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blender-archive/source/blender/draw/engines/workbench/workbench_shader.c
Clément Foucault c476c36e40 Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.

This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.

Differential Revision: https://developer.blender.org/D7060
2020-03-11 17:12:16 +01:00

534 lines
18 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
*/
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "workbench_engine.h"
#include "workbench_private.h"
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_smaa_lib_glsl[];
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_hair_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_effect_cavity_frag_glsl[];
extern char datatoc_workbench_effect_outline_frag_glsl[];
extern char datatoc_workbench_effect_dof_frag_glsl[];
extern char datatoc_workbench_effect_taa_frag_glsl[];
extern char datatoc_workbench_effect_smaa_frag_glsl[];
extern char datatoc_workbench_effect_smaa_vert_glsl[];
extern char datatoc_workbench_composite_frag_glsl[];
extern char datatoc_workbench_transparent_accum_frag_glsl[];
extern char datatoc_workbench_transparent_resolve_frag_glsl[];
extern char datatoc_workbench_merge_infront_frag_glsl[];
extern char datatoc_workbench_shadow_vert_glsl[];
extern char datatoc_workbench_shadow_geom_glsl[];
extern char datatoc_workbench_shadow_caps_geom_glsl[];
extern char datatoc_workbench_shadow_debug_frag_glsl[];
extern char datatoc_workbench_volume_vert_glsl[];
extern char datatoc_workbench_volume_frag_glsl[];
extern char datatoc_workbench_cavity_lib_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_curvature_lib_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_image_lib_glsl[];
extern char datatoc_workbench_matcap_lib_glsl[];
extern char datatoc_workbench_material_lib_glsl[];
extern char datatoc_workbench_shader_interface_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
/* Maximum number of variations. */
#define MAX_LIGHTING 3
#define MAX_COLOR 3
#define MAX_GEOM 2
enum {
VOLUME_SH_SLICE = 0,
VOLUME_SH_COBA,
VOLUME_SH_CUBIC,
};
#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
static struct {
struct GPUShader *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_COLOR];
struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_LIGHTING][MAX_COLOR];
struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
struct GPUShader *oit_resolve_sh;
struct GPUShader *outline_sh;
struct GPUShader *merge_infront_sh;
struct GPUShader *shadow_depth_pass_sh[2];
struct GPUShader *shadow_depth_fail_sh[2][2];
struct GPUShader *cavity_sh[2][2];
struct GPUShader *dof_prepare_sh;
struct GPUShader *dof_downsample_sh;
struct GPUShader *dof_blur1_sh;
struct GPUShader *dof_blur2_sh;
struct GPUShader *dof_resolve_sh;
struct GPUShader *aa_accum_sh;
struct GPUShader *smaa_sh[3];
struct GPUShader *volume_sh[2][2][2];
struct DRWShaderLibrary *lib;
} e_data = {{{{NULL}}}};
void workbench_shader_library_ensure(void)
{
if (e_data.lib == NULL) {
e_data.lib = DRW_shader_library_create();
/* NOTE: Theses needs to be ordered by dependencies. */
DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_shader_interface_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_common_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_image_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_material_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_data_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_matcap_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_cavity_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_curvature_lib);
DRW_SHADER_LIB_ADD(e_data.lib, workbench_world_light_lib);
}
}
static char *workbench_build_defines(
WORKBENCH_PrivateData *wpd, bool textured, bool tiled, bool cavity, bool curvature)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
if (wpd && wpd->shading.light == V3D_LIGHTING_STUDIO) {
BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
}
else if (wpd && wpd->shading.light == V3D_LIGHTING_MATCAP) {
BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
}
else {
BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
}
if (NORMAL_ENCODING_ENABLED()) {
BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
}
if (textured) {
BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
}
if (tiled) {
BLI_dynstr_append(ds, "#define TEXTURE_IMAGE_ARRAY\n");
}
if (cavity) {
BLI_dynstr_append(ds, "#define USE_CAVITY\n");
}
if (curvature) {
BLI_dynstr_append(ds, "#define USE_CURVATURE\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static int workbench_color_index(WORKBENCH_PrivateData *UNUSED(wpd), bool textured, bool tiled)
{
BLI_assert(2 < MAX_COLOR);
return (textured) ? (tiled ? 2 : 1) : 0;
}
static GPUShader *workbench_shader_get_ex(
WORKBENCH_PrivateData *wpd, bool transp, bool hair, bool textured, bool tiled)
{
