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/*
* 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 2018, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "DNA_userdef_types.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "GPU_batch.h"
/* -------------------------------------------------------------------- */
/** \name World Data
* \{ */
static void workbench_world_data_free(DrawData *dd)
{
WORKBENCH_WorldData *data = (WORKBENCH_WorldData *)dd;
DRW_UBO_FREE_SAFE(data->world_ubo);
}
/* Ensure the availability of the world_ubo in the given WORKBENCH_PrivateData
*
* See T70167: Some platforms create threads to upload ubo's.
*
* Reuses the last previous created `world_ubo`. Due to limitations of
* DrawData it will only be reused when there is a world attached to the Scene.
* Future development: The best location would be to store it in the View3D.
*
* We don't cache the data itself as there was no indication that that lead to
* an improvement.
*
* This functions also sets the `WORKBENCH_PrivateData.is_world_ubo_owner` that must
* be respected.
*/
static void workbench_world_data_ubo_ensure(const Scene *scene, WORKBENCH_PrivateData *wpd)
{
World *world = scene->world;
if (world) {
WORKBENCH_WorldData *engine_world_data = (WORKBENCH_WorldData *)DRW_drawdata_ensure(
&world->id,
&draw_engine_workbench_solid,
sizeof(WORKBENCH_WorldData),
NULL,
&workbench_world_data_free);
if (engine_world_data->world_ubo == NULL) {
engine_world_data->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World),
&wpd->world_data);
}
else {
DRW_uniformbuffer_update(engine_world_data->world_ubo, &wpd->world_data);
}
/* Borrow world data ubo */
wpd->is_world_ubo_owner = false;
wpd->world_ubo = engine_world_data->world_ubo;
}
else {
/* there is no world so we cannot cache the UBO. */
BLI_assert(!wpd->world_ubo || wpd->is_world_ubo_owner);
if (!wpd->world_ubo) {
wpd->is_world_ubo_owner = true;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}
}
}
static void workbench_world_data_update_shadow_direction_vs(WORKBENCH_PrivateData *wpd)
{
WORKBENCH_UBO_World *wd = &wpd->world_data;
float light_direction[3];
float view_matrix[4][4];
DRW_view_viewmat_get(NULL, view_matrix, false);
workbench_private_data_get_light_direction(light_direction);
/* Shadow direction. */
mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, light_direction);
}
/* \} */
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
effect_info->jitter_index = 0;
effect_info->view_updated = true;
}
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
wpd->material_transp_hash = BLI_ghash_ptr_new(__func__);
wpd->preferences = &U;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
if (!v3d || (v3d->shading.type == OB_RENDER && BKE_scene_uses_blender_workbench(scene))) {
wpd->shading = scene->display.shading;
wpd->shading.xray_alpha = XRAY_ALPHA((&scene->display));
wpd->use_color_render_settings = true;
}
else {
wpd->shading = v3d->shading;
wpd->shading.xray_alpha = XRAY_ALPHA(v3d);
wpd->use_color_render_settings = false;
}
wpd->use_color_management = BKE_scene_check_color_management_enabled(scene);
if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
wpd->studio_light = BKE_studiolight_find(wpd->shading.matcap, STUDIOLIGHT_TYPE_MATCAP);
}
else {
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
}
/* If matcaps are missing, use this as fallback. */
if (UNLIKELY(wpd->studio_light == NULL)) {
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
}
float shadow_focus = scene->display.shadow_focus;
/* Clamp to avoid overshadowing and shading errors. */
CLAMP(shadow_focus, 0.0001f, 0.99999f);
wpd->shadow_shift = scene->display.shadow_shift;
wpd->shadow_focus = 1.0f - shadow_focus * (1.0f - wpd->shadow_shift);
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
WORKBENCH_UBO_World *wd = &wpd->world_data;
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
wd->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
if ((scene->world != NULL) &&
(!v3d || (v3d && ((v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD) ||
(v3d->shading.type == OB_RENDER))))) {
copy_v3_v3(wd->background_color_low, &scene->world->horr);
copy_v3_v3(wd->background_color_high, &scene->world->horr);
}
else if (v3d && (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT)) {
copy_v3_v3(wd->background_color_low, v3d->shading.background_color);
copy_v3_v3(wd->background_color_high, v3d->shading.background_color);
}
else if (v3d) {
UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK,
wd->background_color_low);
UI_GetThemeColor3fv(TH_BACK, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be addressed properly (color managed using ocio). */
if (wpd->use_color_management) {
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
}
else {
copy_v3_v3(wd->background_color_high, wd->background_color_high);
copy_v3_v3(wd->background_color_low, wd->background_color_low);
}
}
else {
zero_v3(wd->background_color_low);
zero_v3(wd->background_color_high);
}
wd->background_dither_factor = workbench_background_dither_factor(wpd);
studiolight_update_world(wpd, wpd->studio_light, wd);
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
wd->curvature_ridge = 0.5f / max_ff(SQUARE(wpd->shading.curvature_ridge_factor), 1e-4f);
wd->curvature_valley = 0.7f / max_ff(SQUARE(wpd->shading.curvature_valley_factor), 1e-4f);
/* Will be NULL when rendering. */
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
wpd->world_clip_planes = rv3d->clip;
UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, wpd->world_clip_planes_color);
if (wpd->use_color_management) {
srgb_to_linearrgb_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
}
else {
copy_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
}
}
else {
wpd->world_clip_planes = NULL;
}
workbench_world_data_update_shadow_direction_vs(wpd);
workbench_world_data_ubo_ensure(scene, wpd);
/* Cavity settings */
{
const int ssao_samples = scene->display.matcap_ssao_samples;
float invproj[4][4];
const bool is_persp = DRW_view_is_persp_get(NULL);
/* 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();
wpd->ssao_params[0] = ssao_samples;
wpd->ssao_params[1] = size[0] / 64.0;
wpd->ssao_params[2] = size[1] / 64.0;
wpd->ssao_params[3] = 0;
/* distance, factor, factor, attenuation */
copy_v4_fl4(wpd->ssao_settings,
scene->display.matcap_ssao_distance,
wpd->shading.cavity_valley_factor,
wpd->shading.cavity_ridge_factor,
scene->display.matcap_ssao_attenuation);
DRW_view_winmat_get(NULL, wpd->winmat, false);
DRW_view_winmat_get(NULL, invproj, true);
/* 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(wpd->viewvecs[i], viewvecs[i]);
}
/* we need to store the differences */
wpd->viewvecs[1][0] -= wpd->viewvecs[0][0];
wpd->viewvecs[1][1] = wpd->viewvecs[2][1] - wpd->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]);
wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
}
}
wpd->volumes_do = false;
BLI_listbase_clear(&wpd->smoke_domains);
}
void workbench_private_data_get_light_direction(float r_light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
copy_v3_v3(r_light_direction, scene->display.light_direction);
SWAP(float, r_light_direction[2], r_light_direction[1]);
r_light_direction[2] = -r_light_direction[2];
r_light_direction[0] = -r_light_direction[0];
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
BLI_ghash_free(wpd->material_transp_hash, NULL, MEM_freeN);
if (wpd->is_world_ubo_owner) {
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}
else {
wpd->world_ubo = NULL;
}
DRW_UBO_FREE_SAFE(wpd->dof_ubo);
GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
}
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