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blender-archive/source/blender/draw/engines/workbench/workbench_private.h
Jeroen Bakker eb23b39b7f Fix T76558: Decreasing Viewport Anti-Aliasing Samples Makes Scene Whiter
When setting the Viewport Anti-Aliasing samples in the user preferences
to a lower sample count the anti-aliasing was not reset. This lead to
incorrect result as the accum buffer would still hold the values of the
larger sample count.

This fix resets the TAA when the sample count is changed.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D7728
2020-05-14 12:44:42 +02:00

513 lines
19 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 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#ifndef __WORKBENCH_PRIVATE_H__
#define __WORKBENCH_PRIVATE_H__
#include "BKE_studiolight.h"
#include "DNA_image_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "DRW_render.h"
#include "workbench_engine.h"
extern struct DrawEngineType draw_engine_workbench;
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define MAX_MATERIAL (1 << 12)
#define DEBUG_SHADOW_VOLUME 0
#define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
#define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)
#define USE_WORLD_ORIENTATION(wpd) ((wpd->shading.flag & V3D_SHADING_WORLD_ORIENTATION) != 0)
#define STUDIOLIGHT_TYPE_WORLD_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_WORLD))
#define STUDIOLIGHT_TYPE_STUDIO_ENABLED(wpd) \
(STUDIOLIGHT_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_STUDIO))
#define STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd) \
(MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_TYPE_MATCAP))
#define SSAO_ENABLED(wpd) \
((wpd->shading.flag & V3D_SHADING_CAVITY) && \
((wpd->shading.cavity_type == V3D_SHADING_CAVITY_SSAO) || \
(wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CURVATURE_ENABLED(wpd) \
((wpd->shading.flag & V3D_SHADING_CAVITY) && \
((wpd->shading.cavity_type == V3D_SHADING_CAVITY_CURVATURE) || \
(wpd->shading.cavity_type == V3D_SHADING_CAVITY_BOTH)))
#define CAVITY_ENABLED(wpd) (CURVATURE_ENABLED(wpd) || SSAO_ENABLED(wpd))
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define CULL_BACKFACE_ENABLED(wpd) ((wpd->shading.flag & V3D_SHADING_BACKFACE_CULLING) != 0)
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
struct RenderEngine;
struct RenderLayer;
struct rcti;
typedef struct WORKBENCH_FramebufferList {
struct GPUFrameBuffer *opaque_fb;
struct GPUFrameBuffer *opaque_infront_fb;
struct GPUFrameBuffer *transp_accum_fb;
struct GPUFrameBuffer *transp_accum_infront_fb;
struct GPUFrameBuffer *id_clear_fb;
struct GPUFrameBuffer *dof_downsample_fb;
struct GPUFrameBuffer *dof_coc_tile_h_fb;
struct GPUFrameBuffer *dof_coc_tile_v_fb;
struct GPUFrameBuffer *dof_coc_dilate_fb;
struct GPUFrameBuffer *dof_blur1_fb;
struct GPUFrameBuffer *dof_blur2_fb;
struct GPUFrameBuffer *antialiasing_fb;
struct GPUFrameBuffer *antialiasing_in_front_fb;
struct GPUFrameBuffer *smaa_edge_fb;
struct GPUFrameBuffer *smaa_weight_fb;
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_TextureList {
struct GPUTexture *dof_source_tx;
struct GPUTexture *coc_halfres_tx;
struct GPUTexture *history_buffer_tx;
struct GPUTexture *depth_buffer_tx;
struct GPUTexture *depth_buffer_in_front_tx;
struct GPUTexture *smaa_search_tx;
struct GPUTexture *smaa_area_tx;
struct GPUTexture *dummy_image_tx;
struct GPUTexture *dummy_volume_tx;
struct GPUTexture *dummy_shadow_tx;
struct GPUTexture *dummy_coba_tx;
} WORKBENCH_TextureList;
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *wpd;
float *dof_ubo_data;
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
struct DRWPass *opaque_ps;
struct DRWPass *opaque_infront_ps;
struct DRWPass *transp_resolve_ps;
struct DRWPass *transp_accum_ps;
struct DRWPass *transp_accum_infront_ps;
struct DRWPass *shadow_ps[2];
struct DRWPass *merge_infront_ps;
struct DRWPass *cavity_ps;
struct DRWPass *outline_ps;
struct DRWPass *composite_ps;
struct DRWPass *dof_down_ps;
struct DRWPass *dof_down2_ps;
struct DRWPass *dof_flatten_v_ps;
struct DRWPass *dof_flatten_h_ps;
struct DRWPass *dof_dilate_h_ps;
struct DRWPass *dof_dilate_v_ps;
struct DRWPass *dof_blur1_ps;
struct DRWPass *dof_blur2_ps;
