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

eevee_shading.hh « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 1a23e24d6afff08962fe6924de7ad785ba639854 (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
/*
 * 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 2021, Blender Foundation.
 */

/** \file
 * \ingroup eevee
 *
 * Shading passes contain drawcalls specific to shading pipelines.
 * They are to be shared across views.
 * This file is only for shading passes. Other passes are declared in their own module.
 */

#pragma once

#include "DRW_render.h"

#include "eevee_lut.h"

#include "eevee_culling.hh"
#include "eevee_shadow.hh"
#include "eevee_velocity.hh"

namespace blender::eevee {

class Instance;

/* -------------------------------------------------------------------- */
/** \name Background Pass
 *
 * Render world values.
 * \{ */

class BackgroundPass {
 private:
  Instance &inst_;

  DRWPass *background_ps_ = nullptr;

 public:
  BackgroundPass(Instance &inst) : inst_(inst){};

  void sync(GPUMaterial *gpumat, GPUTexture *loodev_tx = nullptr);
  void render(void);
};

/** \} */

/* -------------------------------------------------------------------- */
/** \name Forward Pass
 *
 * Handles alpha blended surfaces and NPR materials (using Closure to RGBA).
 * \{ */

class ForwardPass {
 private:
  Instance &inst_;

  DRWPass *prepass_ps_ = nullptr;
  DRWPass *prepass_culled_ps_ = nullptr;
  DRWPass *opaque_ps_ = nullptr;
  DRWPass *opaque_culled_ps_ = nullptr;
  DRWPass *transparent_ps_ = nullptr;

 public:
  ForwardPass(Instance &inst) : inst_(inst){};

  void sync(void);

  DRWShadingGroup *material_add(::Material *blender_mat, GPUMaterial *gpumat)
  {
    return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ?
               material_transparent_add(blender_mat, gpumat) :
               material_opaque_add(blender_mat, gpumat);
  }

  DRWShadingGroup *prepass_add(::Material *blender_mat, GPUMaterial *gpumat)
  {
    return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ?
               prepass_transparent_add(blender_mat, gpumat) :
               prepass_opaque_add(blender_mat, gpumat);
  }

  DRWShadingGroup *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat);
  DRWShadingGroup *prepass_opaque_add(::Material *blender_mat, GPUMaterial *gpumat);
  DRWShadingGroup *material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat);
  DRWShadingGroup *prepass_transparent_add(::Material *blender_mat, GPUMaterial *gpumat);
  void render(void);
};

/** \} */

/* -------------------------------------------------------------------- */
/** \name Deferred lighting.
 * \{ */

enum eClosureBits {
  CLOSURE_DIFFUSE = 1 << 0,
  CLOSURE_SSS = 1 << 1,
  CLOSURE_REFLECTION = 1 << 2,
  CLOSURE_REFRACTION = 1 << 3,
  CLOSURE_VOLUME = 1 << 4,
  CLOSURE_EMISSION = 1 << 5,
  CLOSURE_TRANSPARENCY = 1 << 6,
};

struct GBuffer {
  Texture transmit_color_tx = Texture("GbufferTransmitColor");
  Texture transmit_normal_tx = Texture("GbufferTransmitNormal");
  Texture transmit_data_tx = Texture("GbufferTransmitData");
  Texture reflect_color_tx = Texture("GbufferReflectionColor");
  Texture reflect_normal_tx = Texture("GbufferReflectionNormal");
  Texture volume_tx = Texture("GbufferVolume");
  Texture emission_tx = Texture("GbufferEmission");
  Texture transparency_tx = Texture("GbufferTransparency");

  Framebuffer gbuffer_fb = Framebuffer("Gbuffer");
  Framebuffer volume_fb = Framebuffer("VolumeHeterogeneous");

  Texture holdout_tx = Texture("HoldoutRadiance");

  Framebuffer holdout_fb = Framebuffer("Holdout");

  Texture depth_behind_tx = Texture("DepthBehind");
  Texture depth_copy_tx = Texture("DepthCopy");

  Framebuffer depth_behind_fb = Framebuffer("DepthCopy");
  Framebuffer depth_copy_fb = Framebuffer("DepthCopy");

  /* Owner of this GBuffer. Used to query temp textures. */
  void *owner;

