Welcome to mirror list, hosted at ThFree Co, Russian Federation.

clay_engine.c « clay « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: f39438e660ce8260c4af035d9f5fa0acfa64fa85 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
/*
 * 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
 *
 */

#include "DRW_render.h"

#include "DNA_particle_types.h"

#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "BKE_particle.h"

#include "BLI_dynstr.h"
#include "BLI_rand.h"

#include "GPU_shader.h"

#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"

#include "UI_resources.h"
#include "UI_interface_icons.h"

#include "clay_engine.h"
#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */

#ifdef WITH_CLAY_ENGINE
/* Shaders */

#define CLAY_ENGINE "BLENDER_CLAY"

#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */

#define SHADER_DEFINES \
	"#define MAX_MATERIAL " STRINGIFY(MAX_CLAY_MAT) "\n" \
	"#define USE_ROTATION\n" \
	"#define USE_AO\n" \
	"#define USE_HSV\n"

extern char datatoc_clay_frag_glsl[];
extern char datatoc_clay_vert_glsl[];
extern char datatoc_clay_particle_vert_glsl[];
extern char datatoc_clay_particle_strand_frag_glsl[];
extern char datatoc_ssao_alchemy_glsl[];

/* *********** LISTS *********** */

/**
 * UBOs data needs to be 16 byte aligned (size of vec4)
 *
 * Reminder: float, int, bool are 4 bytes
 *
 * \note struct is expected to be initialized with all pad-bits zero'd
 * so we can use 'memcmp' to check for duplicates. Possibly hash data later.
 */
typedef struct CLAY_UBO_Material {
	float ssao_params_var[4];
	/* - 16 -*/
	float matcap_hsv[3];
	float matcap_id; /* even float encoding have enough precision */
	/* - 16 -*/
	float matcap_rot[2];
	float pad[2]; /* ensure 16 bytes alignement */
} CLAY_UBO_Material; /* 48 bytes */
BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16)

typedef struct CLAY_HAIR_UBO_Material {
	float hair_randomness;
	float matcap_id;
	float matcap_rot[2];
	float matcap_hsv[3];
	float pad;
} CLAY_HAIR_UBO_Material; /* 32 bytes */
BLI_STATIC_ASSERT_ALIGN(CLAY_HAIR_UBO_Material, 16)

typedef struct CLAY_UBO_Storage {
	CLAY_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_UBO_Storage;

typedef struct CLAY_HAIR_UBO_Storage {
	CLAY_HAIR_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_HAIR_UBO_Storage;

/* GPUViewport.storage
 * Is freed everytime the viewport engine changes */
typedef struct CLAY_Storage {
	/* Materials Parameter UBO */
	CLAY_UBO_Storage mat_storage;
	CLAY_HAIR_UBO_Storage hair_mat_storage;
	int ubo_current_id;
	int hair_ubo_current_id;
	DRWShadingGroup *shgrps[MAX_CLAY_MAT];
	DRWShadingGroup *shgrps_flat[MAX_CLAY_MAT];
	DRWShadingGroup *hair_shgrps[MAX_CLAY_MAT];
} CLAY_Storage;

typedef struct CLAY_StorageList {
	struct CLAY_Storage *storage;
	struct GPUUniformBuffer *mat_ubo;
	struct GPUUniformBuffer *hair_mat_ubo;
	struct CLAY_PrivateData *g_data;
} CLAY_StorageList;

typedef struct CLAY_FramebufferList {
	/* default */
	struct GPUFrameBuffer *default_fb;
	/* engine specific */
	struct GPUFrameBuffer *dupli_depth;
} CLAY_FramebufferList;

typedef struct CLAY_PassList {
	struct DRWPass *depth_pass;
	struct DRWPass *depth_pass_cull;
	struct DRWPass *clay_pass;
	struct DRWPass *clay_pass_flat;
	struct DRWPass *hair_pass;
} CLAY_PassList;

typedef struct CLAY_Data {
	void *engine_type;
	CLAY_FramebufferList *fbl;
	DRWViewportEmptyList *txl;
	CLAY_PassList *psl;
	CLAY_StorageList *stl;
} CLAY_Data;

typedef struct CLAY_SceneLayerData {
	struct GPUTexture *jitter_tx;
	struct GPUUniformBuffer *sampling_ubo;
	int cached_sample_num;
} CLAY_SceneLayerData;

