1016 lines
33 KiB
C
1016 lines
33 KiB
C
/*
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* Copyright 2016, Blender Foundation.
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*
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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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* Contributor(s): Blender Institute
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*
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*/
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#include "BLI_utildefines.h"
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#include "BLI_string_utils.h"
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#include "BLI_rand.h"
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#include "DNA_particle_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_icons.h"
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#include "BKE_idprop.h"
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#include "BKE_main.h"
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#include "BKE_particle.h"
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#include "GPU_shader.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "UI_resources.h"
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#include "UI_interface_icons.h"
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#include "DRW_render.h"
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#include "clay_engine.h"
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#ifdef WITH_CLAY_ENGINE
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#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
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/* Shaders */
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#define CLAY_ENGINE "BLENDER_CLAY"
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#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */
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#define SHADER_DEFINES_NO_AO \
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"#define MAX_MATERIAL " STRINGIFY(MAX_CLAY_MAT) "\n" \
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"#define USE_ROTATION\n" \
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"#define USE_HSV\n"
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#define SHADER_DEFINES \
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SHADER_DEFINES_NO_AO \
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"#define USE_AO\n"
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extern char datatoc_clay_frag_glsl[];
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extern char datatoc_clay_prepass_frag_glsl[];
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extern char datatoc_clay_copy_glsl[];
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extern char datatoc_clay_vert_glsl[];
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extern char datatoc_clay_fxaa_glsl[];
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extern char datatoc_clay_particle_vert_glsl[];
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extern char datatoc_clay_particle_strand_frag_glsl[];
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extern char datatoc_ssao_alchemy_glsl[];
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extern char datatoc_common_fxaa_lib_glsl[];
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/* *********** LISTS *********** */
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/**
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* UBOs data needs to be 16 byte aligned (size of vec4)
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*
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* Reminder: float, int, bool are 4 bytes
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*
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* \note struct is expected to be initialized with all pad-bits zero'd
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* so we can use 'memcmp' to check for duplicates. Possibly hash data later.
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*/
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typedef struct CLAY_UBO_Material {
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float ssao_params_var[4];
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/* - 16 -*/
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float matcap_hsv[3];
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float matcap_id; /* even float encoding have enough precision */
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/* - 16 -*/
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float matcap_rot[2];
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float pad[2]; /* ensure 16 bytes alignement */
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} CLAY_UBO_Material; /* 48 bytes */
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BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16)
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typedef struct CLAY_HAIR_UBO_Material {
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float hair_randomness;
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float matcap_id;
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float matcap_rot[2];
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float matcap_hsv[3];
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float pad;
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} CLAY_HAIR_UBO_Material; /* 32 bytes */
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BLI_STATIC_ASSERT_ALIGN(CLAY_HAIR_UBO_Material, 16)
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typedef struct CLAY_UBO_Storage {
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CLAY_UBO_Material materials[MAX_CLAY_MAT];
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} CLAY_UBO_Storage;
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typedef struct CLAY_HAIR_UBO_Storage {
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CLAY_HAIR_UBO_Material materials[MAX_CLAY_MAT];
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} CLAY_HAIR_UBO_Storage;
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/* GPUViewport.storage
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* Is freed everytime the viewport engine changes */
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typedef struct CLAY_Storage {
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/* Materials Parameter UBO */
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CLAY_UBO_Storage mat_storage;
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CLAY_HAIR_UBO_Storage hair_mat_storage;
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int ubo_current_id;
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int hair_ubo_current_id;
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DRWShadingGroup *shgrps[MAX_CLAY_MAT];
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DRWShadingGroup *shgrps_flat[MAX_CLAY_MAT];
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DRWShadingGroup *shgrps_pre[MAX_CLAY_MAT];
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DRWShadingGroup *shgrps_pre_flat[MAX_CLAY_MAT];
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DRWShadingGroup *hair_shgrps[MAX_CLAY_MAT];
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} CLAY_Storage;
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typedef struct CLAY_StorageList {
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struct CLAY_Storage *storage;
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struct CLAY_PrivateData *g_data;
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} CLAY_StorageList;
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typedef struct CLAY_FramebufferList {
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struct GPUFrameBuffer *antialias_fb;
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struct GPUFrameBuffer *prepass_fb;
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} CLAY_FramebufferList;
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typedef struct CLAY_PassList {
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struct DRWPass *clay_ps;
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struct DRWPass *clay_cull_ps;
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struct DRWPass *clay_flat_ps;
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struct DRWPass *clay_flat_cull_ps;
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struct DRWPass *clay_pre_ps;
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struct DRWPass *clay_pre_cull_ps;
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struct DRWPass *clay_flat_pre_ps;
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struct DRWPass *clay_flat_pre_cull_ps;
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struct DRWPass *clay_deferred_ps;
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struct DRWPass *fxaa_ps;
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struct DRWPass *copy_ps;
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struct DRWPass *hair_pass;
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} CLAY_PassList;
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typedef struct CLAY_Data {
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void *engine_type;
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CLAY_FramebufferList *fbl;
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DRWViewportEmptyList *txl;
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CLAY_PassList *psl;
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CLAY_StorageList *stl;
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} CLAY_Data;
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typedef struct CLAY_ViewLayerData {
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struct GPUTexture *jitter_tx;
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struct GPUUniformBuffer *mat_ubo;
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struct GPUUniformBuffer *matcaps_ubo;
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struct GPUUniformBuffer *hair_mat_ubo;
