Based on @fclem's suggestion in D6421, this commit implements support for storing all tiles of a UDIM texture in a single 2D array texture on the GPU. Previously, Eevee was binding one OpenGL texture per tile, quickly running into hardware limits with nontrivial UDIM texture sets. Workbench meanwhile had no UDIM support at all, as reusing the per-tile approach would require splitting the mesh by tile as well as texture. With this commit, both Workbench as well as Eevee now support huge numbers of tiles, with the eventual limits being GPU memory and ultimately GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs. Initially my plan was to have one array texture per unique size, but managing the different textures and keeping everything consistent ended up being way too complex. Therefore, we now use a simpler version that allocates a texture that is large enough to fit the largest tile and then packs all tiles into as many layers as necessary. As a result, each UDIM texture only binds two textures (one for the actual images, one for metadata) regardless of how many tiles are used. Note that this rolls back per-tile GPUTextures, meaning that we again have per-Image GPUTextures like we did before the original UDIM commit, but now with four instead of two types. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6456
410 lines
14 KiB
C
410 lines
14 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2018, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "workbench_private.h"
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#include "BKE_image.h"
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#include "BKE_node.h"
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#include "BLI_dynstr.h"
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#include "BLI_hash.h"
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#include "DNA_node_types.h"
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#include "DNA_mesh_types.h"
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#include "ED_uvedit.h"
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#define HSV_SATURATION 0.5
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#define HSV_VALUE 0.8
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void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
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Object *ob,
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Material *mat,
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WORKBENCH_MaterialData *data,
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int color_type)
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{
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data->metallic = 0.0f;
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data->roughness = 0.632455532f; /* sqrtf(0.4f); */
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data->alpha = wpd->shading.xray_alpha;
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if (color_type == V3D_SHADING_SINGLE_COLOR) {
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copy_v3_v3(data->base_color, wpd->shading.single_color);
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}
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else if (color_type == V3D_SHADING_ERROR_COLOR) {
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copy_v3_fl3(data->base_color, 0.8, 0.0, 0.8);
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}
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else if (color_type == V3D_SHADING_RANDOM_COLOR) {
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uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
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if (ob->id.lib) {
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hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
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}
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float hue = BLI_hash_int_01(hash);
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float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
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hsv_to_rgb_v(hsv, data->base_color);
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}
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else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) {
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data->alpha *= ob->color[3];
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copy_v3_v3(data->base_color, ob->color);
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}
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else {
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/* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */
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if (mat) {
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data->alpha *= mat->a;
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copy_v3_v3(data->base_color, &mat->r);
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if (workbench_is_specular_highlight_enabled(wpd)) {
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data->metallic = mat->metallic;
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data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
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}
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}
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else {
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copy_v3_fl(data->base_color, 0.8f);
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}
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}
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}
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char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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bool is_tiled,
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const WORKBENCH_ColorOverride color_override)
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{
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char *str = NULL;
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bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
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bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
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!is_uniform_color;
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switch (color_override) {
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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use_textures = true;
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use_vertex_colors = false;
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is_hair = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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use_textures = false;
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use_vertex_colors = true;
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is_hair = false;
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is_tiled = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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DynStr *ds = BLI_dynstr_new();
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if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n");
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}
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if (wpd->shading.flag & V3D_SHADING_SHADOW) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_SHADOW\n");
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}
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if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define WB_CAVITY\n");
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}
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if (workbench_is_specular_highlight_enabled(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
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}
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if (STUDIOLIGHT_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
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}
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if (FLAT_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
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}
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if (MATCAP_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
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}
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if (OBJECT_ID_PASS_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define OBJECT_ID_PASS_ENABLED\n");
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}
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if (workbench_is_matdata_pass_enabled(wpd)) {
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BLI_dynstr_append(ds, "#define MATDATA_PASS_ENABLED\n");
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}
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if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
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BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
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}
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if (use_vertex_colors) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_VERTEX_COLOR\n");
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}
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if (use_textures) {
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BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
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}
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if (NORMAL_ENCODING_ENABLED()) {
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BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
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}
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if (is_hair) {
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BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
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}
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if (use_textures && is_tiled) {
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BLI_dynstr_append(ds, "#define TEXTURE_IMAGE_ARRAY\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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uint workbench_material_get_hash(WORKBENCH_MaterialData *mat, bool is_ghost)
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{
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union {
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struct {
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/* WHATCH: Keep in sync with View3DShading.color_type max value. */
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uchar color_type;
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uchar diff_r;
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uchar diff_g;
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uchar diff_b;
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uchar alpha;
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uchar ghost;
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uchar metal;
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uchar roughness;
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void *ima;
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};
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/* HACK to ensure input is 4 uint long. */
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uint a[4];
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} input = {.color_type = (uchar)(mat->color_type),
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.diff_r = (uchar)(mat->base_color[0] * 0xFF),
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.diff_g = (uchar)(mat->base_color[1] * 0xFF),
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.diff_b = (uchar)(mat->base_color[2] * 0xFF),
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.alpha = (uint)(mat->alpha * 0xFF),
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.ghost = (uchar)is_ghost,
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.metal = (uchar)(mat->metallic * 0xFF),
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.roughness = (uchar)(mat->roughness * 0xFF),
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.ima = mat->ima};
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BLI_assert(sizeof(input) == sizeof(uint) * 4);
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return BLI_ghashutil_uinthash_v4((uint *)&input);
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}
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int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
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{
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/* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */
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int index = 0;
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/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
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index = wpd->shading.light;
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2);
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3);
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SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4);
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SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 5);
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SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6);
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BLI_assert(index < MAX_COMPOSITE_SHADERS);
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return index;
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}
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int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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bool is_tiled,