/* *********** STATIC *********** */

static struct {
	/* Depth Pre Pass */
	struct GPUShader *depth_sh;
	/* Shading Pass */
	struct GPUShader *clay_sh;
	struct GPUShader *clay_flat_sh;
	struct GPUShader *hair_sh;

	/* Matcap textures */
	struct GPUTexture *matcap_array;
	float matcap_colors[24][3];

	/* Ssao */
	float winmat[4][4];
	float viewvecs[3][4];
	float ssao_params[4];

	/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
	int ubo_mat_idxs[MAX_CLAY_MAT];

	/* engine specific */
	struct GPUTexture *depth_dup;
} e_data = {NULL}; /* Engine data */

typedef struct CLAY_PrivateData {
	DRWShadingGroup *depth_shgrp;
	DRWShadingGroup *depth_shgrp_select;
	DRWShadingGroup *depth_shgrp_active;
	DRWShadingGroup *depth_shgrp_cull;
	DRWShadingGroup *depth_shgrp_cull_select;
	DRWShadingGroup *depth_shgrp_cull_active;
} CLAY_PrivateData; /* Transient data */

/* Functions */

static void clay_scene_layer_data_free(void *storage)
{
	CLAY_SceneLayerData *sldata = (CLAY_SceneLayerData *)storage;

	DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
	DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
}

static CLAY_SceneLayerData *CLAY_scene_layer_data_get(void)
{
	CLAY_SceneLayerData **sldata = (CLAY_SceneLayerData **)DRW_scene_layer_engine_data_get(&draw_engine_clay_type, &clay_scene_layer_data_free);

	if (*sldata == NULL) {
		*sldata = MEM_callocN(sizeof(**sldata), "CLAY_SceneLayerData");
	}

	return *sldata;
}

static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
{
	int image_size = prv->w[0] * prv->h[0];
	float *new_rect = &final_rect[image_size * 4 * layer];

	IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB,
	                           false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]);

	/* Find overall color */
	for (int y = 0; y < 4; ++y)	{
		for (int x = 0; x < 4; ++x) {
			e_data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0];
			e_data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1];
			e_data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2];
		}
	}

	e_data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */
	e_data.matcap_colors[layer][1] /= 16.0f * 2.0f;
	e_data.matcap_colors[layer][2] /= 16.0f * 2.0f;
}

static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
{
	struct GPUTexture *tex;
	int w = prv[0]->w[0];
	int h = prv[0]->h[0];
	float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect");

	for (int i = 0; i < nbr; ++i) {
		add_icon_to_rect(prv[i], final_rect, i);
		BKE_previewimg_free(&prv[i]);
	}

	tex = DRW_texture_create_2D_array(w, h, nbr, DRW_TEX_RGBA_8, DRW_TEX_FILTER, final_rect);
	MEM_freeN(final_rect);