  /* Pointer to the view's buffers. */
  GPUTexture *depth_tx = nullptr;
  GPUTexture *combined_tx = nullptr;
  int layer = -1;

  void sync(GPUTexture *depth_tx_, GPUTexture *combined_tx_, void *owner_, int layer_ = -1)
  {
    owner = owner_;
    depth_tx = depth_tx_;
    combined_tx = combined_tx_;
    layer = layer_;
    transmit_color_tx.sync_tmp();
    transmit_normal_tx.sync_tmp();
    transmit_data_tx.sync_tmp();
    reflect_color_tx.sync_tmp();
    reflect_normal_tx.sync_tmp();
    volume_tx.sync_tmp();
    emission_tx.sync_tmp();
    transparency_tx.sync_tmp();
    holdout_tx.sync_tmp();
    depth_behind_tx.sync_tmp();
    depth_copy_tx.sync_tmp();
  }

  void bind(eClosureBits closures_used)
  {
    ivec2 extent = {GPU_texture_width(depth_tx), GPU_texture_height(depth_tx)};

    /* TODO Reuse for different config. */
    if (closures_used & (CLOSURE_DIFFUSE | CLOSURE_SSS | CLOSURE_REFRACTION)) {
      transmit_color_tx.acquire_tmp(UNPACK2(extent), GPU_R11F_G11F_B10F, owner);
    }
    if (closures_used & (CLOSURE_SSS | CLOSURE_REFRACTION)) {
      transmit_normal_tx.acquire_tmp(UNPACK2(extent), GPU_RGBA16F, owner);
      transmit_data_tx.acquire_tmp(UNPACK2(extent), GPU_R11F_G11F_B10F, owner);
    }
    else if (closures_used & CLOSURE_DIFFUSE) {
      transmit_normal_tx.acquire_tmp(UNPACK2(extent), GPU_RG16F, owner);
    }

    if (closures_used & CLOSURE_DIFFUSE) {
      reflect_color_tx.acquire_tmp(UNPACK2(extent), GPU_R11F_G11F_B10F, owner);
      reflect_normal_tx.acquire_tmp(UNPACK2(extent), GPU_RGBA16, owner);
    }

    if (closures_used & CLOSURE_VOLUME) {
      /* TODO(fclem): This is killing performance.
       * Idea: use interleaved data pattern to fill only a 32bpp buffer. */
      volume_tx.acquire_tmp(UNPACK2(extent), GPU_RGBA32UI, owner);
    }

    if (closures_used & CLOSURE_EMISSION) {
      emission_tx.acquire_tmp(UNPACK2(extent), GPU_R11F_G11F_B10F, owner);
    }

    if (closures_used & CLOSURE_TRANSPARENCY) {
      /* TODO(fclem): Speedup by using Dithered holdout and GPU_RGB10_A2. */
      transparency_tx.acquire_tmp(UNPACK2(extent), GPU_RGBA16, owner);
    }

    holdout_tx.acquire_tmp(UNPACK2(extent), GPU_R11F_G11F_B10F, owner);
    depth_behind_tx.acquire_tmp(UNPACK2(extent), GPU_DEPTH24_STENCIL8, owner);
    depth_copy_tx.acquire_tmp(UNPACK2(extent), GPU_DEPTH24_STENCIL8, owner);

    /* Layer attachement also works with cubemap. */
    gbuffer_fb.ensure(GPU_ATTACHMENT_TEXTURE_LAYER(depth_tx, layer),
                      GPU_ATTACHMENT_TEXTURE(transmit_color_tx),
                      GPU_ATTACHMENT_TEXTURE(transmit_normal_tx),
                      GPU_ATTACHMENT_TEXTURE(transmit_data_tx),
                      GPU_ATTACHMENT_TEXTURE(reflect_color_tx),
                      GPU_ATTACHMENT_TEXTURE(reflect_normal_tx),
                      GPU_ATTACHMENT_TEXTURE(volume_tx),
                      GPU_ATTACHMENT_TEXTURE(emission_tx),
                      GPU_ATTACHMENT_TEXTURE(transparency_tx));
    GPU_framebuffer_bind(gbuffer_fb);
    GPU_framebuffer_clear_stencil(gbuffer_fb, 0x0);
  }

  void bind_volume(void)
  {
    volume_fb.ensure(GPU_ATTACHMENT_TEXTURE(depth_tx),
                     GPU_ATTACHMENT_TEXTURE(volume_tx),
                     GPU_ATTACHMENT_TEXTURE(transparency_tx));
    GPU_framebuffer_bind(volume_fb);
  }

  void bind_holdout(void)
  {
    holdout_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(holdout_tx));
    GPU_framebuffer_bind(holdout_fb);
  }

  void copy_depth_behind(void)
  {
    depth_behind_fb.ensure(GPU_ATTACHMENT_TEXTURE(depth_behind_tx));
    GPU_framebuffer_bind(depth_behind_fb);

