+
+ dirs2 = dirs1;
+
+ /* Perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* vPos[i].z is negative and we don't want
+ * our fixvec to be flipped */
+ dirs1 *= -vPos[0].z;
+ dirs2 *= -vPos[1].z;
+ }
+
+ /* Edge / Vert data */
+ eData1 = vec2(1e10);
+ eData2[0] = vec2(1e10);
+ eData2[2] = pos[0];
+ eData2[1] = pos[1];
+ flag[0] = (vData[0].x << 8);
+ flag[1] = (vData[1].x << 8);
+ flag[2] = 0;
+
+ doVertex(0, pPos[0] + vec4(-dirs1.xy, 0.0, 0.0));
+ doVertex(0, pPos[0] + vec4( dirs1.zw, 0.0, 0.0));
+ doVertex(0, pPos[0] + vec4(-dirs1.zw, 0.0, 0.0));
+
+ flag[2] = vData[0].y | (vData[0].x << 8);
+ edgesCrease[2] = vData[0].z / 255.0;
+ edgesBweight[2] = vData[0].w / 255.0;
+
+ doVertex(1, pPos[1] + vec4( dirs2.zw, 0.0, 0.0));
+ doVertex(1, pPos[1] + vec4(-dirs2.zw, 0.0, 0.0));
+
+ flag[2] = 0;
+ doVertex(1, pPos[1] + vec4( dirs2.xy, 0.0, 0.0));
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
new file mode 100644
index 00000000000..d9c902697b6
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -0,0 +1,307 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+layout(triangles) in;
+
+/* This is not perfect. Only a subset of intel gpus are affected.
+ * This fix have some performance impact.
+ * TODO Refine the range to only affect GPUs. */
+
+#ifdef EDGE_FIX
+/* To fix the edge artifacts, we render
+ * an outline strip around the screenspace
+ * triangle. Order is important.
+ * TODO diagram
+ */
+
+#ifdef VERTEX_SELECTION
+layout(triangle_strip, max_vertices=23) out;
+#else
+layout(triangle_strip, max_vertices=17) out;
+#endif
+#else
+layout(triangle_strip, max_vertices=3) out;
+#endif
+
+uniform mat4 ProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec4 vPos[];
+in vec4 pPos[];
+in ivec4 vData[];
+#ifdef VERTEX_FACING
+in float vFacing[];
+#endif
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out vec3 edgesCrease;
+flat out vec3 edgesBweight;
+flat out vec4 faceColor;
+flat out ivec3 flag;
+flat out int clipCase;
+#ifdef VERTEX_SELECTION
+out vec3 vertexColor;
+#endif
+#ifdef VERTEX_FACING
+out float facing;
+#endif
+
+/* See fragment shader */
+noperspective out vec2 eData1;
+flat out vec2 eData2[3];
+
+#define VERTEX_ACTIVE (1 << 0)
+#define VERTEX_SELECTED (1 << 1)
+
+#define FACE_ACTIVE (1 << 2)
+#define FACE_SELECTED (1 << 3)
+
+/* Table 1. Triangle Projection Cases */
+const ivec4 clipPointsIdx[6] = ivec4[6](
+ ivec4(0, 1, 2, 2),
+ ivec4(0, 2, 1, 1),
+ ivec4(0, 0, 1, 2),
+ ivec4(1, 2, 0, 0),
+ ivec4(1, 1, 0, 2),
+ ivec4(2, 2, 0, 1)
+);
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+float dist(vec2 pos[3], vec2 vpos, int v)
+{
+ /* endpoints of opposite edge */
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
+ /* Edge normalized vector */
+ vec2 dir = normalize(e2 - e1);
+ /* perpendicular to dir */
+ vec2 orthogonal = vec2(-dir.y, dir.x);
+
+ return abs(dot(vpos - e1, orthogonal));
+}
+
+vec3 getVertexColor(int v)
+{
+ if ((vData[v].x & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0)
+ return colorEdgeSelect.rgb;
+ else
+ return colorWireEdit.rgb;
+}
+
+vec4 getClipData(vec2 pos[3], ivec2 vidx)
+{
+ vec2 A = pos[vidx.x];
+ vec2 Adir = normalize(A - pos[vidx.y]);
+
+ return vec4(A, Adir);
+}
+
+void doVertex(int v)
+{
+#ifdef VERTEX_SELECTION
+ vertexColor = getVertexColor(v);
+#endif
+
+#ifdef VERTEX_FACING
+ facing = vFacing[v];
+#endif
+
+ gl_Position = pPos[v];
+
+ EmitVertex();
+}
+
+void doLoopStrip(int v, vec3 offset)
+{
+ doVertex(v);
+
+ gl_Position.xyz += offset;
+
+ EmitVertex();
+}
+
+#ifdef ANTI_ALIASING
+#define Z_OFFSET 0.008
+#else
+#define Z_OFFSET 0.0
+#endif
+
+void main()
+{
+ /* First we detect which case we are in */
+ clipCase = 0;
+
+ /* if perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* See Table 1. Triangle Projection Cases */
+ clipCase += int(pPos[0].z / pPos[0].w < -1 || vPos[0].z > 0.0) * 4;
+ clipCase += int(pPos[1].z / pPos[1].w < -1 || vPos[1].z > 0.0) * 2;
+ clipCase += int(pPos[2].z / pPos[2].w < -1 || vPos[2].z > 0.0) * 1;
+ }
+
+ /* If triangle is behind nearplane, early out */
+ if (clipCase == 7)
+ return;
+
+ /* Edge */
+ ivec3 eflag; vec3 ecrease, ebweight;
+ for (int v = 0; v < 3; ++v) {
+ flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
