/* * 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 "DNA_world_types.h" #include "DRW_render.h" #include "BLI_dynstr.h" #include "BLI_rand.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_SceneLayerData *sldata = EEVEE_scene_layer_data_get(); DRWFboTexture tex = {&txl->color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; const float *viewport_size = DRW_viewport_size_get(); DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1); if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } EEVEE_materials_init(); EEVEE_lights_init(sldata); EEVEE_lightprobes_init(sldata, vedata); EEVEE_effects_init(vedata); } static void EEVEE_cache_init(void *vedata) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get(); EEVEE_materials_cache_init(vedata); EEVEE_lights_cache_init(sldata, psl); EEVEE_lightprobes_cache_init(sldata, psl, stl); EEVEE_effects_cache_init(vedata); } static void EEVEE_cache_populate(void *vedata, Object *ob) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); const bool is_active = (ob == draw_ctx->obact); if (is_active) { if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) { return; } } struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { EEVEE_materials_cache_populate(vedata, sldata, ob, geom); const bool cast_shadow = true; if (cast_shadow) { EEVEE_lights_cache_shcaster_add(sldata, psl, geom, ob->obmat); BLI_addtail(&sldata->shadow_casters, BLI_genericNodeN(ob)); EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(ob); oedata->need_update = ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0); } } 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_cache_finish(void *vedata) { EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get(); EEVEE_materials_cache_finish(vedata); EEVEE_lights_cache_finish(sldata); EEVEE_lightprobes_cache_finish(sldata, vedata); } static void EEVEE_draw_scene(void *vedata) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl; EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get(); /* Default framebuffer and texture */ DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* Refresh shadows */ EEVEE_draw_shadows(sldata, psl); /* Refresh Probes */ EEVEE_lightprobes_refresh(sldata, vedata); /* Attach depth to the hdr buffer and bind it */ DRW_framebuffer_texture_detach(dtxl->depth); DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); DRW_framebuffer_bind(fbl->main); DRW_framebuffer_clear(false, true, false, NULL, 1.0f); DRW_draw_pass(psl->background_pass); /* Depth prepass */ DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->depth_pass_cull); /* Create minmax texture */ EEVEE_create_minmax_buffer(vedata); /* Restore main FB */ DRW_framebuffer_bind(fbl->main); /* Shading pass */ DRW_draw_pass(psl->probe_display); DRW_draw_pass(psl->default_pass); DRW_draw_pass(psl->default_flat_pass); DRW_draw_pass(psl->default_hair_pass); DRW_draw_pass(psl->material_pass); /* Post Process */ EEVEE_draw_effects(vedata); } static void EEVEE_engine_free(void) { EEVEE_materials_free(); EEVEE_effects_free(); EEVEE_lights_free(); EEVEE_lightprobes_free(); } static void EEVEE_layer_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, "high_quality_sphere_lamps", false); UNUSED_VARS_NDEBUG(props); } static void EEVEE_scene_layer_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_bool(props, "gtao_enable", false); BKE_collection_engine_property_add_bool(props, "gtao_use_bent_normals", true); BKE_collection_engine_property_add_float(props, "gtao_distance", 0.2f); BKE_collection_engine_property_add_float(props, "gtao_factor", 1.0f); BKE_collection_engine_property_add_int(props, "gtao_samples", 2); BKE_collection_engine_property_add_bool(props, "dof_enable", false); BKE_collection_engine_property_add_float(props, "bokeh_max_size", 100.0f); BKE_collection_engine_property_add_float(props, "bokeh_threshold", 1.0f); BKE_collection_engine_property_add_bool(props, "bloom_enable", false); BKE_collection_engine_property_add_float(props, "bloom_threshold", 0.8f); BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f); BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f); BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f); BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false); BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8); BKE_collection_engine_property_add_float(props, "motion_blur_shutter", 1.0f); } 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_scene, NULL//&EEVEE_draw_scene }; RenderEngineType DRW_engine_viewport_eevee_type = { NULL, NULL, EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &EEVEE_layer_collection_settings_create, &EEVEE_scene_layer_settings_create, &draw_engine_eevee_type, {NULL, NULL, NULL} }; #undef EEVEE_ENGINE