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struct GPUUniformBuffer *sampling_ubo;
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int cached_sample_num;
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} CLAY_ViewLayerData;
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/* *********** STATIC *********** */
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static struct {
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/* Shading Pass */
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struct GPUShader *clay_sh;
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struct GPUShader *clay_flat_sh;
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struct GPUShader *clay_prepass_flat_sh;
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struct GPUShader *clay_prepass_sh;
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struct GPUShader *clay_deferred_shading_sh;
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struct GPUShader *fxaa_sh;
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struct GPUShader *copy_sh;
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struct GPUShader *hair_sh;
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/* Matcap textures */
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struct GPUTexture *matcap_array;
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float matcap_colors[24][4];
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/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
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int ubo_mat_idxs[MAX_CLAY_MAT];
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/* To avoid useless texture and ubo binds. */
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bool first_shgrp;
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} e_data = {NULL}; /* Engine data */
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typedef struct CLAY_PrivateData {
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DRWShadingGroup *depth_shgrp;
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DRWShadingGroup *depth_shgrp_select;
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DRWShadingGroup *depth_shgrp_active;
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DRWShadingGroup *depth_shgrp_cull;
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DRWShadingGroup *depth_shgrp_cull_select;
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DRWShadingGroup *depth_shgrp_cull_active;
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/* Deferred shading */
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struct GPUTexture *depth_tx; /* ref only, not alloced */
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struct GPUTexture *normal_tx; /* ref only, not alloced */
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struct GPUTexture *id_tx; /* ref only, not alloced */
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struct GPUTexture *color_copy; /* ref only, not alloced */
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bool enable_deferred_path;
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/* Ssao */
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float winmat[4][4];
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float viewvecs[3][4];
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float ssao_params[4];
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} CLAY_PrivateData; /* Transient data */
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/* Functions */
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static void clay_view_layer_data_free(void *storage)
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{
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CLAY_ViewLayerData *sldata = (CLAY_ViewLayerData *)storage;
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DRW_UBO_FREE_SAFE(sldata->mat_ubo);
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DRW_UBO_FREE_SAFE(sldata->matcaps_ubo);
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DRW_UBO_FREE_SAFE(sldata->hair_mat_ubo);
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DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
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DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
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}
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static CLAY_ViewLayerData *CLAY_view_layer_data_get(void)
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{
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CLAY_ViewLayerData **sldata = (CLAY_ViewLayerData **)DRW_view_layer_engine_data_ensure(&draw_engine_clay_type, &clay_view_layer_data_free);
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if (*sldata == NULL) {
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*sldata = MEM_callocN(sizeof(**sldata), "CLAY_ViewLayerData");
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}
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return *sldata;
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}
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static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
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{
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int image_size = prv->w[0] * prv->h[0];
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float *new_rect = &final_rect[image_size * 4 * layer];
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IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB,
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false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]);
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/* Find overall color */
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for (int y = 0; y < 4; ++y) {
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for (int x = 0; x < 4; ++x) {
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e_data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0];
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e_data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1];
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e_data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2];
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}
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}
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e_data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */
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e_data.matcap_colors[layer][1] /= 16.0f * 2.0f;
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e_data.matcap_colors[layer][2] /= 16.0f * 2.0f;
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}
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static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
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{
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struct GPUTexture *tex;
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int w = prv[0]->w[0];
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int h = prv[0]->h[0];
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float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect");
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for (int i = 0; i < nbr; ++i) {
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add_icon_to_rect(prv[i], final_rect, i);
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BKE_previewimg_free(&prv[i]);
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}
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tex = DRW_texture_create_2D_array(w, h, nbr, GPU_RGBA8, DRW_TEX_FILTER, final_rect);
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MEM_freeN(final_rect);
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return tex;
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}
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static int matcap_to_index(int matcap)
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{
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return (int)matcap - (int)ICON_MATCAP_01;
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}
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/* Using Hammersley distribution */
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static float *create_disk_samples(int num_samples)
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{
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/* vec4 to ensure memory alignment. */
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float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * num_samples, "concentric_tex");
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const float num_samples_inv = 1.0f / num_samples;
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for (int i = 0; i < num_samples; i++) {
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float r = (i + 0.5f) * num_samples_inv;
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double dphi;
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BLI_hammersley_1D(i, &dphi);
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float phi = (float)dphi * 2.0f * M_PI;
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texels[i][0] = cosf(phi);
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texels[i][1] = sinf(phi);
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/* This deliberatly distribute more samples
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* at the center of the disk (and thus the shadow). */
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texels[i][2] = r;
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}
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return (float *)texels;
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}
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static struct GPUTexture *create_jitter_texture(int num_samples)
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{
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float jitter[64 * 64][3];
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const float num_samples_inv = 1.0f / num_samples;