+ edgesCrease[v] = ecrease[v] = vData[v].z / 255.0;
+ edgesBweight[v] = ebweight[v] = vData[v].w / 255.0;
+ }
+
+ /* Face */
+ if ((vData[0].x & FACE_ACTIVE) != 0)
+ faceColor = colorEditMeshActive;
+ else if ((vData[0].x & FACE_SELECTED) != 0)
+ faceColor = colorFaceSelect;
+ else
+ faceColor = colorFace;
+
+ /* Vertex */
+ vec2 pos[3] = vec2[3](proj(pPos[0]), proj(pPos[1]), proj(pPos[2]));
+
+ /* Simple case : compute edge distances in geometry shader */
+ if (clipCase == 0) {
+
+ /* Packing screen positions and 2 distances */
+ eData2[0] = pos[2];
+ eData2[1] = pos[1];
+ eData2[2] = pos[0];
+
+ /* Only pass the first 2 distances */
+ for (int v = 0; v < 2; ++v) {
+ eData1[v] = dist(pos, pos[v], v);
+ doVertex(v);
+ eData1[v] = 0.0;
+ }
+
+ /* and the last vertex */
+ doVertex(2);
+
+#ifdef EDGE_FIX
+ vec2 fixvec[6];
+ vec2 fixvecaf[6];
+ vec2 cornervec[3];
+
+ /* This fix the case when 2 vertices are perfectly aligned
+ * and corner vectors have nowhere to go.
+ * ie: length(cornervec[i]) == 0 */
+ const float epsilon = 1e-2; /* in pixel so not that much */
+ const vec2 bias[3] = vec2[3](
+ vec2( epsilon, epsilon),
+ vec2(-epsilon, epsilon),
+ vec2( 0.0, -epsilon)
+ );
+
+ for (int i = 0; i < 3; ++i) {
+ int i1 = (i + 1) % 3;
+ int i2 = (i + 2) % 3;
+
+ vec2 v1 = pos[i] + bias[i];
+ vec2 v2 = pos[i1] + bias[i1];
+ vec2 v3 = pos[i2] + bias[i2];
+
+ /* Edge normalized vector */
+ vec2 dir = normalize(v2 - v1);
+ vec2 dir2 = normalize(v3 - v1);
+
+ cornervec[i] = -normalize(dir + dir2);
+
+ /* perpendicular to dir */
+ vec2 perp = vec2(-dir.y, dir.x);
+
+ /* Backface case */
+ if (dot(perp, dir2) > 0) {
+ perp = -perp;
+ }
+
+ /* Make it view independent */
+ perp *= sizeEdgeFix / viewportSize;
+ cornervec[i] *= sizeEdgeFix / viewportSize;
+ fixvec[i] = fixvecaf[i] = perp;
+
+ /* Perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ /* vPos[i].z is negative and we don't want
+ * our fixvec to be flipped */
+ fixvec[i] *= -vPos[i].z;
+ fixvecaf[i] *= -vPos[i1].z;
+ cornervec[i] *= -vPos[i].z;
+ }
+ }
+
+ /* to not let face color bleed */
+ faceColor.a = 0.0;
+
+ /* we don't want other edges : make them far */
+ eData1 = vec2(1e10);
+ eData2[0] = vec2(1e10);
+
+ /* Start with the same last vertex to create a
+ * degenerate triangle in order to "create"
+ * a new triangle strip */
+ for (int i = 2; i < 5; ++i) {
+ int vbe = (i - 1) % 3;
+ int vaf = (i + 1) % 3;
+ int v = i % 3;
+
+ /* Position of the "hidden" third vertex */
+ eData2[0] = pos[vbe];
+ doLoopStrip(v, vec3(fixvec[v], Z_OFFSET));
+
+ /* Now one triangle only shade one edge
+ * so we use the edge distance calculated
+ * in the fragment shader, the third edge;
+ * we do this because we need flat interp to
+ * draw a continuous triangle strip */
+ eData2[1] = pos[vaf];
+ eData2[2] = pos[v];
+ flag[0] = (vData[v].x << 8);
+ flag[1] = (vData[vaf].x << 8);
+ flag[2] = eflag[vbe];
+ edgesCrease[2] = ecrease[vbe];
+ edgesBweight[2] = ebweight[vbe];
+
+ doLoopStrip(vaf, vec3(fixvecaf[v], Z_OFFSET));
+
+ /* corner vertices should not draw edges but draw point only */
+ flag[2] = (vData[vbe].x << 8);
+#ifdef VERTEX_SELECTION
+ doLoopStrip(vaf, vec3(cornervec[vaf], Z_OFFSET));
+#endif
+ }
+
+ /* finish the loop strip */
+ doLoopStrip(2, vec3(fixvec[2], Z_OFFSET));
+#endif
+ }
+ /* Harder case : compute visible edges vectors */
+ else {
+ ivec4 vindices = clipPointsIdx[clipCase - 1];
+
+ vec4 tmp;
+ tmp = getClipData(pos, vindices.xz);
+ eData1 = tmp.xy;
+ eData2[0] = tmp.zw;
+ tmp = getClipData(pos, vindices.yw);
+ eData2[1] = tmp.xy;
+ eData2[2] = tmp.zw;
+
+ for (int v = 0; v < 3; ++v)
+ doVertex(v);
+ }
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
new file mode 100644
index 00000000000..53e5b09cb70
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
@@ -0,0 +1,61 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 viewportSize;
+
+in vec3 pos;
+in ivec4 data;
+
+/* these are the same for all vertices
+ * and does not need interpolation */
+flat out vec3 edgesCrease;
+flat out vec3 edgesBweight;
+flat out vec4 faceColor;
+flat out ivec3 flag;
+flat out int clipCase;
+#ifdef VERTEX_SELECTION
+out vec3 vertexColor;
+#endif
+
+/* See fragment shader */