	return tex;
}

static int matcap_to_index(int matcap)
{
	switch (matcap) {
		case ICON_MATCAP_01: return 0;
		case ICON_MATCAP_02: return 1;
		case ICON_MATCAP_03: return 2;
		case ICON_MATCAP_04: return 3;
		case ICON_MATCAP_05: return 4;
		case ICON_MATCAP_06: return 5;
		case ICON_MATCAP_07: return 6;
		case ICON_MATCAP_08: return 7;
		case ICON_MATCAP_09: return 8;
		case ICON_MATCAP_10: return 9;
		case ICON_MATCAP_11: return 10;
		case ICON_MATCAP_12: return 11;
		case ICON_MATCAP_13: return 12;
		case ICON_MATCAP_14: return 13;
		case ICON_MATCAP_15: return 14;
		case ICON_MATCAP_16: return 15;
		case ICON_MATCAP_17: return 16;
		case ICON_MATCAP_18: return 17;
		case ICON_MATCAP_19: return 18;
		case ICON_MATCAP_20: return 19;
		case ICON_MATCAP_21: return 20;
		case ICON_MATCAP_22: return 21;
		case ICON_MATCAP_23: return 22;
		case ICON_MATCAP_24: return 23;
	}
	BLI_assert(!"Should not happen");
	return 0;
}

/* Van der Corput sequence */
/* TODO this is duplicated code from eevee_lightprobes.c */
 /* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
static float radical_inverse(int i) {
	unsigned int bits = (unsigned int)i;
	bits = (bits << 16u) | (bits >> 16u);
	bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
	bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
	bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
	bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
	return (float)bits * 2.3283064365386963e-10f;
}

/* Using Hammersley distribution */
static float *create_disk_samples(int num_samples)
{
	/* vec4 to ensure memory alignment. */
	float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * num_samples, "concentric_tex");
	const float num_samples_inv = 1.0f / num_samples;

	for (int i = 0; i < num_samples; i++) {
		float r = (i + 0.5f) * num_samples_inv;
		float phi = radical_inverse(i) * 2.0f * M_PI;
		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, ltc_mag_ggx, ltc_mat_ggx);

	return DRW_texture_create_2D(64, 64, DRW_TEX_RGB_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
}

static void CLAY_engine_init(void *vedata)
{
	CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
	CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
	CLAY_SceneLayerData *sldata = CLAY_scene_layer_data_get();

	/* Create Texture Array */
	if (!e_data.matcap_array) {
		PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */

		/* TODO only load used matcaps */
		prv[0]  = UI_icon_to_preview(ICON_MATCAP_01);
		prv[1]  = UI_icon_to_preview(ICON_MATCAP_02);
		prv[2]  = UI_icon_to_preview(ICON_MATCAP_03);
		prv[3]  = UI_icon_to_preview(ICON_MATCAP_04);
		prv[4]  = UI_icon_to_preview(ICON_MATCAP_05);
		prv[5]  = UI_icon_to_preview(ICON_MATCAP_06);
		prv[6]  = UI_icon_to_preview(ICON_MATCAP_07);
		prv[7]  = UI_icon_to_preview(ICON_MATCAP_08);
		prv[8]  = UI_icon_to_preview(ICON_MATCAP_09);
		prv[9]  = UI_icon_to_preview(ICON_MATCAP_10);
		prv[10] = UI_icon_to_preview(ICON_MATCAP_11);
		prv[11] = UI_icon_to_preview(ICON_MATCAP_12);
		prv[12] = UI_icon_to_preview(ICON_MATCAP_13);
		prv[13] = UI_icon_to_preview(ICON_MATCAP_14);
		prv[14] = UI_icon_to_preview(ICON_MATCAP_15);
		prv[15] = UI_icon_to_preview(ICON_MATCAP_16);
		prv[16] = UI_icon_to_preview(ICON_MATCAP_17);
		prv[17] = UI_icon_to_preview(ICON_MATCAP_18);
		prv[18] = UI_icon_to_preview(ICON_MATCAP_19);
		prv[19] = UI_icon_to_preview(ICON_MATCAP_20);
		prv[20] = UI_icon_to_preview(ICON_MATCAP_21);
		prv[21] = UI_icon_to_preview(ICON_MATCAP_22);
		prv[22] = UI_icon_to_preview(ICON_MATCAP_23);
		prv[23] = UI_icon_to_preview(ICON_MATCAP_24);

		e_data.matcap_array = load_matcaps(prv, 24);
	}

	/* Depth prepass */
	if (!e_data.depth_sh) {
		e_data.depth_sh = DRW_shader_create_3D_depth_only();
	}