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for (int i = 0; i < 64 * 64; i++) {
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float phi = blue_noise[i][0] * 2.0f * M_PI;
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/* This rotate the sample per pixels */
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jitter[i][0] = cosf(phi);
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jitter[i][1] = sinf(phi);
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/* This offset the sample along it's direction axis (reduce banding) */
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float bn = blue_noise[i][1] - 0.5f;
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CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
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jitter[i][2] = bn * num_samples_inv;
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}
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UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral);
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return DRW_texture_create_2D(64, 64, GPU_RGB16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
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}
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static void clay_engine_init(void *vedata)
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{
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CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
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CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
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CLAY_ViewLayerData *sldata = CLAY_view_layer_data_get();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* Create Texture Array */
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if (!e_data.matcap_array) {
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PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */
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const int num_matcap = ARRAY_SIZE(prv);
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/* TODO only load used matcaps */
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for (int i = 0; i < num_matcap; ++i) {
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prv[i] = UI_icon_to_preview((int)ICON_MATCAP_01 + i);
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}
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e_data.matcap_array = load_matcaps(prv, num_matcap);
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}
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/* Shading pass */
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if (!e_data.clay_sh) {
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char *matcap_with_ao = BLI_string_joinN(
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datatoc_clay_frag_glsl,
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datatoc_ssao_alchemy_glsl);
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e_data.clay_sh = DRW_shader_create(
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datatoc_clay_vert_glsl, NULL, datatoc_clay_frag_glsl,
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SHADER_DEFINES_NO_AO);
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e_data.clay_flat_sh = DRW_shader_create(
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datatoc_clay_vert_glsl, NULL, datatoc_clay_frag_glsl,
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SHADER_DEFINES_NO_AO
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"#define USE_FLAT_NORMAL\n");
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e_data.clay_prepass_sh = DRW_shader_create(
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datatoc_clay_vert_glsl, NULL, datatoc_clay_prepass_frag_glsl,
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SHADER_DEFINES);
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e_data.clay_prepass_flat_sh = DRW_shader_create(
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datatoc_clay_vert_glsl, NULL, datatoc_clay_prepass_frag_glsl,
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SHADER_DEFINES
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"#define USE_FLAT_NORMAL\n");
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e_data.clay_deferred_shading_sh = DRW_shader_create_fullscreen(
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matcap_with_ao,
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SHADER_DEFINES
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"#define DEFERRED_SHADING\n");
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MEM_freeN(matcap_with_ao);
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char *fxaa_str = BLI_string_joinN(
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datatoc_common_fxaa_lib_glsl,
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datatoc_clay_fxaa_glsl);
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e_data.fxaa_sh = DRW_shader_create_fullscreen(fxaa_str, NULL);
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MEM_freeN(fxaa_str);
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e_data.copy_sh = DRW_shader_create_fullscreen(datatoc_clay_copy_glsl, NULL);
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}
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if (!stl->storage) {
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stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
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}
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if (!stl->g_data) {
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), "CLAY_PrivateStorage");
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}
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CLAY_PrivateData *g_data = stl->g_data;
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if (!sldata->mat_ubo) {
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sldata->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
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}
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if (!sldata->hair_mat_ubo) {
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sldata->hair_mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_HAIR_UBO_Storage), NULL);
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}
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if (!sldata->matcaps_ubo) {
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sldata->matcaps_ubo = DRW_uniformbuffer_create(sizeof(e_data.matcap_colors), e_data.matcap_colors);
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}
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if (e_data.ubo_mat_idxs[1] == 0) {
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/* Just int to have pointers to them */
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for (int i = 0; i < MAX_CLAY_MAT; ++i) {
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e_data.ubo_mat_idxs[i] = i;
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}
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}
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/* FBO setup */
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{
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const float *viewport_size = DRW_viewport_size_get();
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const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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g_data->normal_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_clay_type);
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g_data->id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, &draw_engine_clay_type);
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GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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GPU_ATTACHMENT_TEXTURE(g_data->normal_tx),
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GPU_ATTACHMENT_TEXTURE(g_data->id_tx)
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});
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/* For FXAA */
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/* TODO(fclem): OPTI: we could merge normal_tx and id_tx into a GPU_RGBA8
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* and reuse it for the fxaa target. */
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g_data->color_copy = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_clay_type);
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GPU_framebuffer_ensure_config(&fbl->antialias_fb, {
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(g_data->color_copy)
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});
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}
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/* SSAO setup */
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ViewLayer *view_layer = draw_ctx->view_layer;
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IDProperty *props = BKE_view_layer_engine_evaluated_get(
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view_layer, RE_engine_id_BLENDER_CLAY);
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int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");
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|
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 *UNUSED(ob), bool *r_needs_ao, int *r_id)
|
|
{
|
|
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 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 *UNUSED(ob), CLAY_HAIR_UBO_Material *r_ubo)
|
|
{
|
|
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 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) {
|
|
return;
|
|
}
|
|
|
|
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
|
|
if (!psys_check_enabled(ob, psys, false)) {
|
|
continue;
|
|
}
|
|
if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
|
|
return;
|
|
}
|
|
ParticleSettings *part = psys->part;
|
|
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
|
|
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, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 */
|