From c476c36e400883d929a7149def8dcb6ad6157a86 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 11 Mar 2020 17:07:43 +0100 Subject: Workbench Simplification Refactor This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060 --- .../workbench/shaders/workbench_common_lib.glsl | 154 +++------------------ 1 file changed, 22 insertions(+), 132 deletions(-) (limited to 'source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl') diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index c0d7719180b..25eaf003e07 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -1,30 +1,16 @@ -#define NO_OBJECT_ID uint(0) + #define EPSILON 0.00001 #define M_PI 3.14159265358979323846 #define CAVITY_BUFFER_RANGE 4.0 -/* 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]; -} - #ifdef WORKBENCH_ENCODE_NORMALS # define WB_Normal vec2 /* From http://aras-p.info/texts/CompactNormalStorage.html * Using Method #4: Spheremap Transform */ -vec3 workbench_normal_decode(WB_Normal enc) +vec3 workbench_normal_decode(vec4 enc) { vec2 fenc = enc.xy * 4.0 - 2.0; float f = dot(fenc, fenc); @@ -37,8 +23,9 @@ vec3 workbench_normal_decode(WB_Normal enc) /* From http://aras-p.info/texts/CompactNormalStorage.html * Using Method #4: Spheremap Transform */ -WB_Normal workbench_normal_encode(vec3 n) +WB_Normal workbench_normal_encode(bool front_face, vec3 n) { + n = normalize(front_face ? n : -n); float p = sqrt(n.z * 8.0 + 8.0); n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0); return n.xy; @@ -47,161 +34,64 @@ WB_Normal workbench_normal_encode(vec3 n) #else # define WB_Normal vec3 /* Well just do nothing... */ -# define workbench_normal_encode(a) (a) -# define workbench_normal_decode(a) (a) +# define workbench_normal_encode(f, a) (a) +# define workbench_normal_decode(a) (a.xyz) #endif /* WORKBENCH_ENCODE_NORMALS */ -/* Encoding into the alpha of a RGBA8 UNORM texture. */ +/* Encoding into the alpha of a RGBA16F texture. (10bit mantissa) */ #define TARGET_BITCOUNT 8u #define METALLIC_BITS 3u /* Metallic channel is less important. */ #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS) -#define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS) /* Encode 2 float into 1 with the desired precision. */ float workbench_float_pair_encode(float v1, float v2) { - // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS); // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); /* Same as above because some compiler are dumb af. and think we use mediump int. */ - const int total_mask = 0xFF; const int v1_mask = 0x1F; const int v2_mask = 0x7; int iv1 = int(v1 * float(v1_mask)); int iv2 = int(v2 * float(v2_mask)) << int(ROUGHNESS_BITS); - return float(iv1 | iv2) * (1.0 / float(total_mask)); + return float(iv1 | iv2); } void workbench_float_pair_decode(float data, out float v1, out float v2) { - // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS); // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); /* Same as above because some compiler are dumb af. and think we use mediump int. */ - const int total_mask = 0xFF; const int v1_mask = 0x1F; const int v2_mask = 0x7; - int idata = int(data * float(total_mask)); + int idata = int(data); v1 = float(idata & v1_mask) * (1.0 / float(v1_mask)); v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask)); } -float calculate_transparent_weight(float z, float alpha) -{ -#if 0 - /* Eq 10 : Good for surfaces with varying opacity (like particles) */ - float a = min(1.0, alpha * 10.0) + 0.01; - float b = -gl_FragCoord.z * 0.95 + 1.0; - float w = a * a * a * 3e2 * b * b * b; -#else - /* Eq 7 put more emphasis on surfaces closer to the view. */ - // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */ - // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */ - // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */ - /* Same as eq 7, but optimized. */ - float a = abs(z) / 5.0; - float b = abs(z) / 200.0; - b *= b; - float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */ -#endif - return alpha * clamp(w, 1e-2, 3e2); -} - -/* Special function only to be used with calculate_transparent_weight(). */ -float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat) +vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat) { if (proj_mat[3][3] == 0.0) { - float d = 2.0 * depth - 1.0; - return -proj_mat[3][2] / (d + proj_mat[2][2]); + return normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz); } else { - /* Return depth from near plane. */ - return depth * viewvecs[1].z; - } -} - -vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat) -{ - return (proj_mat[3][3] == 0.0) ? normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz) : - vec3(0.0, 0.0, 1.0); -} - -vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped) -{ - /* Quick creation of an orthonormal basis */ - float a = 1.0 / (1.0 + I.z); - float b = -I.x * I.y * a; - vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x); - vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y); - vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N)); - if (flipped) { - matcap_uv.x = -matcap_uv.x; + return vec3(0.0, 0.0, 1.0); } - return matcap_uv * 0.496 + 0.5; } -bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map) +vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[3], mat4 proj_mat) { - vec2 tile_pos = floor(co.xy); - - if (tile_pos.x < 0 || tile_pos.y < 0 || tile_pos.x >= 10) - return false; - - float tile = 10.0 * tile_pos.y + tile_pos.x; - if (tile >= textureSize(map, 0).x) - return false; - - /* Fetch tile information. */ - float tile_layer = texelFetch(map, ivec2(tile, 0), 0).x; - if (tile_layer < 0.0) - return false; - - vec4 tile_info = texelFetch(map, ivec2(tile, 1), 0); - - co = vec3(((co.xy - tile_pos) * tile_info.zw) + tile_info.xy, tile_layer); - return true; -} + if (proj_mat[3][3] == 0.0) { + /* Perspective */ + float d = 2.0 * depth - 1.0; -vec4 workbench_sample_texture(sampler2D image, - vec2 coord, - bool nearest_sampling, - bool premultiplied) -{ - vec2 tex_size = vec2(textureSize(image, 0).xy); - /* TODO(fclem) We could do the same with sampler objects. - * But this is a quick workaround instead of messing with the GPUTexture itself. */ - vec2 uv = nearest_sampling ? (floor(coord * tex_size) + 0.5) / tex_size : coord; - vec4 color = texture(image, uv); + float zview = -proj_mat[3][2] / (d + proj_mat[2][2]); - /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */ - if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) { - color.rgb = color.rgb / color.a; + return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz); } + else { + /* Orthographic */ + vec3 offset = vec3(uvcoords, depth); - return color; -} - -vec4 workbench_sample_texture_array(sampler2DArray tile_array, - sampler1DArray tile_data, - vec2 coord, - bool nearest_sampling, - bool premultiplied) -{ - vec2 tex_size = vec2(textureSize(tile_array, 0).xy); - - vec3 uv = vec3(coord, 0); - if (!node_tex_tile_lookup(uv, tile_array, tile_data)) - return vec4(1.0, 0.0, 1.0, 1.0); - - /* TODO(fclem) We could do the same with sampler objects. - * But this is a quick workaround instead of messing with the GPUTexture itself. */ - uv.xy = nearest_sampling ? (floor(uv.xy * tex_size) + 0.5) / tex_size : uv.xy; - vec4 color = texture(tile_array, uv); - - /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */ - if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) { - color.rgb = color.rgb / color.a; + return viewvecs[0].xyz + offset * viewvecs[1].xyz; } - - return color; } -- cgit v1.2.3