	/* Shading pass */
	if (!e_data.clay_sh) {
		DynStr *ds = BLI_dynstr_new();
		char *matcap_with_ao;

		BLI_dynstr_append(ds, datatoc_clay_frag_glsl);
		BLI_dynstr_append(ds, datatoc_ssao_alchemy_glsl);

		matcap_with_ao = BLI_dynstr_get_cstring(ds);

		e_data.clay_sh = DRW_shader_create(
		        datatoc_clay_vert_glsl, NULL, matcap_with_ao,
		        SHADER_DEFINES);
		e_data.clay_flat_sh = DRW_shader_create(
		        datatoc_clay_vert_glsl, NULL, matcap_with_ao,
		        SHADER_DEFINES
		        "#define USE_FLAT_NORMAL\n");

		BLI_dynstr_free(ds);
		MEM_freeN(matcap_with_ao);
	}

	if (!e_data.hair_sh) {
		e_data.hair_sh = DRW_shader_create(
		        datatoc_clay_particle_vert_glsl, NULL, datatoc_clay_particle_strand_frag_glsl,
		        "#define MAX_MATERIAL 512\n");
	}

	if (!stl->storage) {
		stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
	}

	if (!stl->mat_ubo) {
		stl->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
	}

	if (!stl->hair_mat_ubo) {
		stl->hair_mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_HAIR_UBO_Storage), NULL);
	}

	if (e_data.ubo_mat_idxs[1] == 0) {
		/* Just int to have pointers to them */
		for (int i = 0; i < MAX_CLAY_MAT; ++i) {
			e_data.ubo_mat_idxs[i] = i;
		}
	}

	if (DRW_state_is_fbo()) {
		const float *viewport_size = DRW_viewport_size_get();
		DRWFboTexture tex = {&e_data.depth_dup, DRW_TEX_DEPTH_24, DRW_TEX_TEMP};
		DRW_framebuffer_init(&fbl->dupli_depth, &draw_engine_clay_type,
		                     (int)viewport_size[0], (int)viewport_size[1],
		                     &tex, 1);
	}

	/* SSAO setup */
	{
		const DRWContextState *draw_ctx = DRW_context_state_get();
		SceneLayer *scene_layer = draw_ctx->sl;
		IDProperty *props = BKE_scene_layer_engine_evaluated_get(
		        scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
		int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");

		float invproj[4][4];
		float dfdyfacs[2];
		const bool is_persp = DRW_viewport_is_persp_get();
		/* view vectors for the corners of the view frustum.
		 * Can be used to recreate the world space position easily */
		float viewvecs[3][4] = {
		    {-1.0f, -1.0f, -1.0f, 1.0f},
		    {1.0f, -1.0f, -1.0f, 1.0f},
		    {-1.0f, 1.0f, -1.0f, 1.0f}
		};
		int i;
		const float *size = DRW_viewport_size_get();

		DRW_state_dfdy_factors_get(dfdyfacs);

		e_data.ssao_params[0] = ssao_samples;
		e_data.ssao_params[1] = size[0] / 64.0;
		e_data.ssao_params[2] = size[1] / 64.0;
		e_data.ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */

		/* invert the view matrix */
		DRW_viewport_matrix_get(e_data.winmat, DRW_MAT_WIN);
		invert_m4_m4(invproj, e_data.winmat);

		/* convert the view vectors to view space */
		for (i = 0; i < 3; i++) {
			mul_m4_v4(invproj, viewvecs[i]);
			/* normalized trick see:
			 * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
			mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
			if (is_persp)
				mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
			viewvecs[i][3] = 1.0;

			copy_v4_v4(e_data.viewvecs[i], viewvecs[i]);
		}

		/* we need to store the differences */
		e_data.viewvecs[1][0] -= e_data.viewvecs[0][0];
		e_data.viewvecs[1][1] = e_data.viewvecs[2][1] - e_data.viewvecs[0][1];

