2017-11-01 01:03:36 +01:00
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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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/** \file eevee_occlusion.c
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* \ingroup draw_engine
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2017-11-20 14:11:45 +11:00
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*
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* Implementation of the screen space Ground Truth Ambient Occlusion.
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2017-11-01 01:03:36 +01:00
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*/
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#include "DRW_render.h"
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2017-11-20 14:11:45 +11:00
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#include "BLI_dynstr.h"
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2017-11-01 01:03:36 +01:00
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#include "DNA_anim_types.h"
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#include "BKE_global.h" /* for G.debug_value */
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#include "eevee_private.h"
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static struct {
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/* Ground Truth Ambient Occlusion */
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struct GPUShader *gtao_sh;
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struct GPUShader *gtao_debug_sh;
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_ambient_occlusion_lib_glsl[];
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extern char datatoc_bsdf_common_lib_glsl[];
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extern char datatoc_effect_gtao_frag_glsl[];
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static void eevee_create_shader_occlusion(void)
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{
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DynStr *ds_frag = BLI_dynstr_new();
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BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_effect_gtao_frag_glsl);
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char *frag_str = BLI_dynstr_get_cstring(ds_frag);
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BLI_dynstr_free(ds_frag);
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e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
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e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
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MEM_freeN(frag_str);
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}
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int EEVEE_occlusion_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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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, "gtao_enable")) {
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const float *viewport_size = DRW_viewport_size_get();
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/* Shaders */
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if (!e_data.gtao_sh) {
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eevee_create_shader_occlusion();
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}
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effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance");
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effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor");
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effects->ao_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "gtao_quality");
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effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples");
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effects->ao_samples_inv = 1.0f / effects->ao_samples;
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effects->ao_settings = 1.0; /* USE_AO */
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if (BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals")) {
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effects->ao_settings += 2.0; /* USE_BENT_NORMAL */
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}
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if (BKE_collection_engine_property_value_get_bool(props, "gtao_denoise")) {
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effects->ao_settings += 4.0; /* USE_DENOISE */
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}
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effects->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce");
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effects->ao_texsize[0] = ((int)viewport_size[0]);
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effects->ao_texsize[1] = ((int)viewport_size[1]);
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/* Round up to multiple of 2 */
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if ((effects->ao_texsize[0] & 0x1) != 0) {
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effects->ao_texsize[0] += 1;
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}
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if ((effects->ao_texsize[1] & 0x1) != 0) {
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effects->ao_texsize[1] += 1;
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}
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CLAMP(effects->ao_samples, 1, 32);
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if (effects->hori_tex_layers != effects->ao_samples) {
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DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
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}
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if (txl->gtao_horizons == NULL) {
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effects->hori_tex_layers = effects->ao_samples;
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txl->gtao_horizons = DRW_texture_create_2D_array((int)viewport_size[0], (int)viewport_size[1], effects->hori_tex_layers, DRW_TEX_RG_8, 0, NULL);
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}
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DRWFboTexture tex = {&txl->gtao_horizons, DRW_TEX_RG_8, 0};
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DRW_framebuffer_init(&fbl->gtao_fb, &draw_engine_eevee_type,
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effects->ao_texsize[0], effects->ao_texsize[1],
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&tex, 1);
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if (G.debug_value == 6) {
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DRWFboTexture tex_debug = {&stl->g_data->gtao_horizons_debug, DRW_TEX_RGBA_8, DRW_TEX_TEMP};
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DRW_framebuffer_init(&fbl->gtao_debug_fb, &draw_engine_eevee_type,
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(int)viewport_size[0], (int)viewport_size[1],
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&tex_debug, 1);
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}
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return EFFECT_GTAO | EFFECT_NORMAL_BUFFER;
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}
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/* Cleanup */
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DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
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DRW_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
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effects->ao_settings = 0.0f;
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return 0;
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}
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void EEVEE_occlusion_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_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
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if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
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/** Occlusion algorithm overview
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*
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* We separate the computation into 2 steps.
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*
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* - First we scan the neighborhood pixels to find the maximum horizon angle.
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* We save this angle in a RG8 array texture.
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*
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* - Then we use this angle to compute occlusion with the shading normal at
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* the shading stage. This let us do correct shadowing for each diffuse / specular
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* lobe present in the shader using the correct normal.
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**/
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psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
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DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
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DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
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DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
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DRW_shgroup_uniform_float(grp, "sampleNbr", &stl->effects->ao_sample_nbr, 1);
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DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_call_add(grp, quad, NULL);
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if (G.debug_value == 6) {
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psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug);
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DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
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DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &txl->gtao_horizons);
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
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DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
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DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
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DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_call_add(grp, quad, NULL);
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}
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}
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}
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void EEVEE_occlusion_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_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_GTAO) != 0) {
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DRW_stats_group_start("GTAO Horizon Scan");
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for (effects->ao_sample_nbr = 0.0;
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effects->ao_sample_nbr < effects->ao_samples;
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++effects->ao_sample_nbr)
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{
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DRW_framebuffer_texture_detach(txl->gtao_horizons);
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DRW_framebuffer_texture_layer_attach(fbl->gtao_fb, txl->gtao_horizons, 0, (int)effects->ao_sample_nbr, 0);
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DRW_framebuffer_bind(fbl->gtao_fb);
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DRW_draw_pass(psl->ao_horizon_search);
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}
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/* Restore */
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DRW_framebuffer_bind(fbl->main);
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DRW_stats_group_end();
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}
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}
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void EEVEE_occlusion_draw_debug(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_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if (((effects->enabled_effects & EFFECT_GTAO) != 0) && (G.debug_value == 6)) {
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DRW_stats_group_start("GTAO Debug");
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DRW_framebuffer_texture_attach(fbl->gtao_debug_fb, stl->g_data->gtao_horizons_debug, 0, 0);
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DRW_framebuffer_bind(fbl->gtao_debug_fb);
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DRW_draw_pass(psl->ao_horizon_debug);
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/* Restore */
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DRW_framebuffer_texture_detach(stl->g_data->gtao_horizons_debug);
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DRW_framebuffer_bind(fbl->main);
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DRW_stats_group_end();
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}
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}
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void EEVEE_occlusion_free(void)
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{
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DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
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DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
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}
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