236 lines
8.5 KiB
C
236 lines
8.5 KiB
C
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/* Screen space reflections and refractions techniques.
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*/
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/** \file eevee_subsurface.c
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "eevee_private.h"
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#include "GPU_texture.h"
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/* SSR shader variations */
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enum {
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SSR_SAMPLES = (1 << 0) | (1 << 1),
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SSR_RESOLVE = (1 << 2),
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SSR_FULL_TRACE = (1 << 3),
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SSR_MAX_SHADER = (1 << 4),
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};
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static struct {
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/* Screen Space SubSurfaceScattering */
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struct GPUShader *sss_sh[2];
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_effect_subsurface_frag_glsl[];
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static void eevee_create_shader_subsurface(void)
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{
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e_data.sss_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_subsurface_frag_glsl, "#define FIRST_PASS\n");
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e_data.sss_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_subsurface_frag_glsl, "#define SECOND_PASS\n");
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}
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int EEVEE_subsurface_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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const float *viewport_size = DRW_viewport_size_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SceneLayer *scene_layer = draw_ctx->scene_layer;
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IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
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if (BKE_collection_engine_property_value_get_bool(props, "sss_enable")) {
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/* Shaders */
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if (!e_data.sss_sh[0]) {
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eevee_create_shader_subsurface();
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}
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/* NOTE : we need another stencil because the stencil buffer is on the same texture
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* as the depth buffer we are sampling from. This could be avoided if the stencil is
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* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
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* OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
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DRWFboTexture texs[2] = {{&txl->sss_stencil, DRW_TEX_DEPTH_24_STENCIL_8, 0},
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{&txl->sss_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER}};
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DRW_framebuffer_init(&fbl->sss_blur_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
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texs, 2);
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DRWFboTexture tex_data = {&txl->sss_data, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
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DRW_framebuffer_init(&fbl->sss_clear_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1],
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&tex_data, 1);
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return EFFECT_SSS;
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}
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/* Cleanup to release memory */
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DRW_TEXTURE_FREE_SAFE(txl->sss_data);
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DRW_TEXTURE_FREE_SAFE(txl->sss_blur);
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DRW_TEXTURE_FREE_SAFE(txl->sss_stencil);
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
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return 0;
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}
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void EEVEE_subsurface_cache_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_SSS) != 0) {
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/** Screen Space SubSurface Scattering overview
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* TODO
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*/
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psl->sss_blur_ps = DRW_pass_create("Blur Horiz", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
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psl->sss_resolve_ps = DRW_pass_create("Blur Vert", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE | DRW_STATE_STENCIL_EQUAL);
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}
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}
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void EEVEE_subsurface_add_pass(EEVEE_Data *vedata, unsigned int sss_id, struct GPUUniformBuffer *sss_profile)
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{
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_PassList *psl = vedata->psl;
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struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_data);
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DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
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DRW_shgroup_stencil_mask(grp, sss_id);
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DRW_shgroup_call_add(grp, quad, NULL);
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grp = DRW_shgroup_create(e_data.sss_sh[1], psl->sss_resolve_ps);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_buffer(grp, "sssData", &txl->sss_blur);
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DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
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DRW_shgroup_stencil_mask(grp, sss_id);
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DRW_shgroup_call_add(grp, quad, NULL);
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}
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void EEVEE_subsurface_data_render(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_SSS) != 0) {
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float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Clear sss_data texture only... can this be done in a more clever way? */
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DRW_framebuffer_bind(fbl->sss_clear_fb);
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DRW_framebuffer_clear(true, false, false, clear, 0.0f);
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if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
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DRW_framebuffer_texture_detach(txl->ssr_normal_input);
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}
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
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}
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if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
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DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 2, 0);
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}
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 3, 0);
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}
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DRW_framebuffer_texture_detach(txl->sss_data);
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DRW_framebuffer_texture_attach(fbl->main, txl->sss_data, 1, 0);
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DRW_framebuffer_bind(fbl->main);
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DRW_draw_pass(psl->sss_pass);
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if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
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DRW_framebuffer_texture_detach(txl->ssr_normal_input);
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}
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
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}
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DRW_framebuffer_texture_detach(txl->sss_data);
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if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
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DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
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}
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
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}
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DRW_framebuffer_texture_attach(fbl->sss_clear_fb, txl->sss_data, 0, 0);
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}
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}
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void EEVEE_subsurface_compute(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_SSS) != 0) {
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float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRW_stats_group_start("SSS");
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/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
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DRW_framebuffer_blit(fbl->main, fbl->sss_blur_fb, false, true);
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DRW_framebuffer_texture_detach(dtxl->depth);
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/* First horizontal pass */
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DRW_framebuffer_bind(fbl->sss_blur_fb);
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DRW_framebuffer_clear(true, false, false, clear, 0.0f);
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DRW_draw_pass(psl->sss_blur_ps);
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/* First vertical pass + Resolve */
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DRW_framebuffer_texture_detach(txl->sss_stencil);
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DRW_framebuffer_texture_attach(fbl->main, txl->sss_stencil, 0, 0);
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DRW_framebuffer_bind(fbl->main);
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DRW_draw_pass(psl->sss_resolve_ps);
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/* Restore */
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DRW_framebuffer_texture_detach(txl->sss_stencil);
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DRW_framebuffer_texture_attach(fbl->sss_blur_fb, txl->sss_stencil, 0, 0);
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DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
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DRW_stats_group_end();
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}
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}
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void EEVEE_subsurface_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]);
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DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]);
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}
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