		/* calculate a depth offset as well */
		if (!is_persp) {
			float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
			mul_m4_v4(invproj, vec_far);
			mul_v3_fl(vec_far, 1.0f / vec_far[3]);
			e_data.viewvecs[1][2] = vec_far[2] - e_data.viewvecs[0][2];
		}

		/* AO Samples Tex */
		if (sldata->sampling_ubo && (sldata->cached_sample_num != ssao_samples)) {
			DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
			DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
		}

		if (sldata->sampling_ubo == NULL) {
			float *samples = create_disk_samples(ssao_samples);
			sldata->jitter_tx = create_jitter_texture(ssao_samples);
			sldata->sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples);
			sldata->cached_sample_num = ssao_samples;
			MEM_freeN(samples);
		}
	}
}

static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *UNUSED(vedata), DRWPass *pass, int *material_id, bool use_flat)
{
	CLAY_SceneLayerData *sldata = CLAY_scene_layer_data_get();
	DRWShadingGroup *grp = DRW_shgroup_create(use_flat ? e_data.clay_flat_sh : e_data.clay_sh, pass);

	DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1);
	DRW_shgroup_uniform_buffer(grp, "depthtex", &e_data.depth_dup);
	DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
	DRW_shgroup_uniform_mat4(grp, "WinMatrix", (float *)e_data.winmat);
	DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)e_data.viewvecs, 3);
	DRW_shgroup_uniform_vec4(grp, "ssao_params", e_data.ssao_params, 1);
	DRW_shgroup_uniform_vec3(grp, "matcaps_color[0]", (float *)e_data.matcap_colors, 24);

	DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);

	DRW_shgroup_uniform_texture(grp, "ssao_jitter", sldata->jitter_tx);
	DRW_shgroup_uniform_block(grp, "samples_block", sldata->sampling_ubo);

	return grp;
}

static DRWShadingGroup *CLAY_hair_shgroup_create(DRWPass *pass, int *material_id)
{
	DRWShadingGroup *grp = DRW_shgroup_create(e_data.hair_sh, pass);

	DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
	DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);

	return grp;
}

static int search_mat_to_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
{
	/* For now just use a linear search and test all parameters */
	/* TODO make a hash table */
	for (int i = 0; i < storage->ubo_current_id; ++i) {
		CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
		if (memcmp(ubo, mat_ubo_test, sizeof(*mat_ubo_test)) == 0) {
			return i;
		}
	}

	return -1;
}

static int search_hair_mat_to_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
{
	/* For now just use a linear search and test all parameters */
	/* TODO make a hash table */
	for (int i = 0; i < storage->hair_ubo_current_id; ++i) {
		CLAY_HAIR_UBO_Material *ubo = &storage->hair_mat_storage.materials[i];
		if (memcmp(ubo, hair_mat_ubo_test, sizeof(*hair_mat_ubo_test)) == 0) {
			return i;
		}
	}

	return -1;
}

static int push_mat_to_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
{
	int id = storage->ubo_current_id;
	CLAY_UBO_Material *ubo = &storage->mat_storage.materials[id];

	*ubo = *mat_ubo_test;

	storage->ubo_current_id++;

	return id;
}

static int push_hair_mat_to_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
{
	int id = storage->hair_ubo_current_id;
	CLAY_HAIR_UBO_Material *ubo = &storage->hair_mat_storage.materials[id];

	*ubo = *hair_mat_ubo_test;

	storage->hair_ubo_current_id++;

	return id;
}

static int mat_in_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
{
	/* Search material in UBO */
	int id = search_mat_to_ubo(storage, mat_ubo_test);

