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eevee_subsurface.c « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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 eevee_subsurface.c
 *  \ingroup draw_engine
 *
 * Screen space subsurface scattering technique.
 */

#include "DRW_render.h"

#include "BLI_string_utils.h"

#include "DEG_depsgraph_query.h"

#include "eevee_private.h"
#include "GPU_texture.h"

static struct {
	struct GPUShader *sss_sh[4];
} e_data = {{NULL}}; /* Engine data */

extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_effect_subsurface_frag_glsl[];

static void eevee_create_shader_subsurface(void)
{
	char *frag_str = BLI_string_joinN(
	        datatoc_common_view_lib_glsl,
	        datatoc_common_uniforms_lib_glsl,
	        datatoc_effect_subsurface_frag_glsl);

	e_data.sss_sh[0] = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
	e_data.sss_sh[1] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n");
	e_data.sss_sh[2] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n"
	                                                          "#define USE_SEP_ALBEDO\n");
	e_data.sss_sh[3] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n"
	                                                          "#define USE_SEP_ALBEDO\n"
	                                                          "#define RESULT_ACCUM\n");

	MEM_freeN(frag_str);
}

int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
	EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
	EEVEE_StorageList *stl = vedata->stl;
	EEVEE_EffectsInfo *effects = stl->effects;
	EEVEE_FramebufferList *fbl = vedata->fbl;
	EEVEE_TextureList *txl = vedata->txl;
	const float *viewport_size = DRW_viewport_size_get();
	const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};

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

	if (scene_eval->eevee.flag & SCE_EEVEE_SSS_ENABLED) {
		effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2;
		effects->sss_separate_albedo = (scene_eval->eevee.flag & SCE_EEVEE_SSS_SEPARATE_ALBEDO) != 0;
		common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;

		/* Force separate albedo for final render */
		if (DRW_state_is_image_render()) {
			effects->sss_separate_albedo = true;
		}

		/* Shaders */
		if (!e_data.sss_sh[0]) {
			eevee_create_shader_subsurface();
		}

		/* 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 renderbuffer 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_RGBA16F,
		                                                 &draw_engine_eevee_type);
		effects->sss_data =    DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
		                                                 &draw_engine_eevee_type);

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

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

		GPU_framebuffer_ensure_config(&fbl->sss_clear_fb, {
			GPU_ATTACHMENT_NONE,
			GPU_ATTACHMENT_TEXTURE(effects->sss_data)
		});

		if (effects->sss_separate_albedo) {
			effects->sss_albedo = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F,
			                                                &draw_engine_eevee_type);
		}
		else {
			effects->sss_albedo = NULL;
		}
		return EFFECT_SSS;
	}

	/* 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);
	effects->sss_stencil = NULL;
	effects->sss_blur = NULL;
	effects->sss_data = NULL;

	return 0;
}

static void set_shgrp_stencil(void *UNUSED(userData), DRWShadingGroup *shgrp)
{
	DRW_shgroup_stencil_mask(shgrp, 255);
}

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

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

	if (scene_eval->flag & SCE_EEVEE_SSS_ENABLED) {
		DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0);
		DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0);

		GPU_framebuffer_ensure_config(&fbl->sss_accum_fb, {
			GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
			GPU_ATTACHMENT_TEXTURE(txl->sss_dir_accum),
			GPU_ATTACHMENT_TEXTURE(txl->sss_col_accum)
		});

		/* Clear texture. */
		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);

		/* Make the opaque refraction pass mask the sss. */
		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
		                 DRW_STATE_WIRE | DRW_STATE_WRITE_STENCIL;
		DRW_pass_state_set(vedata->psl->refract_pass, state);
		DRW_pass_foreach_shgroup(vedata->psl->refract_pass, &set_shgrp_stencil, NULL);
	}
	else {
		/* Cleanup to release memory */
		DRW_TEXTURE_FREE_SAFE(txl->sss_dir_accum);
		DRW_TEXTURE_FREE_SAFE(txl->sss_col_accum);
		GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
	}
}

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

	if ((effects->enabled_effects & EFFECT_SSS) != 0) {
		/** Screen Space SubSurface Scattering overview
		 * TODO
		 */
		psl->sss_blur_ps = DRW_pass_create("Blur Horiz", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);

		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE | DRW_STATE_STENCIL_EQUAL;
		psl->sss_resolve_ps = DRW_pass_create("Blur Vert", state);
		psl->sss_accum_ps = DRW_pass_create("Resolve Accum", state);
	}
}

void EEVEE_subsurface_add_pass(
        EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint sss_id, struct GPUUniformBuffer *sss_profile)
{
	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
	EEVEE_PassList *psl = vedata->psl;
	EEVEE_StorageList *stl = vedata->stl;
	EEVEE_EffectsInfo *effects = stl->effects;
	struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();

	DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
	DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
	DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
	DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_data);
	DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
	DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
	DRW_shgroup_stencil_mask(grp, sss_id);
	DRW_shgroup_call_add(grp, quad, NULL);

	struct GPUShader *sh = (effects->sss_separate_albedo) ? e_data.sss_sh[2] : e_data.sss_sh[1];
	grp = DRW_shgroup_create(sh, psl->sss_resolve_ps);
	DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
	DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
	DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur);
	DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
	DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
	DRW_shgroup_stencil_mask(grp, sss_id);
	DRW_shgroup_call_add(grp, quad, NULL);

	if (effects->sss_separate_albedo) {
		DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
	}

	if (DRW_state_is_image_render()) {
		grp = DRW_shgroup_create(e_data.sss_sh[3], psl->sss_accum_ps);
		DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
		DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
		DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur);
		DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
		DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
		DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
		DRW_shgroup_stencil_mask(grp, sss_id);
		DRW_shgroup_call_add(grp, quad, NULL);
	}
}

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) {
		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_data),
			GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)
		});

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

		/* 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
		});
	}
}

void EEVEE_subsurface_compute(EEVEE_ViewLayerData *UNUSED(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) {
		float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};

		DRW_stats_group_start("SSS");

		/* 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);

		/* 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_blur_fb, 0, GPU_STENCIL_BIT);

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

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

void EEVEE_subsurface_free(void)
{
	DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]);
	DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]);
	DRW_SHADER_FREE_SAFE(e_data.sss_sh[2]);
	DRW_SHADER_FREE_SAFE(e_data.sss_sh[3]);
}