/* * 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 workbench_deferred.c * \ingroup draw_engine */ #include "workbench_private.h" #include "BIF_gl.h" #include "BLI_alloca.h" #include "BLI_dynstr.h" #include "BLI_utildefines.h" #include "BLI_rand.h" #include "BKE_image.h" #include "BKE_node.h" #include "BKE_modifier.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 "ED_uvedit.h" #include "GPU_shader.h" #include "GPU_texture.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 static struct { struct GPUShader *prepass_sh_cache[MAX_SHADERS]; struct GPUShader *composite_sh_cache[MAX_SHADERS]; struct GPUShader *cavity_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 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 *specular_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; float normal_world_matrix[3][3]; 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_workbench_prepass_vert_glsl[]; extern char datatoc_workbench_prepass_frag_glsl[]; extern char datatoc_workbench_cavity_frag_glsl[]; extern char datatoc_workbench_deferred_composite_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_world_light_lib_glsl[]; static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd) { char *str = NULL; 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_background_lib_glsl); if ((wpd->shading.light & V3D_LIGHTING_MATCAP) || (wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) { BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); } if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) { BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl); } BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_prepass_frag(void) { char *str = NULL; 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); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_prepass_vert(bool is_hair) { char *str = NULL; if (!is_hair) { return BLI_strdup(datatoc_workbench_prepass_vert_glsl); } DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_cavity_frag(void) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_cavity_frag_glsl); BLI_dynstr_append(ds, datatoc_workbench_cavity_lib_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair) { if (e_data.prepass_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); char *composite_frag = workbench_build_composite_frag(wpd); char *prepass_vert = workbench_build_prepass_vert(is_hair); char *prepass_frag = workbench_build_prepass_frag(); e_data.prepass_sh_cache[index] = DRW_shader_create( prepass_vert, NULL, prepass_frag, defines); if (!use_textures && !is_hair) { e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); } MEM_freeN(prepass_vert); MEM_freeN(prepass_frag); MEM_freeN(composite_frag); MEM_freeN(defines); } } static void select_deferred_shaders(WORKBENCH_PrivateData *wpd) { int index_solid = workbench_material_get_shader_index(wpd, false, false); int index_solid_hair = workbench_material_get_shader_index(wpd, false, true); int index_texture = workbench_material_get_shader_index(wpd, true, false); int index_texture_hair = workbench_material_get_shader_index(wpd, true, true); ensure_deferred_shaders(wpd, index_solid, false, false); ensure_deferred_shaders(wpd, index_solid_hair, false, true); ensure_deferred_shaders(wpd, index_texture, true, false); ensure_deferred_shaders(wpd, index_texture_hair, true, true); wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid]; wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair]; wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture]; wpd->prepass_texture_hair_sh = e_data.prepass_sh_cache[index_texture_hair]; wpd->composite_sh = e_data.composite_sh_cache[index_solid]; } /* 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 deliberatly 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][3]; 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; } 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_RGB16F, 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; } 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(); 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) { memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); 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 = NULL; #endif e_data.shadow_pass_sh = DRW_shader_create( datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, shadow_frag, "#define SHADOW_PASS\n" "#define DOUBLE_MANIFOLD\n"); e_data.shadow_pass_manifold_sh = DRW_shader_create( datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, shadow_frag, "#define SHADOW_PASS\n"); e_data.shadow_fail_sh = DRW_shader_create( datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, shadow_frag, "#define SHADOW_FAIL\n" "#define DOUBLE_MANIFOLD\n"); e_data.shadow_fail_manifold_sh = DRW_shader_create( datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, shadow_frag, "#define SHADOW_FAIL\n"); e_data.shadow_caps_sh = DRW_shader_create( datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_caps_geom_glsl, shadow_frag, "#define SHADOW_FAIL\n" "#define DOUBLE_MANIFOLD\n"); e_data.shadow_caps_manifold_sh = DRW_shader_create( datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_caps_geom_glsl, shadow_frag, "#define SHADOW_FAIL\n"); char *cavity_frag = workbench_build_cavity_frag(); e_data.cavity_sh = DRW_shader_create_fullscreen(cavity_frag, NULL); MEM_freeN(cavity_frag); } workbench_volume_engine_init(); workbench_fxaa_engine_init(); workbench_taa_engine_init(vedata); WORKBENCH_PrivateData *wpd = stl->g_data; workbench_private_data_init(wpd); { const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid); e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid); e_data.cavity_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid); e_data.specular_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid); e_data.composite_buffer_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); if (NORMAL_ENCODING_ENABLED()) { e_data.normal_buffer_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_RG16, &draw_engine_workbench_solid); } else { e_data.normal_buffer_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid); } GPU_framebuffer_ensure_config(&fbl->prepass_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), GPU_ATTACHMENT_TEXTURE(e_data.specular_buffer_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->volume_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), }); GPU_framebuffer_ensure_config(&fbl->effect_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), }); } { Scene *scene = draw_ctx->scene; /* 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 */ { const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING)); 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); } { workbench_aa_create_pass(vedata, &e_data.color_buffer_tx); } { int state = DRW_STATE_WRITE_COLOR; psl->cavity_pass = DRW_pass_create("Cavity", state); DRWShadingGroup *grp = DRW_shgroup_create(e_data.cavity_sh, psl->cavity_pass); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx); DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); 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); DRW_shgroup_uniform_block(grp, "samples_block", e_data.sampling_ubo); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } } void workbench_deferred_engine_free(void) { for (int index = 0; index < MAX_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]); DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } DRW_SHADER_FREE_SAFE(e_data.cavity_sh); DRW_UBO_FREE_SAFE(e_data.sampling_ubo); DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx); 