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blender-archive/source/blender/draw/engines/clay/clay_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
*
*/
#include "BLI_utildefines.h"
#include "BLI_string_utils.h"
#include "BLI_rand.h"
#include "DNA_particle_types.h"
#include "DNA_view3d_types.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "BKE_particle.h"
#include "GPU_shader.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "UI_resources.h"
#include "UI_interface_icons.h"
#include "DRW_render.h"
#include "clay_engine.h"
#ifdef WITH_CLAY_ENGINE
#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
/* Shaders */
#define CLAY_ENGINE "BLENDER_CLAY"
#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */
#define SHADER_DEFINES_NO_AO \
"#define MAX_MATERIAL " STRINGIFY(MAX_CLAY_MAT) "\n" \
"#define USE_ROTATION\n" \
"#define USE_HSV\n"
#define SHADER_DEFINES \
SHADER_DEFINES_NO_AO \
"#define USE_AO\n"
extern char datatoc_clay_frag_glsl[];
extern char datatoc_clay_prepass_frag_glsl[];
extern char datatoc_clay_copy_glsl[];
extern char datatoc_clay_vert_glsl[];
extern char datatoc_clay_fxaa_glsl[];
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extern char datatoc_clay_particle_vert_glsl[];
extern char datatoc_clay_particle_strand_frag_glsl[];
extern char datatoc_ssao_alchemy_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
/* *********** LISTS *********** */
/**
* UBOs data needs to be 16 byte aligned (size of vec4)
*
* Reminder: float, int, bool are 4 bytes
*
* \note struct is expected to be initialized with all pad-bits zero'd
* so we can use 'memcmp' to check for duplicates. Possibly hash data later.
*/
typedef struct CLAY_UBO_Material {
float ssao_params_var[4];
/* - 16 -*/
float matcap_hsv[3];
float matcap_id; /* even float encoding have enough precision */
/* - 16 -*/
float matcap_rot[2];
float pad[2]; /* ensure 16 bytes alignement */
} CLAY_UBO_Material; /* 48 bytes */
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BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16)
typedef struct CLAY_HAIR_UBO_Material {
float hair_randomness;
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float matcap_id;
float matcap_rot[2];
float matcap_hsv[3];
float pad;
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} CLAY_HAIR_UBO_Material; /* 32 bytes */
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BLI_STATIC_ASSERT_ALIGN(CLAY_HAIR_UBO_Material, 16)
typedef struct CLAY_UBO_Storage {
CLAY_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_UBO_Storage;
typedef struct CLAY_HAIR_UBO_Storage {
CLAY_HAIR_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_HAIR_UBO_Storage;
/* GPUViewport.storage
* Is freed everytime the viewport engine changes */
typedef struct CLAY_Storage {
/* Materials Parameter UBO */
CLAY_UBO_Storage mat_storage;
CLAY_HAIR_UBO_Storage hair_mat_storage;
int ubo_current_id;
int hair_ubo_current_id;
DRWShadingGroup *shgrps[MAX_CLAY_MAT];
DRWShadingGroup *shgrps_flat[MAX_CLAY_MAT];
DRWShadingGroup *shgrps_pre[MAX_CLAY_MAT];
DRWShadingGroup *shgrps_pre_flat[MAX_CLAY_MAT];
DRWShadingGroup *hair_shgrps[MAX_CLAY_MAT];
} CLAY_Storage;
typedef struct CLAY_StorageList {
struct CLAY_Storage *storage;
struct CLAY_PrivateData *g_data;
} CLAY_StorageList;
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typedef struct CLAY_FramebufferList {
struct GPUFrameBuffer *antialias_fb;
struct GPUFrameBuffer *prepass_fb;
} CLAY_FramebufferList;
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typedef struct CLAY_PassList {
struct DRWPass *clay_ps;
struct DRWPass *clay_cull_ps;
struct DRWPass *clay_flat_ps;
