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blender-archive/source/blender/draw/engines/eevee/eevee_engine.c

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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_engine.c
* \ingroup draw_engine
*/
#include "DNA_world_types.h"
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "BLI_rand.h"
#include "GPU_material.h"
#include "GPU_glew.h"
#include "eevee_engine.h"
#include "eevee_private.h"
#define EEVEE_ENGINE "BLENDER_EEVEE"
extern GlobalsUboStorage ts;
/* *********** FUNCTIONS *********** */
static void EEVEE_engine_init(void *ved)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->background_alpha = 1.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
DRWFboTexture tex = {&txl->color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
const float *viewport_size = DRW_viewport_size_get();
DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
EEVEE_materials_init(stl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
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EEVEE_effects_init(sldata, vedata);
}
static void EEVEE_cache_init(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
EEVEE_materials_cache_init(vedata);
EEVEE_lights_cache_init(sldata, psl);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
}
static void EEVEE_cache_populate(void *vedata, Object *ob)
{
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
if (is_active) {
if (DRW_object_is_mode_shade(ob) == true) {
return;
}
}
if (ELEM(ob->type, OB_MESH)) {
EEVEE_materials_cache_populate(vedata, sldata, ob);
const bool cast_shadow = true;
if (cast_shadow) {
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
BLI_addtail(&sldata->shadow_casters, BLI_genericNodeN(ob));
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(ob);
oedata->need_update = ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0);
}
}
}
else if (ob->type == OB_LIGHTPROBE) {
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
EEVEE_lightprobes_cache_add(sldata, ob);
}
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}
else if (ob->type == OB_LAMP) {
if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
EEVEE_lights_cache_add(sldata, ob);
}
}
}
static void EEVEE_cache_finish(void *vedata)
{
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
EEVEE_materials_cache_finish(vedata);
EEVEE_lights_cache_finish(sldata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
}
static void EEVEE_draw_scene(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_SceneLayerData *sldata = EEVEE_scene_layer_data_get();
/* Default framebuffer and texture */
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Number of iteration: needed for all temporal effect (SSR, TAA)
* when using opengl render. */
int loop_ct = DRW_state_is_image_render() ? 4 : 1;
while (loop_ct--) {
/* Refresh shadows */
DRW_stats_group_start("Shadows");
EEVEE_draw_shadows(sldata, psl);
DRW_stats_group_end();
/* Refresh Probes */
DRW_stats_group_start("Probes Refresh");
EEVEE_lightprobes_refresh(sldata, vedata);
DRW_stats_group_end();
/* Attach depth to the hdr buffer and bind it */
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
DRW_framebuffer_bind(fbl->main);
DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
/* Depth prepass */
DRW_stats_group_start("Prepass");
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
DRW_stats_group_end();
/* Create minmax texture */
DRW_stats_group_start("Main MinMax buffer");
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
DRW_stats_group_end();
/* Restore main FB */
DRW_framebuffer_bind(fbl->main);
/* Shading pass */
DRW_stats_group_start("Shading");
DRW_draw_pass(psl->background_pass);
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
DRW_stats_group_end();
/* Screen Space Reflections */
DRW_stats_group_start("SSR");
EEVEE_effects_do_ssr(sldata, vedata);
DRW_stats_group_end();
DRW_draw_pass(psl->probe_display);
/* Prepare Refraction */
EEVEE_effects_do_refraction(sldata, vedata);
/* Restore main FB */
DRW_framebuffer_bind(fbl->main);
/* Opaque refraction */
DRW_stats_group_start("Opaque Refraction");
DRW_draw_pass(psl->refract_depth_pass);
DRW_draw_pass(psl->refract_depth_pass_cull);
