/* * 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 2019, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_engine.h" #include "DRW_render.h" #include "draw_color_management.h" /* TODO remove dependency. */ #include "BKE_global.h" /* for G.debug_value */ #include "BLI_string_utils.h" #include "DEG_depsgraph_query.h" #include "eevee_private.h" extern char datatoc_common_view_lib_glsl[]; extern char datatoc_common_uniforms_lib_glsl[]; extern char datatoc_bsdf_common_lib_glsl[]; extern char datatoc_renderpass_postprocess_frag_glsl[]; static struct { struct GPUShader *postprocess_sh; } e_data = {NULL}; /* Engine data */ typedef enum eRenderPassPostProcessType { PASS_POST_UNDEFINED = 0, PASS_POST_ACCUMULATED_COLOR = 1, PASS_POST_ACCUMULATED_LIGHT = 2, PASS_POST_ACCUMULATED_VALUE = 3, PASS_POST_DEPTH = 4, PASS_POST_AO = 5, PASS_POST_NORMAL = 6, PASS_POST_TWO_LIGHT_BUFFERS = 7, } eRenderPassPostProcessType; /* bitmask containing all renderpasses that need post-processing */ #define EEVEE_RENDERPASSES_WITH_POST_PROCESSING \ (EEVEE_RENDER_PASS_Z | EEVEE_RENDER_PASS_MIST | EEVEE_RENDER_PASS_NORMAL | \ EEVEE_RENDER_PASS_AO | EEVEE_RENDER_PASS_BLOOM | EEVEE_RENDER_PASS_VOLUME_SCATTER | \ EEVEE_RENDER_PASS_VOLUME_TRANSMITTANCE | EEVEE_RENDER_PASS_SHADOW | \ EEVEE_RENDERPASSES_MATERIAL) #define EEVEE_RENDERPASSES_ALL \ (EEVEE_RENDERPASSES_WITH_POST_PROCESSING | EEVEE_RENDER_PASS_COMBINED) #define EEVEE_RENDERPASSES_POST_PROCESS_ON_FIRST_SAMPLE \ (EEVEE_RENDER_PASS_Z | EEVEE_RENDER_PASS_NORMAL) #define EEVEE_RENDERPASSES_COLOR_PASS \ (EEVEE_RENDER_PASS_DIFFUSE_COLOR | EEVEE_RENDER_PASS_SPECULAR_COLOR | EEVEE_RENDER_PASS_EMIT | \ EEVEE_RENDER_PASS_BLOOM) #define EEVEE_RENDERPASSES_LIGHT_PASS \ (EEVEE_RENDER_PASS_DIFFUSE_LIGHT | EEVEE_RENDER_PASS_SPECULAR_LIGHT) bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata) { EEVEE_StorageList *stl = vedata->stl; EEVEE_PrivateData *g_data = stl->g_data; return (g_data->render_passes & ~EEVEE_RENDERPASSES_POST_PROCESS_ON_FIRST_SAMPLE) == 0; } void EEVEE_renderpasses_init(EEVEE_Data *vedata) { const DRWContextState *draw_ctx = DRW_context_state_get(); EEVEE_StorageList *stl = vedata->stl; EEVEE_PrivateData *g_data = stl->g_data; ViewLayer *view_layer = draw_ctx->view_layer; View3D *v3d = draw_ctx->v3d; if (v3d) { const Scene *scene = draw_ctx->scene; eViewLayerEEVEEPassType render_pass = v3d->shading.render_pass; if (render_pass == EEVEE_RENDER_PASS_AO && ((scene->eevee.flag & SCE_EEVEE_GTAO_ENABLED) == 0)) { render_pass = EEVEE_RENDER_PASS_COMBINED; } else if (render_pass == EEVEE_RENDER_PASS_BLOOM && ((scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) == 0)) { render_pass = EEVEE_RENDER_PASS_COMBINED; } g_data->render_passes = render_pass; } else { eViewLayerEEVEEPassType enabled_render_passes = view_layer->eevee.render_passes; #define ENABLE_FROM_LEGACY(name_legacy, name_eevee) \ SET_FLAG_FROM_TEST(enabled_render_passes, \ (view_layer->passflag & SCE_PASS_##name_legacy) != 0, \ EEVEE_RENDER_PASS_##name_eevee); ENABLE_FROM_LEGACY(Z, Z) ENABLE_FROM_LEGACY(MIST, MIST) ENABLE_FROM_LEGACY(NORMAL, NORMAL) ENABLE_FROM_LEGACY(SHADOW, SHADOW) ENABLE_FROM_LEGACY(AO, AO) ENABLE_FROM_LEGACY(EMIT, EMIT) ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT) ENABLE_FROM_LEGACY(DIFFUSE_COLOR, DIFFUSE_COLOR) ENABLE_FROM_LEGACY(GLOSSY_COLOR, SPECULAR_COLOR) ENABLE_FROM_LEGACY(DIFFUSE_DIRECT, DIFFUSE_LIGHT) ENABLE_FROM_LEGACY(GLOSSY_DIRECT, SPECULAR_LIGHT) ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT) #undef