struct DRWPass *clay_flat_cull_ps;
struct DRWPass *clay_pre_ps;
struct DRWPass *clay_pre_cull_ps;
struct DRWPass *clay_flat_pre_ps;
struct DRWPass *clay_flat_pre_cull_ps;
struct DRWPass *clay_deferred_ps;
struct DRWPass *fxaa_ps;
struct DRWPass *copy_ps;
struct DRWPass *hair_pass;
} CLAY_PassList;
typedef struct CLAY_Data {
void *engine_type;
CLAY_FramebufferList *fbl;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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DRWViewportEmptyList *txl;
CLAY_PassList *psl;
CLAY_StorageList *stl;
} CLAY_Data;
typedef struct CLAY_ViewLayerData {
struct GPUTexture *jitter_tx;
struct GPUUniformBuffer *mat_ubo;
struct GPUUniformBuffer *matcaps_ubo;
struct GPUUniformBuffer *hair_mat_ubo;
struct GPUUniformBuffer *sampling_ubo;
int cached_sample_num;
} CLAY_ViewLayerData;
/* *********** STATIC *********** */
static struct {
/* Shading Pass */
struct GPUShader *clay_sh;
struct GPUShader *clay_flat_sh;
struct GPUShader *clay_prepass_flat_sh;
struct GPUShader *clay_prepass_sh;
struct GPUShader *clay_deferred_shading_sh;
struct GPUShader *fxaa_sh;
struct GPUShader *copy_sh;
struct GPUShader *hair_sh;
/* Matcap textures */
struct GPUTexture *matcap_array;
float matcap_colors[24][4];
/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
int ubo_mat_idxs[MAX_CLAY_MAT];
/* To avoid useless texture and ubo binds. */
bool first_shgrp;
} e_data = {NULL}; /* Engine data */
typedef struct CLAY_PrivateData {
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *depth_shgrp_select;
DRWShadingGroup *depth_shgrp_active;
DRWShadingGroup *depth_shgrp_cull;
DRWShadingGroup *depth_shgrp_cull_select;
DRWShadingGroup *depth_shgrp_cull_active;
/* Deferred shading */
struct GPUTexture *depth_tx; /* ref only, not alloced */
struct GPUTexture *normal_tx; /* ref only, not alloced */
struct GPUTexture *id_tx; /* ref only, not alloced */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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struct GPUTexture *color_copy; /* ref only, not alloced */
bool enable_deferred_path;
/* Ssao */
float winmat[4][4];
float viewvecs[3][4];
float ssao_params[4];
} CLAY_PrivateData; /* Transient data */
/* Functions */
static void clay_view_layer_data_free(void *storage)
{
CLAY_ViewLayerData *sldata = (CLAY_ViewLayerData *)storage;
DRW_UBO_FREE_SAFE(sldata->mat_ubo);
DRW_UBO_FREE_SAFE(sldata->matcaps_ubo);
DRW_UBO_FREE_SAFE(sldata->hair_mat_ubo);
DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
}
static CLAY_ViewLayerData *CLAY_view_layer_data_get(void)
{
CLAY_ViewLayerData **sldata = (CLAY_ViewLayerData **)DRW_view_layer_engine_data_ensure(&draw_engine_clay_type, &clay_view_layer_data_free);
if (*sldata == NULL) {
*sldata = MEM_callocN(sizeof(**sldata), "CLAY_ViewLayerData");
}
return *sldata;
}
static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
{
int image_size = prv->w[0] * prv->h[0];
float *new_rect = &final_rect[image_size * 4 * layer];
IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB,
false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]);
/* Find overall color */
for (int y = 0; y < 4; ++y) {
for (int x = 0; x < 4; ++x) {
e_data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0];
e_data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1];
e_data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2];
}
}
e_data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */
e_data.matcap_colors[layer][1] /= 16.0f * 2.0f;
e_data.matcap_colors[layer][2] /= 16.0f * 2.0f;
}
static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
{
struct GPUTexture *tex;
