/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Blender Foundation. */ /** \file * \ingroup draw_engine * * Screen space subsurface scattering technique. */ #include "DRW_render.h" #include "BLI_string_utils.h" #include "DEG_depsgraph_query.h" #include "GPU_capabilities.h" #include "GPU_material.h" #include "GPU_texture.h" #include "eevee_private.h" void EEVEE_subsurface_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *UNUSED(vedata)) { } void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_EffectsInfo *effects = vedata->stl->effects; EEVEE_StorageList *stl = vedata->stl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const float *viewport_size = DRW_viewport_size_get(); const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; if (effects->enabled_effects & EFFECT_SSS) { /* NOTE: we need another stencil because the stencil buffer is on the same texture * as the depth buffer we are sampling from. This could be avoided if the stencil is * a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8. * OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */ effects->sss_stencil = DRW_texture_pool_query_2d( fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type); effects->sss_blur = DRW_texture_pool_query_2d( fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); effects->sss_irradiance = DRW_texture_pool_query_2d( fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); effects->sss_radius = DRW_texture_pool_query_2d( fs_size[0], fs_size[1], GPU_R16F, &draw_engine_eevee_type); effects->sss_albedo = DRW_texture_pool_query_2d( fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); GPUTexture *stencil_tex = effects->sss_stencil; if (GPU_depth_blitting_workaround()) { /* Blitting stencil buffer does not work on macOS + Radeon Pro. * Blit depth instead and use sss_stencil's depth as depth texture, * and dtxl->depth as stencil mask. */ GPU_framebuffer_ensure_config( &fbl->sss_blit_fb, {GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), GPU_ATTACHMENT_NONE}); stencil_tex = dtxl->depth; } GPU_framebuffer_ensure_config( &fbl->sss_blur_fb, {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_blur)}); GPU_framebuffer_ensure_config( &fbl->sss_resolve_fb, {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->color)}); GPU_framebuffer_ensure_config( &fbl->sss_translucency_fb, {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance)}); GPU_framebuffer_ensure_config(&fbl->sss_clear_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance), GPU_ATTACHMENT_TEXTURE(effects->sss_radius)}); if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) != 0) { EEVEE_subsurface_output_init(sldata, vedata, 0); } else { GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb); DRW_TEXTURE_FREE_SAFE(txl->sss_accum); } } else { /* Cleanup to release memory */ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb); GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb); DRW_TEXTURE_FREE_SAFE(txl->sss_accum); effects->sss_stencil = NULL; effects->sss_blur = NULL; effects->sss_irradiance = NULL; effects->sss_radius = NULL; } } void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, uint UNUSED(tot_samples)) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; const eGPUTextureFormat texture_format_light = GPU_RGBA32F; const bool texture_created = txl->sss_accum == NULL; DRW_texture_ensure_fullscreen_2d(&txl->sss_accum, texture_format_light, 0); GPUTexture *stencil_tex = effects->sss_stencil; if (GPU_depth_blitting_workaround()) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* Blitting stencil buffer does not work on macOS + Radeon Pro. * Blit depth instead and use sss_stencil's depth as depth texture, * and dtxl->depth as stencil mask. */ stencil_tex = dtxl->depth; } GPU_framebuffer_ensure_config( &fbl->sss_accum_fb, {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->sss_accum)}); /* Clear texture. * Due to the late initialization of the SSS it can happen that the `taa_current_sample` is * already higher than one. This is noticeable when loading a file that has the diffuse light * pass in look-dev mode active. `texture_created` will make sure that newly created textures * are cleared. */ if (effects->taa_current_sample == 1 || texture_created) { const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_bind(fbl->sss_accum_fb); GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear); } } void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; EEVEE_EffectsInfo *effects = vedata->stl->effects; EEVEE_PassList *psl = vedata->psl; const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2; effects->sss_surface_count = 0; common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold; /** Screen Space SubSurface Scattering overview * TODO */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL; DRW_PASS_CREATE(psl->sss_blur_ps, state); DRW_PASS_CREATE(psl->sss_resolve_ps, state | DRW_STATE_BLEND_ADD); DRW_PASS_CREATE(psl->sss_translucency_ps, state | DRW_STATE_BLEND_ADD); } void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Material *ma, DRWShadingGroup *shgrp, struct GPUMaterial *gpumat) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth; struct GPUTexture *sss_tex_profile = NULL; struct GPUUniformBuf *sss_profile = GPU_material_sss_profile_get( gpumat, stl->effects->sss_sample_count, &sss_tex_profile); if (!sss_profile) { BLI_assert_msg(0, "SSS pass requested but no SSS data was found"); return; } /* Limit of 8 bit stencil buffer. ID 255 is refraction. */ if (effects->sss_surface_count >= 254) { /* TODO: display message. */ printf("Error: Too many different Subsurface shader in the scene.