/* * 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 "DRW_render.h" #include "BKE_icons.h" #include "BKE_idprop.h" #include "BKE_main.h" #include "BLI_dynstr.h" #include "BLI_rand.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" #include "UI_resources.h" #include "UI_interface_icons.h" #include "clay.h" #ifdef WITH_CLAY_ENGINE /* Shaders */ #define CLAY_ENGINE "BLENDER_CLAY" extern char datatoc_clay_frag_glsl[]; extern char datatoc_clay_vert_glsl[]; extern char datatoc_ssao_alchemy_glsl[]; /* *********** LISTS *********** */ /* UBOs data needs to be 16 byte aligned (size of vec4) */ /* Reminder : float, int, bool are 4 bytes */ 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 */ #define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */ typedef struct CLAY_UBO_Storage { CLAY_UBO_Material materials[MAX_CLAY_MAT]; } CLAY_UBO_Storage; /* GPUViewport.storage * Is freed everytime the viewport engine changes */ typedef struct CLAY_Storage { /* Materials Parameter UBO */ CLAY_UBO_Storage mat_storage; int ubo_current_id; DRWShadingGroup *shgrps[MAX_CLAY_MAT]; } CLAY_Storage; /* keep it under MAX_STORAGE */ typedef struct CLAY_StorageList { struct CLAY_Storage *storage; struct GPUUniformBuffer *mat_ubo; struct g_data *g_data; } CLAY_StorageList; /* keep it under MAX_BUFFERS */ typedef struct CLAY_FramebufferList { /* default */ struct GPUFrameBuffer *default_fb; /* engine specific */ struct GPUFrameBuffer *dupli_depth; } CLAY_FramebufferList; /* keep it under MAX_TEXTURES */ typedef struct CLAY_TextureList { /* default */ struct GPUTexture *color; struct GPUTexture *depth; /* engine specific */ struct GPUTexture *depth_dup; } CLAY_TextureList; /* keep it under MAX_PASSES */ typedef struct CLAY_PassList { struct DRWPass *depth_pass; struct DRWPass *depth_pass_cull; struct DRWPass *clay_pass; struct g_data *g_data; } CLAY_PassList; typedef struct CLAY_Data { void *engine_type; CLAY_FramebufferList *fbl; CLAY_TextureList *txl; CLAY_PassList *psl; CLAY_StorageList *stl; } CLAY_Data; /* *********** STATIC *********** */ static struct { /* Depth Pre Pass */ struct GPUShader *depth_sh; /* Shading Pass */ struct GPUShader *clay_sh; /* Matcap textures */ struct GPUTexture *matcap_array; float matcap_colors[24][3]; /* Ssao */ float winmat[4][4]; float viewvecs[3][4]; float ssao_params[4]; int cached_sample_num; struct GPUTexture *jitter_tx; struct GPUTexture *sampling_tx; /* Just a serie of int from 0 to MAX_CLAY_MAT-1 */ int ubo_mat_idxs[MAX_CLAY_MAT]; } e_data = {NULL}; /* Engine data */ typedef struct g_data { 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; } g_data; /* Transient data */ /* Functions */ 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, DRW_TEX_RGBA_8, DRW_TEX_FILTER, final_rect); MEM_freeN(final_rect); return tex; } static int matcap_to_index(int matcap) { if (matcap == ICON_MATCAP_02) return 1; else if (matcap == ICON_MATCAP_03) return 2; else if (matcap == ICON_MATCAP_04) return 3; else if (matcap == ICON_MATCAP_05) return 4; else if (matcap == ICON_MATCAP_06) return 5; else if (matcap == ICON_MATCAP_07) return 6; else if (matcap == ICON_MATCAP_08) return 7; else if (matcap == ICON_MATCAP_09) return 8; else if (matcap == ICON_MATCAP_10) return 9; else if (matcap == ICON_MATCAP_11) return 10; else if (matcap == ICON_MATCAP_12) return 11; else if (matcap == ICON_MATCAP_13) return 12; else if (matcap == ICON_MATCAP_14) return 13; else if (matcap == ICON_MATCAP_15) return 14; else if (matcap == ICON_MATCAP_16) return 15; else if (matcap == ICON_MATCAP_17) return 16; else if (matcap == ICON_MATCAP_18) return 17; else if (matcap == ICON_MATCAP_19) return 18; else if (matcap == ICON_MATCAP_20) return 19; else if (matcap == ICON_MATCAP_21) return 20; else if (matcap == ICON_MATCAP_22) return 21; else if (matcap == ICON_MATCAP_23) return 22; else if (matcap == ICON_MATCAP_24) return 23; return 0; } static struct GPUTexture *create_spiral_sample_texture(int numsaples) { struct GPUTexture *tex; float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex"); const float numsaples_inv = 1.0f / numsaples; int i; /* arbitrary number to ensure we don't get conciding samples every circle */ const float spirals = 7.357; for (i = 0; i < numsaples; i++) { float r = (i + 