/* * Copyright 2016, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file eevee_engine.c * \ingroup draw_engine */ #include "DRW_render.h" #include "DNA_world_types.h" #include "BLI_dynstr.h" #include "BLI_rand.h" #include "GPU_material.h" #include "GPU_glew.h" #include "eevee_engine.h" #include "eevee_private.h" #include "eevee_lut.h" #define EEVEE_ENGINE "BLENDER_EEVEE" #define SHADER_DEFINES \ "#define EEVEE_ENGINE\n" \ "#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \ "#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \ "#define MAX_SHADOW_MAP " STRINGIFY(MAX_SHADOW_MAP) "\n" \ "#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \ "#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" /* *********** STATIC *********** */ static struct { char *frag_shader_lib; struct GPUShader *default_lit; struct GPUShader *default_lit_flat; struct GPUShader *default_world; struct GPUShader *default_background; struct GPUShader *depth_sh; struct GPUShader *probe_filter_sh; struct GPUShader *probe_spherical_harmonic_sh; struct GPUTexture *ltc_mat; struct GPUTexture *brdf_lut; struct GPUTexture *hammersley; struct GPUTexture *jitter; float camera_pos[3]; } e_data = {NULL}; /* Engine data */ extern char datatoc_default_frag_glsl[]; extern char datatoc_default_world_frag_glsl[]; extern char datatoc_ltc_lib_glsl[]; extern char datatoc_bsdf_lut_frag_glsl[]; extern char datatoc_bsdf_common_lib_glsl[]; extern char datatoc_bsdf_direct_lib_glsl[]; extern char datatoc_bsdf_sampling_lib_glsl[]; extern char datatoc_lit_surface_frag_glsl[]; extern char datatoc_lit_surface_vert_glsl[]; extern char datatoc_shadow_frag_glsl[]; extern char datatoc_shadow_geom_glsl[]; extern char datatoc_shadow_vert_glsl[]; extern char datatoc_probe_filter_frag_glsl[]; extern char datatoc_probe_sh_frag_glsl[]; extern char datatoc_probe_geom_glsl[]; extern char datatoc_probe_vert_glsl[]; extern char datatoc_background_vert_glsl[]; extern Material defmaterial; extern GlobalsUboStorage ts; /* Van der Corput sequence */ /* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */ static float radical_inverse(int i) { unsigned int bits = (unsigned int)i; bits = (bits << 16u) | (bits >> 16u); bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); return (float)bits * 2.3283064365386963e-10f; } static struct GPUTexture *create_hammersley_sample_texture(int samples) { struct GPUTexture *tex; float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex"); int i; for (i = 0; i < samples; i++) { float phi = radical_inverse(i) * 2.0f * M_PI; texels[i][0] = cos(phi); texels[i][1] = sinf(phi); } tex = DRW_texture_create_1D(samples, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels); MEM_freeN(texels); return tex; } static struct GPUTexture *create_jitter_texture(int w, int h) { struct GPUTexture *tex; float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * w * h, "jitter_tex"); int i; /* TODO replace by something more evenly distributed like blue noise */ for (i = 0; i < w * h; i++) { texels[i][0] = 2.0f * BLI_frand() - 1.0f; texels[i][1] = 2.0f * BLI_frand() - 1.0f; normalize_v2(texels[i]); } tex = DRW_texture_create_2D(w, h, DRW_TEX_RG_16, DRW_TEX_WRAP, (float *)texels); MEM_freeN(texels); return tex; } static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) { struct GPUTexture *tex; #if 0 /* Used only to generate the LUT values */ struct GPUFrameBuffer *fb = NULL; static float samples_ct = 8192.0f; static float inv_samples_ct = 1.0f / 8192.0f; char *lib_str = NULL; DynStr *ds_vert = BLI_dynstr_new(); BLI_dynstr_append(ds_vert, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_vert, datatoc_bsdf_sampling_lib_glsl); lib_str = BLI_dynstr_get_cstring(ds_vert); BLI_dynstr_free(ds_vert); struct GPUShader *sh = DRW_shader_create_with_lib( datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_bsdf_lut_frag_glsl, lib_str, "#define HAMMERSLEY_SIZE 8192\n" "#define BRDF_LUT_SIZE 64\n" "#define NOISE_SIZE 64\n"); DRWPass *pass = DRW_pass_create("Probe Filtering", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(sh, pass); DRW_shgroup_uniform_float(grp, "sampleCount", &samples_ct, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_ct, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); struct Batch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); tex = DRW_texture_create_2D(w, h, DRW_TEX_RG_16, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, DRW_TEX_RG_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); DRW_framebuffer_bind(fb); DRW_draw_pass(pass); float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut"); glReadBuffer(GL_COLOR_ATTACHMENT0); glReadPixels(0, 0, w, h, GL_RGB, GL_FLOAT, data); printf("{"); for (int i = 0; i < w*h * 3; i+=3) { printf("%ff, %ff, ", data[i], data[i+1]); i+=3; printf("%ff, %ff, ", data[i], data[i+1]); i+=3; printf("%ff, %ff, ", data[i], data[i+1]); i+=3; printf("%ff, %ff, \n", data[i], data[i+1]); } printf("}"); MEM_freeN(texels); MEM_freeN(data); #else float (*texels)[3] = MEM_mallocN(sizeof(float[3]) * 64 * 64, "bsdf lut texels"); for (int i = 0; i < 64 * 64; i++) { texels[i][0] = bsdf_split_sum_ggx[i*2 + 0]; texels[i][1] = bsdf_split_sum_ggx[i*2 + 1]; texels[i][2] = ltc_mag_ggx[i]; } tex = DRW_texture_create_2D(64, 64, DRW_TEX_RGB_16, DRW_TEX_FILTER, (float *)texels); MEM_freeN(texels); #endif return tex; } /* *********** FUNCTIONS *********** */ static void EEVEE_engine_init(void *ved) { EEVEE_Data *vedata = (EEVEE_Data *)ved; EEVEE_TextureList *txl = vedata->txl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; DRWFboTexture tex = {&txl->color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}; const float *viewport_size = DRW_viewport_size_get(); DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1); if (!e_data.frag_shader_lib) { DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_ltc_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl); e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); } if (!e_data.depth_sh) { e_data.depth_sh = DRW_shader_create_3D_depth_only(); } if (!e_data.default_lit) { char *frag_str = NULL; DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, e_data.frag_shader_lib); BLI_dynstr_append(ds_frag, datatoc_default_frag_glsl); frag_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.default_lit = DRW_shader_create( datatoc_lit_surface_vert_glsl, NULL, frag_str, SHADER_DEFINES "#define MESH_SHADER\n"); e_data.default_lit_flat = DRW_shader_create( datatoc_lit_surface_vert_glsl, NULL, frag_str, SHADER_DEFINES "#define MESH_SHADER\n" "#define USE_FLAT_NORMAL\n"); MEM_freeN(frag_str); } if (!e_data.default_world) { e_data.default_world = DRW_shader_create( datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, datatoc_default_world_frag_glsl, NULL); } if (!e_data.default_background) { e_data.default_background = DRW_shader_create_fullscreen(datatoc_default_world_frag_glsl, NULL); } if (!e_data.probe_filter_sh) { char *shader_str = NULL; DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl); BLI_dynstr_append(ds_frag, datatoc_probe_filter_frag_glsl); shader_str = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); e_data.probe_filter_sh = DRW_shader_create( datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, shader_str, "#define HAMMERSLEY_SIZE 8192\n" "#define NOISE_SIZE 64\n"); MEM_freeN(shader_str); } if (!e_data.probe_spherical_harmonic_sh) { e_data.probe_spherical_harmonic_sh = DRW_shader_create_fullscreen(datatoc_probe_sh_frag_glsl, NULL); } if (!e_data.ltc_mat) { e_data.ltc_mat = DRW_texture_create_2D(64, 64, DRW_TEX_RGBA_16, DRW_TEX_FILTER, ltc_mat_ggx); } if (!e_data.hammersley) { e_data.hammersley = create_hammersley_sample_texture(8192); } if (!e_data.jitter) { e_data.jitter = create_jitter_texture(64, 64); } if (!e_data.brdf_lut) { e_data.brdf_lut = create_ggx_lut_texture(64, 64); } { float viewinvmat[4][4]; DRW_viewport_matrix_get(viewinvmat, DRW_MAT_VIEWINV); copy_v3_v3(e_data.camera_pos, viewinvmat[3]); } EEVEE_lights_init(stl); EEVEE_probes_init(vedata); EEVEE_effects_init(vedata); // EEVEE_lights_update(stl); } static DRWShadingGroup *eevee_cube_shgroup(struct GPUShader *sh, DRWPass *pass, struct Batch *geom) { DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); for (int i = 0; i < 6; ++i) DRW_shgroup_call_dynamic_add_empty(grp); return grp; } static void EEVEE_cache_init(void *vedata) { static int zero = 0; EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { // psl->shadow_pass = DRW_pass_create("Shadow Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); // stl->g_data->shadow_shgrp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass); // DRW_shgroup_uniform_mat4(stl->g_data->shadow_shgrp, "ShadowMatrix", (float *)stl->lamps->shadowmat); // DRW_shgroup_uniform_int(stl->g_data->shadow_shgrp, "Layer", &stl->lamps->layer, 1); } { psl->probe_background = DRW_pass_create("Probe Background Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR); struct Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; World *wo = scene->world; float *col = ts.colorBackground; if (wo) { col = &wo->horr; } if (wo && wo->use_nodes && wo->nodetree) { struct GPUMaterial *gpumat = GPU_material_from_nodetree( scene, wo->nodetree, &wo->gpumaterial, &DRW_engine_viewport_eevee_type, 0, datatoc_probe_vert_glsl, datatoc_probe_geom_glsl, e_data.frag_shader_lib, SHADER_DEFINES "#define PROBE_CAPTURE\n"); grp = DRW_shgroup_material_instance_create(gpumat, psl->probe_background, geom); if (grp) { DRW_shgroup_uniform_int(grp, "Layer", &zero, 1); for (int i = 0; i < 6; ++i) DRW_shgroup_call_dynamic_add_empty(grp); } else { /* Shader failed : pink background */ static float pink[3] = {1.0f, 0.0f, 1.0f}; col = pink; } } /* Fallback if shader fails or if not using nodetree. */ if (grp == NULL) { grp = eevee_cube_shgroup(e_data.default_world, psl->probe_background, geom); DRW_shgroup_uniform_vec3(grp, "color", col, 1); DRW_shgroup_uniform_int(grp, "Layer", &zero, 1); } } { psl->background_pass = DRW_pass_create("Background Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR); struct Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = NULL; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; World *wo = scene->world; float *col = ts.colorBackground; if (wo) { col = &wo->horr; } if (wo && wo->use_nodes && wo->nodetree) { struct GPUMaterial *gpumat = GPU_material_from_nodetree( scene, wo->nodetree, &wo->gpumaterial, &DRW_engine_viewport_eevee_type, 1, datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib, SHADER_DEFINES "#define WORLD_BACKGROUND\n"); grp = DRW_shgroup_material_create(gpumat, psl->background_pass); if (grp) { DRW_shgroup_call_add(grp, geom, NULL); } else { /* Shader failed : pink background */ static float pink[3] = {1.0f, 0.0f, 1.0f}; col = pink; } } /* Fallback if shader fails or if not using nodetree. */ if (grp == NULL) { grp = DRW_shgroup_create(e_data.default_background, psl->background_pass); DRW_shgroup_uniform_vec3(grp, "color", col, 