int w = prv[0]->w[0];
int h = prv[0]->h[0];
float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect");
for (int i = 0; i < nbr; ++i) {
add_icon_to_rect(prv[i], final_rect, i);
BKE_previewimg_free(&prv[i]);
}
tex = DRW_texture_create_2D_array(w, h, nbr, GPU_RGBA8, DRW_TEX_FILTER, final_rect);
MEM_freeN(final_rect);
return tex;
}
static int matcap_to_index(int matcap)
{
return (int)matcap - (int)ICON_MATCAP_01;
}
/* Using Hammersley distribution */
static float *create_disk_samples(int num_samples)
{
/* vec4 to ensure memory alignment. */
float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * num_samples, "concentric_tex");
const float num_samples_inv = 1.0f / num_samples;
for (int i = 0; i < num_samples; i++) {
float r = (i + 0.5f) * num_samples_inv;
double dphi;
BLI_hammersley_1D(i, &dphi);
float phi = (float)dphi * 2.0f * M_PI;
texels[i][0] = cosf(phi);
texels[i][1] = sinf(phi);
/* This deliberatly distribute more samples
* at the center of the disk (and thus the shadow). */
texels[i][2] = r;
}
return (float *)texels;
}
static struct GPUTexture *create_jitter_texture(int num_samples)
{
float jitter[64 * 64][3];
const float num_samples_inv = 1.0f / num_samples;
for (int i = 0; i < 64 * 64; i++) {
float phi = blue_noise[i][0] * 2.0f * M_PI;
/* This rotate the sample per pixels */
jitter[i][0] = cosf(phi);
jitter[i][1] = sinf(phi);
/* This offset the sample along it's direction axis (reduce banding) */
float bn = blue_noise[i][1] - 0.5f;
CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
jitter[i][2] = bn * num_samples_inv;
}
UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral);
return DRW_texture_create_2D(64, 64, GPU_RGB16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
}
static void clay_engine_init(void *vedata)
{
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Create Texture Array */
if (!e_data.matcap_array) {
PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */
const int num_matcap = ARRAY_SIZE(prv);
/* TODO only load used matcaps */
for (int i = 0; i < num_matcap; ++i) {
prv[i] = UI_icon_to_preview((int)ICON_MATCAP_01 + i);
}
e_data.matcap_array = load_matcaps(prv, num_matcap);
}
/* Shading pass */
if (!e_data.clay_sh) {
char *matcap_with_ao = BLI_string_joinN(
datatoc_clay_frag_glsl,
datatoc_ssao_alchemy_glsl);
e_data.clay_sh = DRW_shader_create(
datatoc_clay_vert_glsl, NULL, datatoc_clay_frag_glsl,
SHADER_DEFINES_NO_AO);
e_data.clay_flat_sh = DRW_shader_create(
datatoc_clay_vert_glsl, NULL, datatoc_clay_frag_glsl,
SHADER_DEFINES_NO_AO
"#define USE_FLAT_NORMAL\n");
e_data.clay_prepass_sh = DRW_shader_create(
datatoc_clay_vert_glsl, NULL, datatoc_clay_prepass_frag_glsl,
SHADER_DEFINES);
e_data.clay_prepass_flat_sh = DRW_shader_create(
datatoc_clay_vert_glsl, NULL, datatoc_clay_prepass_frag_glsl,
SHADER_DEFINES
"#define USE_FLAT_NORMAL\n");
e_data.clay_deferred_shading_sh = DRW_shader_create_fullscreen(
matcap_with_ao,
SHADER_DEFINES
"#define DEFERRED_SHADING\n");
MEM_freeN(matcap_with_ao);
char *fxaa_str = BLI_string_joinN(
datatoc_common_fxaa_lib_glsl,
datatoc_clay_fxaa_glsl);
e_data.fxaa_sh = DRW_shader_create_fullscreen(fxaa_str, NULL);
MEM_freeN(fxaa_str);
e_data.copy_sh = DRW_shader_create_fullscreen(datatoc_clay_copy_glsl, NULL);
}
if (!stl->storage) {
stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
}
if (!stl->g_data) {
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), "CLAY_PrivateStorage");
}
CLAY_PrivateData *g_data = stl->g_data;
if (!sldata->mat_ubo) {
sldata->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
}
if (!sldata->hair_mat_ubo) {