+noperspective out vec2 eData1;
+flat out vec2 eData2[3];
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+}
+
+void main()
+{
+ clipCase = 0;
+ edgesCrease = vec3(0.0);
+ edgesBweight = vec3(0.0);
+
+ vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ /* there is no face */
+ faceColor = vec4(0.0);
+
+#ifdef VERTEX_SELECTION
+ vertexColor = vec3(0.0);
+#endif
+
+ /* only vertex position 0 is used */
+ eData1 = vec2(1e10);
+ eData2[0] = vec2(1e10);
+ eData2[1] = vec2(1e10);
+ eData2[2] = proj(pPos);
+
+ flag[0] = (data.x << 8);
+ flag[1] = flag[2] = 0;
+
+ gl_PointSize = sizeEdgeFix;
+ gl_Position = pPos;
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
new file mode 100644
index 00000000000..8f94a105332
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
@@ -0,0 +1,22 @@
+
+out vec4 FragColor;
+
+uniform sampler2D wireColor;
+uniform sampler2D wireDepth;
+uniform sampler2D sceneDepth;
+uniform float alpha;
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float wire_depth = texelFetch(wireDepth, uv, 0).r;
+ float scene_depth = texelFetch(sceneDepth, uv, 0).r;
+ vec4 wire_color = texelFetch(wireColor, uv, 0).rgba;
+
+ FragColor = wire_color;
+
+ /* Modulate alpha if occluded */
+ if (wire_depth > scene_depth) {
+ FragColor.a *= alpha;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
new file mode 100644
index 00000000000..8ebfa4376f0
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -0,0 +1,38 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in ivec4 data;
+
+out vec4 vPos;
+out vec4 pPos;
+out ivec4 vData;
+
+#ifdef VERTEX_FACING
+uniform mat4 ProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+in vec3 vnor;
+out float vFacing;
+#endif
+
+void main()
+{
+ vPos = ModelViewMatrix * vec4(pos, 1.0);
+ pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vData = data;
+#ifdef VERTEX_FACING
+ vec3 view_normal = normalize(NormalMatrix * vnor);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
+ ? normalize(vPos.xyz)
+ : vec3(0.0, 0.0, 1.0);
+ vFacing = dot(view_vec, view_normal);
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/edit_normals_geom.glsl b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
new file mode 100644
index 00000000000..d17823f2f5a
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
@@ -0,0 +1,15 @@
+
+layout(points) in;
+layout(line_strip, max_vertices=2) out;
+
+flat in vec4 v1[1];
+flat in vec4 v2[1];
+
+void main()
+{
+ gl_Position = v1[0];
+ EmitVertex();
+ gl_Position = v2[0];
+ EmitVertex();
+ EndPrimitive();
+}
diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
new file mode 100644
index 00000000000..3ce7e618511
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
@@ -0,0 +1,30 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+uniform mat4 ProjectionMatrix;
+uniform float normalSize;
+
+in vec3 pos;
+
+#ifdef LOOP_NORMALS
+in vec3 lnor;
+#define nor lnor
+
+#elif defined(FACE_NORMALS)
+in vec4 norAndFlag;
+#define nor norAndFlag.xyz
+#else
+
+in vec3 vnor;
+#define nor vnor
+#endif
+
+flat out vec4 v1;
+flat out vec4 v2;
+
+void main()
+{
+ v1 = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 n = normalize(NormalMatrix * nor); /* viewspace */
+ v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
+}
diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
new file mode 100644
index 00000000000..eab107354d1
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
@@ -0,0 +1,21 @@
+
+flat in vec4 finalColor;
+
+#ifndef USE_WIRE
+in vec2 texCoord_interp;
+#endif
+
+out vec4 fragColor;
+
+#ifndef USE_WIRE
+uniform sampler2D image;
+#endif
+
+void main()
+{
+#ifdef USE_WIRE
+ fragColor = finalColor;
+#else
+ fragColor = finalColor * texture(image, texCoord_interp);
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
new file mode 100644
index 00000000000..c629fdcb7ef
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
@@ -0,0 +1,38 @@
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec2 aspect;
+
+/* ---- Instanciated Attribs ---- */
+in vec2 texCoord;
+in vec2 pos;
+/* ---- Per instance Attribs ---- */
+in mat4 InstanceModelMatrix;
+
+#ifdef USE_WIRE
+in vec3 color;
+#else
+in vec4 objectColor;
+#endif
+
+in float size;
+in vec2 offset;