    GPU_framebuffer_blit(gbuffer_fb, 0, depth_behind_fb, 0, GPU_DEPTH_BIT);
  }

  void copy_depth(void)
  {
    depth_copy_fb.ensure(GPU_ATTACHMENT_TEXTURE(depth_copy_tx));
    GPU_framebuffer_bind(depth_copy_fb);

    GPU_framebuffer_blit(gbuffer_fb, 0, depth_copy_fb, 0, GPU_DEPTH_BIT);
  }

  void render_end(void)
  {
    transmit_color_tx.release_tmp();
    transmit_normal_tx.release_tmp();
    transmit_data_tx.release_tmp();
    reflect_color_tx.release_tmp();
    reflect_normal_tx.release_tmp();
    volume_tx.release_tmp();
    emission_tx.release_tmp();
    transparency_tx.release_tmp();
    holdout_tx.release_tmp();
    depth_behind_tx.release_tmp();
    depth_copy_tx.release_tmp();
  }
};

class DeferredLayer {
 private:
  Instance &inst_;

  /* TODO */
  // GPUTexture *input_emission_data_tx_ = nullptr;
  // GPUTexture *input_diffuse_data_tx_ = nullptr;
  // GPUTexture *input_depth_tx_ = nullptr;

  DRWPass *prepass_ps_ = nullptr;
  DRWPass *prepass_culled_ps_ = nullptr;
  DRWPass *gbuffer_ps_ = nullptr;
  DRWPass *gbuffer_culled_ps_ = nullptr;
  DRWPass *volume_ps_ = nullptr;

 public:
  DeferredLayer(Instance &inst) : inst_(inst){};

  void sync(void);
  DRWShadingGroup *material_add(::Material *blender_mat, GPUMaterial *gpumat);
  DRWShadingGroup *prepass_add(::Material *blender_mat, GPUMaterial *gpumat);
  void volume_add(Object *ob);
  void render(GBuffer &gbuffer, GPUFrameBuffer *view_fb);
};

class DeferredPass {
  friend DeferredLayer;

 private:
  Instance &inst_;

  /* Gbuffer filling passes. We could have an arbitrary number of them but for now we just have
   * a harcoded number of them. */
  DeferredLayer opaque_layer_;
  DeferredLayer refraction_layer_;
  DeferredLayer volumetric_layer_;

  DRWPass *eval_diffuse_ps_ = nullptr;
  DRWPass *eval_transparency_ps_ = nullptr;
  DRWPass *eval_holdout_ps_ = nullptr;
  // DRWPass *eval_volume_heterogeneous_ps_ = nullptr;
  DRWPass *eval_volume_homogeneous_ps_ = nullptr;

  /* References only. */
  GPUTexture *input_combined_tx = nullptr;
  GPUTexture *input_depth_behind_tx_ = nullptr;
  GPUTexture *input_depth_tx_ = nullptr;
  GPUTexture *input_emission_data_tx_ = nullptr;
  GPUTexture *input_transmit_color_tx_ = nullptr;
  GPUTexture *input_transmit_normal_tx_ = nullptr;
  GPUTexture *input_transmit_data_tx_ = nullptr;
  GPUTexture *input_reflect_color_tx_ = nullptr;
  GPUTexture *input_reflect_normal_tx_ = nullptr;
  GPUTexture *input_transparency_data_tx_ = nullptr;
  GPUTexture *input_volume_data_tx_ = nullptr;
  // GPUTexture *input_volume_radiance_tx_ = nullptr;
  // GPUTexture *input_volume_transmittance_tx_ = nullptr;

 public:
  DeferredPass(Instance &inst)
      : inst_(inst), opaque_layer_(inst), refraction_layer_(inst), volumetric_layer_(inst){};

  void sync(void);
  DRWShadingGroup *material_add(::Material *material, GPUMaterial *gpumat);
  DRWShadingGroup *prepass_add(::Material *material, GPUMaterial *gpumat);
  void volume_add(Object *ob);
  void render(GBuffer &gbuffer, GPUFrameBuffer *view_fb);
};

