Set useMatcap to ensure correct normal direction when using matcaps in the workbench engine.
168 lines
7.0 KiB
C
168 lines
7.0 KiB
C
/*
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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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* Copyright 2020, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* Opaque Pipeline:
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*
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* Use deferred shading to render opaque surfaces.
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* This decouple the shading cost from scene complexity.
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*
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* The rendering is broken down in two passes:
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* - the pre-pass where we render all the surfaces and output material data.
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* - the composite pass where we compute the final aspect of the pixels.
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*/
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#include "DRW_render.h"
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#include "GPU_extensions.h"
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#include "workbench_engine.h"
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#include "workbench_private.h"
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void workbench_opaque_engine_init(WORKBENCH_Data *data)
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{
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WORKBENCH_FramebufferList *fbl = data->fbl;
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WORKBENCH_PrivateData *wpd = data->stl->wpd;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DrawEngineType *owner = (DrawEngineType *)&workbench_opaque_engine_init;
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/* Reused the same textures format for transparent pipeline to share the textures. */
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const eGPUTextureFormat col_tex_format = GPU_RGBA16F;
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const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA16F;
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wpd->material_buffer_tx = DRW_texture_pool_query_fullscreen(col_tex_format, owner);
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wpd->normal_buffer_tx = DRW_texture_pool_query_fullscreen(nor_tex_format, owner);
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GPU_framebuffer_ensure_config(&fbl->opaque_fb,
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{
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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GPU_ATTACHMENT_TEXTURE(wpd->material_buffer_tx),
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GPU_ATTACHMENT_TEXTURE(wpd->normal_buffer_tx),
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GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
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});
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}
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void workbench_opaque_cache_init(WORKBENCH_Data *data)
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{
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WORKBENCH_PassList *psl = data->psl;
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WORKBENCH_PrivateData *wpd = data->stl->wpd;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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struct GPUShader *sh;
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DRWShadingGroup *grp;
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const bool use_matcap = (wpd->shading.light == V3D_LIGHTING_MATCAP);
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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int opaque = 0;
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for (int infront = 0; infront < 2; infront++) {
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DRWPass *pass;
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if (infront) {
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DRW_PASS_CREATE(psl->opaque_infront_ps, state | wpd->cull_state | wpd->clip_state);
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pass = psl->opaque_infront_ps;
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}
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else {
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DRW_PASS_CREATE(psl->opaque_ps, state | wpd->cull_state | wpd->clip_state);
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pass = psl->opaque_ps;
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}
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for (int hair = 0; hair < 2; hair++) {
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wpd->prepass[opaque][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
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sh = workbench_shader_opaque_get(wpd, hair);
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wpd->prepass[opaque][infront][hair].common_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
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DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
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wpd->prepass[opaque][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
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DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
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sh = workbench_shader_opaque_image_get(wpd, hair, false);
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wpd->prepass[opaque][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
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DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
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sh = workbench_shader_opaque_image_get(wpd, hair, true);
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wpd->prepass[opaque][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
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DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
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}
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}
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}
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_STENCIL_EQUAL;
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DRW_PASS_CREATE(psl->composite_ps, state);
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sh = workbench_shader_composite_get(wpd);
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grp = DRW_shgroup_create(sh, psl->composite_ps);
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DRW_shgroup_uniform_block_persistent(grp, "world_block", wpd->world_ubo);
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DRW_shgroup_uniform_texture_persistent(grp, "materialBuffer", wpd->material_buffer_tx);
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DRW_shgroup_uniform_texture_persistent(grp, "normalBuffer", wpd->normal_buffer_tx);
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DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
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DRW_shgroup_stencil_mask(grp, 0x00);
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if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
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BKE_studiolight_ensure_flag(wpd->studio_light,
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STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
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STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
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struct GPUTexture *diff_tx = wpd->studio_light->matcap_diffuse.gputexture;
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struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
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const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
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spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
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DRW_shgroup_uniform_texture_persistent(grp, "matcapDiffuseImage", diff_tx);
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DRW_shgroup_uniform_texture_persistent(grp, "matcapSpecularImage", spec_tx);
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}
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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if (SHADOW_ENABLED(wpd)) {
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grp = DRW_shgroup_create_sub(grp);
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DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", true);
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DRW_shgroup_state_disable(grp, DRW_STATE_STENCIL_EQUAL);
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DRW_shgroup_state_enable(grp, DRW_STATE_STENCIL_NEQUAL);
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DRW_shgroup_stencil_mask(grp, 0x00);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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}
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{
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DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_WRITE_STENCIL |
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DRW_STATE_STENCIL_ALWAYS;
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DRW_PASS_CREATE(psl->merge_infront_ps, state);
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sh = workbench_shader_merge_infront_get(wpd);
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grp = DRW_shgroup_create(sh, psl->merge_infront_ps);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth_in_front);
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DRW_shgroup_stencil_mask(grp, 0x00);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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}
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