1); DRW_shgroup_call_add(grp, geom, NULL); } } { psl->probe_prefilter = DRW_pass_create("Probe Filtering", DRW_STATE_WRITE_COLOR); struct Batch *geom = DRW_cache_fullscreen_quad_get(); DRWShadingGroup *grp = eevee_cube_shgroup(e_data.probe_filter_sh, psl->probe_prefilter, geom); DRW_shgroup_uniform_float(grp, "sampleCount", &stl->probes->samples_ct, 1); DRW_shgroup_uniform_float(grp, "invSampleCount", &stl->probes->invsamples_ct, 1); DRW_shgroup_uniform_float(grp, "roughnessSquared", &stl->probes->roughness, 1); DRW_shgroup_uniform_float(grp, "lodFactor", &stl->probes->lodfactor, 1); DRW_shgroup_uniform_float(grp, "lodMax", &stl->probes->lodmax, 1); DRW_shgroup_uniform_int(grp, "Layer", &stl->probes->layer, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); // DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); DRW_shgroup_uniform_texture(grp, "probeHdr", txl->probe_rt); } { psl->probe_sh_compute = DRW_pass_create("Probe SH Compute", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.probe_spherical_harmonic_sh, psl->probe_sh_compute); DRW_shgroup_uniform_int(grp, "probeSize", &stl->probes->shres, 1); DRW_shgroup_uniform_float(grp, "lodBias", &stl->probes->lodfactor, 1); DRW_shgroup_uniform_texture(grp, "probeHdr", txl->probe_rt); struct Batch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); } { psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); psl->depth_pass_cull = DRW_pass_create( "Depth Pass Cull", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull); } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; psl->default_pass = DRW_pass_create("Default Shader Pass", state); for (uint j = 0; j < 2; j++) { struct GPUShader *shader; struct DRWShadingGroup *shgrp; if (j == 0) { shader = e_data.default_lit; shgrp = DRW_shgroup_create(shader, psl->default_pass); } else { shader = e_data.default_lit_flat; shgrp = DRW_shgroup_create(shader, psl->default_pass); } DRW_shgroup_uniform_block(shgrp, "light_block", stl->light_ubo); DRW_shgroup_uniform_block(shgrp, "shadow_block", stl->shadow_ubo); DRW_shgroup_uniform_int(shgrp, "light_count", &stl->lamps->num_light, 1); DRW_shgroup_uniform_float(shgrp, "lodMax", &stl->probes->lodmax, 1); DRW_shgroup_uniform_vec3(shgrp, "shCoefs[0]", (float *)stl->probes->shcoefs, 9); DRW_shgroup_uniform_vec3(shgrp, "cameraPos", e_data.camera_pos, 1); DRW_shgroup_uniform_texture(shgrp, "ltcMat", e_data.ltc_mat); DRW_shgroup_uniform_texture(shgrp, "brdfLut", e_data.brdf_lut); DRW_shgroup_uniform_texture(shgrp, "probeFiltered", txl->probe_pool); /* NOTE : Adding Shadow Map textures uniform in EEVEE_cache_finish */ } } { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; psl->material_pass = DRW_pass_create("Material Shader Pass", state); } EEVEE_lights_cache_init(stl, psl, txl); EEVEE_effects_cache_init(vedata); } static void EEVEE_cache_populate(void *vedata, Object *ob) { EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl; EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; const DRWContextState *draw_ctx = DRW_context_state_get(); const bool is_active = (ob == draw_ctx->obact); if (is_active) { if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) { return; } } struct Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, ""); const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling"); const bool is_sculpt_mode = is_active && (ob->mode & OB_MODE_SCULPT) != 0; const bool is_default_mode_shader = is_sculpt_mode; /* Depth Prepass */ { DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp; if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(depth_shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(depth_shgrp, geom, ob); } } /* Get per-material split