sldata->hair_mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_HAIR_UBO_Storage), NULL);
}
if (!sldata->matcaps_ubo) {
sldata->matcaps_ubo = DRW_uniformbuffer_create(sizeof(e_data.matcap_colors), e_data.matcap_colors);
}
if (e_data.ubo_mat_idxs[1] == 0) {
/* Just int to have pointers to them */
for (int i = 0; i < MAX_CLAY_MAT; ++i) {
e_data.ubo_mat_idxs[i] = i;
}
}
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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/* FBO setup */
{
const float *viewport_size = DRW_viewport_size_get();
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
g_data->normal_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_clay_type);
g_data->id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, &draw_engine_clay_type);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(g_data->normal_tx),
GPU_ATTACHMENT_TEXTURE(g_data->id_tx)
});
/* For FXAA */
/* TODO(fclem): OPTI: we could merge normal_tx and id_tx into a GPU_RGBA8
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
* and reuse it for the fxaa target. */
g_data->color_copy = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_clay_type);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_ensure_config(&fbl->antialias_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(g_data->color_copy)
});
}
/* SSAO setup */
{
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, RE_engine_id_BLENDER_CLAY);
int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");
float invproj[4][4];
float dfdyfacs[2];
const bool is_persp = DRW_viewport_is_persp_get();
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/* 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();
DRW_state_dfdy_factors_get(dfdyfacs);
g_data->ssao_params[0] = ssao_samples;
g_data->ssao_params[1] = size[0] / 64.0;
g_data->ssao_params[2] = size[1] / 64.0;
g_data->ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */
/* invert the view matrix */
DRW_viewport_matrix_get(g_data->winmat, DRW_MAT_WIN);
invert_m4_m4(invproj, g_data->winmat);
/* convert the view vectors to view space */
for (i = 0; i < 3; i++) {
mul_m4_v4(invproj, viewvecs[i]);
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/* 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(g_data->viewvecs[i], viewvecs[i]);
}
/* we need to store the differences */
g_data->viewvecs[1][0] -= g_data->viewvecs[0][0];
g_data->viewvecs[1][1] = g_data->viewvecs[2][1] - g_data->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]);
g_data->viewvecs[1][2] = vec_far[2] - g_data->viewvecs[0][2];
}
/* AO Samples Tex */
if (sldata->sampling_ubo && (sldata->cached_sample_num != ssao_samples)) {
DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
}
if (sldata->sampling_ubo == NULL) {
float *samples = create_disk_samples(ssao_samples);
sldata->jitter_tx = create_jitter_texture(ssao_samples);
sldata->sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples);
sldata->cached_sample_num = ssao_samples;
MEM_freeN(samples);
}
}
}
static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, GPUShader *sh, int id)
{
CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_int(grp, "mat_id", &e_data.ubo_mat_idxs[id], 1);
if (e_data.first_shgrp) {
DRW_shgroup_uniform_texture_persistent(grp, "matcaps", e_data.matcap_array);
DRW_shgroup_uniform_block_persistent(grp, "material_block", sldata->mat_ubo);
DRW_shgroup_uniform_block_persistent(grp, "matcaps_block", sldata->matcaps_ubo);
}
return grp;
}
static DRWShadingGroup *CLAY_shgroup_deferred_prepass_create(DRWPass *pass, GPUShader *sh, int id)
{
DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_int(grp, "mat_id", &e_data.ubo_mat_idxs[id], 1);
