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workbench_opaque.c « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2020 Blender Foundation. */

/** \file
 * \ingroup draw_engine
 *
 * Opaque Pipeline:
 *
 * Use deferred shading to render opaque surfaces.
 * This decouple the shading cost from scene complexity.
 *
 * The rendering is broken down in two passes:
 * - the pre-pass where we render all the surfaces and output material data.
 * - the composite pass where we compute the final aspect of the pixels.
 */

#include "DRW_render.h"

#include "workbench_engine.h"
#include "workbench_private.h"

void workbench_opaque_engine_init(WORKBENCH_Data *data)
{
  WORKBENCH_FramebufferList *fbl = data->fbl;
  WORKBENCH_PrivateData *wpd = data->stl->wpd;
  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
  DrawEngineType *owner = (DrawEngineType *)&workbench_opaque_engine_init;

  /* Reused the same textures format for transparent pipeline to share the textures. */
  const eGPUTextureFormat col_tex_format = GPU_RGBA16F;
  const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA16F;

  wpd->material_buffer_tx = DRW_texture_pool_query_fullscreen(col_tex_format, owner);
  wpd->normal_buffer_tx = DRW_texture_pool_query_fullscreen(nor_tex_format, owner);

  GPU_framebuffer_ensure_config(&fbl->opaque_fb,
                                {
                                    GPU_ATTACHMENT_TEXTURE(dtxl->depth),
                                    GPU_ATTACHMENT_TEXTURE(wpd->material_buffer_tx),
                                    GPU_ATTACHMENT_TEXTURE(wpd->normal_buffer_tx),
                                    GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
                                });
}

void workbench_opaque_cache_init(WORKBENCH_Data *vedata)
{
  WORKBENCH_PassList *psl = vedata->psl;
  WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
  DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
  struct GPUShader *sh;
  DRWShadingGroup *grp;

  const bool use_matcap = (wpd->shading.light == V3D_LIGHTING_MATCAP);

  {
    DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;

    int opaque = 0;
    for (int infront = 0; infront < 2; infront++) {
      DRWPass *pass;
      if (infront) {
        DRW_PASS_CREATE(psl->opaque_infront_ps, state | wpd->cull_state | wpd->clip_state);
        pass = psl->opaque_infront_ps;
      }
      else {
        DRW_PASS_CREATE(psl->opaque_ps, state | wpd->cull_state | wpd->clip_state);
        pass = psl->opaque_ps;
      }

      for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
        wpd->prepass[opaque][infront][data].material_hash = BLI_ghash_ptr_new(__func__);

        sh = workbench_shader_opaque_get(wpd, data);

        wpd->prepass[opaque][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
        DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
        DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
        DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
        DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);

        wpd->prepass[opaque][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
        DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
        DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
        DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
        DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);

        sh = workbench_shader_opaque_image_get(wpd, data, false);

        wpd->prepass[opaque][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
        DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
        DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
        DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
        DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);

        sh = workbench_shader_opaque_image_get(wpd, data, true);

        wpd->prepass[opaque][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
        DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
        DRW_shgroup_uniform_block(grp, "materials_data", wpd->material_ubo_curr);
        DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
        DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
      }
    }
  }
  {
    DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_STENCIL_EQUAL;

    DRW_PASS_CREATE(psl->composite_ps, state);

    sh = workbench_shader_composite_get(wpd);

    grp = DRW_shgroup_create(sh, psl->composite_ps);
    DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
    DRW_shgroup_uniform_texture(grp, "materialBuffer", wpd->material_buffer_tx);
    DRW_shgroup_uniform_texture(grp, "normalBuffer", wpd->normal_buffer_tx);
    DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
    DRW_shgroup_stencil_mask(grp, 0x00);

    if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
      BKE_studiolight_ensure_flag(wpd->studio_light,
                                  STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
                                      STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
      struct GPUTexture *diff_tx = wpd->studio_light->matcap_diffuse.gputexture;
      struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
      const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
      spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
      DRW_shgroup_uniform_texture(grp, "matcap_diffuse_tx", diff_tx);
      DRW_shgroup_uniform_texture(grp, "matcap_specular_tx", spec_tx);
    }
    DRW_shgroup_call_procedural_triangles(grp, NULL, 1);

    if (SHADOW_ENABLED(wpd)) {
      grp = DRW_shgroup_create_sub(grp);
      DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", true);
      DRW_shgroup_state_disable(grp, DRW_STATE_STENCIL_EQUAL);
      DRW_shgroup_state_enable(grp, DRW_STATE_STENCIL_NEQUAL);
      DRW_shgroup_stencil_mask(grp, 0x00);
      DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
    }
  }
  {
    DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_WRITE_STENCIL |
                     DRW_STATE_STENCIL_ALWAYS;

    DRW_PASS_CREATE(psl->merge_infront_ps, state);

    sh = workbench_shader_merge_infront_get(wpd);

    grp = DRW_shgroup_create(sh, psl->merge_infront_ps);
    DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth_in_front);
    DRW_shgroup_stencil_mask(grp, 0x00);
    DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
  }
}