+
+flat out vec4 finalColor;
+
+#ifndef USE_WIRE
+out vec2 texCoord_interp;
+#endif
+
+void main()
+{
+ gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(
+ (pos[0] + offset[0]) * (size * aspect[0]),
+ (pos[1] + offset[1]) * (size * aspect[1]),
+ 0.0, 1.0);
+#ifdef USE_WIRE
+ finalColor = vec4(color, 1.0);
+#else
+ texCoord_interp = texCoord;
+ finalColor = objectColor;
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
new file mode 100644
index 00000000000..2b04bb0d855
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -0,0 +1,227 @@
+
+/* Infinite grid
+ * Clément Foucault */
+
+out vec4 FragColor;
+
+uniform mat4 ProjectionMatrix;
+uniform vec3 cameraPos;
+uniform vec3 planeNormal;
+uniform vec3 planeAxes;
+uniform vec3 eye;
+uniform vec4 gridSettings;
+uniform vec2 viewportSize;
+uniform vec4 screenvecs[3];
+uniform float gridOneOverLogSubdiv;
+uniform sampler2D depthBuffer;
+
+#define gridDistance gridSettings.x
+#define gridResolution gridSettings.y
+#define gridScale gridSettings.z
+#define gridSubdiv gridSettings.w
+
+uniform int gridFlag;
+
+#define AXIS_X (1 << 0)
+#define AXIS_Y (1 << 1)
+#define AXIS_Z (1 << 2)
+#define GRID (1 << 3)
+#define PLANE_XY (1 << 4)
+#define PLANE_XZ (1 << 5)
+#define PLANE_YZ (1 << 6)
+#define GRID_BACK (1 << 9) /* grid is behind objects */
+
+#define GRID_LINE_SMOOTH 1.15
+
+float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
+{
+ float half_size = grid_size / 2.0;
+ /* triangular wave pattern, amplitude is [0, half_size] */
+ vec2 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
+ /* modulate by the absolute rate of change of the coordinates
+ * (make lines have the same width under perspective) */
+ grid_domain /= fwidthCos;
+
+ /* collapse waves and normalize */
+ grid_domain.x = min(grid_domain.x, grid_domain.y) / half_size;
+
+ return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, grid_domain.x * 0.5);
+}
+
+vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
+{
+ vec3 axes_domain = abs(co);
+ /* modulate by the absolute rate of change of the coordinates
+ * (make line have the same width under perspective) */
+ axes_domain /= fwidthCos;
+
+ return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH, axes_domain - line_size);
+}
+
+vec3 get_floor_pos(vec2 uv, out vec3 wPos)
+{
+ vec3 camera_vec, camera_pos, corner_pos;
+ vec3 floored_pos = planeAxes * floor(screenvecs[2].xyz);
+ corner_pos = screenvecs[2].xyz - floored_pos;
+
+ vec3 pixel_pos = corner_pos + uv.x * screenvecs[0].xyz + uv.y * screenvecs[1].xyz;
+
+ /* if perspective */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ camera_pos = cameraPos - floored_pos;
+ camera_vec = normalize(pixel_pos - camera_pos);
+ }
+ else {
+ camera_pos = pixel_pos;
+ camera_vec = normalize(eye);
+ }
+
+ float plane_normal_dot_camera_vec = dot(planeNormal, camera_vec);
+ float p = -dot(planeNormal, camera_pos);
+ if (plane_normal_dot_camera_vec != 0) {
+ p /= plane_normal_dot_camera_vec;
+ }
+ vec3 plane = camera_pos + camera_vec * p;
+
+ /* fix residual imprecision */
+ plane *= planeAxes;
+
+ /* Recover non-offseted world position */
+ wPos = plane + floored_pos;
+
+ return plane;
+}
+
+void main()
+{
+ vec2 sPos = gl_FragCoord.xy / viewportSize; /* Screen [0,1] position */
+
+ /* To reduce artifacts, use a local version of the positions
+ * to compute derivatives since they are not position dependant.
+ * This gets rid of the blocky artifacts. Unfortunately we still
+ * need the world position for the grid to scale properly from the origin. */
+ vec3 gPos, wPos; /* Grid pos., World pos. */
+ gPos = get_floor_pos(sPos, wPos);
+
+ vec3 fwidthPos = fwidth(gPos);
+
+ float dist, fade;
+ /* if persp */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ vec3 viewvec = cameraPos - wPos;
+ dist = length(viewvec);
+ viewvec /= dist;
+
+ float angle;
+ if ((gridFlag & PLANE_XZ) > 0)
+ angle = viewvec.y;
+ else if ((gridFlag & PLANE_YZ) > 0)
+ angle = viewvec.x;
+ else
+ angle = viewvec.z;
+
+ angle = 1.0 - abs(angle);
+ angle *= angle;
+ fade = 1.0 - angle * angle;
+ fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
+ }
+ else {
+ dist = abs(gl_FragCoord.z * 2.0 - 1.0);
+ fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
+ dist = 1.0; /* avoid branch after */
+
+ if ((gridFlag & PLANE_XY) > 0) {
+ float angle = 1.0 - abs(eye.z);
+ dist = 1.0 + angle * 2.0;
+ angle *= angle;
+ fade *= 1.0 - angle * angle;
+ }
+ }
+
+ if ((gridFlag & GRID) > 0) {
+ float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv;
+
+ float blend = fract(-max(grid_res, 0.0));
+ float lvl = floor(grid_res);
+
+ /* from biggest to smallest */
+ float scaleA = gridScale * pow(gridSubdiv, max(lvl - 1.0, 0.0));
+ float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
+ float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
+
+ vec2 grid_pos, grid_fwidth;
+ if ((gridFlag & PLANE_XZ) > 0) {
+ grid_pos = wPos.xz;
+ grid_fwidth = fwidthPos.xz;
+ }
+ else if ((gridFlag & PLANE_YZ) > 0) {
+ grid_pos = wPos.yz;
+ grid_fwidth = fwidthPos.yz;
+ }
+ else {
+ grid_pos = wPos.xy;
+ grid_fwidth = fwidthPos.xy;
+ }
+
+ float gridA = get_grid(grid_pos, grid_fwidth, scaleA);
+ float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
+ float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
+
+ FragColor = vec4(colorGrid.rgb, gridA * blend);
+ FragColor = mix(FragColor, vec4(mix(colorGrid.rgb, colorGridEmphasise.rgb, blend), 1.0), gridB);
+ FragColor = mix(FragColor, vec4(colorGridEmphasise.rgb, 1.0), gridC);
+ }
+ else {
+ FragColor = vec4(colorGrid.rgb, 0.0);
+ }
+
+ if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) > 0) {
+ /* Setup axes 'domains' */
+ vec3 axes_dist, axes_fwidth;
+
+ if ((gridFlag & AXIS_X) > 0) {
+ axes_dist.x = dot(wPos.yz, planeAxes.yz);
+ axes_fwidth.x = dot(fwidthPos.yz, planeAxes.yz);
+ }
+ if ((gridFlag & AXIS_Y) > 0) {
+ axes_dist.y = dot(wPos.xz, planeAxes.xz);
+ axes_fwidth.y = dot(fwidthPos.xz, planeAxes.xz);
+ }
+ if ((gridFlag & AXIS_Z) > 0) {
+ axes_dist.z = dot(wPos.xy, planeAxes.xy);
+ axes_fwidth.z = dot(fwidthPos.xy, planeAxes.xy);
+ }
+
+ /* Computing all axes at once using vec3 */
+ vec3 axes = get_axes(axes_dist, axes_fwidth, 0.1);
+
+ if ((gridFlag & AXIS_X) > 0) {
+ FragColor = mix(FragColor, colorGridAxisX, axes.x);
+ }
+ if ((gridFlag & AXIS_Y) > 0) {
+ FragColor = mix(FragColor, colorGridAxisY, axes.y);
+ }
+ if ((gridFlag & AXIS_Z) > 0) {
+ FragColor = mix(FragColor, colorGridAxisZ, axes.z);
+ }
+ }
+
+ float scene_depth = texture(depthBuffer, sPos).r;
+ if ((gridFlag & GRID_BACK) > 0) {
+ fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
+ }
+ else {
+ /* Manual, non hard, depth test:
+ * Progressively fade the grid below occluders
+ * (avoids poping visuals due to depth buffer precision) */
+ /* Add a small bias so the grid will always
+ * be on top of a mesh with the same depth. */
+ float grid_depth = gl_FragCoord.z - 1e-8;
+ /* Harder settings tend to flicker more,
+ * but have less "see through" appearance. */
+ const float test_hardness = 1e4;
+ fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
+ }
+
+ FragColor.a *= fade;
+}
diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/modes/shaders/object_grid_vert.glsl
new file mode 100644
index 00000000000..3f99d8b5d0a
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_grid_vert.glsl
@@ -0,0 +1,63 @@
+
+/* Infinite grid
+ * Clément Foucault */
+
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+uniform vec3 cameraPos;
+uniform vec4 gridSettings;
+
+#define gridDistance gridSettings.x
+#define gridResolution gridSettings.y
+#define gridScale gridSettings.z
+#define gridSubdiv gridSettings.w
+
+uniform int gridFlag;
+
+#define PLANE_XY (1 << 4)
+#define PLANE_XZ (1 << 5)
+#define PLANE_YZ (1 << 6)
+#define CLIP_Z_POS (1 << 7)
+#define CLIP_Z_NEG (1 << 8)
+
+in vec3 pos;
+
+void main()
+{
+ vec3 vert_pos, proj_camera_pos;
+
+ /* Project camera pos to the needed plane */
+ if ((gridFlag & PLANE_XY) > 0) {
+ vert_pos = vec3(pos.x, pos.y, 0.0);
+ proj_camera_pos = vec3(cameraPos.x, cameraPos.y, 0.0);
+ }
+ else if ((gridFlag & PLANE_XZ) > 0) {
+ vert_pos = vec3(pos.x, 0.0, pos.y);
+ proj_camera_pos = vec3(cameraPos.x, 0.0, cameraPos.z);
+ }
+ else {
+ vert_pos = vec3(0.0, pos.x, pos.y);
+ proj_camera_pos = vec3(0.0, cameraPos.y, cameraPos.z);
+ }
+
+ /* if persp */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ vert_pos *= gridDistance * 2.0;
