/* * 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 "workbench_private.h" #include "BLI_alloca.h" #include "BLI_dynstr.h" #include "BLI_utildefines.h" #include "BLI_rand.h" #include "BLI_string_utils.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_particle.h" #include "DNA_image_types.h" #include "DNA_mesh_types.h" #include "DNA_modifier_types.h" #include "DNA_node_types.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_extensions.h" #include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */ /* *********** STATIC *********** */ /* #define DEBUG_SHADOW_VOLUME */ #ifdef DEBUG_SHADOW_VOLUME # include "draw_debug.h" #endif typedef struct WORKBENCH_DEFERRED_Shaders { struct GPUShader *prepass_sh_cache[MAX_PREPASS_SHADERS]; } WORKBENCH_DEFERRED_Shaders; static struct { WORKBENCH_DEFERRED_Shaders sh_data[GPU_SHADER_CFG_LEN]; struct GPUShader *composite_sh_cache[MAX_COMPOSITE_SHADERS]; struct GPUShader *cavity_sh[MAX_CAVITY_SHADERS]; struct GPUShader *background_sh[2]; struct GPUShader *ghost_resolve_sh; struct GPUShader *shadow_fail_sh; struct GPUShader *shadow_fail_manifold_sh; struct GPUShader *shadow_pass_sh; struct GPUShader *shadow_pass_manifold_sh; struct GPUShader *shadow_caps_sh; struct GPUShader *shadow_caps_manifold_sh; struct GPUShader *oit_resolve_sh; /* TODO(fclem) move everything below to wpd and custom viewlayer data. */ struct GPUTexture *oit_accum_tx; /* ref only, not alloced */ struct GPUTexture *oit_revealage_tx; /* ref only, not alloced */ struct GPUTexture *ghost_depth_tx; /* ref only, not alloced */ struct GPUTexture *object_id_tx; /* ref only, not alloced */ struct GPUTexture *color_buffer_tx; /* ref only, not alloced */ struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */ struct GPUTexture *metallic_buffer_tx; /* ref only, not alloced */ struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ SceneDisplay display; /* world light direction for shadows */ int next_object_id; struct GPUUniformBuffer *sampling_ubo; struct GPUTexture *jitter_tx; int cached_sample_num; } e_data = {{{{NULL}}}}; /* Shaders */ extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_common_view_lib_glsl[]; extern char datatoc_workbench_prepass_vert_glsl[]; extern char datatoc_workbench_prepass_frag_glsl[]; extern char datatoc_workbench_cavity_frag_glsl[]; extern char datatoc_workbench_forward_composite_frag_glsl[]; extern char datatoc_workbench_deferred_composite_frag_glsl[]; extern char datatoc_workbench_deferred_background_frag_glsl[]; extern char datatoc_workbench_ghost_resolve_frag_glsl[]; extern char datatoc_workbench_shadow_vert_glsl[]; extern char datatoc_workbench_shadow_geom_glsl[]; extern char datatoc_workbench_shadow_caps_geom_glsl[]; extern char datatoc_workbench_shadow_debug_frag_glsl[]; extern char datatoc_workbench_background_lib_glsl[]; extern char datatoc_workbench_cavity_lib_glsl[]; extern char datatoc_workbench_common_lib_glsl[]; extern char datatoc_workbench_data_lib_glsl[]; extern char datatoc_workbench_object_outline_lib_glsl[]; extern char datatoc_workbench_curvature_lib_glsl[]; extern char datatoc_workbench_world_light_lib_glsl[]; extern char datatoc_gpu_shader_depth_only_frag_glsl[]; static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd) { DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl); if (!FLAT_ENABLED(wpd)) { BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); } if (OBJECT_OUTLINE_ENABLED(wpd)) { BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl); } if (CURVATURE_ENABLED(wpd)) { BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); } BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl); char *str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_prepass_frag(void) { DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl); char *str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_prepass_vert(bool is_hair) { DynStr *ds = BLI_dynstr_new(); if (is_hair) { BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); } BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl); char *str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_cavity_frag(bool cavity, bool curvature, bool high_dpi) { DynStr *ds = BLI_dynstr_new(); if (cavity) { BLI_dynstr_append(ds, "#define USE_CAVITY\n"); } if (curvature) { BLI_dynstr_append(ds, "#define USE_CURVATURE\n"); } if (high_dpi) { BLI_dynstr_append(ds, "#define CURVATURE_OFFSET 2\n"); } if (NORMAL_ENCODING_ENABLED()) { BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); } BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_cavity_frag_glsl); BLI_dynstr_append(ds, datatoc_workbench_cavity_lib_glsl); char *str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static GPUShader *workbench_cavity_shader_get(bool cavity, bool curvature) { const bool high_dpi = (U.pixelsize > 1.5f); int index = 0; SET_FLAG_FROM_TEST(index, cavity, 1 << 0); SET_FLAG_FROM_TEST(index, curvature, 