ENABLE_FROM_LEGACY g_data->render_passes = (enabled_render_passes & EEVEE_RENDERPASSES_ALL) | EEVEE_RENDER_PASS_COMBINED; } EEVEE_material_renderpasses_init(vedata); } void EEVEE_renderpasses_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; EEVEE_PrivateData *g_data = stl->g_data; const bool needs_post_processing = (g_data->render_passes & EEVEE_RENDERPASSES_WITH_POST_PROCESSING) > 0; if (needs_post_processing) { /* Create FrameBuffer. */ /* Should be enough to store the data needs for a single pass. * Some passes will use less, but it is only relevant for final renderings and * when renderpasses other than `EEVEE_RENDER_PASS_COMBINED` are requested */ DRW_texture_ensure_fullscreen_2d(&txl->renderpass, GPU_RGBA16F, 0); GPU_framebuffer_ensure_config(&fbl->renderpass_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->renderpass)}); if ((g_data->render_passes & EEVEE_RENDERPASSES_MATERIAL) != 0) { EEVEE_material_output_init(sldata, vedata, tot_samples); } if ((g_data->render_passes & EEVEE_RENDER_PASS_MIST) != 0) { EEVEE_mist_output_init(sldata, vedata); } if ((g_data->render_passes & EEVEE_RENDER_PASS_SHADOW) != 0) { EEVEE_shadow_output_init(sldata, vedata, tot_samples); } if ((g_data->render_passes & EEVEE_RENDER_PASS_AO) != 0) { EEVEE_occlusion_output_init(sldata, vedata, tot_samples); } if ((g_data->render_passes & EEVEE_RENDER_PASS_BLOOM) != 0 && (effects->enabled_effects & EFFECT_BLOOM) != 0) { EEVEE_bloom_output_init(sldata, vedata, tot_samples); } if ((g_data->render_passes & (EEVEE_RENDER_PASS_VOLUME_TRANSMITTANCE | EEVEE_RENDER_PASS_VOLUME_SCATTER)) != 0) { EEVEE_volumes_output_init(sldata, vedata, tot_samples); } /* We set a default texture as not all post processes uses the inputBuffer. */ g_data->renderpass_input = txl->color; g_data->renderpass_col_input = txl->color; g_data->renderpass_light_input = txl->color; } else { /* Free unneeded memory */ DRW_TEXTURE_FREE_SAFE(txl->renderpass); GPU_FRAMEBUFFER_FREE_SAFE(fbl->renderpass_fb); } } void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_PrivateData *g_data = vedata->stl->g_data; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const bool needs_post_processing = (g_data->render_passes & EEVEE_RENDERPASSES_WITH_POST_PROCESSING) > 0; if (needs_post_processing) { if (e_data.postprocess_sh == NULL) { char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl, datatoc_common_uniforms_lib_glsl, datatoc_bsdf_common_lib_glsl, datatoc_renderpass_postprocess_frag_glsl); e_data.postprocess_sh = DRW_shader_create_fullscreen(frag_str, NULL); MEM_freeN(frag_str); } DRW_PASS_CREATE(psl->renderpass_pass, DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.postprocess_sh, psl->renderpass_pass); DRW_shgroup_uniform_texture_ref(grp, "inputBuffer", &g_data->renderpass_input); DRW_shgroup_uniform_texture_ref(grp, "inputColorBuffer", &g_data->renderpass_col_input); DRW_shgroup_uniform_texture_ref( grp, "inputSecondLightBuffer", &g_data->renderpass_light_input); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_block_ref(grp, "common_block", &sldata->common_ubo); DRW_shgroup_uniform_block_ref(grp, "renderpass_block", &sldata->renderpass_ubo.combined); DRW_shgroup_uniform_int(grp, "currentSample", &g_data->renderpass_current_sample, 1); DRW_shgroup_uniform_int(grp, "renderpassType", &g_data->renderpass_type, 1); DRW_shgroup_uniform_int(grp, "postProcessType", &g_data->renderpass_postprocess, 1); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } else { psl->renderpass_pass = NULL; } } /* Post-process data to construct a specific render-pass * * This method will create a shading group to perform the post-processing for the given * `renderpass_type`. The post-processing will be done and the result will be stored in the * `vedata->txl->renderpass` texture. * * Only invoke this function for passes that need post-processing. * * After invoking this function the active frame-buffer is set to `vedata->fbl->renderpass_fb`. */ void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, eViewLayerEEVEEPassType renderpass_type) { EEVEE_PassList *psl = vedata->psl; EEVEE_TextureList *txl = vedata->txl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; EEVEE_PrivateData *g_data = stl->g_data; EEVEE_EffectsInfo *effects = stl->effects; const int current_sample = effects->taa_current_sample; g_data->renderpass_current_sample = current_sample; g_data->renderpass_type = renderpass_type; g_data->renderpass_postprocess = PASS_POST_UNDEFINED; switch (renderpass_type) { case EEVEE_RENDER_PASS_Z: { g_data->renderpass_postprocess = PASS_POST_DEPTH; break; } case EEVEE_RENDER_PASS_AO: { g_data->renderpass_postprocess = PASS_POST_AO; g_data->renderpass_input = txl->ao_accum; break; } case EEVEE_RENDER_PASS_NORMAL: { g_data->renderpass_postprocess = PASS_POST_NORMAL; g_data->renderpass_input = effects->ssr_normal_input; break; } case EEVEE_RENDER_PASS_MIST: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_VALUE; g_data->renderpass_input = txl->mist_accum; break; } case EEVEE_RENDER_PASS_VOLUME_SCATTER: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->volume_scatter_accum; break; } case EEVEE_RENDER_PASS_VOLUME_TRANSMITTANCE: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->volume_transmittance_accum; break; } case EEVEE_RENDER_PASS_SHADOW: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_VALUE; g_data->renderpass_input = txl->shadow_accum; break; } case EEVEE_RENDER_PASS_DIFFUSE_COLOR: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->diff_color_accum; break; } case EEVEE_RENDER_PASS_SPECULAR_COLOR: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->spec_color_accum; break; } case EEVEE_RENDER_PASS_ENVIRONMENT: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->env_accum; break; } case EEVEE_RENDER_PASS_EMIT: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->emit_accum; break; } case EEVEE_RENDER_PASS_SPECULAR_LIGHT: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_LIGHT; g_data->renderpass_input = txl->spec_light_accum; g_data->renderpass_col_input = txl->spec_color_accum; if ((stl->effects->enabled_effects & EFFECT_SSR) != 0) { g_data->renderpass_postprocess = PASS_POST_TWO_LIGHT_BUFFERS; g_data->renderpass_light_input = txl->ssr_accum; } else { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_LIGHT; } break; } case EEVEE_RENDER_PASS_DIFFUSE_LIGHT: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_LIGHT; g_data->renderpass_input = txl->diff_light_accum; g_data->renderpass_col_input = txl->diff_color_accum; if ((stl->effects->enabled_effects & EFFECT_SSS) != 0) { g_data->renderpass_postprocess = PASS_POST_TWO_LIGHT_BUFFERS; g_data->renderpass_light_input = txl->sss_accum; } else { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_LIGHT; } break; } case EEVEE_RENDER_PASS_BLOOM: { g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR; g_data->renderpass_input = txl->bloom_accum; g_data->renderpass_current_sample = 1; break; } default: { break; } } GPU_framebuffer_bind(fbl->renderpass_fb); DRW_draw_pass(psl->renderpass_pass); } void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, bool post_effect) { EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; eViewLayerEEVEEPassType render_pass = stl->g_data->render_passes; if (!post_effect) { if ((render_pass & EEVEE_RENDER_PASS_MIST) != 0) { EEVEE_mist_output_accumulate(sldata, vedata); } if ((render_pass & EEVEE_RENDER_PASS_AO) != 0) { EEVEE_occlusion_output_accumulate(sldata, vedata); } if ((render_pass & EEVEE_RENDER_PASS_SHADOW) != 0) { EEVEE_shadow_output_accumulate(sldata, vedata); } if ((render_pass & EEVEE_RENDERPASSES_MATERIAL) != 0) { EEVEE_material_output_accumulate(sldata, vedata); } if ((render_pass & (EEVEE_RENDER_PASS_VOLUME_TRANSMITTANCE | EEVEE_RENDER_PASS_VOLUME_SCATTER)) != 0) { EEVEE_volumes_output_accumulate(sldata, vedata); } } else { if ((render_pass & EEVEE_RENDER_PASS_BLOOM) != 0 && (effects->enabled_effects & EFFECT_BLOOM) != 0) { EEVEE_bloom_output_accumulate(sldata, vedata); } } } void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); /* We can only draw a single renderpass. Lightpasses also select their color pass (a second pass). We mask the light pass when a light pass is selected. */ const eViewLayerEEVEEPassType render_pass = ((stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) != 0) ? (stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) : stl->g_data->render_passes; const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); bool is_valid = (render_pass & EEVEE_RENDERPASSES_ALL) > 0; bool needs_color_transfer = (render_pass & EEVEE_RENDERPASSES_COLOR_PASS) > 0 && DRW_state_is_opengl_render(); UNUSED_VARS(needs_color_transfer); if ((render_pass & EEVEE_RENDER_PASS_BLOOM) != 0 && (effects->enabled_effects & EFFECT_BLOOM) == 0) { is_valid = false; } /* When SSS isn't available, but the pass is requested, we mark it as invalid */ if ((render_pass & EEVEE_RENDER_PASS_AO) != 0 && (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) == 0) { is_valid = false; } const int current_sample = stl->effects->taa_current_sample; const int total_samples = stl->effects->taa_total_sample; if ((render_pass & EEVEE_RENDERPASSES_POST_PROCESS_ON_FIRST_SAMPLE) && (current_sample > 1 && total_samples != 1)) { return; } if (is_valid) { EEVEE_renderpasses_postprocess(sldata, vedata, render_pass); GPU_framebuffer_bind(dfbl->default_fb); DRW_transform_none(txl->renderpass); } else { /* Draw state is not valid for this pass, clear the buffer */ static float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPU_framebuffer_bind(dfbl->default_fb); GPU_framebuffer_clear_color(dfbl->default_fb, clear_color); } GPU_framebuffer_bind(fbl->main_fb); } void EEVEE_renderpasses_free(void) { DRW_SHADER_FREE_SAFE(e_data.postprocess_sh); } void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata) { EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; GPUTexture *tx = NULL; /* Debug : Output buffer to view. */ switch (G.debug_value) { case 1: tx = txl->maxzbuffer; break; case 2: tx = effects->ssr_pdf_output; break; case 3: tx = effects->ssr_normal_input; break; case 4: tx = effects->ssr_specrough_input; break; case 5: tx = txl->color_double_buffer; break; case 6: tx = effects->gtao_horizons; break; case 7: tx = effects->gtao_horizons; break; case 8: tx = effects->sss_irradiance; break; case 9: tx = effects->sss_radius; break; case 10: tx = effects->sss_albedo; break; case 11: tx = effects->velocity_tx; break; default: break; } if (tx) { DRW_transform_none(tx); } }