int color = workbench_color_index(wpd, textured, tiled);
int light = wpd->shading.light;
BLI_assert(light < MAX_LIGHTING);
struct GPUShader **shader =
(transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][hair][light][color] :
&e_data.opaque_prepass_sh_cache[wpd->sh_cfg][hair][color];
if (*shader == NULL) {
char *defines = workbench_build_defines(wpd, textured, tiled, false, false);
char *frag_file = transp ? datatoc_workbench_transparent_accum_frag_glsl :
datatoc_workbench_prepass_frag_glsl;
char *frag_src = DRW_shader_library_create_shader_string(e_data.lib, frag_file);
char *vert_file = hair ? datatoc_workbench_prepass_hair_vert_glsl :
datatoc_workbench_prepass_vert_glsl;
char *vert_src = DRW_shader_library_create_shader_string(e_data.lib, vert_file);
const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[wpd->sh_cfg];
*shader = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib, vert_src, NULL},
.frag = (const char *[]){frag_src, NULL},
.defs = (const char *[]){sh_cfg_data->def,
defines,
transp ? "#define TRANSPARENT_MATERIAL\n" :
"#define OPAQUE_MATERIAL\n",
NULL},
});
MEM_freeN(defines);
MEM_freeN(frag_src);
MEM_freeN(vert_src);
}
return *shader;
}
GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair)
{
return workbench_shader_get_ex(wpd, false, hair, false, false);
}
GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled)
{
return workbench_shader_get_ex(wpd, false, hair, true, tiled);
}
GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, bool hair)
{
return workbench_shader_get_ex(wpd, true, hair, false, false);
}
GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
bool hair,
bool tiled)
{
return workbench_shader_get_ex(wpd, true, hair, true, tiled);
}
GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
{
int light = wpd->shading.light;
struct GPUShader **shader = &e_data.opaque_composite_sh[light];
BLI_assert(light < MAX_LIGHTING);
if (*shader == NULL) {
char *defines = workbench_build_defines(wpd, false, false, false, false);
char *frag = DRW_shader_library_create_shader_string(e_data.lib,
datatoc_workbench_composite_frag_glsl);
*shader = DRW_shader_create_fullscreen(frag, defines);
MEM_freeN(defines);
MEM_freeN(frag);
}
return *shader;
}
GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *UNUSED(wpd))
{
if (e_data.merge_infront_sh == NULL) {
char *frag = DRW_shader_library_create_shader_string(
e_data.lib, datatoc_workbench_merge_infront_frag_glsl);
e_data.merge_infront_sh = DRW_shader_create_fullscreen(frag, NULL);
MEM_freeN(frag);
}
return e_data.merge_infront_sh;
}
GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *wpd)
{
if (e_data.oit_resolve_sh == NULL) {
char *defines = workbench_build_defines(wpd, false, false, false, false);
e_data.oit_resolve_sh = DRW_shader_create_fullscreen(
datatoc_workbench_transparent_resolve_frag_glsl, defines);
MEM_freeN(defines);
}
return e_data.oit_resolve_sh;
}
static GPUShader *workbench_shader_shadow_pass_get_ex(bool depth_pass, bool manifold, bool cap)
{
struct GPUShader **shader = (depth_pass) ? &e_data.shadow_depth_pass_sh[manifold] :
&e_data.shadow_depth_fail_sh[manifold][cap];
if (*shader == NULL) {
#if DEBUG_SHADOW_VOLUME
const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
#else
const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl;
#endif
*shader = GPU_shader_create_from_arrays({
.vert = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_workbench_shadow_vert_glsl,
NULL},
.geom = (const char *[]){(cap) ? datatoc_workbench_shadow_caps_geom_glsl :
datatoc_workbench_shadow_geom_glsl,
NULL},
.frag = (const char *[]){shadow_frag, NULL},
.defs = (const char *[]){(depth_pass) ? "#define SHADOW_PASS\n" : "#define SHADOW_FAIL\n",
(manifold) ? "" : "#define DOUBLE_MANIFOLD\n",
NULL},
});
}
return *shader;
}
GPUShader *workbench_shader_shadow_pass_get(bool manifold)
{
return workbench_shader_shadow_pass_get_ex(true, manifold, false);
}
GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap)
{
return workbench_shader_shadow_pass_get_ex(false, manifold, cap);
}
GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature)
{
BLI_assert(cavity || curvature);
struct GPUShader **shader = &e_data.cavity_sh[cavity][curvature];
if (*shader == NULL) {
char *defines = workbench_build_defines(NULL, false, false, cavity, curvature);
char *frag = DRW_shader_library_create_shader_string(
e_data.lib, datatoc_workbench_effect_cavity_frag_glsl);
*shader = DRW_shader_create_fullscreen(frag, defines);
MEM_freeN(defines);
MEM_freeN(frag);
}
return *shader;
}
GPUShader *workbench_shader_outline_get(void)
{
if (e_data.outline_sh == NULL) {
char *frag = DRW_shader_library_create_shader_string(
e_data.lib, datatoc_workbench_effect_outline_frag_glsl);
e_data.outline_sh = DRW_shader_create_fullscreen(frag, NULL);
MEM_freeN(frag);
}
return e_data.outline_sh;
}
void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