0.5f) * numsaples_inv; float phi = r * spirals * (float)(2.0 * M_PI); texels[i][0] = r * cosf(phi); texels[i][1] = r * sinf(phi); } tex = DRW_texture_create_1D(numsaples, DRW_TEX_RG_16, 0, (float *)texels); MEM_freeN(texels); return tex; } static struct GPUTexture *create_jitter_texture(void) { float jitter[64 * 64][2]; int i; /* TODO replace by something more evenly distributed like blue noise */ for (i = 0; i < 64 * 64; i++) { jitter[i][0] = 2.0f * BLI_frand() - 1.0f; jitter[i][1] = 2.0f * BLI_frand() - 1.0f; normalize_v2(jitter[i]); } return DRW_texture_create_2D(64, 64, DRW_TEX_RG_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); } static void CLAY_engine_init(void *vedata) { CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; CLAY_TextureList *txl = ((CLAY_Data *)vedata)->txl; CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl; /* Create Texture Array */ if (!e_data.matcap_array) { PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */ /* TODO only load used matcaps */ prv[0] = UI_icon_to_preview(ICON_MATCAP_01); prv[1] = UI_icon_to_preview(ICON_MATCAP_02); prv[2] = UI_icon_to_preview(ICON_MATCAP_03); prv[3] = UI_icon_to_preview(ICON_MATCAP_04); prv[4] = UI_icon_to_preview(ICON_MATCAP_05); prv[5] = UI_icon_to_preview(ICON_MATCAP_06); prv[6] = UI_icon_to_preview(ICON_MATCAP_07); prv[7] = UI_icon_to_preview(ICON_MATCAP_08); prv[8] = UI_icon_to_preview(ICON_MATCAP_09); prv[9] = UI_icon_to_preview(ICON_MATCAP_10); prv[10] = UI_icon_to_preview(ICON_MATCAP_11); prv[11] = UI_icon_to_preview(ICON_MATCAP_12); prv[12] = UI_icon_to_preview(ICON_MATCAP_13); prv[13] = UI_icon_to_preview(ICON_MATCAP_14); prv[14] = UI_icon_to_preview(ICON_MATCAP_15); prv[15] = UI_icon_to_preview(ICON_MATCAP_16); prv[16] = UI_icon_to_preview(ICON_MATCAP_17); prv[17] = UI_icon_to_preview(ICON_MATCAP_18); prv[18] = UI_icon_to_preview(ICON_MATCAP_19); prv[19] = UI_icon_to_preview(ICON_MATCAP_20); prv[20] = UI_icon_to_preview(ICON_MATCAP_21); prv[21] = UI_icon_to_preview(ICON_MATCAP_22); prv[22] = UI_icon_to_preview(ICON_MATCAP_23); prv[23] = UI_icon_to_preview(ICON_MATCAP_24); e_data.matcap_array = load_matcaps(prv, 24); } /* AO Jitter */ if (!e_data.jitter_tx) { e_data.jitter_tx = create_jitter_texture(); } /* Depth prepass */ if (!e_data.depth_sh) { e_data.depth_sh = DRW_shader_create_3D_depth_only(); } /* Shading pass */ if (!e_data.clay_sh) { DynStr *ds = BLI_dynstr_new(); const char *max_mat = "#define MAX_MATERIAL 512\n" "#define USE_ROTATION\n" "#define USE_AO\n" "#define USE_HSV\n"; char *matcap_with_ao; BLI_dynstr_append(ds, datatoc_clay_frag_glsl); BLI_dynstr_append(ds, datatoc_ssao_alchemy_glsl); matcap_with_ao = BLI_dynstr_get_cstring(ds); e_data.clay_sh = DRW_shader_create(datatoc_clay_vert_glsl, NULL, matcap_with_ao, max_mat); BLI_dynstr_free(ds); MEM_freeN(matcap_with_ao); } if (!stl->storage) { stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage"); } if (!stl->mat_ubo) { stl->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL); } 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; } } { float *viewport_size = DRW_viewport_size_get(); DRWFboTexture tex = {&txl->depth_dup, DRW_BUF_DEPTH_24}; DRW_framebuffer_init(&fbl->dupli_depth, (int)viewport_size[0], (int)viewport_size[1], &tex, 1); } /* SSAO setup */ { int ssao_samples = 32; /* XXX get from render settings */ float invproj[4][4]; float dfdyfacs[2]; 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; float *size = DRW_viewport_size_get(); DRW_get_dfdy_factors(dfdyfacs); e_data.ssao_params[0] = ssao_samples; e_data.ssao_params[1] = size[0] / 64.0; e_data.ssao_params[2] = size[1] / 64.0; e_data.ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */ /* invert the view matrix */ DRW_viewport_matrix_get(e_data.winmat, DRW_MAT_WIN); invert_m4_m4(invproj, e_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(e_data.viewvecs[i], viewvecs[i]); } /* we need to store the differences */ e_data.viewvecs[1][0] -= e_data.viewvecs[0][0]; e_data.viewvecs[1][1] = e_data.viewvecs[2][1] - e_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]); e_data.viewvecs[1][2] = vec_far[2] - e_data.viewvecs[0][2]; } /* AO Samples Tex */ if (e_data.sampling_tx && (e_data.cached_sample_num != ssao_samples)) { DRW_texture_free(e_data.sampling_tx); e_data.sampling_tx = NULL; } if (!e_data.sampling_tx) { e_data.sampling_tx = create_spiral_sample_texture(ssao_samples); e_data.cached_sample_num = ssao_samples; } } } static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *vedata, DRWPass *pass, int *material_id) { CLAY_TextureList *txl = ((CLAY_Data *)vedata)->txl; const int depthloc = 0, matcaploc = 1, jitterloc = 2, sampleloc = 3; DRWShadingGroup *grp = DRW_shgroup_create(e_data.clay_sh, pass); DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_buffer(grp, "depthtex", &txl->depth_dup, depthloc); DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array, matcaploc); DRW_shgroup_uniform_mat4(grp, "WinMatrix", (float *)e_data.winmat); DRW_shgroup_uniform_vec4(grp, "viewvecs", (float *)e_data.viewvecs, 3); DRW_shgroup_uniform_vec4(grp, "ssao_params", e_data.ssao_params, 1); DRW_shgroup_uniform_vec3(grp, "matcaps_color", (float *)e_data.matcap_colors, 24); DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1); DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx, jitterloc); DRW_shgroup_uniform_texture(grp, "ssao_samples", e_data.sampling_tx, sampleloc); return grp; } static int search_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, float matcap_val, float ssao_distance, float ssao_factor_cavity, float ssao_factor_edge, float ssao_attenuation, int matcap_icon) { /* 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 ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) && (ubo->matcap_hsv[0] == matcap_hue + 0.5f) && (ubo->matcap_hsv[1] == matcap_sat * 2.0f) && (ubo->matcap_hsv[2] == matcap_val * 2.0f) && (ubo->ssao_params_var[0] == ssao_distance) && (ubo->ssao_params_var[1] == ssao_factor_cavity) && (ubo->ssao_params_var[2] == ssao_factor_edge) && (ubo->ssao_params_var[3] == ssao_attenuation) && (ubo->matcap_id == matcap_to_index(matcap_icon))) { return i; } } return -1; } static int push_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, float matcap_val, float ssao_distance, float ssao_factor_cavity, float ssao_factor_edge, float ssao_attenuation, int matcap_icon) { int id = storage->ubo_current_id; CLAY_UBO_Material *ubo = &storage->mat_storage.materials[id]; ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f); ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f); ubo->matcap_hsv[0] = matcap_hue + 0.5f; ubo->matcap_hsv[1] = matcap_sat * 2.0f; ubo->matcap_hsv[2] = matcap_val * 2.0f; /* small optimisation : make samples not spread if we don't need ssao */ ubo->ssao_params_var[0] = (ssao_factor_cavity + ssao_factor_edge > 0.0f) ? ssao_distance : 0.0f; ubo->ssao_params_var[1] = ssao_factor_cavity; ubo->ssao_params_var[2] = ssao_factor_edge; ubo->ssao_params_var[3] = ssao_attenuation; ubo->matcap_id = matcap_to_index(matcap_icon); storage->ubo_current_id++; return id; } static int mat_in_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat, float matcap_val, float ssao_distance, float ssao_factor_cavity, float ssao_factor_edge, float ssao_attenuation, int matcap_icon) { /* Search material in UBO */ int id = search_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val, ssao_distance, ssao_factor_cavity, ssao_factor_edge, ssao_attenuation, matcap_icon); /* if not found create it */ if (id == -1) { id = push_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val, ssao_distance, ssao_factor_cavity, ssao_factor_edge, ssao_attenuation, matcap_icon); } return id; } static DRWShadingGroup *CLAY_object_shgrp_get(CLAY_Data *vedata, Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl) { DRWShadingGroup **shgrps = stl->storage->shgrps; IDProperty *props = BKE_object_collection_engine_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY); /* Default Settings */ float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation"); float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue"); float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation"); float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value"); float ssao_distance = BKE_collection_engine_property_value_get_float(props, "ssao_distance"); float ssao_factor_cavity = BKE_collection_engine_property_value_get_float(props, "ssao_factor_cavity"); float ssao_factor_edge = BKE_collection_engine_property_value_get_float(props, "ssao_factor_edge"); float