	/* if not found create it */
	if (id == -1) {
		id = push_mat_to_ubo(storage, mat_ubo_test);
	}

	return id;
}

static int hair_mat_in_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
{
	/* Search material in UBO */
	int id = search_hair_mat_to_ubo(storage, hair_mat_ubo_test);

	/* if not found create it */
	if (id == -1) {
		id = push_hair_mat_to_ubo(storage, hair_mat_ubo_test);
	}

	return id;
}

static void ubo_mat_from_object(Object *ob,  CLAY_UBO_Material *r_ubo)
{
	IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);

	/* Default Settings */
	float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation");
	float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue");
	float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation");
	float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value");
	float ssao_distance = BKE_collection_engine_property_value_get_float(props, "ssao_distance");
	float ssao_factor_cavity = BKE_collection_engine_property_value_get_float(props, "ssao_factor_cavity");
	float ssao_factor_edge = BKE_collection_engine_property_value_get_float(props, "ssao_factor_edge");
	float ssao_attenuation = BKE_collection_engine_property_value_get_float(props, "ssao_attenuation");
	int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon");

	memset(r_ubo, 0x0, sizeof(*r_ubo));

	r_ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
	r_ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);

	r_ubo->matcap_hsv[0] = matcap_hue + 0.5f;
	r_ubo->matcap_hsv[1] = matcap_sat * 2.0f;
	r_ubo->matcap_hsv[2] = matcap_val * 2.0f;

	r_ubo->ssao_params_var[0] = ssao_distance;
	r_ubo->ssao_params_var[1] = ssao_factor_cavity;
	r_ubo->ssao_params_var[2] = ssao_factor_edge;
	r_ubo->ssao_params_var[3] = ssao_attenuation;
	r_ubo->matcap_id = matcap_to_index(matcap_icon);
}

static void hair_ubo_mat_from_object(Object *ob,  CLAY_HAIR_UBO_Material *r_ubo)
{
	IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);

	/* Default Settings */
	float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation");
	float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue");
	float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation");
	float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value");
	float hair_randomness = BKE_collection_engine_property_value_get_float(props, "hair_brightness_randomness");
	int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon");

	memset(r_ubo, 0x0, sizeof(*r_ubo));

	r_ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
	r_ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
	r_ubo->matcap_hsv[0] = matcap_hue + 0.5f;
	r_ubo->matcap_hsv[1] = matcap_sat * 2.0f;
	r_ubo->matcap_hsv[2] = matcap_val * 2.0f;
	r_ubo->hair_randomness = hair_randomness;
	r_ubo->matcap_id = matcap_to_index(matcap_icon);
}

static DRWShadingGroup *CLAY_object_shgrp_get(
        CLAY_Data *vedata, Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl, bool use_flat)
{
	DRWShadingGroup **shgrps = use_flat ? stl->storage->shgrps_flat : stl->storage->shgrps;
	CLAY_UBO_Material mat_ubo_test;

	ubo_mat_from_object(ob, &mat_ubo_test);

	int id = mat_in_ubo(stl->storage, &mat_ubo_test);

	if (shgrps[id] == NULL) {
		shgrps[id] = CLAY_shgroup_create(
		        vedata, use_flat ? psl->clay_pass_flat : psl->clay_pass, &e_data.ubo_mat_idxs[id], use_flat);
		/* if it's the first shgrp, pass bind the material UBO */
		if (stl->storage->ubo_current_id == 1) {
			DRW_shgroup_uniform_block(shgrps[0], "material_block", stl->mat_ubo);
		}
	}

	return shgrps[id];
}

static DRWShadingGroup *CLAY_hair_shgrp_get(Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
{
	DRWShadingGroup **hair_shgrps = stl->storage->hair_shgrps;

