/* * 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 2020, Blender Foundation. */ /** \file * \ingroup draw_engine * * Transparent Pipeline: * * Use Weight Blended Order Independent Transparency to render transparent surfaces. * * The rendering is broken down in two passes: * - the accumulation pass where we render all the surfaces and accumulate all the weights. * - the resolve pass where we divide the accumulated information by the weights. * * An additional re-render of the transparent surfaces is sometime done in order to have their * correct depth and object ids correctly written. */ #include "DRW_render.h" #include "ED_view3d.h" #include "workbench_engine.h" #include "workbench_private.h" void workbench_transparent_engine_init(WORKBENCH_Data *data) { WORKBENCH_FramebufferList *fbl = data->fbl; WORKBENCH_PrivateData *wpd = data->stl->wpd; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DrawEngineType *owner = (DrawEngineType *)&workbench_transparent_engine_init; /* Reuse same format as opaque pipeline to reuse the textures. */ /* Note: Floating point texture is required for the reveal_tex as it is used for * the alpha accumulation component (see accumulation shader for more explanation). */ const eGPUTextureFormat accum_tex_format = GPU_RGBA16F; const eGPUTextureFormat reveal_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA32F; wpd->accum_buffer_tx = DRW_texture_pool_query_fullscreen(accum_tex_format, owner); wpd->reveal_buffer_tx = DRW_texture_pool_query_fullscreen(reveal_tex_format, owner); GPU_framebuffer_ensure_config(&fbl->transp_accum_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(wpd->accum_buffer_tx), GPU_ATTACHMENT_TEXTURE(wpd->reveal_buffer_tx), }); } static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp) { DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false); if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE | STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE); struct GPUTexture *diff_tx = wpd->studio_light->matcap_diffuse.gputexture; struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture; const bool use_spec = workbench_is_specular_highlight_enabled(wpd); spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx; DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx); DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx); } } void workbench_transparent_cache_init(WORKBENCH_Data *vedata) { WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = vedata->stl->wpd; struct GPUShader *sh; DRWShadingGroup *grp; { int transp = 1; for (int infront = 0; infront < 2; infront++) { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_OIT; DRWPass *pass; if (infront) { DRW_PASS_CREATE(psl->transp_accum_infront_ps, state | wpd->cull_state | wpd->clip_state); pass = psl->transp_accum_infront_ps; } else { DRW_PASS_CREATE(psl->transp_accum_ps, state | wpd->cull_state | wpd->clip_state); pass = psl->transp_accum_ps; } for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) { wpd->prepass[transp][infront][data].material_hash = BLI_ghash_ptr_new(__func__); sh = workbench_shader_transparent_get(wpd, data); wpd->prepass[transp][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1); workbench_transparent_lighting_uniforms(wpd, grp); wpd->prepass[transp][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */ sh = workbench_shader_transparent_image_get(wpd, data, false); wpd->prepass[transp][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */ workbench_transparent_lighting_uniforms(wpd, grp); sh = workbench_shader_transparent_image_get(wpd, data, true); wpd->prepass[transp][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr); DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */ workbench_transparent_lighting_uniforms(wpd, grp); } } } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->transp_resolve_ps, state); sh = workbench_shader_transparent_resolve_get(wpd); grp = DRW_shgroup_create(sh, psl->transp_resolve_ps); DRW_shgroup_uniform_texture(grp, "transparentAccum", wpd->accum_buffer_tx); DRW_shgroup_uniform_texture(grp, "transparentRevealage", wpd->reveal_buffer_tx); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } } /* Redraw the transparent passes but with depth test * to output correct outline IDs and depth. */ void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data) { WORKBENCH_PrivateData *wpd = data->stl->wpd; WORKBENCH_FramebufferList *fbl = data->fbl; WORKBENCH_PassList *psl = data->psl; const bool do_xray_depth_pass = !XRAY_FLAG_ENABLED(wpd) || XRAY_ALPHA(wpd) > 0.0f; const bool do_transparent_depth_pass = psl->outline_ps || wpd->dof_enabled || do_xray_depth_pass; if (do_transparent_depth_pass) { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; if (!DRW_pass_is_empty(psl->transp_accum_ps)) { GPU_framebuffer_bind(fbl->opaque_fb); /* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */ DRW_pass_state_set(psl->transp_accum_ps, state | wpd->cull_state | wpd->clip_state); DRW_draw_pass(psl->transp_accum_ps); } if (!DRW_pass_is_empty(psl->transp_accum_infront_ps)) { GPU_framebuffer_bind(fbl->opaque_infront_fb); /* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */ DRW_pass_state_set(psl->transp_accum_infront_ps, state | wpd->cull_state | wpd->clip_state); DRW_draw_pass(psl->transp_accum_infront_ps); } } }