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

eevee_subsurface.c « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 1ae7bd3a3d52d442d06cb395e3a569d8494e547d (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
/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2016 Blender Foundation. */

/** \file
 * \ingroup draw_engine
 *
 * Screen space subsurface scattering technique.
 */

#include "DRW_render.h"

#include "BLI_string_utils.h"

#include "DEG_depsgraph_query.h"

#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_texture.h"

#include "eevee_private.h"

void EEVEE_subsurface_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *UNUSED(vedata))
{
}

void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_EffectsInfo *effects = vedata->stl->effects;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_TextureList *txl = vedata->txl;
  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
  const float *viewport_size = DRW_viewport_size_get();
  const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};

  if (effects->enabled_effects & EFFECT_SSS) {
    /* NOTE: we need another stencil because the stencil buffer is on the same texture
     * as the depth buffer we are sampling from. This could be avoided if the stencil is
     * a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
     * OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */
    effects->sss_stencil = DRW_texture_pool_query_2d(
        fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type);
    effects->sss_blur = DRW_texture_pool_query_2d(
        fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
    effects->sss_irradiance = DRW_texture_pool_query_2d(
        fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
    effects->sss_radius = DRW_texture_pool_query_2d(
        fs_size[0], fs_size[1], GPU_R16F, &draw_engine_eevee_type);
    effects->sss_albedo = DRW_texture_pool_query_2d(
        fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);

    GPUTexture *stencil_tex = effects->sss_stencil;

    if (GPU_depth_blitting_workaround()) {
      /* Blitting stencil buffer does not work on macOS + Radeon Pro.
       * Blit depth instead and use sss_stencil's depth as depth texture,
       * and dtxl->depth as stencil mask. */
      GPU_framebuffer_ensure_config(
          &fbl->sss_blit_fb, {GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), GPU_ATTACHMENT_NONE});

      stencil_tex = dtxl->depth;
    }

    GPU_framebuffer_ensure_config(
        &fbl->sss_blur_fb,
        {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_blur)});

    GPU_framebuffer_ensure_config(
        &fbl->sss_resolve_fb,
        {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->color)});

    GPU_framebuffer_ensure_config(
        &fbl->sss_translucency_fb,
        {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance)});

    GPU_framebuffer_ensure_config(&fbl->sss_clear_fb,
                                  {GPU_ATTACHMENT_NONE,
                                   GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
                                   GPU_ATTACHMENT_TEXTURE(effects->sss_radius)});
    if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) != 0) {
      EEVEE_subsurface_output_init(sldata, vedata, 0);
    }
    else {
      GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
      DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
    }
  }
  else {
    /* Cleanup to release memory */
    GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
    GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb);
    GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
    GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
    DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
    effects->sss_stencil = NULL;
    effects->sss_blur = NULL;
    effects->sss_irradiance = NULL;
    effects->sss_radius = NULL;
  }
}

void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
                                  EEVEE_Data *vedata,
                                  uint UNUSED(tot_samples))
{
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_TextureList *txl = vedata->txl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;

  const eGPUTextureFormat texture_format_light = GPU_RGBA32F;
  const bool texture_created = txl->sss_accum == NULL;
  DRW_texture_ensure_fullscreen_2d(&txl->sss_accum, texture_format_light, 0);

  GPUTexture *stencil_tex = effects->sss_stencil;

  if (GPU_depth_blitting_workaround()) {
    DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
    /* Blitting stencil buffer does not work on macOS + Radeon Pro.
     * Blit depth instead and use sss_stencil's depth as depth texture,
     * and dtxl->depth as stencil mask. */
    stencil_tex = dtxl->depth;
  }

  GPU_framebuffer_ensure_config(
      &fbl->sss_accum_fb,
      {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->sss_accum)});

  /* Clear texture.
   * Due to the late initialization of the SSS it can happen that the `taa_current_sample` is
   * already higher than one. This is noticeable when loading a file that has the diffuse light
   * pass in look-dev mode active. `texture_created` will make sure that newly created textures
   * are cleared. */
  if (effects->taa_current_sample == 1 || texture_created) {
    const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
    GPU_framebuffer_bind(fbl->sss_accum_fb);
    GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear);
  }
}

void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
  EEVEE_EffectsInfo *effects = vedata->stl->effects;
  EEVEE_PassList *psl = vedata->psl;

  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);

  effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2;
  effects->sss_surface_count = 0;
  common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;

  /** Screen Space SubSurface Scattering overview
   * TODO
   */
  DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL;
  DRW_PASS_CREATE(psl->sss_blur_ps, state);
  DRW_PASS_CREATE(psl->sss_resolve_ps, state | DRW_STATE_BLEND_ADD);
  DRW_PASS_CREATE(psl->sss_translucency_ps, state | DRW_STATE_BLEND_ADD);
}

void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
                               EEVEE_Data *vedata,
                               Material *ma,
                               DRWShadingGroup *shgrp,
                               struct GPUMaterial *gpumat)
{
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;
  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
  GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;

  struct GPUTexture *sss_tex_profile = NULL;
  struct GPUUniformBuf *sss_profile = GPU_material_sss_profile_get(
      gpumat, stl->effects->sss_sample_count, &sss_tex_profile);

  if (!sss_profile) {
    BLI_assert_msg(0, "SSS pass requested but no SSS data was found");
    return;
  }