struct DRWPass *dof_resolve_ps;
struct DRWPass *volume_ps;
struct DRWPass *aa_accum_ps;
struct DRWPass *aa_edge_ps;
struct DRWPass *aa_weight_ps;
struct DRWPass *aa_resolve_ps;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
void *engine_type;
WORKBENCH_FramebufferList *fbl;
WORKBENCH_TextureList *txl;
WORKBENCH_PassList *psl;
WORKBENCH_StorageList *stl;
} WORKBENCH_Data;
typedef struct WORKBENCH_UBO_Light {
float light_direction[4];
float specular_color[3], pad;
float diffuse_color[3], wrapped;
} WORKBENCH_UBO_Light;
typedef struct WORKBENCH_UBO_Material {
float base_color[3];
/* Packed data into a int. Decoded in the shader. */
uint32_t packed_data;
} WORKBENCH_UBO_Material;
typedef struct WORKBENCH_UBO_World {
float viewvecs[3][4];
float viewport_size[2], viewport_size_inv[2];
float object_outline_color[4];
float shadow_direction_vs[4];
float shadow_focus, shadow_shift, shadow_mul, shadow_add;
WORKBENCH_UBO_Light lights[4];
float ambient_color[4];
int cavity_sample_start;
int cavity_sample_end;
float cavity_sample_count_inv;
float cavity_jitter_scale;
float cavity_valley_factor;
float cavity_ridge_factor;
float cavity_attenuation;
float cavity_distance;
float curvature_ridge;
float curvature_valley;
float ui_scale;
float _pad0;
int matcap_orientation;
int use_specular; /* Bools are 32bit ints in GLSL. */
int _pad1;
int _pad2;
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Light, 16)
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16)
typedef struct WORKBENCH_Prepass {
/** Hash storing shading group for each Material or GPUTexture to reduce state changes. */
struct GHash *material_hash;
/** First common (non-vcol and non-image colored) shading group to created subgroups. */
struct DRWShadingGroup *common_shgrp;
/** First Vertex Color shading group to created subgroups. */
struct DRWShadingGroup *vcol_shgrp;
/** First Image shading group to created subgroups. */
struct DRWShadingGroup *image_shgrp;
/** First UDIM (tiled image) shading group to created subgroups. */
struct DRWShadingGroup *image_tiled_shgrp;
} WORKBENCH_Prepass;
typedef struct WORKBENCH_PrivateData {
/** ViewLayerData for faster access. */
struct WORKBENCH_ViewLayerData *vldata;
/** Copy of draw_ctx->sh_cfg for faster access. */
eGPUShaderConfig sh_cfg;
/** Global clip and cull states. */
DRWState clip_state, cull_state;
/** Copy of scene->display.shading or v3d->shading for viewport. */
View3DShading shading;
/** Chosen studiolight or matcap. */
StudioLight *studio_light;
/** Copy of ctx_draw->scene for faster access. */
struct Scene *scene;
/** Shorthand version of U global for user preferences. */
const UserDef *preferences;
/** Copy of context mode for faster access. */
eContextObjectMode ctx_mode;
/** Shorthand for wpd->vldata->world_ubo. */
struct GPUUniformBuffer *world_ubo;
/** Background color to clear the color buffer with. */
float background_color[4];
/* Shadow */
/** Previous shadow direction to test if shadow has changed. */
float shadow_cached_direction[3];
/** Current shadow direction in world space. */
float shadow_direction_ws[3];
/** Shadow precomputed matrices. */
float shadow_mat[4][4];
float shadow_inv[4][4];
/** Far plane of the view frustum. Used for shadow volume extrusion. */
float shadow_far_plane[4];
/** Min and max of shadow_near_corners. Speed up culling test. */
float shadow_near_min[3];
float shadow_near_max[3];
/** This is a parallelogram, so only 2 normal and distance to the edges. */
float shadow_near_sides[2][4];
/* Shadow shading groups. First array elem is for non-manifold geom and second for manifold. */
struct DRWShadingGroup *shadow_pass_grp[2];
struct DRWShadingGroup *shadow_fail_grp[2];
struct DRWShadingGroup *shadow_fail_caps_grp[2];
/** If the shadow has changed direction and ob bboxes needs to be updated. */
bool shadow_changed;
/* Temporal Antialiasing */
/** Total number of samples to after which TAA stops accumulating samples. */
int taa_sample_len;
/** Total number of samples of the previous TAA. When changed TAA will be reset. */
int taa_sample_len_previous;
/** Current TAA sample index in [0..taa_sample_len[ range. */
int taa_sample;
/** Inverse of taa_sample to divide the accumulation buffer. */
float taa_sample_inv;