1 << 1); SET_FLAG_FROM_TEST(index, high_dpi, 1 << 2); GPUShader **sh = &e_data.cavity_sh[index]; if (*sh == NULL) { char *cavity_frag = workbench_build_cavity_frag(cavity, curvature, high_dpi); *sh = DRW_shader_create_fullscreen(cavity_frag, NULL); MEM_freeN(cavity_frag); } return *sh; } static GPUShader *ensure_deferred_prepass_shader(WORKBENCH_PrivateData *wpd, bool is_uniform_color, bool is_hair, bool is_texture_painting, eGPUShaderConfig sh_cfg) { WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_cfg]; int index = workbench_material_get_prepass_shader_index( wpd, is_uniform_color, is_hair, is_texture_painting); if (sh_data->prepass_sh_cache[index] == NULL) { const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; char *defines = workbench_material_build_defines( wpd, is_uniform_color, is_hair, is_texture_painting); char *prepass_vert = workbench_build_prepass_vert(is_hair); char *prepass_frag = workbench_build_prepass_frag(); sh_data->prepass_sh_cache[index] = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, prepass_vert, NULL}, .frag = (const char *[]){prepass_frag, NULL}, .defs = (const char *[]){sh_cfg_data->def, defines, NULL}, }); MEM_freeN(prepass_vert); MEM_freeN(prepass_frag); MEM_freeN(defines); } return sh_data->prepass_sh_cache[index]; } static GPUShader *ensure_deferred_composite_shader(WORKBENCH_PrivateData *wpd) { int index = workbench_material_get_composite_shader_index(wpd); if (e_data.composite_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, false, false, false); char *composite_frag = workbench_build_composite_frag(wpd); e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); MEM_freeN(composite_frag); MEM_freeN(defines); } return e_data.composite_sh_cache[index]; } static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd) { const int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0; if (e_data.background_sh[index] == NULL) { const char *defines = (index) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL; char *frag = BLI_string_joinN(datatoc_workbench_data_lib_glsl, datatoc_workbench_common_lib_glsl, datatoc_workbench_background_lib_glsl, datatoc_workbench_object_outline_lib_glsl, datatoc_workbench_deferred_background_frag_glsl); e_data.background_sh[index] = DRW_shader_create_fullscreen(frag, defines); MEM_freeN(frag); } return e_data.background_sh[index]; } static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg) { wpd->prepass_sh = ensure_deferred_prepass_shader(wpd, false, false, false, sh_cfg); wpd->prepass_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, false, sh_cfg); wpd->prepass_uniform_sh = ensure_deferred_prepass_shader(wpd, true, false, false, sh_cfg); wpd->prepass_uniform_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, false, sh_cfg); wpd->prepass_textured_sh = ensure_deferred_prepass_shader(wpd, false, false, true, sh_cfg); wpd->composite_sh = ensure_deferred_composite_shader(wpd); wpd->background_sh = ensure_background_shader(wpd); } /* Using Hammersley distribution */ static float *create_disk_samples(int num_samples, int num_iterations) { /* vec4 to ensure memory alignment. */ const int total_samples = num_samples * num_iterations; float(*texels)[4] = MEM_mallocN(sizeof(float[4]) * total_samples, __func__); const float num_samples_inv = 1.0f / num_samples; for (int i = 0; i < total_samples; i++) { float it_add = (i / num_samples) * 0.499f; float r = fmodf((i + 0.5f + it_add) * num_samples_inv, 1.0f); double dphi; BLI_hammersley_1d(i, &dphi); float phi = (float)dphi * 2.0f * M_PI + it_add; texels[i][0] = cosf(phi); texels[i][1] = sinf(phi); /* This deliberately distribute more samples * at the center of the disk (and thus the shadow). */ texels[i][2] = r; } return (float *)texels; } static struct GPUTexture *create_jitter_texture(int num_samples) { float jitter[64 * 64][4]; const float num_samples_inv = 1.0f / num_samples; for (int i = 0; i < 64 * 64; i++) { float phi = blue_noise[i][0] * 2.0f * M_PI; /* This rotate the sample per pixels */ jitter[i][0] = cosf(phi); jitter[i][1] = sinf(phi); /* This offset the sample along it's direction axis (reduce banding) */ float bn = blue_noise[i][1] - 0.5f; CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */ jitter[i][2] = bn * num_samples_inv; jitter[i][3] = blue_noise[i][1]; } UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral); return DRW_texture_create_2d(64, 64, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); } /* Functions */ static void workbench_init_object_data(DrawData *dd) { WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd; data->object_id = ((e_data.next_object_id++) & 0xff) + 1; data->shadow_bbox_dirty = true; } static void workbench_init_oit_framebuffer(WORKBENCH_FramebufferList *fbl, DefaultTextureList *dtxl) { const float *size = DRW_viewport_size_get(); e_data.oit_accum_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); e_data.oit_revealage_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_R16F, &draw_engine_workbench_solid); GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.oit_accum_tx), GPU_ATTACHMENT_TEXTURE(e_data.oit_revealage_tx), }); } void workbench_deferred_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; View3D *v3d = draw_ctx->v3d; Scene *scene = draw_ctx->scene; Object *camera; if (v3d && rv3d) { camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL; } else { camera = scene->camera; } if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); } if (!stl->effects) { stl->effects = MEM_callocN(sizeof(*stl->effects), __func__); workbench_effect_info_init(stl->effects); } if (!e_data.next_object_id) { WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache)); memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache)); e_data.next_object_id = 1; #ifdef DEBUG_SHADOW_VOLUME const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl; #else const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl; #endif /* TODO only compile on demand */ e_data.shadow_pass_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_workbench_shadow_vert_glsl, NULL}, .geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL}, .frag = (const char *[]){shadow_frag, NULL}, .defs = (const char *[]){"#define SHADOW_PASS\n" "#define DOUBLE_MANIFOLD\n", NULL}, }); e_data.shadow_pass_manifold_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_workbench_shadow_vert_glsl, NULL}, .geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL}, .frag = (const char *[]){shadow_frag, NULL}, .defs = (const char *[]){"#define SHADOW_PASS\n", NULL}, }); e_data.shadow_fail_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_workbench_shadow_vert_glsl, NULL}, .geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL}, .frag = (const char *[]){shadow_frag, NULL}, .defs = (const char *[]){"#define SHADOW_FAIL\n" "#define DOUBLE_MANIFOLD\n", NULL}, }); e_data.shadow_fail_manifold_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_workbench_shadow_vert_glsl, NULL}, .geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL}, .frag = (const char *[]){shadow_frag, NULL}, .defs = (const char *[]){"#define SHADOW_FAIL\n", NULL}, }); e_data.shadow_caps_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_workbench_shadow_vert_glsl, NULL}, .geom = (const char *[]){datatoc_workbench_shadow_caps_geom_glsl, NULL}, .frag = (const char *[]){shadow_frag, NULL}, .defs = (const char *[]){"#define SHADOW_FAIL\n" "#define DOUBLE_MANIFOLD\n", NULL}, }); e_data.shadow_caps_manifold_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){datatoc_common_view_lib_glsl, datatoc_workbench_shadow_vert_glsl, NULL}, .geom = (const char *[]){datatoc_workbench_shadow_caps_geom_glsl, NULL}, .frag = (const char *[]){shadow_frag, NULL}, .defs = (const char *[]){"#define SHADOW_FAIL\n", NULL}, }); e_data.ghost_resolve_sh = DRW_shader_create_fullscreen( datatoc_workbench_ghost_resolve_frag_glsl, NULL); } workbench_volume_engine_init(); workbench_fxaa_engine_init(); workbench_taa_engine_init(vedata); WORKBENCH_PrivateData *wpd = stl->g_data; workbench_private_data_init(wpd); wpd->shading.xray_alpha = 1.0f; workbench_dof_engine_init(vedata, camera); if (OIT_ENABLED(wpd)) { if (e_data.oit_resolve_sh == NULL) { e_data.oit_resolve_sh = DRW_shader_create_fullscreen( datatoc_workbench_forward_composite_frag_glsl, "#define ALPHA_COMPOSITE\n"); } workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg); workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg); } { const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F; const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F; const eGPUTextureFormat col_tex_format = workbench_color_texture_format(wpd); const eGPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8; e_data.object_id_tx = NULL; e_data.color_buffer_tx = NULL; e_data.composite_buffer_tx = NULL; e_data.normal_buffer_tx = NULL; e_data.cavity_buffer_tx = NULL; e_data.composite_buffer_tx = DRW_texture_pool_query_2d( size[0], size[1], comp_tex_format, &draw_engine_workbench_solid); if (workbench_is_matdata_pass_enabled(wpd) || GPU_unused_fb_slot_workaround()) { e_data.color_buffer_tx = DRW_texture_pool_query_2d( size[0], size[1], col_tex_format, &draw_engine_workbench_solid); } if (OBJECT_ID_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { e_data.object_id_tx = DRW_texture_pool_query_2d( size[0], size[1], id_tex_format, &draw_engine_workbench_solid); } if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { e_data.normal_buffer_tx = DRW_texture_pool_query_2d( size[0], size[1], nor_tex_format, &draw_engine_workbench_solid); } if (CAVITY_ENABLED(wpd)) { e_data.cavity_buffer_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_R16, &draw_engine_workbench_solid); } GPU_framebuffer_ensure_config(&fbl->prepass_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), }); GPU_framebuffer_ensure_config(&fbl->cavity_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.cavity_buffer_tx), }); GPU_framebuffer_ensure_config(&fbl->composite_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), }); GPU_framebuffer_ensure_config(&fbl->color_only_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), }); if (!workbench_is_matdata_pass_enabled(wpd) && !GPU_unused_fb_slot_workaround()) { e_data.color_buffer_tx = DRW_texture_pool_query_2d( size[0], size[1], col_tex_format, &draw_engine_workbench_solid); } GPU_framebuffer_ensure_config(&fbl->effect_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), }); if (OBJECT_ID_PASS_ENABLED(wpd)) { GPU_framebuffer_ensure_config(&fbl->id_clear_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), }); } } { /* AO Samples Tex */ int num_iterations = workbench_taa_calculate_num_iterations(vedata); const int ssao_samples_single_iteration = scene->display.matcap_ssao_samples; const int ssao_samples = MIN2(num_iterations * ssao_samples_single_iteration, 500); if (e_data.sampling_ubo && (e_data.cached_sample_num != ssao_samples)) { DRW_UBO_FREE_SAFE(e_data.sampling_ubo); DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); } if (e_data.sampling_ubo == NULL) { float *samples = create_disk_samples(ssao_samples_single_iteration, num_iterations); e_data.jitter_tx = create_jitter_texture(ssao_samples); e_data.sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples); e_data.cached_sample_num = ssao_samples; MEM_freeN(samples); } } /* Prepass */ { DRWShadingGroup *grp; const bool do_cull = CULL_BACKFACE_ENABLED(wpd); int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; psl->prepass_pass = DRW_pass_create("Prepass", (do_cull) ? state | DRW_STATE_CULL_BACK : state); psl->prepass_hair_pass = DRW_pass_create("Prepass", state); psl->ghost_prepass_pass = DRW_pass_create("Prepass Ghost", (do_cull) ? state | DRW_STATE_CULL_BACK : state); psl->ghost_prepass_hair_pass = DRW_pass_create("Prepass Ghost", state); psl->ghost_resolve_pass = DRW_pass_create("Resolve Ghost Depth", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); grp = DRW_shgroup_create(e_data.ghost_resolve_sh, psl->ghost_resolve_pass); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.ghost_depth_tx); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } { workbench_aa_create_pass(vedata, &e_data.color_buffer_tx); } { workbench_dof_create_pass(vedata, &e_data.composite_buffer_tx, e_data.jitter_tx); } if (CAVITY_ENABLED(wpd)) { int state = DRW_STATE_WRITE_COLOR; GPUShader *shader = workbench_cavity_shader_get(SSAO_ENABLED(wpd), CURVATURE_ENABLED(wpd)); psl->cavity_pass = DRW_pass_create("Cavity", state); DRWShadingGroup *grp = DRW_shgroup_create(shader, psl->cavity_pass); DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); DRW_shgroup_uniform_block(grp, "samples_block", e_data.sampling_ubo); if (SSAO_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); DRW_shgroup_uniform_vec4(grp, "ssao_params", wpd->ssao_params, 1); DRW_shgroup_uniform_vec4(grp, "ssao_settings", wpd->ssao_settings, 1); DRW_shgroup_uniform_mat4(grp, "WinMatrix", wpd->winmat); DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx); } if (CURVATURE_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); DRW_shgroup_uniform_vec2(grp, "curvature_settings", &wpd->world_data.curvature_ridge, 1); } DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } } static void workbench_setup_ghost_framebuffer(WORKBENCH_FramebufferList *fbl) { const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; e_data.ghost_depth_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid); GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb, { GPU_ATTACHMENT_TEXTURE(e_data.ghost_depth_tx), GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), }); } void workbench_deferred_engine_free(void) { for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_data_index]; for (int index = 0; index < MAX_PREPASS_SHADERS; index++) { DRW_SHADER_FREE_SAFE(sh_data->prepass_sh_cache[index]); } } for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) { DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]); } DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh); DRW_UBO_FREE_SAFE(e_data.sampling_ubo); DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); DRW_SHADER_FREE_SAFE(e_data.background_sh[0]); DRW_SHADER_FREE_SAFE(e_data.background_sh[1]); DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh); DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh); workbench_volume_engine_free(); workbench_fxaa_engine_free(); workbench_taa_engine_free(); workbench_dof_engine_free(); } static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp) { DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); if (workbench_is_matdata_pass_enabled(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx); } else { DRW_shgroup_uniform_vec3(grp, "materialSingleColor", wpd->shading.single_color, 1); } if (OBJECT_OUTLINE_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); } if (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); } if (CAVITY_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); DRW_shgroup_uniform_texture( grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture); } } void workbench_deferred_cache_init(WORKBENCH_Data *vedata) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; DRWShadingGroup *grp; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; workbench_volume_cache_init(vedata); select_deferred_shaders(wpd, draw_ctx->sh_cfg); /* Background Pass */ { psl->background_pass = DRW_pass_create("Background", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); grp = DRW_shgroup_create(wpd->background_sh, psl->background_pass); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); if (OBJECT_OUTLINE_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); } DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); if (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb) { GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND); grp = DRW_shgroup_create(shader, psl->background_pass); wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d); DRW_shgroup_call(grp, wpd->world_clip_planes_batch, NULL); DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1); } } /* Deferred Mix Pass */ { workbench_private_data_get_light_direction(wpd, e_data.display.light_direction); studiolight_update_light(wpd, e_data.display.light_direction); if (SHADOW_ENABLED(wpd)) { psl->composite_pass = DRW_pass_create( "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL | DRW_STATE_DEPTH_GREATER); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); workbench_composite_uniforms(wpd, grp); DRW_shgroup_stencil_mask(grp, 0x00); DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); /* Stencil Shadow passes. */ #ifdef DEBUG_SHADOW_VOLUME DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD; DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD; #else DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_STENCIL_ALWAYS; DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL | DRW_STATE_STENCIL_ALWAYS; #endif psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state); psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state); psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state); psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state); psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state); psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani", depth_fail_state); #ifndef DEBUG_SHADOW_VOLUME grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass); DRW_shgroup_stencil_mask(grp, 0xFF); grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass); DRW_shgroup_stencil_mask(grp, 0xFF); grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass); DRW_shgroup_stencil_mask(grp, 0xFF); grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass); DRW_shgroup_stencil_mask(grp, 0xFF); grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass); DRW_shgroup_stencil_mask(grp, 0xFF); grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass); DRW_shgroup_stencil_mask(grp, 0xFF); psl->composite_shadow_pass = DRW_pass_create( "Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL | DRW_STATE_DEPTH_GREATER); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass); DRW_shgroup_stencil_mask(grp, 0x00); workbench_composite_uniforms(wpd, grp); DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1); DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift); DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif } else { psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); workbench_composite_uniforms(wpd, grp); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } } /** * Order Independent Transparency. * Similar to workbench forward. Duplicated code to avoid * spaghetti with workbench forward. It would be great if we unify * this in a clean way. */ if (OIT_ENABLED(wpd)) { const bool do_cull = CULL_BACKFACE_ENABLED(wpd); const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0; /* Transparency Accum */ { /* Same as forward but here we use depth test to * not bleed through other solid objects. */ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | DRW_STATE_DEPTH_LESS | cull_state; psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state); } /* Depth */ { int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state; psl->object_outline_pass = DRW_pass_create("Transparent Depth", state); } /* OIT Composite */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; psl->oit_composite_pass = DRW_pass_create("OIT Composite", state); grp = DRW_shgroup_create(e_data.oit_resolve_sh, psl->oit_composite_pass); DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.oit_accum_tx); DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.oit_revealage_tx); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } } } static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; WORKBENCH_MaterialData *material; WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( &ob->id, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL); WORKBENCH_MaterialData material_template; const bool is_ghost = (ob->dtx & OB_DRAWXRAY); /* Solid */ workbench_material_update_data(wpd, ob, mat, &material_template, color_type); material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1; material_template.color_type = color_type; material_template.ima = ima; material_template.iuser = iuser; material_template.interp = interp; uint hash = workbench_material_get_hash(&material_template, is_ghost); material = BLI_ghash_lookup(wpd->material_hash, POINTER_FROM_UINT(hash)); if (material == NULL) { material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); /* select the correct prepass shader */ GPUShader *shader = (wpd->shading.color_type == color_type) ? wpd->prepass_sh : wpd->prepass_uniform_sh; if (color_type == V3D_SHADING_TEXTURE_COLOR) { shader = wpd->prepass_textured_sh; } material->shgrp = DRW_shgroup_create( shader, (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass); workbench_material_copy(material, &material_template); DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1); workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp); BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material); } return material; } static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; for (ModifierData *md = ob->modifiers.first; md; md = md->next) { if (md->type != eModifierType_ParticleSystem) { continue; } ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH) { Material *mat; Image *image; ImageUser *iuser; int interp; workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat); int color_type = workbench_material_determine_color_type(wpd, image, ob, false); WORKBENCH_MaterialData *material = get_or_create_material_data( vedata, ob, mat, image, iuser, color_type, interp); struct GPUShader *shader = (wpd->shading.color_type == color_type) ? wpd->prepass_hair_sh : wpd->prepass_uniform_hair_sh; DRWShadingGroup *shgrp = DRW_shgroup_hair_create( ob, psys, md, (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass, shader); DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true, interp); } } } static void workbench_cache_populate_texture_paint_mode(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); WORKBENCH_MaterialData *material; /* Force workbench to render active object textured when in texture paint mode */ const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; /* Single Image mode */ if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) { Image *image = imapaint->canvas; int interp = (imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? SHD_INTERP_LINEAR : SHD_INTERP_CLOSEST; int color_type = workbench_material_determine_color_type(wpd, image, ob, use_sculpt_pbvh); struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); material = get_or_create_material_data(vedata, ob, NULL, image, NULL, color_type, interp); DRW_shgroup_call(material->shgrp, geom, ob); } else { /* IMAGEPAINT_MODE_MATERIAL */ const int materials_len = MAX2(1, ob->totcol); struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); for (int i = 0; i < materials_len; i++) { if (geom_array != NULL && geom_array[i] != NULL) { Material *mat; Image *image; ImageUser *iuser; int interp; workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); int color_type = workbench_material_determine_color_type(wpd, image, ob, use_sculpt_pbvh); material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp); DRW_shgroup_call(material->shgrp, geom_array[i], ob); } } } } void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; if (!DRW_object_is_renderable(ob)) { return; } if (ob->type == OB_MESH) { workbench_cache_populate_particles(vedata, ob); } ModifierData *md; if (((ob->base_flag & BASE_FROM_DUPLI) == 0) && (md = modifiers_findByType(ob, eModifierType_Smoke)) && (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && (((SmokeModifierData *)md)->domain != NULL)) { workbench_volume_cache_populate(vedata, scene, ob, md); return; /* Do not draw solid in this case. */ } if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) { return; } if ((ob->dt < OB_SOLID) && !DRW_state_is_scene_render()) { return; } WORKBENCH_MaterialData *material; if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { const bool is_active = (ob == draw_ctx->obact); const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); const bool use_hide = is_active && DRW_object_use_hide_faces(ob); const int materials_len = MAX2(1, ob->totcol); const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL; bool has_transp_mat = false; const bool use_texture_paint_drawing = !