return grp;
}
static DRWShadingGroup *CLAY_shgroup_deferred_shading_create(DRWPass *pass, CLAY_PrivateData *g_data)
{
CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
DRWShadingGroup *grp = DRW_shgroup_create(e_data.clay_deferred_shading_sh, pass);
DRW_shgroup_uniform_texture_ref(grp, "depthtex", &g_data->depth_tx);
DRW_shgroup_uniform_texture_ref(grp, "normaltex", &g_data->normal_tx);
DRW_shgroup_uniform_texture_ref(grp, "idtex", &g_data->id_tx);
DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
DRW_shgroup_uniform_texture(grp, "ssao_jitter", sldata->jitter_tx);
DRW_shgroup_uniform_block(grp, "samples_block", sldata->sampling_ubo);
DRW_shgroup_uniform_block(grp, "material_block", sldata->mat_ubo);
DRW_shgroup_uniform_block(grp, "matcaps_block", sldata->matcaps_ubo);
/* TODO put in ubo */
DRW_shgroup_uniform_mat4(grp, "WinMatrix", g_data->winmat);
DRW_shgroup_uniform_vec2(grp, "invscreenres", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)g_data->viewvecs, 3);
DRW_shgroup_uniform_vec4(grp, "ssao_params", g_data->ssao_params, 1);
return grp;
}
static DRWShadingGroup *CLAY_hair_shgroup_create(DRWPass *pass, int id)
{
CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
if (!e_data.hair_sh) {
e_data.hair_sh = DRW_shader_create(
datatoc_clay_particle_vert_glsl, NULL, datatoc_clay_particle_strand_frag_glsl,
"#define MAX_MATERIAL " STRINGIFY(MAX_CLAY_MAT) "\n" );
}
DRWShadingGroup *grp = DRW_shgroup_create(e_data.hair_sh, pass);
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DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
DRW_shgroup_uniform_block(grp, "material_block", sldata->mat_ubo);
DRW_shgroup_uniform_int(grp, "mat_id", &e_data.ubo_mat_idxs[id], 1);
return grp;
}
static int search_mat_to_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
{
/* For now just use a linear search and test all parameters */
/* TODO make a hash table */
2017-02-22 18:52:07 +01:00
for (int i = 0; i < storage->ubo_current_id; ++i) {
CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
if (memcmp(ubo, mat_ubo_test, sizeof(*mat_ubo_test)) == 0) {
return i;
}
}
return -1;
}
static int search_hair_mat_to_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
{
/* For now just use a linear search and test all parameters */
/* TODO make a hash table */
for (int i = 0; i < storage->hair_ubo_current_id; ++i) {
CLAY_HAIR_UBO_Material *ubo = &storage->hair_mat_storage.materials[i];
if (memcmp(ubo, hair_mat_ubo_test, sizeof(*hair_mat_ubo_test)) == 0) {
return i;
}
}
return -1;
}
static int push_mat_to_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
{
int id = storage->ubo_current_id++;
id = min_ii(MAX_CLAY_MAT, id);
storage->mat_storage.materials[id] = *mat_ubo_test;
return id;
}
static int push_hair_mat_to_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
{
int id = storage->hair_ubo_current_id++;
id = min_ii(MAX_CLAY_MAT, id);
storage->hair_mat_storage.materials[id] = *hair_mat_ubo_test;
return id;
}
static int mat_in_ubo(CLAY_Storage *storage, const CLAY_UBO_Material *mat_ubo_test)
{
/* Search material in UBO */
int id = search_mat_to_ubo(storage, mat_ubo_test);
/* if not found create it */
if (id == -1) {
id = push_mat_to_ubo(storage, mat_ubo_test);
}
return id;
}
static int hair_mat_in_ubo(CLAY_Storage *storage, const CLAY_HAIR_UBO_Material *hair_mat_ubo_test)
{
/* Search material in UBO */
int id = search_hair_mat_to_ubo(storage, hair_mat_ubo_test);
/* if not found create it */
if (id == -1) {
id = push_hair_mat_to_ubo(storage, hair_mat_ubo_test);
}
return id;
}