surface */ struct Batch **mat_geom = DRW_cache_object_surface_material_get(ob); if (mat_geom) { struct GPUShader *default_shader = e_data.default_lit; if (is_default_mode_shader) { if (is_sculpt_mode) { bool use_flat = DRW_object_is_flat_normal(ob); default_shader = use_flat ? e_data.default_lit_flat : e_data.default_lit; } } for (int i = 0; i < MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); ++i) { Material *ma = give_current_material(ob, i + 1); if (ma == NULL) ma = &defmaterial; if (ma->use_nodes && ma->nodetree) { Scene *scene = draw_ctx->scene; struct GPUMaterial *gpumat = GPU_material_from_nodetree( scene, ma->nodetree, &ma->gpumaterial, &DRW_engine_viewport_eevee_type, 0, datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib, SHADER_DEFINES "#define MESH_SHADER\n"); DRWShadingGroup *shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass); if (shgrp) { DRW_shgroup_uniform_block(shgrp, "light_block", stl->light_ubo); DRW_shgroup_uniform_block(shgrp, "shadow_block", stl->shadow_ubo); DRW_shgroup_uniform_int(shgrp, "light_count", &stl->lamps->num_light, 1); DRW_shgroup_uniform_float(shgrp, "lodMax", &stl->probes->lodmax, 1); DRW_shgroup_uniform_vec3(shgrp, "shCoefs[0]", (float *)stl->probes->shcoefs, 9); DRW_shgroup_uniform_vec3(shgrp, "cameraPos", e_data.camera_pos, 1); DRW_shgroup_uniform_texture(shgrp, "ltcMat", e_data.ltc_mat); DRW_shgroup_uniform_texture(shgrp, "brdfLut", e_data.brdf_lut); DRW_shgroup_uniform_texture(shgrp, "probeFiltered", txl->probe_pool); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(shgrp, mat_geom[i], ob); } } else { /* Shader failed : pink color */ static float col[3] = {1.0f, 0.0f, 1.0f}; static float half = 0.5f; shgrp = DRW_shgroup_create(default_shader, psl->default_pass); DRW_shgroup_uniform_vec3(shgrp, "basecol", col, 1); DRW_shgroup_uniform_float(shgrp, "metallic", &half, 1); DRW_shgroup_uniform_float(shgrp, "specular", &half, 1); DRW_shgroup_uniform_float(shgrp, "roughness", &half, 1); DRW_shgroup_uniform_texture(shgrp, "ltcMat", e_data.ltc_mat); DRW_shgroup_uniform_texture(shgrp, "brdfLut", e_data.brdf_lut); DRW_shgroup_uniform_texture(shgrp, "probeFiltered", txl->probe_pool); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(shgrp, mat_geom[i], ob); } } } else { DRWShadingGroup *shgrp = DRW_shgroup_create(default_shader, psl->default_pass); DRW_shgroup_uniform_vec3(shgrp, "basecol", &ma->r, 1); DRW_shgroup_uniform_float(shgrp, "metallic", &ma->ray_mirror, 1); DRW_shgroup_uniform_float(shgrp, "specular", &ma->spec, 1); DRW_shgroup_uniform_float(shgrp, "roughness", &ma->gloss_mir, 1); DRW_shgroup_uniform_texture(shgrp, "ltcMat", e_data.ltc_mat); DRW_shgroup_uniform_texture(shgrp, "brdfLut", e_data.brdf_lut); DRW_shgroup_uniform_texture(shgrp, "probeFiltered", txl->probe_pool); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(shgrp, mat_geom[i], ob); } } } } // GPUMaterial *gpumat = GPU_material_from_nodetree(struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options) // DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat); const bool cast_shadow = true; if (cast_shadow) { EEVEE_lights_cache_shcaster_add(psl, stl, geom, ob->obmat); } } else if (ob->type == OB_LAMP) { EEVEE_lights_cache_add(stl, ob); } } typedef struct eevee_bind_shadow_data { struct GPUTexture *shadow_depth_cube_pool; struct GPUTexture *shadow_depth_cascade_pool; } eevee_bind_shadow_data; static void eevee_bind_shadow(void *data, DRWShadingGroup *shgrp) { eevee_bind_shadow_data *shdw_data = data; DRW_shgroup_uniform_texture(shgrp, "shadowCubes", shdw_data->shadow_depth_cube_pool); DRW_shgroup_uniform_texture(shgrp, "shadowCascades", shdw_data->shadow_depth_cascade_pool); } static