\n"); return; } int sss_id = ++(effects->sss_surface_count); /* Make main pass output stencil mask. */ DRW_shgroup_stencil_mask(shgrp, sss_id); { eGPUSamplerState state = GPU_SAMPLER_DEFAULT; DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_first_pass_sh_get(), psl->sss_blur_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); DRW_shgroup_uniform_texture_ref_ex(grp, "sssIrradiance", &effects->sss_irradiance, state); DRW_shgroup_uniform_texture_ref_ex(grp, "sssRadius", &effects->sss_radius, state); DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_stencil_mask(grp, sss_id); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); grp = DRW_shgroup_create(EEVEE_shaders_subsurface_second_pass_sh_get(), psl->sss_resolve_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); DRW_shgroup_uniform_texture_ref_ex(grp, "sssIrradiance", &effects->sss_blur, state); DRW_shgroup_uniform_texture_ref_ex(grp, "sssAlbedo", &effects->sss_albedo, state); DRW_shgroup_uniform_texture_ref_ex(grp, "sssRadius", &effects->sss_radius, state); DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_stencil_mask(grp, sss_id); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } if (ma->blend_flag & MA_BL_TRANSLUCENCY) { DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_translucency_sh_get(), psl->sss_translucency_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius); DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool); DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool); DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_stencil_mask(grp, sss_id); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } } void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; if ((effects->enabled_effects & EFFECT_SSS) != 0) { const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Clear sss_data texture only... can this be done in a more clever way? */ GPU_framebuffer_bind(fbl->sss_clear_fb); GPU_framebuffer_clear_color(fbl->sss_clear_fb, clear); GPU_framebuffer_ensure_config(&fbl->main_fb, {GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance), GPU_ATTACHMENT_TEXTURE(effects->sss_radius), GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)}); GPU_framebuffer_bind(fbl->main_fb); DRW_draw_pass(psl->material_sss_ps); /* Restore */ GPU_framebuffer_ensure_config(&fbl->main_fb, {GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_LEAVE, GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_NONE}); } } void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_EffectsInfo *effects = stl->effects; if ((effects->enabled_effects & EFFECT_SSS) != 0) { const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DRW_stats_group_start("SSS"); if (GPU_depth_blitting_workaround()) { /* Copy depth channel */ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blit_fb, 0, GPU_DEPTH_BIT); } else { /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT); } if (!DRW_pass_is_empty(psl->sss_translucency_ps)) { /* We sample the shadow-maps using normal sampler. We need to disable Comparison mode. * TODO(fclem): avoid this by using sampler objects. */ GPU_texture_compare_mode(sldata->shadow_cube_pool, false); GPU_texture_compare_mode(sldata->shadow_cascade_pool, false); GPU_framebuffer_bind(fbl->sss_translucency_fb); DRW_draw_pass(psl->sss_translucency_ps); /* Reset original state. */ GPU_texture_compare_mode(sldata->shadow_cube_pool, true); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); } /* 1. horizontal pass */ GPU_framebuffer_bind(fbl->sss_blur_fb); GPU_framebuffer_clear_color(fbl->sss_blur_fb, clear); DRW_draw_pass(psl->sss_blur_ps); /* 2. vertical pass + Resolve */ GPU_framebuffer_texture_attach(fbl->sss_resolve_fb, txl->color, 0, 0); GPU_framebuffer_bind(fbl->sss_resolve_fb); DRW_draw_pass(psl->sss_resolve_ps); GPU_framebuffer_bind(fbl->main_fb); DRW_stats_group_end(); } } void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) { /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_accum_fb, 0, GPU_STENCIL_BIT); /* Only do vertical pass + Resolve */ GPU_framebuffer_bind(fbl->sss_accum_fb); DRW_draw_pass(psl->sss_resolve_ps); /* Restore */ GPU_framebuffer_bind(fbl->main_fb); } }