/* * 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_forward.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 "BKE_node.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 "UI_resources.h" /* *********** STATIC *********** */ static struct { struct GPUShader *composite_sh_cache[MAX_SHADERS]; struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS]; struct GPUShader *depth_sh; struct GPUTexture *object_id_tx; /* ref only, not alloced */ struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ int next_object_id; float normal_world_matrix[3][3]; } e_data = {NULL}; /* Shaders */ extern char datatoc_workbench_forward_composite_frag_glsl[]; extern char datatoc_workbench_forward_depth_frag_glsl[]; extern char datatoc_workbench_forward_transparent_accum_frag_glsl[]; extern char datatoc_workbench_data_lib_glsl[]; extern char datatoc_workbench_background_lib_glsl[]; extern char datatoc_workbench_object_outline_lib_glsl[]; extern char datatoc_workbench_prepass_vert_glsl[]; extern char datatoc_workbench_common_lib_glsl[]; extern char datatoc_workbench_world_light_lib_glsl[]; /* static functions */ static char *workbench_build_forward_depth_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_forward_depth_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_forward_transparent_accum_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_world_light_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_accum_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_forward_composite_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_background_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static void workbench_init_object_data(ObjectEngineData *engine_data) { WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data; data->object_id = e_data.next_object_id++; } static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype) { 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_object_engine_data_ensure( ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL); WORKBENCH_MaterialData material_template; DRWShadingGroup *grp; /* Solid */ workbench_material_get_solid_color(wpd, ob, mat, material_template.color); material_template.object_id = engine_object_data->object_id; material_template.drawtype = drawtype; material_template.ima = ima; 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__); /* transparent accum */ grp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh, psl->transparent_accum_pass); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix); copy_v4_v4(material->color, material_template.color); switch (drawtype) { case OB_SOLID: DRW_shgroup_uniform_vec4(grp, "color", material->color, 1); break; case OB_TEXTURE: { GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false); DRW_shgroup_uniform_texture(grp, "image", tex); break; } } material->shgrp = grp; /* Depth */ material->shgrp_depth = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); material->object_id = engine_object_data->object_id; DRW_shgroup_uniform_int(material->shgrp_depth, "object_id", &material->object_id, 1); BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material); } return material; } static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype) { if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID) { char *defines = workbench_material_build_defines(wpd, drawtype); char *composite_frag = workbench_build_forward_composite_frag(); e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); MEM_freeN(composite_frag); MEM_freeN(defines); } if (e_data.transparent_accum_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, drawtype); char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag(); e_data.transparent_accum_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, transparent_accum_frag, defines); MEM_freeN(transparent_accum_frag); MEM_freeN(defines); } } static void select_forward_shaders(WORKBENCH_PrivateData *wpd) { int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID); int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE); ensure_forward_shaders(wpd, index_solid, OB_SOLID); ensure_forward_shaders(wpd, index_texture, OB_TEXTURE); wpd->composite_sh = e_data.composite_sh_cache[index_solid]; wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid]; wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture]; } /* public functions */ void workbench_forward_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_StorageList *stl = vedata->stl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRWShadingGroup *grp; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } WORKBENCH_PrivateData *wpd = stl->g_data; workbench_private_data_init(wpd); if (!e_data.next_object_id) { e_data.next_object_id = 1; memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); /* XXX: forward depth does not use any defines ATM. */ char *defines = workbench_material_build_defines(wpd, OB_SOLID); char *forward_depth_frag = workbench_build_forward_depth_frag(); e_data.depth_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines); MEM_freeN(forward_depth_frag); MEM_freeN(defines); } select_forward_shaders(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_transparent); e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent); e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent); GPU_framebuffer_ensure_config(&fbl->depth_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), }); GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx), }); GPU_framebuffer_ensure_config(&fbl->composite_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), }); const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DRW_stats_group_start("Clear Buffers"); GPU_framebuffer_bind(fbl->transparent_accum_fb); GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); GPU_framebuffer_bind(fbl->depth_fb); GPU_framebuffer_clear_color(fbl->depth_fb, clear_color); DRW_stats_group_end(); /* Treansparecy Accum */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;// | DRW_STATE_CULL_BACK; psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state); } /* Depth */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; psl->depth_pass = DRW_pass_create("Depth", state); } /* Composite */ { int state = DRW_STATE_WRITE_COLOR; psl->composite_pass = DRW_pass_create("Composite", state); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } } void workbench_forward_engine_free() { for (int index = 0; index < MAX_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]); } DRW_SHADER_FREE_SAFE(e_data.depth_sh); } void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata)) { } static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob) { const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob == draw_ctx->object_edit) { return; } for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) { if (!psys_check_enabled(ob, psys, false)) { continue; } if (!DRW_check_psys_visible_within_active_context(ob, psys)) { return; } ParticleSettings *part = psys->part; const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; static float mat[4][4]; unit_m4(mat); if (draw_as == PART_DRAW_PATH) { struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL); WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID); DRW_shgroup_call_add(material->shgrp, geom, mat); } } } void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; if (!DRW_object_is_renderable(ob)) return; if (ob->type == OB_MESH) { workbench_forward_cache_populate_particles(vedata, ob); } if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) { const DRWContextState *draw_ctx = DRW_context_state_get(); 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; WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID); if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) { const Mesh *me = ob->data; if (me->mloopuv) { const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL; if (materials_len > 0 && geom_array) { for (int i = 0; i < materials_len; i++) { Material *mat = give_current_material(ob, i + 1); Image *image; ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL); /* use OB_SOLID when no texture could be determined */ int mat_drawtype = OB_SOLID; if (image) { mat_drawtype = OB_TEXTURE; } material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype); DRW_shgroup_call_object_add(material->shgrp_depth, geom_array[i], ob); DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob); } is_drawn = true; } } } /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */ if (!is_drawn) { if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) { /* No material split needed */ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp_depth, ob, ob->obmat); DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp_depth, geom, ob); DRW_shgroup_call_object_add(material->shgrp, geom, ob); } } } else { 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 Gwn_Batch **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) { Material *mat = give_current_material(ob, i + 1); material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID); DRW_shgroup_call_object_add(material->shgrp_depth, mat_geom[i], ob); DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob); } } } } } } void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata)) { } void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata)) { const float clear_depth = 1.0f; uint clear_stencil = 0xFF; const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DRW_stats_group_start("Clear Background"); GPU_framebuffer_bind(dfbl->default_fb); int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT; GPU_framebuffer_clear(dfbl->default_fb, clear_bits, clear_color, clear_depth, clear_stencil); DRW_stats_group_end(); } void workbench_forward_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(); /* Write Depth + Object ID */ GPU_framebuffer_bind(fbl->depth_fb); DRW_draw_pass(psl->depth_pass); /* Shade */ GPU_framebuffer_bind(fbl->transparent_accum_fb); DRW_draw_pass(psl->transparent_accum_pass); /* Composite */ GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); /* Color correct */ GPU_framebuffer_bind(dfbl->color_only_fb); DRW_transform_to_display(e_data.composite_buffer_tx); workbench_private_data_free(wpd); }