/* * 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[]; 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 */ BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16) typedef struct CLAY_HAIR_UBO_Material { float hair_randomness; float matcap_id; float matcap_rot[2]; float matcap_hsv[3]; float pad; } CLAY_HAIR_UBO_Material; /* 32 bytes */ 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; typedef struct CLAY_FramebufferList { struct GPUFrameBuffer *antialias_fb; struct GPUFrameBuffer *prepass_fb; } CLAY_FramebufferList; 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; 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 */ 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(); 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; } } /* FBO setup */ { const float *viewport_size = DRW_viewport_size_get(); 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); 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 * 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); 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(); /* 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]); /* 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); 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 */ 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 *ob, bool *r_needs_ao, int *r_id) { IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, 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 *ob, CLAY_HAIR_UBO_Material *r_ubo) { IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, 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 */ { 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) { for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) { if (psys_check_enabled(ob, psys, false)) { ParticleSettings *part = psys->part; int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) { draw_as = PART_DRAW_DOT; } static float mat[4][4]; unit_m4(mat); 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, mat); } } } } } static void clay_cache_populate(void *vedata, Object *ob) { DRWShadingGroup *clay_shgrp; 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); if (stl->g_data->enable_deferred_path) { 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); 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. */ GPU_framebuffer_bind(fbl->antialias_fb); DRW_draw_pass(psl->fxaa_ps); 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 */