static void ubo_mat_from_object(CLAY_Storage *storage, Object *UNUSED(ob), bool *r_needs_ao, int *r_id)
{
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, RE_engine_id_BLENDER_CLAY);
int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon");
float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation");
float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue");
float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation");
float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value");
float ssao_distance = BKE_collection_engine_property_value_get_float(props, "ssao_distance");
float ssao_factor_cavity = BKE_collection_engine_property_value_get_float(props, "ssao_factor_cavity");
float ssao_factor_edge = BKE_collection_engine_property_value_get_float(props, "ssao_factor_edge");
float ssao_attenuation = BKE_collection_engine_property_value_get_float(props, "ssao_attenuation");
CLAY_UBO_Material r_ubo = {{0.0f}};
if (((ssao_factor_cavity > 0.0) || (ssao_factor_edge > 0.0)) &&
(ssao_distance > 0.0))
{
*r_needs_ao = true;
r_ubo.ssao_params_var[0] = ssao_distance;
r_ubo.ssao_params_var[1] = ssao_factor_cavity;
r_ubo.ssao_params_var[2] = ssao_factor_edge;
r_ubo.ssao_params_var[3] = ssao_attenuation;
}
else {
*r_needs_ao = false;
}
r_ubo.matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
r_ubo.matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
r_ubo.matcap_hsv[0] = matcap_hue + 0.5f;
r_ubo.matcap_hsv[1] = matcap_sat * 2.0f;
r_ubo.matcap_hsv[2] = matcap_val * 2.0f;
r_ubo.matcap_id = matcap_to_index(matcap_icon);
*r_id = mat_in_ubo(storage, &r_ubo);
}
static void hair_ubo_mat_from_object(Object *UNUSED(ob), CLAY_HAIR_UBO_Material *r_ubo)
{
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, RE_engine_id_BLENDER_CLAY);
int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon");
float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation");
float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue");
float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation");
float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value");
float hair_randomness = BKE_collection_engine_property_value_get_float(props, "hair_brightness_randomness");
memset(r_ubo, 0x0, sizeof(*r_ubo));
r_ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
r_ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
r_ubo->matcap_hsv[0] = matcap_hue + 0.5f;
r_ubo->matcap_hsv[1] = matcap_sat * 2.0f;
r_ubo->matcap_hsv[2] = matcap_val * 2.0f;
r_ubo->hair_randomness = hair_randomness;
r_ubo->matcap_id = matcap_to_index(matcap_icon);
}
static DRWShadingGroup *CLAY_object_shgrp_get(CLAY_Data *vedata, Object *ob, bool use_flat, bool cull)
{
bool prepass; int id;
CLAY_PassList *psl = vedata->psl;
CLAY_Storage *storage = vedata->stl->storage;
DRWShadingGroup **shgrps;
DRWPass *pass; GPUShader *sh;
ubo_mat_from_object(storage, ob, &prepass, &id);
if (prepass) {
if (use_flat) {
shgrps = storage->shgrps_pre_flat;
pass = (cull) ? psl->clay_flat_pre_cull_ps : psl->clay_flat_pre_ps;
sh = e_data.clay_prepass_flat_sh;
}
else {
shgrps = storage->shgrps_pre;
pass = (cull) ? psl->clay_pre_cull_ps : psl->clay_pre_ps;
sh = e_data.clay_prepass_sh;
}
if (shgrps[id] == NULL) {
shgrps[id] = CLAY_shgroup_deferred_prepass_create(pass, sh, id);
}
vedata->stl->g_data->enable_deferred_path = true;
}
else {
if (use_flat) {
shgrps = storage->shgrps_flat;
pass = (cull) ? psl->clay_flat_cull_ps : psl->clay_flat_ps;
sh = e_data.clay_flat_sh;
}
else {
shgrps = storage->shgrps;
pass = (cull) ? psl->clay_cull_ps : psl->clay_ps;
sh = e_data.clay_sh;
}
if (shgrps[id] == NULL) {