+ }
+ else {
+ float viewdist = 1.0 / min(abs(ProjectionMatrix[0][0]), abs(ProjectionMatrix[1][1]));
+ vert_pos *= viewdist * gridDistance * 2.0;
+ }
+
+ vec3 realPos = proj_camera_pos + vert_pos;
+
+ /* Used for additional Z axis */
+ if ((gridFlag & CLIP_Z_POS) > 0) {
+ realPos.z = max(realPos.z, 0.0);
+ }
+ if ((gridFlag & CLIP_Z_NEG) > 0) {
+ realPos.z = min(-realPos.z, 0.0);
+ }
+
+ gl_Position = ViewProjectionMatrix * vec4(realPos, 1.0);
+}
diff --git a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
new file mode 100644
index 00000000000..d9616076dbf
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
@@ -0,0 +1,35 @@
+
+in vec3 pos;
+in vec3 nor;
+
+uniform mat4 ViewProjectionMatrix;
+
+uniform float sphere_size;
+uniform ivec3 grid_resolution;
+uniform vec3 corner;
+uniform vec3 increment_x;
+uniform vec3 increment_y;
+uniform vec3 increment_z;
+
+uniform int call_id; /* we don't want the builtin callId which would be 0. */
+uniform int baseId;
+
+flat out uint finalId;
+
+void main()
+{
+ vec3 ls_cell_location;
+ /* Keep in sync with update_irradiance_probe */
+ ls_cell_location.z = float(gl_InstanceID % grid_resolution.z);
+ ls_cell_location.y = float((gl_InstanceID / grid_resolution.z) % grid_resolution.y);
+ ls_cell_location.x = float(gl_InstanceID / (grid_resolution.z * grid_resolution.y));
+
+ vec3 ws_cell_location = corner +
+ (increment_x * ls_cell_location.x +
+ increment_y * ls_cell_location.y +
+ increment_z * ls_cell_location.z);
+
+ gl_Position = ViewProjectionMatrix * vec4(pos * 0.02 * sphere_size + ws_cell_location, 1.0);
+
+ finalId = uint(baseId + call_id);
+}
diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
new file mode 100644
index 00000000000..baa3ecb804c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
@@ -0,0 +1,34 @@
+
+/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view,
+ * and scales the shape according to per-instance attributes
+ * Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
+
+
+uniform mat4 ViewProjectionMatrix;
+uniform vec3 screen_vecs[2];
+
+/* ---- Instanciated Attribs ---- */
+in vec2 pos;
+
+/* ---- Per instance Attribs ---- */
+in mat3x4 ScaleTranslationMatrix;
+in float radius;
+in vec3 color;
+
+flat out vec4 finalColor;
+
+void main()
+{
+ mat3 Scamat = mat3(ScaleTranslationMatrix);
+ vec4 world_pos = vec4(
+ ScaleTranslationMatrix[0][3],
+ ScaleTranslationMatrix[1][3],
+ ScaleTranslationMatrix[2][3],
+ 1.0);
+
+ vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
+ world_pos.xyz += Scamat * (screen_pos * radius);
+
+ gl_Position = ViewProjectionMatrix * world_pos;
+ finalColor = vec4(color, 1.0);
+}
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
new file mode 100644
index 00000000000..45bbdb18340
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -0,0 +1,82 @@
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform usampler2D outlineId;
+uniform sampler2D outlineDepth;
+uniform sampler2D sceneDepth;
+
+uniform int idOffsets[3];
+
+uniform float alphaOcclu;
+uniform vec2 viewportSize;
+
+vec4 convert_id_to_color(int id)
+{
+ if (id == 0) {
+ return vec4(0.0);
+ }
+ if (id < idOffsets[1]) {
+ return colorActive;
+ }
+ else if (id < idOffsets[2]) {
+ return colorSelect;
+ }
+ else {
+ return colorTransform;
+ }
+}
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+#ifdef GL_ARB_texture_gather
+ vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
+ vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
+
+ /* Samples order is CW starting from top left. */
+ uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
+ uvec4 tmp2 = textureGather(outlineId, uv);
+
+ uint ref_id = tmp1.y;
+ uvec4 id = uvec4(tmp1.xz, tmp2.xz);
+#else
+ uvec4 id;
+ uint ref_id = texelFetch(outlineId, texel, 0).r;
+ id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
+ id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
+ id.z = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
+ id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
+#endif
+
+ bool outline = any(notEqual(id, uvec4(ref_id)));
+
+ ivec2 depth_texel = texel;
+ /* If texel is an outline but has no valid id ...
+ * replace id and depth texel by a valid one.
