From 95894421cb4e9ccabb4cff393b561625b9bc4280 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Sun, 10 Jun 2018 15:30:49 +0200 Subject: Workbench: Xray: Optimize and fix implementation. There was a method explained in the Weighted Blended Order-Independent Transparency paper to support hardware that does not support per render target blending function. So now only 2 geometry passes are required instead of 3 (one being the outline/depth fill pass). This also fix how the blending is done. There was some premult confusion in the implementation. --- .../draw/engines/workbench/workbench_forward.c | 113 +++------------------ 1 file changed, 15 insertions(+), 98 deletions(-) (limited to 'source/blender/draw/engines/workbench/workbench_forward.c') diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 3bc016e139b..8d67a936382 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -50,17 +50,13 @@ static struct { struct GPUShader *composite_sh_cache[MAX_SHADERS]; struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS]; - struct GPUShader *transparent_revealage_sh; - struct GPUShader *transparent_revealage_hair_sh; struct GPUShader *object_outline_sh; struct GPUShader *object_outline_hair_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]; @@ -71,9 +67,6 @@ extern char datatoc_common_hair_lib_glsl[]; 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[]; @@ -127,22 +120,6 @@ static char *workbench_build_forward_transparent_accum_frag(void) 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; @@ -310,17 +287,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata) forward_vert, NULL, forward_depth_frag, defines_hair); -#ifdef WORKBENCH_REVEALAGE_ENABLED - char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag(); - e_data.transparent_revealage_sh = DRW_shader_create( - forward_vert, NULL, - forward_transparent_revealage_frag, defines); - e_data.transparent_revealage_hair_sh = DRW_shader_create( - forward_vert, NULL, - forward_transparent_revealage_frag, defines_hair); - MEM_freeN(forward_transparent_revealage_frag); -#endif - e_data.checker_depth_sh = DRW_shader_create_fullscreen( datatoc_workbench_checkerboard_depth_frag_glsl, NULL); MEM_freeN(forward_vert); @@ -337,63 +303,32 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata) 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(); /* Transparency Accum */ { - int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL; + int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT; psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state); } - -#ifdef WORKBENCH_REVEALAGE_ENABLED - /* Transparency 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); - DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1); - wpd->transparent_revealage_shgrp = grp; - } -#endif - /* Depth */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; @@ -407,9 +342,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata) 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); @@ -429,10 +362,6 @@ void workbench_forward_engine_free() 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); - DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_hair_sh); -#endif DRW_SHADER_FREE_SAFE(e_data.object_outline_sh); DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh); DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh); @@ -496,12 +425,6 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false); DRW_shgroup_uniform_texture(shgrp, "image", tex); } -#ifdef WORKBENCH_REVEALAGE_ENABLED - shgrp = DRW_shgroup_hair_create(ob, psys, md, - psl->transparent_revealage_pass, - e_data.transparent_revealage_hair_sh); - DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1); -#endif shgrp = DRW_shgroup_hair_create(ob, psys, md, vedata->psl->object_outline_pass, e_data.object_outline_hair_sh); @@ -550,9 +473,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) 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); } @@ -568,16 +488,10 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) 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); } @@ -596,9 +510,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) 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); } @@ -616,7 +527,7 @@ 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"); + DRW_stats_group_start("Clear depth"); GPU_framebuffer_bind(dfbl->default_fb); GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth); DRW_stats_group_end(); @@ -631,17 +542,23 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata) DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); /* Write Depth + Object ID */ + const float clear_outline[4] = {0.0f}; GPU_framebuffer_bind(fbl->object_outline_fb); + GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline); DRW_draw_pass(psl->object_outline_pass); if (wpd->shading.xray_alpha > 0.0) { - /* Shade */ + const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPU_framebuffer_bind(fbl->transparent_accum_fb); + GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); 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 + } + else { + /* TODO(fclem): this is unecessary and takes up perf. + * Better change the composite frag shader to not use the tx. */ + const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + GPU_framebuffer_bind(fbl->transparent_accum_fb); + GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); } /* Composite */ -- cgit v1.2.3