	CLAY_HAIR_UBO_Material hair_mat_ubo_test;
	hair_ubo_mat_from_object(ob, &hair_mat_ubo_test);

	int hair_id = hair_mat_in_ubo(stl->storage, &hair_mat_ubo_test);

	if (hair_shgrps[hair_id] == NULL) {
		hair_shgrps[hair_id] = CLAY_hair_shgroup_create(psl->hair_pass, &e_data.ubo_mat_idxs[hair_id]);
		/* if it's the first shgrp, pass bind the material UBO */
		if (stl->storage->hair_ubo_current_id == 1) {
			DRW_shgroup_uniform_block(hair_shgrps[0], "material_block", stl->hair_mat_ubo);
		}
	}

	return hair_shgrps[hair_id];
}

static DRWShadingGroup *CLAY_object_shgrp_default_mode_get(
        CLAY_Data *vedata, Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
{
	bool use_flat = DRW_object_is_flat_normal(ob);
	return CLAY_object_shgrp_get(vedata, ob, stl, psl, use_flat);
}

static void CLAY_cache_init(void *vedata)
{
	CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
	CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;

	if (!stl->g_data) {
		/* Alloc transient pointers */
		stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
	}

	/* Depth Pass */
	{
		psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
		stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);

		psl->depth_pass_cull = DRW_pass_create(
		        "Depth Pass Cull",
		        DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
		stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
	}

	/* Clay Pass */
	{
		psl->clay_pass = DRW_pass_create("Clay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
		stl->storage->ubo_current_id = 0;
		memset(stl->storage->shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT);
	}

	/* Clay Pass (Flat) */
	{
		psl->clay_pass_flat = DRW_pass_create("Clay Pass Flat", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
		memset(stl->storage->shgrps_flat, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT);
	}

	/* Hair Pass */
	{
		psl->hair_pass = DRW_pass_create(
		                     "Hair Pass",
		                     DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
		stl->storage->hair_ubo_current_id = 0;
		memset(stl->storage->hair_shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT);
	}
}

static void CLAY_cache_populate(void *vedata, Object *ob)
{
	CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
	CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;

	DRWShadingGroup *clay_shgrp, *hair_shgrp;

	if (!DRW_object_is_renderable(ob))
		return;

	const DRWContextState *draw_ctx = DRW_context_state_get();
	const bool is_active = (ob == draw_ctx->obact);
	if (is_active) {
		if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) {
			return;
		}
	}

	struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
	if (geom) {
		IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, "");
		const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
		const bool is_sculpt_mode = is_active && (ob->mode & OB_MODE_SCULPT) != 0;
		const bool is_default_mode_shader = is_sculpt_mode;

		/* Depth Prepass */
		{
			DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
			if (is_sculpt_mode) {
				DRW_shgroup_call_sculpt_add(depth_shgrp, ob, ob->obmat);
			}
			else {
				DRW_shgroup_call_object_add(depth_shgrp, geom, ob);
			}
		}

		/* Shading */
		if (is_default_mode_shader) {
			clay_shgrp = CLAY_object_shgrp_default_mode_get(vedata, ob, stl, psl);
		}
		else {
			clay_shgrp = CLAY_object_shgrp_get(vedata, ob, stl, psl, false);
		}

		if (is_sculpt_mode) {
			DRW_shgroup_call_sculpt_add(clay_shgrp, ob, ob->obmat);
		}
		else {
			DRW_shgroup_call_add(clay_shgrp, geom, ob->obmat);
		}
	}

	if (ob->type == OB_MESH) {
		Scene *scene = draw_ctx->scene;
		Object *obedit = scene->obedit;

		if (ob != obedit) {
			for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
				if (psys_check_enabled(ob, psys, false)) {
					ParticleSettings *part = psys->part;
					int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;

					if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) {
						draw_as = PART_DRAW_DOT;
					}

					static float mat[4][4];
					unit_m4(mat);

					if (draw_as == PART_DRAW_PATH) {
						geom = DRW_cache_particles_get_hair(psys);
						hair_shgrp = CLAY_hair_shgrp_get(ob, stl, psl);
						DRW_shgroup_call_add(hair_shgrp, geom, mat);
					}
				}
			}
		}
	}
}

static void CLAY_cache_finish(void *vedata)
{
	CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;