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(); } static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp) { DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx); 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) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "specularBuffer", &e_data.specular_buffer_tx); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); } DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE); DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture); } workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix); } 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); /* Deferred Mix Pass */ { workbench_private_data_get_light_direction(wpd, e_data.display.light_direction); studiolight_update_light(wpd, e_data.display.light_direction); e_data.display.shadow_shift = scene->display.shadow_shift; if (SHADOW_ENABLED(wpd)) { psl->composite_pass = DRW_pass_create( "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL); 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(grp, "shadowShift", &scene->display.shadow_shift, 1); DRW_shgroup_call_add(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_ADDITIVE; DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE; #else DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS; DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL; #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); 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(grp, "shadowShift", &scene->display.shadow_shift, 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif } else { psl->composite_pass = DRW_pass_create( "Composite", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); workbench_composite_uniforms(wpd, grp); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } } } static WORKBENCH_MaterialData *get_or_create_material_data( WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int image_tile) { 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; /* Solid */ workbench_material_update_data(wpd, ob, mat, &material_template); 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.image_tile = image_tile; uint hash = workbench_material_get_hash(&material_template); material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash)); if (material == NULL) { material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); material->shgrp = DRW_shgroup_create( color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass); workbench_material_copy(material, &material_template); DRW_shgroup_stencil_mask(material->shgrp, 0xFF); DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1); workbench_material_shgroup_uniform(wpd, material->shgrp, material); BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(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; const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob == draw_ctx->object_edit) { return; } for (ModifierData *md = ob->modifiers.first; md; md = md->next) { if (md->type != eModifierType_ParticleSystem) { continue; } ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (!psys_check_enabled(ob, psys, false)) { continue; } if (!DRW_check_psys_visible_within_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) { Image *image = NULL; Material *mat = give_current_material(ob, part->omat); ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL); int color_type = workbench_material_determine_color_type(wpd, image); WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type, 0); struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ? wpd->prepass_solid_hair_sh : wpd->prepass_texture_hair_sh; DRWShadingGroup *shgrp = DRW_shgroup_hair_create( ob, psys, md, psl->prepass_hair_pass, shader); DRW_shgroup_stencil_mask(shgrp, 0xFF); DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); workbench_material_shgroup_uniform(wpd, shgrp, material); } } } 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_FROMDUPLI) == 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_check_object_visible_within_active_context(ob)) { 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 is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0; bool is_drawn = false; if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) { const Mesh *me = ob->data; if (me->mloopuv && me->totcol) { const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); bool *is_tiled = MEM_mallocN(sizeof(bool)*materials_len, "workbench deferred is tiled"); for(int i = 0; i < materials_len; i++) { Image *image; ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL); is_tiled[i] = image && (image->source == IMA_SRC_TILED); } int num_batches = 0; struct TexpaintCacheBatch *geom_batches = DRW_cache_mesh_surface_texpaint_get(ob, is_tiled, &num_batches); for (int i = 0; i < num_batches; i++) { if (geom_batches[i].batch == NULL) { continue; } int matid = geom_batches[i].material + 1; Material *mat = give_current_material(ob, matid); Image *image; ED_object_get_active_image(ob, matid, &image, NULL, NULL, NULL); int color_type = workbench_material_determine_color_type(wpd, image); material = get_or_create_material_data(vedata, ob, mat, image, color_type, geom_batches[i].tile); DRW_shgroup_call_object_add(material->shgrp, geom_batches[i].batch, ob); is_drawn = true; } } } /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */ if (!is_drawn) { if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) { /* No material split needed */ struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp, geom, ob); } } } else { /* MATERIAL colors */ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); for (int i = 0; i < materials_len; i++) { gpumat_array[i] = NULL; } struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); if (mat_geom) { for (int i = 0; i < materials_len; ++i) { if (mat_geom[i] == NULL) { continue; } Material *mat = give_current_material(ob, i + 1); material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob); } } } } } if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW)) { bool is_manifold; struct GPUBatch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold); if (geom_shadow) { if (is_sculpt_mode) { /* 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 * sculped meshes are heavy to begin with. */ // DRW_shgroup_call_sculpt_add(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)) { invert_m4_m4(ob->imat, ob->obmat); 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) { 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_add(grp, geom_shadow, ob->obmat); #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_add(grp, DRW_cache_object_surface_get(ob), ob->obmat); } 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_add(grp, geom_shadow, ob->obmat); #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 = 0xFF; DRW_stats_group_start("Clear Background"); GPU_framebuffer_bind(fbl->prepass_fb); int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_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 (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 (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); #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); } if (wpd->volumes_do) { GPU_framebuffer_bind(fbl->volume_fb); DRW_draw_pass(psl->volume_pass); } 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; workbench_private_data_free(wpd); workbench_volume_smoke_textures_free(wpd); }