GPUShader **downsample_sh,
GPUShader **blur1_sh,
GPUShader **blur2_sh,
GPUShader **resolve_sh)
{
if (e_data.dof_prepare_sh == NULL) {
e_data.dof_prepare_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define PREPARE\n");
e_data.dof_downsample_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define DOWNSAMPLE\n");
#if 0 /* TODO(fclem) finish COC min_max optimization */
e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define FLATTEN_VERTICAL\n");
e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define FLATTEN_HORIZONTAL\n");
e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define DILATE_VERTICAL\n");
e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define DILATE_HORIZONTAL\n");
#endif
e_data.dof_blur1_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define BLUR1\n");
e_data.dof_blur2_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define BLUR2\n");
e_data.dof_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
"#define RESOLVE\n");
}
*prepare_sh = e_data.dof_prepare_sh;
*downsample_sh = e_data.dof_downsample_sh;
*blur1_sh = e_data.dof_blur1_sh;
*blur2_sh = e_data.dof_blur2_sh;
*resolve_sh = e_data.dof_resolve_sh;
}
GPUShader *workbench_shader_antialiasing_accumulation_get(void)
{
if (e_data.aa_accum_sh == NULL) {
char *frag = DRW_shader_library_create_shader_string(e_data.lib,
datatoc_workbench_effect_taa_frag_glsl);
e_data.aa_accum_sh = DRW_shader_create_fullscreen(frag, NULL);
MEM_freeN(frag);
}
return e_data.aa_accum_sh;
}
GPUShader *workbench_shader_antialiasing_get(int stage)
{
BLI_assert(stage < 3);
if (!e_data.smaa_sh[stage]) {
char stage_define[32];
BLI_snprintf(stage_define, sizeof(stage_define), "#define SMAA_STAGE %d\n", stage);
e_data.smaa_sh[stage] = GPU_shader_create_from_arrays({
.vert =
(const char *[]){
"#define SMAA_INCLUDE_VS 1\n",
"#define SMAA_INCLUDE_PS 0\n",
"uniform vec4 viewportMetrics;\n",
datatoc_common_smaa_lib_glsl,
datatoc_workbench_effect_smaa_vert_glsl,
NULL,
},
.frag =
(const char *[]){
"#define SMAA_INCLUDE_VS 0\n",
"#define SMAA_INCLUDE_PS 1\n",
"uniform vec4 viewportMetrics;\n",
datatoc_common_smaa_lib_glsl,
datatoc_workbench_effect_smaa_frag_glsl,
NULL,
},
.defs =
(const char *[]){
"#define SMAA_GLSL_3\n",
"#define SMAA_RT_METRICS viewportMetrics\n",
"#define SMAA_PRESET_HIGH\n",
"#define SMAA_LUMA_WEIGHT float4(1.0, 1.0, 1.0, 1.0)\n",
"#define SMAA_NO_DISCARD\n",
stage_define,
NULL,
},
});
}
return e_data.smaa_sh[stage];
}
GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic)
{
GPUShader **shader = &e_data.volume_sh[slice][coba][cubic];
if (*shader == NULL) {
DynStr *ds = BLI_dynstr_new();
if (slice) {
BLI_dynstr_append(ds, "#define VOLUME_SLICE\n");
}
if (coba) {
BLI_dynstr_append(ds, "#define USE_COBA\n");
}
if (cubic) {
BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
}
char *defines = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
char *vert = DRW_shader_library_create_shader_string(e_data.lib,
datatoc_workbench_volume_vert_glsl);
char *frag = DRW_shader_library_create_shader_string(e_data.lib,
datatoc_workbench_volume_frag_glsl);
*shader = DRW_shader_create(vert, NULL, frag, defines);
MEM_freeN(vert);
MEM_freeN(frag);
MEM_freeN(defines);
}
return *shader;
}
void workbench_shader_free(void)
{
for (int j = 0; j < sizeof(e_data.opaque_prepass_sh_cache) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.opaque_prepass_sh_cache[0][0][0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.transp_prepass_sh_cache) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.transp_prepass_sh_cache[0][0][0][0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.opaque_composite_sh) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.opaque_composite_sh[0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.shadow_depth_pass_sh) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.shadow_depth_pass_sh[0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.shadow_depth_fail_sh) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.shadow_depth_fail_sh[0][0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.cavity_sh) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.cavity_sh[0][0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.smaa_sh) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.smaa_sh[0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
struct GPUShader **sh_array = &e_data.volume_sh[0][0][0];
DRW_SHADER_FREE_SAFE(sh_array[j]);
}
DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.outline_sh);
DRW_SHADER_FREE_SAFE(e_data.merge_infront_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_prepare_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_blur1_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_blur2_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.aa_accum_sh);
DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
}