ssao_attenuation = BKE_collection_engine_property_value_get_float(props, "ssao_attenuation"); int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon"); int id = mat_in_ubo(stl->storage, matcap_rot, matcap_hue, matcap_sat, matcap_val, ssao_distance, ssao_factor_cavity, ssao_factor_edge, ssao_attenuation, matcap_icon); if (shgrps[id] == NULL) { shgrps[id] = CLAY_shgroup_create(vedata, psl->clay_pass, &e_data.ubo_mat_idxs[id]); /* if it's the first shgrp, pass bind the material UBO */ if (stl->storage->ubo_current_id == 1) { DRW_shgroup_uniform_block(shgrps[0], "material_block", stl->mat_ubo, 0); } } return shgrps[id]; } static void CLAY_cache_init(void *vedata) { CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl; CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(g_data), "g_data"); } /* Depth Pass */ { psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); 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 | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); } /* Clay Pass */ { psl->clay_pass = DRW_pass_create("Clay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); stl->storage->ubo_current_id = 0; memset(stl->storage->shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT); } } static void CLAY_cache_populate(void *vedata, Object *ob) { CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl; CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; struct Batch *geom; DRWShadingGroup *clay_shgrp; if (!DRW_is_object_renderable(ob)) return; IDProperty *ces_mode_ob = BKE_object_collection_engine_get(ob, COLLECTION_MODE_OBJECT, ""); bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling"); /* TODO all renderable */ if (ob->type == OB_MESH) { geom = DRW_cache_surface_get(ob); /* Depth Prepass */ DRW_shgroup_call_add((do_cull) ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp, geom, ob->obmat); /* Shading */ clay_shgrp = CLAY_object_shgrp_get(vedata, ob, stl, psl); DRW_shgroup_call_add(clay_shgrp, geom, ob->obmat); } } static void CLAY_cache_finish(void *vedata) { CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl; DRW_uniformbuffer_update(stl->mat_ubo, &stl->storage->mat_storage); } static void CLAY_draw_scene(void *vedata) { CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl; CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); /* Pass 1 : Depth pre-pass */ DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->depth_pass_cull); /* Pass 2 : Duplicate depth */ /* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */ DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true); /* Pass 3 : Shading */ DRW_draw_pass(psl->clay_pass); } static void CLAY_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props) { BLI_assert(props && props->type == IDP_GROUP && props->subtype == IDP_GROUP_SUB_ENGINE_RENDER); BKE_collection_engine_property_add_int(props, "matcap_icon", ICON_MATCAP_01); BKE_collection_engine_property_add_int(props, "type", CLAY_MATCAP_NONE); BKE_collection_engine_property_add_float(props, "matcap_rotation", 0.0f); BKE_collection_engine_property_add_float(props, "matcap_hue", 0.5f); BKE_collection_engine_property_add_float(props, "matcap_saturation", 0.5f); BKE_collection_engine_property_add_float(props, "matcap_value", 0.5f); BKE_collection_engine_property_add_float(props, "ssao_distance", 0.2f); BKE_collection_engine_property_add_float(props, "ssao_attenuation", 1.0f); BKE_collection_engine_property_add_float(props, "ssao_factor_cavity", 1.0f); BKE_collection_engine_property_add_float(props, "ssao_factor_edge", 1.0f); } static void CLAY_engine_free(void) { if (e_data.clay_sh) { DRW_shader_free(e_data.clay_sh); } if (e_data.matcap_array) { DRW_texture_free(e_data.matcap_array); } if (e_data.jitter_tx) { DRW_texture_free(e_data.jitter_tx); } if (e_data.sampling_tx) { DRW_texture_free(e_data.sampling_tx); } } DrawEngineType draw_engine_clay_type = { NULL, NULL, N_("Clay"), &CLAY_engine_init, &CLAY_engine_free, &CLAY_cache_init, &CLAY_cache_populate, &CLAY_cache_finish, NULL, &CLAY_draw_scene }; RenderEngineType viewport_clay_type = { NULL, NULL, CLAY_ENGINE, N_("Clay"), RE_INTERNAL | RE_USE_OGL_PIPELINE, NULL, NULL, NULL, NULL, NULL, NULL, &CLAY_collection_settings_create, &draw_engine_clay_type, {NULL, NULL, NULL} }; #undef CLAY_ENGINE #endif