shgrps[id] = CLAY_shgroup_create(pass, sh, id);
e_data.first_shgrp = false;
}
}
return shgrps[id];
}
static DRWShadingGroup *CLAY_hair_shgrp_get(CLAY_Data *UNUSED(vedata), Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
{
DRWShadingGroup **hair_shgrps = stl->storage->hair_shgrps;
CLAY_HAIR_UBO_Material hair_mat_ubo_test;
hair_ubo_mat_from_object(ob, &hair_mat_ubo_test);
int hair_id = hair_mat_in_ubo(stl->storage, &hair_mat_ubo_test);
if (hair_shgrps[hair_id] == NULL) {
hair_shgrps[hair_id] = CLAY_hair_shgroup_create(psl->hair_pass, hair_id);
}
return hair_shgrps[hair_id];
}
static void clay_cache_init(void *vedata)
{
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
/* Disable AO unless a material needs it. */
stl->g_data->enable_deferred_path = false;
/* Reset UBO datas, shgrp pointers and material id counters. */
memset(stl->storage, 0, sizeof(*stl->storage));
e_data.first_shgrp = true;
/* Solid Passes */
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->clay_ps = DRW_pass_create("Clay", state);
psl->clay_cull_ps = DRW_pass_create("Clay Culled", state | DRW_STATE_CULL_BACK);
psl->clay_flat_ps = DRW_pass_create("Clay Flat", state);
psl->clay_flat_cull_ps = DRW_pass_create("Clay Flat Culled", state | DRW_STATE_CULL_BACK);
DRWState prepass_state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
DRWState prepass_cull_state = prepass_state | DRW_STATE_CULL_BACK;
psl->clay_pre_ps = DRW_pass_create("Clay Deferred Pre", prepass_state);
psl->clay_pre_cull_ps = DRW_pass_create("Clay Deferred Pre Culled", prepass_cull_state);
psl->clay_flat_pre_ps = DRW_pass_create("Clay Deferred Flat Pre", prepass_state);
psl->clay_flat_pre_cull_ps = DRW_pass_create("Clay Deferred Flat Pre Culled", prepass_cull_state);
psl->clay_deferred_ps = DRW_pass_create("Clay Deferred Shading", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = CLAY_shgroup_deferred_shading_create(psl->clay_deferred_ps, stl->g_data);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
/* Hair Pass */
{
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psl->hair_pass = DRW_pass_create(
"Hair Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
}
{
psl->fxaa_ps = DRW_pass_create("Fxaa", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.fxaa_sh, psl->fxaa_ps);
DRW_shgroup_uniform_texture_ref(grp, "colortex", &dtxl->color);
DRW_shgroup_uniform_vec2(grp, "invscreenres", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
psl->copy_ps = DRW_pass_create("Copy", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.copy_sh, psl->copy_ps);
DRW_shgroup_uniform_texture_ref(grp, "colortex", &stl->g_data->color_copy);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
static void clay_cache_populate_particles(void *vedata, Object *ob)
{
CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
return;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(psys, NULL);
DRWShadingGroup *hair_shgrp = CLAY_hair_shgrp_get(vedata, ob, stl, psl);
DRW_shgroup_call_add(hair_shgrp, geom, NULL);
}
}
}
static void clay_cache_populate(void *vedata, Object *ob)
{
DRWShadingGroup *clay_shgrp;
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if (!DRW_object_is_renderable(ob))
return;
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;
}
}
/* Handle particles first in case the emitter itself shouldn't be rendered. */
if (ob->type == OB_MESH) {
clay_cache_populate_particles(vedata, ob);
}
if (DRW_check_object_visible_within_active_context(ob) == false) {
return;
}
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
const bool use_flat = is_sculpt_mode && DRW_object_is_flat_normal(ob);
