/* * 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_private.h * \ingroup draw_engine */ #ifndef __WORKBENCH_PRIVATE_H__ #define __WORKBENCH_PRIVATE_H__ #include "BKE_studiolight.h" #include "DNA_image_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "DNA_userdef_types.h" #include "DRW_render.h" #define WORKBENCH_ENGINE "BLENDER_WORKBENCH" #define M_GOLDEN_RATION_CONJUGATE 0.618033988749895 #define MAX_SHADERS (1 << 10) #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->color_type & V3D_SHADING_TEXTURE_COLOR) #define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT) #define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO) #define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP) #define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)) #define STUDIOLIGHT_ORIENTATION_CAMERA_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_CAMERA)) #define STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL)) #define CAVITY_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_CAVITY) #define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW) #define FXAA_ENABLED(wpd) (wpd->user_preferences->gpu_viewport_antialias & USER_AA_FXAA && (!DRW_state_is_opengl_render())) #define SPECULAR_HIGHLIGHT_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd))) #define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) #define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd)) #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd)) #define NORMAL_ENCODING_ENABLED() (true) #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->color_type & V3D_SHADING_TEXTURE_COLOR) typedef struct WORKBENCH_FramebufferList { /* Deferred render buffers */ struct GPUFrameBuffer *prepass_fb; struct GPUFrameBuffer *cavity_fb; struct GPUFrameBuffer *composite_fb; struct GPUFrameBuffer *effect_fb; /* Forward render buffers */ struct GPUFrameBuffer *object_outline_fb; struct GPUFrameBuffer *transparent_accum_fb; struct GPUFrameBuffer *transparent_revealage_fb; } WORKBENCH_FramebufferList; typedef struct WORKBENCH_StorageList { struct WORKBENCH_PrivateData *g_data; } WORKBENCH_StorageList; typedef struct WORKBENCH_PassList { /* deferred rendering */ struct DRWPass *prepass_pass; struct DRWPass *prepass_hair_pass; struct DRWPass *cavity_pass; struct DRWPass *shadow_depth_pass_pass; struct DRWPass *shadow_depth_pass_mani_pass; struct DRWPass *shadow_depth_fail_pass; struct DRWPass *shadow_depth_fail_mani_pass; struct DRWPass *shadow_depth_fail_caps_pass; struct DRWPass *shadow_depth_fail_caps_mani_pass; struct DRWPass *composite_pass; struct DRWPass *composite_shadow_pass; struct DRWPass *effect_fxaa_pass; /* forward rendering */ struct DRWPass *transparent_accum_pass; struct DRWPass *object_outline_pass; struct DRWPass *depth_pass; struct DRWPass *checker_depth_pass; } WORKBENCH_PassList; typedef struct WORKBENCH_Data { void *engine_type; WORKBENCH_FramebufferList *fbl; DRWViewportEmptyList *txl; WORKBENCH_PassList *psl; WORKBENCH_StorageList *stl; } WORKBENCH_Data; typedef struct WORKBENCH_UBO_Light { float light_direction_vs[4]; float specular_color[3]; float energy; } WORKBENCH_UBO_Light; typedef struct WORKBENCH_UBO_World { float spherical_harmonics_coefs[STUDIOLIGHT_SPHERICAL_HARMONICS_MAX_COMPONENTS][4]; float background_color_low[4]; float background_color_high[4]; float object_outline_color[4]; float light_direction_vs[4]; WORKBENCH_UBO_Light lights[3]; int num_lights; int matcap_orientation; float background_alpha; int pad[1]; } WORKBENCH_UBO_World; BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16) typedef struct WORKBENCH_UBO_Material { float diffuse_color[4]; float specular_color[4]; float roughness; float pad[3]; } WORKBENCH_UBO_Material; BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16) typedef struct WORKBENCH_PrivateData { struct GHash *material_hash; struct GPUShader *prepass_solid_sh; struct GPUShader *prepass_solid_hair_sh; struct GPUShader *prepass_texture_sh; struct GPUShader *prepass_texture_hair_sh; struct GPUShader *composite_sh; struct GPUShader *transparent_accum_sh; struct GPUShader *transparent_accum_hair_sh; struct GPUShader *transparent_accum_texture_sh; struct