/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "BLI_rand.h" #include "BKE_object.h" #include "BKE_global.h" /* for G.debug_value */ #include "DNA_world_types.h" #include "eevee_private.h" #include "eevee_engine.h" /* own include */ #define EEVEE_ENGINE "BLENDER_EEVEE" /* *********** 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(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); 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->use_color_render_settings = USE_SCENE_LIGHT(v3d) || !LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d); stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f; stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL); stl->g_data->valid_taa_history = (txl->taa_history != NULL); stl->g_data->queued_shaders_count = 0; /* Main Buffer */ DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); GPU_framebuffer_ensure_config(&fbl->main_fb, {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(txl->color), GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE}); GPU_framebuffer_ensure_config(&fbl->main_color_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)}); if (sldata->common_ubo == NULL) { sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data); } /* EEVEE_effects_init needs to go first for TAA */ EEVEE_effects_init(sldata, vedata, camera, false); EEVEE_materials_init(sldata, stl, fbl); EEVEE_lights_init(sldata); EEVEE_lightprobes_init(sldata, vedata); } 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); } 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 int ob_visibility = DRW_object_visibility_in_active_context(ob); bool cast_shadow = false; if (ob_visibility & OB_VISIBLE_PARTICLES) { EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow); } if (DRW_object_is_renderable(ob) && (ob_visibility & OB_VISIBLE_SELF)) { if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow); } else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) { /* do not add any scene light sources to the cache */ } else if (ob->type == OB_LIGHTPROBE) { if ((ob->base_flag & BASE_FROM_DUPLI) != 0) { /* TODO: Special case for dupli objects because we cannot save the object pointer. */ } else { EEVEE_lightprobes_cache_add(sldata, vedata, ob); } } else if (ob->type == OB_LAMP) { EEVEE_lights_cache_add(sldata, ob); } } if (cast_shadow) { EEVEE_lights_cache_shcaster_object_add(sldata, ob); } } static void eevee_cache_finish(void *vedata) { EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); EEVEE_PrivateData *g_data = ((EEVEE_Data *)vedata)->stl->g_data; EEVEE_volumes_cache_finish(sldata, vedata); EEVEE_materials_cache_finish(sldata, vedata); EEVEE_lights_cache_finish(sldata, vedata); EEVEE_lightprobes_cache_finish(sldata, vedata); EEVEE_effects_draw_init(sldata, vedata); EEVEE_volumes_draw_init(sldata, vedata); /* Restart taa if a shader has finish compiling. */ /* HACK We should use notification of some sort from the compilation job instead. */ if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) { g_data->queued_shaders_count_prev = g_data->queued_shaders_count; EEVEE_temporal_sampling_reset(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_EffectsInfo *effects = stl->effects; 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: Use viewport taa_samples when using viewport rendering */ int loop_len = 1; if (DRW_state_is_image_render()) { const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene = draw_ctx->scene; loop_len = MAX2(1, scene->eevee.taa_samples); } while (loop_len--) { float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; float clear_depth = 1.0f; uint clear_stencil = 0x0; uint primes[3] = {2, 3, 7}; double offset[3] = {0.0, 0.0, 0.0}; double r[3]; bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0; if (DRW_state_is_image_render() || taa_use_reprojection || ((stl->effects->enabled_effects & EFFECT_TAA) != 0)) { int samp = taa_use_reprojection ? stl->effects->taa_reproject_sample + 1 : stl->effects->taa_current_sample; BLI_halton_3d(primes, offset, samp, r); EEVEE_update_noise(psl, fbl, r); EEVEE_volumes_set_jitter(sldata, samp - 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); /* Refresh Probes */ DRW_stats_group_start("Probes Refresh"); EEVEE_lightprobes_refresh(sldata, vedata); EEVEE_lightprobes_refresh_planar(sldata, vedata); DRW_stats_group_end(); /* Refresh shadows */ DRW_stats_group_start("Shadows"); EEVEE_draw_shadows(sldata, vedata, stl->effects->taa_view); DRW_stats_group_end(); if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && (stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render() && !taa_use_reprojection) { DRW_view_set_active(stl->effects->taa_view); } /* when doing viewport rendering the overrides needs to be recalculated for * every loop as this normally happens once inside * `EEVEE_temporal_sampling_init` */ else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && (stl->effects->taa_current_sample > 1) && DRW_state_is_image_render()) { EEVEE_temporal_sampling_update_matrices(vedata); } /* Set ray type. */ sldata->common_data.ray_type = EEVEE_RAY_CAMERA; sldata->common_data.ray_depth = 0.0f; DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); GPU_framebuffer_bind(fbl->main_fb); eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT; SET_FLAG_FROM_TEST(clear_bits, !DRW_state_draw_background(), GPU_COLOR_BIT); SET_FLAG_FROM_TEST(clear_bits, (stl->effects->enabled_effects & EFFECT_SSS), GPU_STENCIL_BIT); GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil); /* 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); DRW_draw_pass(psl->material_pass_cull); 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); if (psl->probe_display) { 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 */ /* TODO(fclem): should be its own Framebuffer. * This is needed because dualsource blending only works with 1 color buffer. */ GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0); GPU_framebuffer_bind(fbl->main_color_fb); DRW_draw_pass(psl->transparent_pass); GPU_framebuffer_bind(fbl->main_fb); GPU_framebuffer_texture_detach(fbl->main_color_fb, dtxl->depth); /* Post Process */ DRW_stats_group_start("Post FX"); EEVEE_draw_effects(sldata, vedata); DRW_stats_group_end(); DRW_view_set_active(NULL); if (DRW_state_is_image_render() && (stl->effects->enabled_effects & EFFECT_SSR) && !stl->effects->ssr_was_valid_double_buffer) { /* SSR needs one iteration to start properly. */ loop_len++; /* Reset sampling (and accumulation) after the first sample to avoid * washed out first bounce for SSR. */ EEVEE_temporal_sampling_reset(vedata); stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer; } } /* Tonemapping and transfer result to default framebuffer. */ bool use_render_settings = stl->g_data->use_color_render_settings; GPU_framebuffer_bind(dfbl->default_fb); DRW_transform_to_display(stl->effects->final_tx, true, use_render_settings); /* Draw checkerboard with alpha under. */ EEVEE_draw_alpha_checker(vedata); /* Debug : Output buffer to view. */ switch (G.debug_value) { case 1: if (txl->maxzbuffer) { DRW_transform_to_display(txl->maxzbuffer, false, false); } break; case 2: if (effects->ssr_pdf_output) { DRW_transform_to_display(effects->ssr_pdf_output, false, false); } break; case 3: if (effects->ssr_normal_input) { DRW_transform_to_display(effects->ssr_normal_input, false, false); } break; case 4: if (effects->ssr_specrough_input) { DRW_transform_to_display(effects->ssr_specrough_input, false, false); } break; case 5: if (txl->color_double_buffer) { DRW_transform_to_display(txl->color_double_buffer, false, false); } break; case 6: if (effects->gtao_horizons_debug) { DRW_transform_to_display(effects->gtao_horizons_debug, false, false); } break; case 7: if (effects->gtao_horizons) { DRW_transform_to_display(effects->gtao_horizons, false, false); } break; case 8: if (effects->sss_data) { DRW_transform_to_display(effects->sss_data, false, false); } break; case 9: if (effects->velocity_tx) { DRW_transform_to_display(effects->velocity_tx, false, false); } 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) { EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object); if (ped != NULL && ped->dd.recalc != 0) { ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM)) != 0; ped->dd.recalc = 0; } EEVEE_LightEngineData *led = EEVEE_light_data_get(object); if (led != NULL && led->dd.recalc != 0) { led->need_update = true; led->dd.recalc = 0; } EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object); if (oedata != NULL && oedata->dd.recalc != 0) { oedata->need_update = true; oedata->dd.recalc = 0; } } static void eevee_id_world_update(void *vedata, World *wo) { EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; LightCache *lcache = stl->g_data->light_cache; EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo); if (wedata != NULL && wedata->dd.recalc != 0) { if ((lcache->flag & LIGHTCACHE_BAKING) == 0) { lcache->flag |= LIGHTCACHE_UPDATE_WORLD; } wedata->dd.recalc = 0; } } static void eevee_id_update(void *vedata, ID *id) { /* Handle updates based on ID type. */ switch (GS(id->name)) { case ID_WO: eevee_id_world_update(vedata, (World *)id); break; 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); EEVEE_volumes_free_smoke_textures(); } static void eevee_engine_free(void) { EEVEE_shaders_free(); 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_volumes_free(); } 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_PREVIEW, NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL, &EEVEE_render_update_passes, &draw_engine_eevee_type, {NULL, NULL, NULL}, }; #undef EEVEE_ENGINE