clay_shgrp = CLAY_object_shgrp_get(vedata, ob, use_flat, do_cull);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(clay_shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(clay_shgrp, geom, ob);
}
}
}
static void clay_cache_finish(void *vedata)
{
CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
DRW_uniformbuffer_update(sldata->mat_ubo, &stl->storage->mat_storage);
DRW_uniformbuffer_update(sldata->hair_mat_ubo, &stl->storage->hair_mat_storage);
}
static void clay_draw_scene(void *vedata)
{
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
stl->g_data->depth_tx = dtxl->depth;
/* Passes are ordered to have less _potential_ overdraw */
DRW_draw_pass(psl->clay_cull_ps);
DRW_draw_pass(psl->clay_flat_cull_ps);
DRW_draw_pass(psl->clay_ps);
DRW_draw_pass(psl->clay_flat_ps);
DRW_draw_pass(psl->hair_pass);
2017-03-05 18:09:43 +01:00
if (stl->g_data->enable_deferred_path) {
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_bind(fbl->prepass_fb);
/* We need to clear the id texture unfortunately. */
const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_framebuffer_clear_color(fbl->prepass_fb, clear_col);
DRW_draw_pass(psl->clay_pre_cull_ps);
DRW_draw_pass(psl->clay_flat_pre_cull_ps);
DRW_draw_pass(psl->clay_pre_ps);
DRW_draw_pass(psl->clay_flat_pre_ps);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->clay_deferred_ps);
}
if (true) { /* Always on for now. We might want a parameter for this. */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_bind(fbl->antialias_fb);
DRW_draw_pass(psl->fxaa_ps);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->copy_ps);
}
}
static void clay_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, "matcap_icon", ICON_MATCAP_01);
BKE_collection_engine_property_add_int(props, "type", CLAY_MATCAP_NONE);
BKE_collection_engine_property_add_float(props, "matcap_rotation", 0.0f);
BKE_collection_engine_property_add_float(props, "matcap_hue", 0.5f);
BKE_collection_engine_property_add_float(props, "matcap_saturation", 0.5f);
BKE_collection_engine_property_add_float(props, "matcap_value", 0.5f);
BKE_collection_engine_property_add_float(props, "ssao_distance", 0.2f);
BKE_collection_engine_property_add_float(props, "ssao_attenuation", 1.0f);
BKE_collection_engine_property_add_float(props, "ssao_factor_cavity", 1.0f);
BKE_collection_engine_property_add_float(props, "ssao_factor_edge", 1.0f);
BKE_collection_engine_property_add_float(props, "hair_brightness_randomness", 0.0f);
}
static void clay_view_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_int(props, "ssao_samples", 16);
}
static void clay_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.clay_sh);
DRW_SHADER_FREE_SAFE(e_data.clay_flat_sh);
DRW_SHADER_FREE_SAFE(e_data.clay_prepass_flat_sh);
DRW_SHADER_FREE_SAFE(e_data.clay_prepass_sh);
DRW_SHADER_FREE_SAFE(e_data.clay_deferred_shading_sh);
DRW_SHADER_FREE_SAFE(e_data.fxaa_sh);
DRW_SHADER_FREE_SAFE(e_data.copy_sh);
DRW_SHADER_FREE_SAFE(e_data.hair_sh);
DRW_TEXTURE_FREE_SAFE(e_data.matcap_array);
}
static const DrawEngineDataSize clay_data_size = DRW_VIEWPORT_DATA_SIZE(CLAY_Data);
DrawEngineType draw_engine_clay_type = {
NULL, NULL,
N_("Clay"),
&clay_data_size,
&clay_engine_init,
&clay_engine_free,
&clay_cache_init,
&clay_cache_populate,
&clay_cache_finish,
NULL,
&clay_draw_scene,
NULL,
NULL,
NULL,
};
RenderEngineType DRW_engine_viewport_clay_type = {
NULL, NULL,
CLAY_ENGINE, N_("Clay"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
&clay_layer_collection_settings_create,
&clay_view_layer_settings_create,
&draw_engine_clay_type,
{NULL, NULL, NULL}
};
#undef CLAY_ENGINE
#endif /* WITH_CLAY_ENGINE */