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blender-archive/source/blender/draw/engines/workbench/workbench_opaque.c
Robert Guetzkow 0dfe30502a Fix T75938: Workbench normal direction for matcaps
Set useMatcap to ensure correct normal direction when using matcaps
in the workbench engine.
2020-04-22 19:13:38 +02:00

168 lines
7.0 KiB
C

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