DRW_draw_pass(psl->refract_pass);
DRW_stats_group_end();
/* Transparent */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
DRW_stats_group_start("Transparent");
DRW_draw_pass(psl->transparent_pass);
DRW_stats_group_end();
/* Volumetrics */
DRW_stats_group_start("Volumetrics");
EEVEE_effects_do_volumetrics(sldata, vedata);
DRW_stats_group_end();
/* Post Process */
DRW_stats_group_start("Post FX");
EEVEE_draw_effects(vedata);
DRW_stats_group_end();
}
}
static void EEVEE_engine_free(void)
{
EEVEE_materials_free();
EEVEE_effects_free();
EEVEE_lights_free();
EEVEE_lightprobes_free();
}
static void EEVEE_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
// BKE_collection_engine_property_add_int(props, "high_quality_sphere_lamps", false);
UNUSED_VARS_NDEBUG(props);
}
static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_bool(props, "ssr_enable", false);
BKE_collection_engine_property_add_bool(props, "ssr_refraction", false);
BKE_collection_engine_property_add_bool(props, "ssr_halfres", true);
BKE_collection_engine_property_add_int(props, "ssr_ray_count", 1);
BKE_collection_engine_property_add_float(props, "ssr_quality", 0.25f);
BKE_collection_engine_property_add_float(props, "ssr_max_roughness", 0.5f);
BKE_collection_engine_property_add_float(props, "ssr_thickness", 0.2f);
BKE_collection_engine_property_add_float(props, "ssr_border_fade", 0.075f);
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BKE_collection_engine_property_add_float(props, "ssr_firefly_fac", 10.0f);
BKE_collection_engine_property_add_bool(props, "volumetric_enable", false);
BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f);
BKE_collection_engine_property_add_float(props, "volumetric_end", 100.0f);
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BKE_collection_engine_property_add_int(props, "volumetric_samples", 64);
BKE_collection_engine_property_add_float(props, "volumetric_sample_distribution", 0.8f);
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BKE_collection_engine_property_add_bool(props, "volumetric_lights", true);
BKE_collection_engine_property_add_float(props, "volumetric_light_clamp", 0.0f);
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BKE_collection_engine_property_add_bool(props, "volumetric_shadows", false);
BKE_collection_engine_property_add_int(props, "volumetric_shadow_samples", 16);
BKE_collection_engine_property_add_bool(props, "volumetric_colored_transmittance", true);
BKE_collection_engine_property_add_bool(props, "gtao_enable", false);
BKE_collection_engine_property_add_bool(props, "gtao_use_bent_normals", true);
BKE_collection_engine_property_add_float(props, "gtao_distance", 0.2f);
BKE_collection_engine_property_add_float(props, "gtao_factor", 1.0f);
BKE_collection_engine_property_add_int(props, "gtao_samples", 2);
BKE_collection_engine_property_add_bool(props, "dof_enable", false);
BKE_collection_engine_property_add_float(props, "bokeh_max_size", 100.0f);
BKE_collection_engine_property_add_float(props, "bokeh_threshold", 1.0f);
BKE_collection_engine_property_add_bool(props, "bloom_enable", false);
BKE_collection_engine_property_add_float(props, "bloom_threshold", 0.8f);
BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f);
BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f);
BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f);
BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false);
BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8);
BKE_collection_engine_property_add_float(props, "motion_blur_shutter", 1.0f);
}
static const DrawEngineDataSize EEVEE_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
DrawEngineType draw_engine_eevee_type = {
NULL, NULL,
N_("Eevee"),
&EEVEE_data_size,
&EEVEE_engine_init,
&EEVEE_engine_free,
&EEVEE_cache_init,
&EEVEE_cache_populate,
&EEVEE_cache_finish,
&EEVEE_draw_scene,
NULL//&EEVEE_draw_scene
};
RenderEngineType DRW_engine_viewport_eevee_type = {
NULL, NULL,
EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES,
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
&EEVEE_layer_collection_settings_create, &EEVEE_scene_layer_settings_create,
&draw_engine_eevee_type,
{NULL, NULL, NULL}
};
#undef EEVEE_ENGINE