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

workbench_data.c « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 623a3c0cb15a32d3fe527c48b7a48c13b0f75532 (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
/*
 * 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_clear_color_get(float color[4])
{
  const DRWContextState *draw_ctx = DRW_context_state_get();
  const Scene *scene = draw_ctx->scene;

  if (!DRW_state_is_scene_render() || !DRW_state_draw_background()) {
    zero_v4(color);
  }
  else if (scene->world) {
    copy_v3_v3(color, &scene->world->horr);
    color[3] = 1.0f;
  }
  else {
    zero_v3(color);
    color[3] = 1.0f;
  }
}

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;

  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_f(wpd->shading.curvature_ridge_factor), 1e-4f);
  wd->curvature_valley = 0.7f / max_ff(square_f(wpd->shading.curvature_valley_factor), 1e-4f);

  /* Will be NULL when rendering. */
  if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
    wpd->world_clip_planes = rv3d->clip;
  }
  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);
}