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blender-archive/source/blender/draw/engines/workbench/workbench_opaque.c
Clément Foucault 058514aa0a PointCloud: Initial rendering support for Workbench
Also includes outline overlays. Removes the temp overlay drawing

We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.

This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.

Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8301
2020-07-15 20:10:45 +02:00

168 lines
7.0 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Opaque Pipeline:
*
* Use deferred shading to render opaque surfaces.
* This decouple the shading cost from scene complexity.
*
* The rendering is broken down in two passes:
* - the pre-pass where we render all the surfaces and output material data.
* - the composite pass where we compute the final aspect of the pixels.
*/
#include "DRW_render.h"
#include "GPU_extensions.h"
#include "workbench_engine.h"
#include "workbench_private.h"
void workbench_opaque_engine_init(WORKBENCH_Data *data)
{
WORKBENCH_FramebufferList *fbl = data->fbl;
WORKBENCH_PrivateData *wpd = data->stl->wpd;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DrawEngineType *owner = (DrawEngineType *)&workbench_opaque_engine_init;
/* Reused the same textures format for transparent pipeline to share the textures. */
const eGPUTextureFormat col_tex_format = GPU_RGBA16F;
const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA16F;
wpd->material_buffer_tx = DRW_texture_pool_query_fullscreen(col_tex_format, owner);
wpd->normal_buffer_tx = DRW_texture_pool_query_fullscreen(nor_tex_format, owner);
GPU_framebuffer_ensure_config(&fbl->opaque_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(wpd->material_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->normal_buffer_tx),
GPU_ATTACHMENT_TEXTURE(wpd->object_id_tx),
});
}
void workbench_opaque_cache_init(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
struct GPUShader *sh;
DRWShadingGroup *grp;
const bool use_matcap = (wpd->shading.light == V3D_LIGHTING_MATCAP);
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
int opaque = 0;
for (int infront = 0; infront < 2; infront++) {
DRWPass *pass;
if (infront) {
DRW_PASS_CREATE(psl->opaque_infront_ps, state | wpd->cull_state | wpd->clip_state);
pass = psl->opaque_infront_ps;
}
else {
DRW_PASS_CREATE(psl->opaque_ps, state | wpd->cull_state | wpd->clip_state);
pass = psl->opaque_ps;
}
for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
wpd->prepass[opaque][infront][data].material_hash = BLI_ghash_ptr_new(__func__);
sh = workbench_shader_opaque_get(wpd, data);
wpd->prepass[opaque][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
wpd->prepass[opaque][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
sh = workbench_shader_opaque_image_get(wpd, data, false);
wpd->prepass[opaque][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
sh = workbench_shader_opaque_image_get(wpd, data, true);
wpd->prepass[opaque][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
}
}
}
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER | DRW_STATE_STENCIL_EQUAL;
DRW_PASS_CREATE(psl->composite_ps, state);
sh = workbench_shader_composite_get(wpd);
grp = DRW_shgroup_create(sh, psl->composite_ps);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_texture(grp, "materialBuffer", wpd->material_buffer_tx);
DRW_shgroup_uniform_texture(grp, "normalBuffer", wpd->normal_buffer_tx);
DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
DRW_shgroup_stencil_mask(grp, 0x00);
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light,
STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
struct GPUTexture *diff_tx = wpd->studio_light->matcap_diffuse.gputexture;
struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx);
DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx);
}
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
if (SHADOW_ENABLED(wpd)) {
grp = DRW_shgroup_create_sub(grp);
DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", true);
DRW_shgroup_state_disable(grp, DRW_STATE_STENCIL_EQUAL);
DRW_shgroup_state_enable(grp, DRW_STATE_STENCIL_NEQUAL);
DRW_shgroup_stencil_mask(grp, 0x00);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
}
{
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_WRITE_STENCIL |
DRW_STATE_STENCIL_ALWAYS;
DRW_PASS_CREATE(psl->merge_infront_ps, state);
sh = workbench_shader_merge_infront_get(wpd);
grp = DRW_shgroup_create(sh, psl->merge_infront_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth_in_front);
DRW_shgroup_stencil_mask(grp, 0x00);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
}