/* * 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(); 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); DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP}; 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 (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)) { EEVEE_materials_cache_populate(vedata, sldata, ob); const bool cast_shadow = true; if (cast_shadow) { EEVEE_lights_cache_shcaster_object_add(sldata, ob); } } 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_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(); /* 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--) { unsigned int primes[3] = {2, 3, 7}; double offset[3] = {0.0, 0.0, 0.0}; double r[3]; if (DRW_state_is_image_render() || ((stl->effects->enabled_effects & EFFECT_TAA) != 0)) { BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r); EEVEE_update_noise(psl, fbl, r); EEVEE_volumes_set_jitter(sldata, stl->effects->taa_current_sample - 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()) { 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(); /* 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); if (DRW_state_draw_background()) { DRW_framebuffer_clear(false, true, true, NULL, 1.0f); } else { /* We need to clear the alpha chanel in this case. */ float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DRW_framebuffer_clear(true, true, true, clear_col, 1.0f); } /* 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(); } } /* Restore default framebuffer */ DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); DRW_framebuffer_bind(dfbl->default_fb); /* Tonemapping */ 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 (stl->g_data->ssr_pdf_output) DRW_transform_to_display(stl->g_data->ssr_pdf_output); break; case 3: if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input); break; case 4: if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input); break; case 5: if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer); break; case 6: if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug); break; case 7: if (txl->gtao_horizons) DRW_transform_to_display(txl->gtao_horizons); break; case 8: if (txl->sss_data) DRW_transform_to_display(txl->sss_data); 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. */ const int ignore_updates = ID_RECALC_COLLECTIONS; const int allowed_updates = ~ignore_updates; EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object); if (ped != NULL && (ped->engine_data.recalc & allowed_updates) != 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 & allowed_updates) != 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 & allowed_updates) != 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 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_view_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_int(props, "gi_diffuse_bounces", 3); BKE_collection_engine_property_add_int(props, "gi_cubemap_resolution", 512); BKE_collection_engine_property_add_int(props, "gi_visibility_resolution", 32); BKE_collection_engine_property_add_int(props, "taa_samples", 16); BKE_collection_engine_property_add_int(props, "taa_render_samples", 64); BKE_collection_engine_property_add_bool(props, "sss_enable", false); BKE_collection_engine_property_add_int(props, "sss_samples", 7); BKE_collection_engine_property_add_float(props, "sss_jitter_threshold", 0.3f); BKE_collection_engine_property_add_bool(props, "sss_separate_albedo", false); BKE_collection_engine_property_add_bool(props, "ssr_enable", false); BKE_collection_engine_property_add_bool(props, "ssr_refraction", false); BKE_collection_engine_property_add_bool(props, "ssr_halfres", true); BKE_collection_engine_property_add_float(props, "ssr_quality", 0.25f); BKE_collection_engine_property_add_float(props, "ssr_max_roughness", 0.5f); BKE_collection_engine_property_add_float(props, "ssr_thickness", 0.2f); BKE_collection_engine_property_add_float(props, "ssr_border_fade", 0.075f); BKE_collection_engine_property_add_float(props, "ssr_firefly_fac", 10.0f); BKE_collection_engine_property_add_bool(props, "volumetric_enable", false); BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f); BKE_collection_engine_property_add_float(props, "volumetric_end", 100.0f); BKE_collection_engine_property_add_int(props, "volumetric_tile_size", 8); BKE_collection_engine_property_add_int(props, "volumetric_samples", 64); BKE_collection_engine_property_add_float(props, "volumetric_sample_distribution", 0.8f); BKE_collection_engine_property_add_bool(props, "volumetric_lights", true); BKE_collection_engine_property_add_float(props, "volumetric_light_clamp", 0.0f); BKE_collection_engine_property_add_bool(props, "volumetric_shadows", false); BKE_collection_engine_property_add_int(props, "volumetric_shadow_samples", 16); BKE_collection_engine_property_add_bool(props, "volumetric_colored_transmittance", true); 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_bool(props, "gtao_bounce", 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_float(props, "gtao_quality", 0.25f); 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); float default_bloom_color[3] = {1.0f, 1.0f, 1.0f}; BKE_collection_engine_property_add_bool(props, "bloom_enable", false); BKE_collection_engine_property_add_float_array(props, "bloom_color", default_bloom_color, 3); 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_float(props, "bloom_clamp", 1.0f); 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); BKE_collection_engine_property_add_int(props, "shadow_method", SHADOW_ESM); BKE_collection_engine_property_add_int(props, "shadow_size", 512); BKE_collection_engine_property_add_bool(props, "shadow_high_bitdepth", false); } 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, &eevee_layer_collection_settings_create, &eevee_view_layer_settings_create, &draw_engine_eevee_type, {NULL, NULL, NULL} }; #undef EEVEE_ENGINE