  /* Limit of 8 bit stencil buffer. ID 255 is refraction. */
  if (effects->sss_surface_count >= 254) {
    /* TODO: display message. */
    printf("Error: Too many different Subsurface shader in the scene.\n");
    return;
  }

  int sss_id = ++(effects->sss_surface_count);
  /* Make main pass output stencil mask. */
  DRW_shgroup_stencil_mask(shgrp, sss_id);

  {
    eGPUSamplerState state = GPU_SAMPLER_DEFAULT;

    DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_first_pass_sh_get(),
                                              psl->sss_blur_ps);
    DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
    DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
    DRW_shgroup_uniform_texture_ref_ex(grp, "sssIrradiance", &effects->sss_irradiance, state);
    DRW_shgroup_uniform_texture_ref_ex(grp, "sssRadius", &effects->sss_radius, state);
    DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
    DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
    DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
    DRW_shgroup_stencil_mask(grp, sss_id);
    DRW_shgroup_call_procedural_triangles(grp, NULL, 1);

    grp = DRW_shgroup_create(EEVEE_shaders_subsurface_second_pass_sh_get(), psl->sss_resolve_ps);
    DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
    DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
    DRW_shgroup_uniform_texture_ref_ex(grp, "sssIrradiance", &effects->sss_blur, state);
    DRW_shgroup_uniform_texture_ref_ex(grp, "sssAlbedo", &effects->sss_albedo, state);
    DRW_shgroup_uniform_texture_ref_ex(grp, "sssRadius", &effects->sss_radius, state);
    DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
    DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
    DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
    DRW_shgroup_stencil_mask(grp, sss_id);
    DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
  }

  if (ma->blend_flag & MA_BL_TRANSLUCENCY) {
    DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_translucency_sh_get(),
                                              psl->sss_translucency_ps);
    DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
    DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile);
    DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
    DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
    DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool);
    DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool);
    DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
    DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
    DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
    DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
    DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
    DRW_shgroup_stencil_mask(grp, sss_id);
    DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
  }
}

void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;

  if ((effects->enabled_effects & EFFECT_SSS) != 0) {
    const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
    /* Clear sss_data texture only... can this be done in a more clever way? */
    GPU_framebuffer_bind(fbl->sss_clear_fb);
    GPU_framebuffer_clear_color(fbl->sss_clear_fb, clear);

    GPU_framebuffer_ensure_config(&fbl->main_fb,
                                  {GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
                                   GPU_ATTACHMENT_TEXTURE(effects->sss_radius),
                                   GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)});

    GPU_framebuffer_bind(fbl->main_fb);
    DRW_draw_pass(psl->material_sss_ps);

    /* Restore */
    GPU_framebuffer_ensure_config(&fbl->main_fb,
                                  {GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_LEAVE,
                                   GPU_ATTACHMENT_NONE,
                                   GPU_ATTACHMENT_NONE,
                                   GPU_ATTACHMENT_NONE});
  }
}

void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_TextureList *txl = vedata->txl;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_EffectsInfo *effects = stl->effects;

  if ((effects->enabled_effects & EFFECT_SSS) != 0) {
    const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};

    DRW_stats_group_start("SSS");

    if (GPU_depth_blitting_workaround()) {
      /* Copy depth channel */
      GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blit_fb, 0, GPU_DEPTH_BIT);
    }
    else {
      /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
      GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
    }

    if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
      /* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
       * TODO(fclem): avoid this by using sampler objects. */
      GPU_texture_compare_mode(sldata->shadow_cube_pool, false);
      GPU_texture_compare_mode(sldata->shadow_cascade_pool, false);

      GPU_framebuffer_bind(fbl->sss_translucency_fb);
      DRW_draw_pass(psl->sss_translucency_ps);

      /* Reset original state. */
      GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
      GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);
    }

    /* 1. horizontal pass */
    GPU_framebuffer_bind(fbl->sss_blur_fb);
    GPU_framebuffer_clear_color(fbl->sss_blur_fb, clear);
    DRW_draw_pass(psl->sss_blur_ps);

    /* 2. vertical pass + Resolve */
    GPU_framebuffer_texture_attach(fbl->sss_resolve_fb, txl->color, 0, 0);
    GPU_framebuffer_bind(fbl->sss_resolve_fb);
    DRW_draw_pass(psl->sss_resolve_ps);

    GPU_framebuffer_bind(fbl->main_fb);
    DRW_stats_group_end();
  }
}

void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
  EEVEE_PassList *psl = vedata->psl;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_EffectsInfo *effects = stl->effects;

  if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) {
    /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
    GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_accum_fb, 0, GPU_STENCIL_BIT);

    /* Only do vertical pass + Resolve */
    GPU_framebuffer_bind(fbl->sss_accum_fb);
    DRW_draw_pass(psl->sss_resolve_ps);

    /* Restore */
    GPU_framebuffer_bind(fbl->main_fb);
  }
}