+ * This keeps the outline thickness consistent everywhere. */
+ if (ref_id == 0u && outline) {
+ depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
+ depth_texel = (id.y != 0u) ? texel + ivec2( 0, -1) : depth_texel;
+ depth_texel = (id.z != 0u) ? texel + ivec2( 0, 1) : depth_texel;
+ depth_texel = (id.w != 0u) ? texel + ivec2( 1, 0) : depth_texel;
+
+ ref_id = (id.x != 0u) ? id.x : ref_id;
+ ref_id = (id.y != 0u) ? id.y : ref_id;
+ ref_id = (id.z != 0u) ? id.z : ref_id;
+ ref_id = (id.w != 0u) ? id.w : ref_id;
+ }
+
+ float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
+ float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
+
+ /* Avoid bad cases of zfighting for occlusion only. */
+ const float epsilon = 3.0 / 8388608.0;
+ bool occluded = (ref_depth > scene_depth + epsilon);
+
+ FragColor = convert_id_to_color(int(ref_id));
+ FragColor.a *= (occluded) ? alphaOcclu : 1.0;
+ FragColor.a = (outline) ? FragColor.a : 0.0;
+}
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
new file mode 100644
index 00000000000..7e288cde236
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
@@ -0,0 +1,37 @@
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform sampler2D outlineColor;
+
+uniform float alpha;
+uniform bool doExpand;
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ FragColor = texelFetch(outlineColor, uv, 0).rgba;
+
+ vec4 color[4];
+ color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
+ color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
+ color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
+ color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
+
+ vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
+
+ vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
+ bvec4 btests = equal(tests, vec4(1.0));
+
+ if (FragColor.a != 0.0) {
+ return;
+ }
+
+ FragColor = (btests.x) ? color[0] : FragColor;
+ FragColor = (btests.y) ? color[1] : FragColor;
+ FragColor = (btests.z) ? color[2] : FragColor;
+ FragColor = (btests.w) ? color[3] : FragColor;
+
+ FragColor.a *= (!doExpand) ? 0.0 : 1.0;
+}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
new file mode 100644
index 00000000000..776adb787ad
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
@@ -0,0 +1,10 @@
+uniform int callId;
+uniform int baseId;
+
+/* using uint because 16bit uint can contain more ids than int. */
+out uint outId;
+
+void main()
+{
+ outId = uint(baseId + callId);
+}
diff --git a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl b/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
new file mode 100644
index 00000000000..964ebe72e81
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
@@ -0,0 +1,27 @@
+
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform sampler2D outlineBluredColor;
+uniform vec2 rcpDimensions;
+
+void main()
+{
+#ifdef USE_FXAA
+ float aa_alpha = FxaaPixelShader(
+ uvcoordsvar.st,
+ outlineBluredColor,
+ rcpDimensions,
+ 1.0,
+ 0.166,
+ 0.0833
+ ).r;
+#endif
+
+ FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
+
+#ifdef USE_FXAA
+ FragColor.a = aa_alpha;
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
new file mode 100644
index 00000000000..e8bf7884701
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
@@ -0,0 +1,52 @@
+
+uniform vec3 color;
+uniform vec3 outlineColor;
+uniform sampler1D ramp;
+
+in vec4 radii;
+flat in float finalVal;
+
+out vec4 fragColor;
+
+void main() {
+ float dist = length(gl_PointCoord - vec2(0.5));
+
+// transparent outside of point
+// --- 0 ---
+// smooth transition
+// --- 1 ---
+// pure outline color
+// --- 2 ---
+// smooth transition
+// --- 3 ---
+// pure point color
+// ...
+// dist = 0 at center of point
+
+ float midStroke = 0.5 * (radii[1] + radii[2]);
+
+ if (dist > midStroke) {
+ if (finalVal < 0.0) {
+ fragColor.rgb = outlineColor;
+ }
+ else {
+ fragColor.rgb = texture(ramp, finalVal).rgb;
+ }
+
+ fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist));
+ }
+ else {
+ if (finalVal < 0.0) {
+ fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
+ }
+ else {
+ fragColor.rgb = texture(ramp, finalVal).rgb;
+ }
+
+ fragColor.a = 1.0;
+ }
+
+ if (fragColor.a == 0.0) {
+ discard;
+ }
+}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
new file mode 100644
index 00000000000..6dfc212a776
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
@@ -0,0 +1,35 @@
+
+uniform mat4 ModelViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform float pixel_size;
+uniform float size;
+
+in vec3 pos;
+in float val;
+
+out vec4 radii;
+flat out float finalVal;
+
+void main() {
+ gl_Position = ModelViewMatrix * vec4(pos, 1.0);
+
+ float psize = (ProjectionMatrix[3][3] == 0.0) ? (size / (-gl_Position.z * pixel_size)) : (size / pixel_size);
+
+ gl_PointSize = psize;
+
+ // calculate concentric radii in pixels
+ float radius = 0.5 * psize;
+
+ // start at the outside and progress toward the center
+ radii[0] = radius;
+ radii[1] = radius - 1.0;
+ radii[2] = radius - 1.0;
+ radii[3] = radius - 2.0;
+
+ // convert to PointCoord units
+ radii /= psize;
+
+ gl_Position = ProjectionMatrix * gl_Position;
+
+ finalVal = val;
+}
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
new file mode 100644
index 00000000000..54ae319307a
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
@@ -0,0 +1,56 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ViewProjectionMatrix;
+uniform mat4 ModelViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform int screen_space;
+uniform float draw_size;
+uniform vec3 color;
+uniform sampler1D ramp;
+
+in vec3 pos;
+in vec4 rot;
+in float val;
+in vec3 inst_pos;
+in int axis;
+
+flat out vec4 finalColor;
+
+vec3 rotate(vec3 vec, vec4 quat)
+{
+ /* The quaternion representation here stores the w component in the first index */
+ return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
+}
+
+void main()
+{
+ if (screen_space == 1) {
+ gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0);
+ gl_Position = ProjectionMatrix * gl_Position;
+ }
+ else {
+ float size = draw_size;
+
+ if (axis > -1) {
+ size *= 2;
+ }
+
+ gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0);