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const WORKBENCH_ColorOverride color_override)
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{
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bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
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bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
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!is_uniform_color;
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switch (color_override) {
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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use_textures = true;
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use_vertex_colors = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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use_textures = false;
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use_vertex_colors = true;
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is_tiled = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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/* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */
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int index = 0;
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SET_FLAG_FROM_TEST(index, is_hair, 1 << 0);
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SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 1);
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SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2);
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SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3);
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SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4);
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SET_FLAG_FROM_TEST(index, use_textures, 1 << 5);
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SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 6);
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SET_FLAG_FROM_TEST(index, is_tiled && use_textures, 1 << 7);
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BLI_assert(index < MAX_PREPASS_SHADERS);
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return index;
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}
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int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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bool is_tiled,
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const WORKBENCH_ColorOverride color_override)
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{
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bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
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bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
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!is_uniform_color;
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switch (color_override) {
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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use_textures = true;
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use_vertex_colors = false;
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is_hair = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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use_textures = false;
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use_vertex_colors = true;
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is_hair = false;
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is_tiled = false;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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/* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */
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int index = 0;
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/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
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index = wpd->shading.light;
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SET_FLAG_FROM_TEST(index, use_textures, 1 << 2);
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SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3);
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SET_FLAG_FROM_TEST(index, is_hair, 1 << 4);
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/* 1 bits SHADOWS (only facing factor) */
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SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5);
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SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6);
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SET_FLAG_FROM_TEST(index, is_tiled && use_textures, 1 << 7);
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BLI_assert(index < MAX_ACCUM_SHADERS);
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return index;
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}
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int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
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Image *ima,
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Object *ob,
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bool use_sculpt_pbvh)
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{
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int color_type = wpd->shading.color_type;
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const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
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if ((color_type == V3D_SHADING_TEXTURE_COLOR) &&
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(ima == NULL || use_sculpt_pbvh || (ob->dt < OB_TEXTURE))) {
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color_type = V3D_SHADING_MATERIAL_COLOR;
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}
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if (color_type == V3D_SHADING_VERTEX_COLOR && (me == NULL || me->mloopcol == NULL)) {
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color_type = V3D_SHADING_OBJECT_COLOR;
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}
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switch (workbench_object_color_override_get(ob)) {
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/* Force V3D_SHADING_TEXTURE_COLOR for active object when in texture painting
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* no matter the shading color that the user has chosen, when there is no
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* texture we will render the object with the error color */
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case WORKBENCH_COLOR_OVERRIDE_TEXTURE:
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color_type = ima ? V3D_SHADING_TEXTURE_COLOR : V3D_SHADING_ERROR_COLOR;
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break;
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/* Force V3D_SHADING_VERTEX_COLOR for active object when in vertex painting
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* no matter the shading color that the user has chosen, when there is no
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* vertex color we will render the object with the error color */
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case WORKBENCH_COLOR_OVERRIDE_VERTEX:
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color_type = V3D_SHADING_VERTEX_COLOR;
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break;
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case WORKBENCH_COLOR_OVERRIDE_OFF:
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break;
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}
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return color_type;
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}
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void workbench_material_get_image_and_mat(
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Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat)
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{
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bNode *node;
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*r_mat = give_current_material(ob, mat_nr);
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ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL);
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if (node && *r_image) {
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switch (node->type) {
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case SH_NODE_TEX_IMAGE: {
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NodeTexImage *storage = node->storage;
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*r_interp = storage->interpolation;
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break;
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}
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case SH_NODE_TEX_ENVIRONMENT: {
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NodeTexEnvironment *storage = node->storage;
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*r_interp = storage->interpolation;
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break;
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}
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default:
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BLI_assert(!"Node type not supported by workbench");
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*r_interp = 0;
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}
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}
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else {
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*r_interp = 0;
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}
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}
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void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
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DRWShadingGroup *grp,
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WORKBENCH_MaterialData *material,
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Object *ob,
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const bool deferred,
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const bool is_tiled,
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const int interp)
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{
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if (deferred && !workbench_is_matdata_pass_enabled(wpd)) {
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return;
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}
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const bool use_highlight = workbench_is_specular_highlight_enabled(wpd);
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const bool use_texture = (V3D_SHADING_TEXTURE_COLOR == workbench_material_determine_color_type(
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wpd, material->ima, ob, false));
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if (use_texture) {
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if (is_tiled) {
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GPUTexture *array_tex = GPU_texture_from_blender(
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material->ima, material->iuser, GL_TEXTURE_2D_ARRAY);
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GPUTexture *data_tex = GPU_texture_from_blender(
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material->ima, material->iuser, GL_TEXTURE_1D_ARRAY);
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DRW_shgroup_uniform_texture(grp, "image_tile_array", array_tex);
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DRW_shgroup_uniform_texture(grp, "image_tile_data", data_tex);
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}
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else {
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GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
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DRW_shgroup_uniform_texture(grp, "image", tex);
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}
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DRW_shgroup_uniform_bool_copy(
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grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
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DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
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}
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DRW_shgroup_uniform_vec4(grp, "materialColorAndMetal", material->base_color, 1);
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if (use_highlight) {
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DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
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}
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}
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void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
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const WORKBENCH_MaterialData *source_material)
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{
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copy_v3_v3(dest_material->base_color, source_material->base_color);
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dest_material->metallic = source_material->metallic;
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dest_material->roughness = source_material->roughness;
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dest_material->ima = source_material->ima;
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dest_material->iuser = source_material->iuser;
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}
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