	DRW_uniformbuffer_update(stl->mat_ubo, &stl->storage->mat_storage);
	DRW_uniformbuffer_update(stl->hair_mat_ubo, &stl->storage->hair_mat_storage);
}

static void CLAY_draw_scene(void *vedata)
{

	CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
	CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
	DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();

	/* Pass 1 : Depth pre-pass */
	DRW_draw_pass(psl->depth_pass);
	DRW_draw_pass(psl->depth_pass_cull);

	/* Pass 2 : Duplicate depth */
	/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
	if (DRW_state_is_fbo()) {
		/* attach temp textures */
		DRW_framebuffer_texture_attach(fbl->dupli_depth, e_data.depth_dup, 0, 0);

		DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true);

		/* detach temp textures */
		DRW_framebuffer_texture_detach(e_data.depth_dup);

		/* restore default fb */
		DRW_framebuffer_bind(dfbl->default_fb);
	}

	/* Pass 3 : Shading */
	DRW_draw_pass(psl->clay_pass);
	DRW_draw_pass(psl->clay_pass_flat);
	DRW_draw_pass(psl->hair_pass);
}

static void CLAY_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
	BLI_assert(props &&
	           props->type == IDP_GROUP &&
	           props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);

	BKE_collection_engine_property_add_int(props, "matcap_icon", ICON_MATCAP_01);
	BKE_collection_engine_property_add_int(props, "type", CLAY_MATCAP_NONE);
	BKE_collection_engine_property_add_float(props, "matcap_rotation", 0.0f);
	BKE_collection_engine_property_add_float(props, "matcap_hue", 0.5f);
	BKE_collection_engine_property_add_float(props, "matcap_saturation", 0.5f);
	BKE_collection_engine_property_add_float(props, "matcap_value", 0.5f);
	BKE_collection_engine_property_add_float(props, "ssao_distance", 0.2f);
	BKE_collection_engine_property_add_float(props, "ssao_attenuation", 1.0f);
	BKE_collection_engine_property_add_float(props, "ssao_factor_cavity", 1.0f);
	BKE_collection_engine_property_add_float(props, "ssao_factor_edge", 1.0f);
	BKE_collection_engine_property_add_float(props, "hair_brightness_randomness", 0.0f);
}

static void CLAY_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
	BLI_assert(props &&
	           props->type == IDP_GROUP &&
	           props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);

	BKE_collection_engine_property_add_int(props, "ssao_samples", 16);
}

static void CLAY_engine_free(void)
{
	DRW_SHADER_FREE_SAFE(e_data.clay_sh);
	DRW_SHADER_FREE_SAFE(e_data.clay_flat_sh);
	DRW_SHADER_FREE_SAFE(e_data.hair_sh);
	DRW_TEXTURE_FREE_SAFE(e_data.matcap_array);
}

static const DrawEngineDataSize CLAY_data_size = DRW_VIEWPORT_DATA_SIZE(CLAY_Data);

DrawEngineType draw_engine_clay_type = {
	NULL, NULL,
	N_("Clay"),
	&CLAY_data_size,
	&CLAY_engine_init,
	&CLAY_engine_free,
	&CLAY_cache_init,
	&CLAY_cache_populate,
	&CLAY_cache_finish,
	NULL,
	&CLAY_draw_scene
};

RenderEngineType DRW_engine_viewport_clay_type = {
	NULL, NULL,
	CLAY_ENGINE, N_("Clay"), RE_INTERNAL,
	NULL, NULL, NULL, NULL, NULL, NULL, NULL,
	&CLAY_layer_collection_settings_create,
	&CLAY_scene_layer_settings_create,
	&draw_engine_clay_type,
	{NULL, NULL, NULL}
};


#undef CLAY_ENGINE

#endif