(DRW_state_is_image_render() && draw_ctx->v3d == NULL) && workbench_is_object_in_texture_paint_mode(ob) && me && me->mloopuv; if (use_texture_paint_drawing) { workbench_cache_populate_texture_paint_mode(vedata, ob); } else if (!use_sculpt_pbvh && TEXTURE_DRAWING_ENABLED(wpd) && me && me->mloopuv) { /* Draw textured */ struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); for (int i = 0; i < materials_len; i++) { if (geom_array != NULL && geom_array[i] != NULL) { Material *mat; Image *image; ImageUser *iuser; int interp; workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); int color_type = workbench_material_determine_color_type( wpd, image, ob, use_sculpt_pbvh); if (color_type == V3D_SHADING_MATERIAL_COLOR && mat && mat->a < 1.0) { material = workbench_forward_get_or_create_material_data( vedata, ob, mat, image, iuser, color_type, 0); has_transp_mat = true; } else { material = get_or_create_material_data( vedata, ob, mat, image, iuser, color_type, interp); } DRW_shgroup_call(material->shgrp, geom_array[i], ob); } } } else if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR, V3D_SHADING_VERTEX_COLOR)) { int color_type = workbench_material_determine_color_type(wpd, NULL, ob, use_sculpt_pbvh); if ((ob->color[3] < 1.0f) && (color_type == V3D_SHADING_OBJECT_COLOR)) { material = workbench_forward_get_or_create_material_data( vedata, ob, NULL, NULL, NULL, color_type, 0); has_transp_mat = true; } else { /* Draw solid color */ material = get_or_create_material_data(vedata, ob, NULL, NULL, NULL, color_type, 0); } if (use_sculpt_pbvh) { bool use_vcol = (color_type == V3D_SHADING_VERTEX_COLOR); DRW_shgroup_call_sculpt(material->shgrp, ob, false, false, use_vcol); } else { struct GPUBatch *geom; if (color_type == V3D_SHADING_VERTEX_COLOR) { geom = DRW_cache_mesh_surface_vertpaint_get(ob); } else { geom = DRW_cache_object_surface_get(ob); } if (geom) { DRW_shgroup_call(material->shgrp, geom, ob); } } } else { /* Draw material color */ if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); for (int i = 0; i < materials_len; ++i) { struct Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { material = workbench_forward_get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); has_transp_mat = true; } else { material = get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); } shgrps[i] = material->shgrp; } DRW_shgroup_call_sculpt_with_materials(shgrps, ob, false); } else { struct GPUBatch **geoms; struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); geoms = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); for (int i = 0; i < materials_len; ++i) { if (geoms != NULL && geoms[i] != NULL) { Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { material = workbench_forward_get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); has_transp_mat = true; } else { material = get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); } DRW_shgroup_call(material->shgrp, geoms[i], ob); } } } } if (SHADOW_ENABLED(wpd) && !(ob->dtx & OB_DRAW_NO_SHADOW_CAST)) { bool is_manifold; struct GPUBatch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold); if (geom_shadow) { if (use_sculpt_pbvh || use_hide) { /* Currently unsupported in sculpt mode. We could revert to the slow * method in this case but I'm not sure if it's a good idea given that * sculpted meshes are heavy to begin with. */ // DRW_shgroup_call_sculpt(wpd->shadow_shgrp, ob, ob->obmat); } else { WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( &ob->id, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL); if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) { mul_v3_mat3_m4v3( engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction); DRWShadingGroup *grp; bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow( wpd, ob, engine_object_data); if (use_shadow_pass_technique && !has_transp_mat) { if (is_manifold) { grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass); } else { grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass); } DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f); DRW_shgroup_call_no_cull(grp, geom_shadow, ob); #ifdef DEBUG_SHADOW_VOLUME DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f}); #endif } else { float extrude_distance = studiolight_object_shadow_distance( wpd, ob, engine_object_data); /* TODO(fclem): only use caps if they are in the view frustum. */ const bool need_caps = true; if (need_caps) { if (is_manifold) { grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass); } else { grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass); } DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); DRW_shgroup_call_no_cull(grp, DRW_cache_object_surface_get(ob), ob); } if (is_manifold) { grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass); } else { grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass); } DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1); DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance); DRW_shgroup_call_no_cull(grp, geom_shadow, ob); #ifdef DEBUG_SHADOW_VOLUME DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f}); #endif } } } } } } } void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata)) { } void workbench_deferred_draw_background(WORKBENCH_Data *vedata) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PrivateData *wpd = stl->g_data; const float clear_depth = 1.0f; const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; uint clear_stencil = 0x00; DRW_stats_group_start("Clear Background"); if (OBJECT_ID_PASS_ENABLED(wpd)) { /* From all the color buffers, only object id needs to be cleared. */ GPU_framebuffer_bind(fbl->id_clear_fb); GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_color); } GPU_framebuffer_bind(fbl->prepass_fb); int clear_bits = GPU_DEPTH_BIT; SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT); GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil); DRW_stats_group_end(); } void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) { WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PrivateData *wpd = stl->g_data; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); if (workbench_is_taa_enabled(wpd)) { workbench_taa_draw_scene_start(vedata); } /* clear in background */ GPU_framebuffer_bind(fbl->prepass_fb); DRW_draw_pass(psl->prepass_pass); DRW_draw_pass(psl->prepass_hair_pass); if (GHOST_ENABLED(psl)) { /* meh, late init to not request a depth buffer we won't use. */ workbench_setup_ghost_framebuffer(fbl); GPU_framebuffer_bind(fbl->ghost_prepass_fb); GPU_framebuffer_clear_depth(fbl->ghost_prepass_fb, 1.0f); DRW_draw_pass(psl->ghost_prepass_pass); DRW_draw_pass(psl->ghost_prepass_hair_pass); GPU_framebuffer_bind(dfbl->depth_only_fb); DRW_draw_pass(psl->ghost_resolve_pass); } if (CAVITY_ENABLED(wpd)) { GPU_framebuffer_bind(fbl->cavity_fb); DRW_draw_pass(psl->cavity_pass); } if (SHADOW_ENABLED(wpd)) { #ifdef DEBUG_SHADOW_VOLUME GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); #else GPU_framebuffer_bind(dfbl->depth_only_fb); #endif DRW_draw_pass(psl->shadow_depth_pass_pass); DRW_draw_pass(psl->shadow_depth_pass_mani_pass); DRW_draw_pass(psl->shadow_depth_fail_pass); DRW_draw_pass(psl->shadow_depth_fail_mani_pass); DRW_draw_pass(psl->shadow_depth_fail_caps_pass); DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass); if (GHOST_ENABLED(psl)) { /* We need to set the stencil buffer to 0 where Ghost objects are * else they will get shadow and even badly shadowed. */ DRWState state = DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS; DRW_pass_state_set(psl->ghost_prepass_pass, state); DRW_pass_state_set(psl->ghost_prepass_hair_pass, state); DRW_draw_pass(psl->ghost_prepass_pass); DRW_draw_pass(psl->ghost_prepass_hair_pass); } #ifndef DEBUG_SHADOW_VOLUME GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); DRW_draw_pass(psl->composite_shadow_pass); #endif } else { GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); } /* In order to not draw on top of ghost objects, we clear the stencil * to 0xFF and the ghost object to 0x00 and only draw overlays on top if * stencil is not 0. */ GPU_framebuffer_bind(dfbl->depth_only_fb); GPU_framebuffer_clear_stencil(dfbl->depth_only_fb, 0xFF); /* TODO(fclem): only enable when needed (when there is overlays). */ if (GHOST_ENABLED(psl)) { DRWState state = DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS; DRW_pass_state_set(psl->ghost_prepass_pass, state); DRW_pass_state_set(psl->ghost_prepass_hair_pass, state); DRW_draw_pass(psl->ghost_prepass_pass); DRW_draw_pass(psl->ghost_prepass_hair_pass); } GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->background_pass); if (OIT_ENABLED(wpd) && !DRW_pass_is_empty(psl->transparent_accum_pass)) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* meh, late init to not request buffers we won't use. */ workbench_init_oit_framebuffer(fbl, dtxl); const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPU_framebuffer_bind(fbl->transparent_accum_fb); GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); DRW_draw_pass(psl->transparent_accum_pass); GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->oit_composite_pass); } if (wpd->volumes_do) { GPU_framebuffer_bind(fbl->color_only_fb); DRW_draw_pass(psl->volume_pass); } workbench_dof_draw_pass(vedata); workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx); } void workbench_deferred_draw_finish(WORKBENCH_Data *vedata) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; /* XXX TODO(fclem) do not discard UBOS after drawing! Store them per viewport. */ workbench_private_data_free(wpd); workbench_volume_smoke_textures_free(wpd); }