/** If the view has been updated and TAA needs to be reset. */
bool view_updated;
/** True if the history buffer contains relevant data and false if it could contain garbage. */
bool valid_history;
/** View */
struct DRWView *view;
/** Last projection matrix to see if view is still valid. */
float last_mat[4][4];
/* Smart Morphological Anti-Aliasing */
/** Temp buffers to store edges and weights. */
struct GPUTexture *smaa_edge_tx;
struct GPUTexture *smaa_weight_tx;
/** Weight of the smaa pass. */
float smaa_mix_factor;
/** Opaque pipeline buffers. */
struct GPUTexture *material_buffer_tx;
struct GPUTexture *composite_buffer_tx;
struct GPUTexture *normal_buffer_tx;
/** Transparent pipeline buffers. */
struct GPUTexture *accum_buffer_tx;
struct GPUTexture *reveal_buffer_tx;
/** Object IDs buffer for curvature & outline. */
struct GPUTexture *object_id_tx;
/** Prepass infos for each draw types [transparent][infront][hair]. */
WORKBENCH_Prepass prepass[2][2][2];
/* Materials */
/** Copy of vldata->material_ubo for faster access. */
struct BLI_memblock *material_ubo;
/** Copy of vldata->material_ubo_data for faster access. */
struct BLI_memblock *material_ubo_data;
/** Current material chunk being filled by workbench_material_setup_ex(). */
WORKBENCH_UBO_Material *material_ubo_data_curr;
struct GPUUniformBuffer *material_ubo_curr;
/** Copy of txl->dummy_image_tx for faster access. */
struct GPUTexture *dummy_image_tx;
/** Total number of used material chunk. */
int material_chunk_count;
/** Index of current material chunk. */
int material_chunk_curr;
/** Index of current material inside the material chunk. Only for material coloring mode. */
int material_index;
/* Volumes */
/** List of smoke domain textures to free after drawing. */
ListBase smoke_domains;
/* Depth of Field */
/** Depth of field temp buffers. */
struct GPUTexture *dof_blur_tx;
struct GPUTexture *coc_temp_tx;
struct GPUTexture *coc_tiles_tx[2];
/** Depth of field parameters. */
float dof_aperturesize;
float dof_distance;
float dof_invsensorsize;
float dof_near_far[2];
float dof_blades;
float dof_rotation;
float dof_ratio;
/** True if any volume needs to be rendered. */
bool volumes_do;
/** Convenience boolean. */
bool dof_enabled;
bool is_playback;
bool is_navigating;
bool reset_next_sample;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_ObjectData {
DrawData dd;
/* Shadow direction in local object space. */
float shadow_dir[3], shadow_depth;
/* Min, max in shadow space */
float shadow_min[3], shadow_max[3];
BoundBox shadow_bbox;
bool shadow_bbox_dirty;
} WORKBENCH_ObjectData;
typedef struct WORKBENCH_ViewLayerData {
/** Depth of field sample location array.*/
struct GPUUniformBuffer *dof_sample_ubo;
/** All constant data used for a render loop.*/
struct GPUUniformBuffer *world_ubo;
/** Cavity sample location array.*/
struct GPUUniformBuffer *cavity_sample_ubo;
/** Blue noise texture used to randomize the sampling of some effects.*/
struct GPUTexture *cavity_jitter_tx;
/** Materials ubos allocated in a memblock for easy bookeeping. */
struct BLI_memblock *material_ubo;
struct BLI_memblock *material_ubo_data;
/** Number of samples for which cavity_sample_ubo is valid. */
int cavity_sample_count;
} WORKBENCH_ViewLayerData;
/* inline helper functions */
BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd)
{
if ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
if (STUDIOLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
return (wpd->studio_light->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS) != 0;
}
}
return false;
}
/* workbench_opaque.c */
void workbench_opaque_engine_init(WORKBENCH_Data *data);
void workbench_opaque_cache_init(WORKBENCH_Data *data);
/* workbench_transparent.c */
void workbench_transparent_engine_init(WORKBENCH_Data *data);
void workbench_transparent_cache_init(WORKBENCH_Data *data);
void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data);
/* workbench_shadow.c */
void workbench_shadow_data_update(WORKBENCH_PrivateData *wpd, WORKBENCH_UBO_World *wd);
void workbench_shadow_cache_init(WORKBENCH_Data *data);
void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const bool has_transp_mat);
/* workbench_shader.c */
GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair);
GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled);
GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd);
GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *wpd);
GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, bool hair);
GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
bool hair,
bool tiled);
GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *wpd);
GPUShader *workbench_shader_shadow_pass_get(bool manifold);
GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap);
GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature);
GPUShader *workbench_shader_outline_get(void);
GPUShader *workbench_shader_antialiasing_accumulation_get(void);
GPUShader *workbench_shader_antialiasing_get(int stage);
GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic, bool smoke);
void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
GPUShader **downsample_sh,
GPUShader **blur1_sh,
GPUShader **blur2_sh,
GPUShader **resolve_sh);
void workbench_shader_library_ensure(void);
void workbench_shader_free(void);
/* workbench_effect_antialiasing.c */
int workbench_antialiasing_sample_count_get(WORKBENCH_PrivateData *wpd);
void workbench_antialiasing_engine_init(WORKBENCH_Data *vedata);
void workbench_antialiasing_cache_init(WORKBENCH_Data *vedata);
void workbench_antialiasing_view_updated(WORKBENCH_Data *vedata);
bool workbench_antialiasing_setup(WORKBENCH_Data *vedata);
void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata);
/* workbench_effect_cavity.c */
void workbench_cavity_data_update(WORKBENCH_PrivateData *wpd, WORKBENCH_UBO_World *wd);
void workbench_cavity_samples_ubo_ensure(WORKBENCH_PrivateData *wpd);
void workbench_cavity_cache_init(WORKBENCH_Data *data);
/* workbench_effect_outline.c */
void workbench_outline_cache_init(WORKBENCH_Data *data);
/* workbench_effect_dof.c */
void workbench_dof_engine_init(WORKBENCH_Data *vedata);
void workbench_dof_cache_init(WORKBENCH_Data *vedata);
void workbench_dof_draw_pass(WORKBENCH_Data *vedata);
/* workbench_materials.c */
void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd,
Object *ob,
Material *mat,
WORKBENCH_UBO_Material *data,
eV3DShadingColorType color_type);
DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
eV3DShadingColorType color_type,
bool hair,
bool *r_transp);
DRWShadingGroup *workbench_image_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
Image *ima,
ImageUser *iuser,
int interp,
bool hair);
#define workbench_material_setup(wpd, ob, mat_nr, color_type, r_transp) \
workbench_material_setup_ex(wpd, ob, mat_nr, color_type, false, r_transp)
#define workbench_image_setup(wpd, ob, mat_nr, ima, iuser, interp) \
workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, interp, false)
#define workbench_material_hair_setup(wpd, ob, mat_nr, color_type) \
workbench_material_setup_ex(wpd, ob, mat_nr, color_type, true, 0)
#define workbench_image_hair_setup(wpd, ob, mat_nr, ima, iuser, interp) \
workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, interp, true)
/* workbench_data.c */
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_update_world_ubo(WORKBENCH_PrivateData *wpd);
void workbench_update_material_ubos(WORKBENCH_PrivateData *wpd);
struct GPUUniformBuffer *workbench_material_ubo_alloc(WORKBENCH_PrivateData *wpd);
/* workbench_volume.c */
void workbench_volume_engine_init(WORKBENCH_Data *vedata);
void workbench_volume_cache_init(WORKBENCH_Data *vedata);
void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
struct Scene *UNUSED(scene),
struct Object *ob,
struct ModifierData *md,
eV3DShadingColorType color_type);
void workbench_volume_draw_pass(WORKBENCH_Data *vedata);
void workbench_volume_draw_finish(WORKBENCH_Data *vedata);
/* workbench_engine.c */
void workbench_engine_init(void *ved);
void workbench_cache_init(void *ved);
void workbench_cache_populate(void *ved, Object *ob);
void workbench_cache_finish(void *ved);
void workbench_draw_sample(void *ved);
void workbench_draw_finish(void *ved);
/* workbench_render.c */
void workbench_render(void *ved,
struct RenderEngine *engine,
struct RenderLayer *render_layer,
const struct rcti *rect);
void workbench_render_update_passes(struct RenderEngine *engine,
struct Scene *scene,
struct ViewLayer *view_layer);
#endif