+ }
+
+#ifdef USE_AXIS
+ if (axis == 0)
+ finalColor = vec4(1.0, 0.0, 0.0, 1.0);
+ else if (axis == 1)
+ finalColor = vec4(0.0, 1.0, 0.0, 1.0);
+ else
+ finalColor = vec4(0.0, 0.0, 1.0, 1.0);
+#else
+ if (val < 0.0) {
+ finalColor = vec4(color, 1.0);
+ }
+ else {
+ finalColor = vec4(texture(ramp, val).rgb, 1.0);
+ }
+#endif
+}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
new file mode 100644
index 00000000000..5b0ad7863d1
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
@@ -0,0 +1,10 @@
+uniform vec3 color_towards = vec3(0.0, 0.0, 1.0);
+uniform vec3 color_outwards = vec3(1.0, 0.0, 0.0);
+
+out vec4 fragColor;
+
+
+void main()
+{
+ fragColor = vec4(gl_FrontFacing ? color_towards: color_outwards, 0.7);
+}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
new file mode 100644
index 00000000000..d8a72f28eee
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
@@ -0,0 +1,7 @@
+uniform mat4 ModelViewProjectionMatrix;
+in vec3 pos;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
new file mode 100644
index 00000000000..18c58a54dca
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -0,0 +1,11 @@
+
+in vec2 uv_interp;
+out vec4 fragColor;
+
+uniform sampler2D image;
+
+
+void main()
+{
+ fragColor = texture(image, uv_interp);
+}
diff --git a/source/blender/draw/modes/shaders/paint_texture_vert.glsl b/source/blender/draw/modes/shaders/paint_texture_vert.glsl
new file mode 100644
index 00000000000..4ce12e048fa
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_texture_vert.glsl
@@ -0,0 +1,15 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec2 uv;
+in vec3 pos;
+
+out vec2 uv_interp;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ uv_interp = uv;
+
+}
diff --git a/source/blender/draw/modes/shaders/paint_vert_frag.glsl b/source/blender/draw/modes/shaders/paint_vert_frag.glsl
new file mode 100644
index 00000000000..c22e1c04b96
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_vert_frag.glsl
@@ -0,0 +1,26 @@
+
+flat in int finalFlag;
+out vec4 fragColor;
+
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_HIDE (1 << 4)
+
+void main()
+{
+ if (bool(finalFlag & VERTEX_HIDE)) {
+ discard;
+ }
+
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+ const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
+ const vec4 colUnsel = vec4(0.5, 0.5, 0.5, 1.0);
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared) {
+ discard;
+ }
+
+ fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colUnsel;
+}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
new file mode 100644
index 00000000000..5a00fec9c43
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
@@ -0,0 +1,17 @@
+
+in vec3 finalColor;
+
+out vec4 fragColor;
+
+vec3 linear_to_srgb_attrib(vec3 c) {
+ c = max(c, vec3(0.0));
+ vec3 c1 = c * 12.92;
+ vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
+ return mix(c1, c2, step(vec3(0.0031308), c));
+}
+
+void main()
+{
+ fragColor.rgb = linear_to_srgb_attrib(finalColor);
+ fragColor.a = 1.0;
+}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
new file mode 100644
index 00000000000..178f77c6b9c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
@@ -0,0 +1,21 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec3 color;
+
+out vec3 finalColor;
+
+vec3 srgb_to_linear_attrib(vec3 c) {
+ c = max(c, vec3(0.0));
+ vec3 c1 = c * (1.0 / 12.92);
+ vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
+ return mix(c1, c2, step(vec3(0.04045), c));
+}
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ finalColor = srgb_to_linear_attrib(color);
+}
diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
new file mode 100644
index 00000000000..e4214a4c6d1
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
@@ -0,0 +1,24 @@
+
+flat in int finalFlag;
+out vec4 fragColor;
+
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_HIDE (1 << 4)
+
+void main()
+{
+ if (bool(finalFlag & VERTEX_HIDE)) {
+ discard;
+ }
+
+#ifdef VERTEX_MODE
+ vec4 colSel = colorEdgeSelect;
+ colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0);
+#else
+ const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
+#endif
+
+ const vec4 colUnsel = vec4(0.5, 0.5, 0.5, 1.0);
+
+ fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colUnsel;
+}
diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl
new file mode 100644
index 00000000000..6a800e56d94
--- /dev/null
+++ b/source/blender/draw/modes/shaders/paint_wire_vert.glsl
@@ -0,0 +1,17 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in int data;
+
+flat out int finalFlag;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+ /* Temp hack for william to start using blender 2.8 for icons. Will be removed by T54910 */
+ gl_Position.z -= 0.0001;
+
+ finalFlag = data;
+}
diff --git a/source/blender/draw/modes/shaders/particle_strand_frag.glsl b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
new file mode 100644
index 00000000000..7053ca43ae7
--- /dev/null
+++ b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
@@ -0,0 +1,12 @@
+uniform mat4 ProjectionMatrix;
+
+in vec3 tangent;
+in vec3 viewPosition;
+flat in float colRand;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor.rgb = tangent;
+ fragColor.a = 1.0;
+}
diff --git a/source/blender/draw/modes/shaders/particle_strand_vert.glsl b/source/blender/draw/modes/shaders/particle_strand_vert.glsl
new file mode 100644
index 00000000000..d4c35d14182
--- /dev/null
+++ b/source/blender/draw/modes/shaders/particle_strand_vert.glsl
@@ -0,0 +1,34 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+uniform mat4 ModelViewMatrix;
+
+in vec3 pos;
+in vec3 nor;
+in int ind;
+out vec3 tangent;
+out vec3 viewPosition;
+flat out float colRand;
+
+float rand(int s)
+{
+ int seed = s * 1023423;
+
+ seed = (seed ^ 61) ^ (seed >> 16);
+ seed *= 9;
+ seed = seed ^ (seed >> 4);
+ seed *= 0x27d4eb2d;
+ seed = seed ^ (seed >> 15);
+
+ float value = float(seed);
+ value *= 1.0 / 42596.0;
+ return fract(value);
+}
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ tangent = normalize(NormalMatrix * nor);
+ viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
+ colRand = rand(ind);
+}