void EEVEE_cache_finish(void *vedata) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl; EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl; EEVEE_lights_cache_finish(stl, txl, fbl); /* Shadows binding */ eevee_bind_shadow_data data; data.shadow_depth_cube_pool = txl->shadow_depth_cube_pool; data.shadow_depth_cascade_pool = txl->shadow_depth_cascade_pool; DRW_pass_foreach_shgroup(psl->default_pass, eevee_bind_shadow, &data); DRW_pass_foreach_shgroup(psl->material_pass, eevee_bind_shadow, &data); } static void EEVEE_draw_scene(void *vedata) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl; /* Default framebuffer and texture */ DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* Refresh Probes */ EEVEE_refresh_probe((EEVEE_Data *)vedata); /* Refresh shadows */ EEVEE_draw_shadows((EEVEE_Data *)vedata); /* Attach depth to the hdr buffer and bind it */ DRW_framebuffer_texture_detach(dtxl->depth); DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); DRW_framebuffer_bind(fbl->main); DRW_framebuffer_clear(false, true, false, NULL, 1.0f); DRW_draw_pass(psl->background_pass); DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->depth_pass_cull); DRW_draw_pass(psl->default_pass); DRW_draw_pass(psl->material_pass); EEVEE_draw_effects(vedata); } static void EEVEE_engine_free(void) { EEVEE_effects_free(); EEVEE_lights_free(); MEM_SAFE_FREE(e_data.frag_shader_lib); DRW_SHADER_FREE_SAFE(e_data.default_lit); DRW_SHADER_FREE_SAFE(e_data.default_lit_flat); DRW_SHADER_FREE_SAFE(e_data.default_world); DRW_SHADER_FREE_SAFE(e_data.default_background); DRW_SHADER_FREE_SAFE(e_data.probe_filter_sh); DRW_SHADER_FREE_SAFE(e_data.probe_spherical_harmonic_sh); DRW_TEXTURE_FREE_SAFE(e_data.ltc_mat); DRW_TEXTURE_FREE_SAFE(e_data.brdf_lut); DRW_TEXTURE_FREE_SAFE(e_data.hammersley); DRW_TEXTURE_FREE_SAFE(e_data.jitter); } static void EEVEE_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props) { BLI_assert(props && props->type == IDP_GROUP && props->subtype == IDP_GROUP_SUB_ENGINE_RENDER); // BKE_collection_engine_property_add_int(props, "high_quality_sphere_lamps", false); UNUSED_VARS_NDEBUG(props); } static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props) { BLI_assert(props && props->type == IDP_GROUP && props->subtype == IDP_GROUP_SUB_ENGINE_RENDER); BKE_collection_engine_property_add_bool(props, "dof_enable", false); BKE_collection_engine_property_add_float(props, "bokeh_max_size", 100.0f); BKE_collection_engine_property_add_float(props, "bokeh_threshold", 1.0f); BKE_collection_engine_property_add_bool(props, "bloom_enable", false); BKE_collection_engine_property_add_float(props, "bloom_threshold", 0.8f); BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f); BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f); BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f); BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false); BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8); BKE_collection_engine_property_add_float(props, "motion_blur_shutter", 1.0f); } static const DrawEngineDataSize EEVEE_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data); DrawEngineType draw_engine_eevee_type = { NULL, NULL, N_("Eevee"), &EEVEE_data_size, &EEVEE_engine_init, &EEVEE_engine_free, &EEVEE_cache_init, &EEVEE_cache_populate, &EEVEE_cache_finish, &EEVEE_draw_scene, NULL//&EEVEE_draw_scene }; RenderEngineType DRW_engine_viewport_eevee_type = { NULL, NULL, EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &EEVEE_layer_collection_settings_create, &EEVEE_scene_layer_settings_create, &draw_engine_eevee_type, {NULL, NULL, NULL} }; #undef EEVEE_ENGINE