/** \} */

/* -------------------------------------------------------------------- */
/** \name Utility texture
 *
 * 64x64 2D array texture containing LUT tables and blue noises.
 * \{ */

class UtilityTexture : public Texture {
  struct Layer {
    float data[UTIL_TEX_SIZE * UTIL_TEX_SIZE][4];
  };

  static constexpr int lut_size = UTIL_TEX_SIZE;
  static constexpr int lut_size_sqr = lut_size * lut_size;
  static constexpr int layer_count = 4 + UTIL_BTDF_LAYER_COUNT;

 public:
  UtilityTexture()
      : Texture("UtilityTx", lut_size, lut_size, layer_count, 1, GPU_RGBA16F, nullptr, true)
  {
#ifdef RUNTIME_LUT_CREATION
    float *bsdf_ggx_lut = EEVEE_lut_update_ggx_brdf(lut_size);
    float(*btdf_ggx_lut)[lut_size_sqr * 2] = (float(*)[lut_size_sqr * 2])
        EEVEE_lut_update_ggx_btdf(lut_size, UTIL_BTDF_LAYER_COUNT);
#else
    const float *bsdf_ggx_lut = bsdf_split_sum_ggx;
    const float(*btdf_ggx_lut)[lut_size_sqr * 2] = btdf_split_sum_ggx;
#endif

    Vector<Layer> data(layer_count);
    {
      Layer &layer = data[UTIL_BLUE_NOISE_LAYER];
      memcpy(layer.data, blue_noise, sizeof(layer));
    }
    {
      Layer &layer = data[UTIL_LTC_MAT_LAYER];
      memcpy(layer.data, ltc_mat_ggx, sizeof(layer));
    }
    {
      Layer &layer = data[UTIL_LTC_MAG_LAYER];
      for (auto i : IndexRange(lut_size_sqr)) {
        layer.data[i][0] = bsdf_ggx_lut[i * 2 + 0];
        layer.data[i][1] = bsdf_ggx_lut[i * 2 + 1];
        layer.data[i][2] = ltc_mag_ggx[i * 2 + 0];
        layer.data[i][3] = ltc_mag_ggx[i * 2 + 1];
      }
      BLI_assert(UTIL_LTC_MAG_LAYER == UTIL_BSDF_LAYER);
    }
    {
      Layer &layer = data[UTIL_DISK_INTEGRAL_LAYER];
      for (auto i : IndexRange(lut_size_sqr)) {
        layer.data[i][UTIL_DISK_INTEGRAL_COMP] = ltc_disk_integral[i];
      }
    }
    {
      for (auto layer_id : IndexRange(16)) {
        Layer &layer = data[3 + layer_id];
        for (auto i : IndexRange(lut_size_sqr)) {
          layer.data[i][0] = btdf_ggx_lut[layer_id][i * 2 + 0];
          layer.data[i][1] = btdf_ggx_lut[layer_id][i * 2 + 1];
        }
      }
    }
    GPU_texture_update_mipmap(*this, 0, GPU_DATA_FLOAT, data.data());
  }

  ~UtilityTexture(){};
};

/** \} */

/* -------------------------------------------------------------------- */
/** \name ShadingPasses
 *
 * \{ */

/**
 * Shading passes. Shared between views. Objects will subscribe to one of them.
 */
class ShadingPasses {
 public:
  CullingLightPass light_culling;

  BackgroundPass background;
  DeferredPass deferred;
  ForwardPass forward;
  ShadowPass shadow;
  VelocityPass velocity;

  CullingDebugPass debug_culling;

  UtilityTexture utility_tx;

 public:
  ShadingPasses(Instance &inst)
      : light_culling(inst),
        background(inst),
        deferred(inst),
        forward(inst),
        shadow(inst),
        velocity(inst),
        debug_culling(inst){};

  void sync()
  {
    light_culling.sync();

    deferred.sync();
    forward.sync();
    shadow.sync();
    velocity.sync();

    debug_culling.sync();
  }

  DRWShadingGroup *material_add(::Material *blender_mat,
                                GPUMaterial *gpumat,
                                eMaterialPipeline pipeline_type)
  {
    switch (pipeline_type) {
      case MAT_PIPE_DEFERRED_PREPASS:
        return deferred.prepass_add(blender_mat, gpumat);
      case MAT_PIPE_FORWARD_PREPASS:
        return forward.prepass_add(blender_mat, gpumat);
      case MAT_PIPE_DEFERRED:
        return deferred.material_add(blender_mat, gpumat);
      case MAT_PIPE_FORWARD:
        return forward.material_add(blender_mat, gpumat);
      case MAT_PIPE_VOLUME:
        /* TODO(fclem) volume pass. */
        return nullptr;
      case MAT_PIPE_SHADOW:
        return shadow.material_add(blender_mat, gpumat);
    }
    return nullptr;
  }
};

/** \} */

}  // namespace blender::eevee