GPUShader *transparent_accum_texture_hair_sh; View3DShading shading; StudioLight *studio_light; UserDef *user_preferences; int color_type; struct GPUUniformBuffer *world_ubo; struct DRWShadingGroup *shadow_shgrp; struct DRWShadingGroup *depth_shgrp; WORKBENCH_UBO_World world_data; float shadow_multiplier; float cached_shadow_direction[3]; float shadow_mat[4][4]; float shadow_inv[4][4]; float shadow_far_plane[4]; /* Far plane of the view frustum. */ float shadow_near_corners[4][3]; /* Near plane corners in shadow space. */ float shadow_near_min[3]; /* min and max of shadow_near_corners. allow fast test */ float shadow_near_max[3]; float shadow_near_sides[2][4]; /* This is a parallelogram, so only 2 normal and distance to the edges. */ bool shadow_changed; /* Ssao */ float winmat[4][4]; float viewvecs[3][4]; float ssao_params[4]; float ssao_settings[4]; } WORKBENCH_PrivateData; /* Transient data */ typedef struct WORKBENCH_MaterialData { /* Solid color */ WORKBENCH_UBO_Material material_data; struct GPUUniformBuffer *material_ubo; int object_id; int color_type; Image *ima; /* Linked shgroup for drawing */ DRWShadingGroup *shgrp; /* forward rendering */ DRWShadingGroup *shgrp_object_outline; } WORKBENCH_MaterialData; typedef struct WORKBENCH_ObjectData { struct ObjectEngineData *next, *prev; struct DrawEngineType *engine_type; /* Only nested data, NOT the engine data itself. */ ObjectEngineDataFreeCb free; /* Accumulated recalc flags, which corresponds to ID->recalc flags. */ int recalc; /* Shadow direction in local object space. */ float shadow_dir[3], shadow_depth; float shadow_min[3], shadow_max[3]; /* Min, max in shadow space */ BoundBox shadow_bbox; bool shadow_bbox_dirty; int object_id; } WORKBENCH_ObjectData; /* workbench_engine.c */ void workbench_solid_materials_init(WORKBENCH_Data *vedata); void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata); void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob); void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata); void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata); void workbench_solid_materials_free(void); /* workbench_deferred.c */ void workbench_deferred_engine_init(WORKBENCH_Data *vedata); void workbench_deferred_engine_free(void); void workbench_deferred_draw_background(WORKBENCH_Data *vedata); void workbench_deferred_draw_scene(WORKBENCH_Data *vedata); void workbench_deferred_cache_init(WORKBENCH_Data *vedata); void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob); void workbench_deferred_cache_finish(WORKBENCH_Data *vedata); /* workbench_forward.c */ void workbench_forward_engine_init(WORKBENCH_Data *vedata); void workbench_forward_engine_free(void); void workbench_forward_draw_background(WORKBENCH_Data *vedata); void workbench_forward_draw_scene(WORKBENCH_Data *vedata); void workbench_forward_cache_init(WORKBENCH_Data *vedata); void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob); void workbench_forward_cache_finish(WORKBENCH_Data *vedata); /* workbench_materials.c */ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima); char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair); void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data); uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template); int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair); void workbench_material_set_normal_world_matrix( DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]); /* workbench_studiolight.c */ void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd); void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_direction[3]); bool studiolight_object_cast_visible_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed); float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed); bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, Object *ob, WORKBENCH_ObjectData *oed); /* workbench_data.c */ void workbench_private_data_init(WORKBENCH_PrivateData *wpd); void workbench_private_data_free(WORKBENCH_PrivateData *wpd); void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3]); extern DrawEngineType draw_engine_workbench_solid; extern DrawEngineType draw_engine_workbench_transparent; #endif