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blender-archive/source/blender/draw/engines/eevee/eevee_subsurface.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_subsurface.c
* \ingroup draw_engine
*
* Screen space subsurface scattering technique.
*/
#include "DRW_render.h"
#include "BLI_string_utils.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_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_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 DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) {
effects->sss_sample_count = 1 + BKE_collection_engine_property_value_get_int(props, "sss_samples") * 2;
effects->sss_separate_albedo = BKE_collection_engine_property_value_get_bool(props, "sss_separate_albedo");
common_data->sss_jitter_threshold = BKE_collection_engine_property_value_get_float(props, "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 */
DRWFboTexture texs[2] = {{&txl->sss_stencil, DRW_TEX_DEPTH_24_STENCIL_8, 0},
{&txl->sss_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}};
DRW_framebuffer_init(&fbl->sss_blur_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
texs, 2);
DRWFboTexture tex_data = {&txl->sss_data, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
DRW_framebuffer_init(&fbl->sss_clear_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
&tex_data, 1);
if (effects->sss_separate_albedo && (txl->sss_albedo == NULL)) {
txl->sss_albedo = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1],
DRW_TEX_RGB_11_11_10, 0, NULL);
}
return EFFECT_SSS;
}
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->sss_albedo);
DRW_TEXTURE_FREE_SAFE(txl->sss_data);
DRW_TEXTURE_FREE_SAFE(txl->sss_blur);
DRW_TEXTURE_FREE_SAFE(txl->sss_stencil);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
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;
const float *viewport_size = DRW_viewport_size_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) {
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRWFboTexture tex_data[2] = {{&txl->sss_dir_accum, DRW_TEX_RGBA_16, 0},
{&txl->sss_col_accum, DRW_TEX_RGBA_16, 0}};
DRW_framebuffer_init(&fbl->sss_accum_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
tex_data, 2);
/* Clear texture. */
DRW_framebuffer_bind(fbl->sss_accum_fb);
DRW_framebuffer_clear(true, false, false, clear, 0.0f);
/* 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);
DRW_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, unsigned int sss_id, struct GPUUniformBuffer *sss_profile)
{
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
EEVEE_TextureList *txl = vedata->txl;
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_buffer(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_buffer(grp, "sssData", &txl->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_buffer(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_buffer(grp, "sssData", &txl->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_buffer(grp, "sssAlbedo", &txl->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_buffer(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_blur);
DRW_shgroup_uniform_buffer(grp, "sssAlbedo", &txl->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_TextureList *txl = vedata->txl;
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? */
DRW_framebuffer_bind(fbl->sss_clear_fb);
DRW_framebuffer_clear(true, false, false, clear, 0.0f);
DRW_framebuffer_texture_detach(txl->sss_data);
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
}
/* Start at slot 1 because slot 0 is txl->color */
int tex_slot = 1;
DRW_framebuffer_texture_attach(fbl->main, txl->sss_data, tex_slot++, 0);
if (effects->sss_separate_albedo) {
DRW_framebuffer_texture_attach(fbl->main, txl->sss_albedo, tex_slot++, 0);
}
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, tex_slot++, 0);
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, tex_slot++, 0);
}
DRW_framebuffer_bind(fbl->main);
DRW_draw_pass(psl->sss_pass);
/* Restore */
DRW_framebuffer_texture_detach(txl->sss_data);
if (effects->sss_separate_albedo) {
DRW_framebuffer_texture_detach(txl->sss_albedo);
}
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
}
DRW_framebuffer_texture_attach(fbl->sss_clear_fb, txl->sss_data, 0, 0);
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
}
}
}
void EEVEE_subsurface_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
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};
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_stats_group_start("SSS");
/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
DRW_framebuffer_blit(fbl->main, fbl->sss_blur_fb, false, true);
DRW_framebuffer_texture_detach(dtxl->depth);
/* 1. horizontal pass */
DRW_framebuffer_bind(fbl->sss_blur_fb);
DRW_framebuffer_clear(true, false, false, clear, 0.0f);
DRW_draw_pass(psl->sss_blur_ps);
/* 2. vertical pass + Resolve */
DRW_framebuffer_texture_detach(txl->sss_stencil);
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
}
DRW_framebuffer_texture_attach(fbl->main, txl->sss_stencil, 0, 0);
DRW_framebuffer_bind(fbl->main);
DRW_draw_pass(psl->sss_resolve_ps);
/* Restore */
DRW_framebuffer_texture_detach(txl->sss_stencil);
DRW_framebuffer_texture_attach(fbl->sss_blur_fb, txl->sss_stencil, 0, 0);
DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
}
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_TextureList *txl = vedata->txl;
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) */
DRW_framebuffer_blit(fbl->main, fbl->sss_blur_fb, false, true);
/* Only do vertical pass + Resolve */
DRW_framebuffer_texture_detach(txl->sss_stencil);
DRW_framebuffer_texture_attach(fbl->sss_accum_fb, txl->sss_stencil, 0, 0);
DRW_framebuffer_bind(fbl->sss_accum_fb);
DRW_draw_pass(psl->sss_accum_ps);
/* Restore */
DRW_framebuffer_texture_detach(txl->sss_stencil);
DRW_framebuffer_texture_attach(fbl->sss_blur_fb, txl->sss_stencil, 0, 0);
DRW_framebuffer_bind(fbl->main);
}
}
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]);
}