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
181 lines
7.6 KiB
C
181 lines
7.6 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 2020, 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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* Transparent Pipeline:
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*
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* Use Weight Blended Order Independent Transparency to render transparent surfaces.
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*
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* The rendering is broken down in two passes:
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* - the accumulation pass where we render all the surfaces and accumulate all the weights.
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* - the resolve pass where we divide the accumulated information by the weights.
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*
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* An additional re-render of the transparent surfaces is sometime done in order to have their
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* correct depth and object ids correctly written.
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*/
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#include "DRW_render.h"
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#include "ED_view3d.h"
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#include "GPU_extensions.h"
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#include "workbench_engine.h"
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#include "workbench_private.h"
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void workbench_transparent_engine_init(WORKBENCH_Data *data)
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{
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WORKBENCH_FramebufferList *fbl = data->fbl;
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WORKBENCH_PrivateData *wpd = data->stl->wpd;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DrawEngineType *owner = (DrawEngineType *)&workbench_transparent_engine_init;
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/* Reuse same format as opaque pipeline to reuse the textures. */
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/* Note: Floating point texture is required for the reveal_tex as it is used for
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* the alpha accumulation component (see accumulation shader for more explanation). */
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const eGPUTextureFormat accum_tex_format = GPU_RGBA16F;
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const eGPUTextureFormat reveal_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA32F;
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wpd->accum_buffer_tx = DRW_texture_pool_query_fullscreen(accum_tex_format, owner);
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wpd->reveal_buffer_tx = DRW_texture_pool_query_fullscreen(reveal_tex_format, owner);
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GPU_framebuffer_ensure_config(&fbl->transp_accum_fb,
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{
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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GPU_ATTACHMENT_TEXTURE(wpd->accum_buffer_tx),
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GPU_ATTACHMENT_TEXTURE(wpd->reveal_buffer_tx),
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});
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}
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static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
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DRWShadingGroup *grp)
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{
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DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
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DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
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if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
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BKE_studiolight_ensure_flag(wpd->studio_light,
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STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
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STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
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struct GPUTexture *diff_tx = wpd->studio_light->matcap_diffuse.gputexture;
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struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
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const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
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spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
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DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx);
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DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx);
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}
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}
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void workbench_transparent_cache_init(WORKBENCH_Data *vedata)
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{
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
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struct GPUShader *sh;
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DRWShadingGroup *grp;
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{
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int transp = 1;
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for (int infront = 0; infront < 2; infront++) {
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_OIT;
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DRWPass *pass;
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if (infront) {
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DRW_PASS_CREATE(psl->transp_accum_infront_ps, state | wpd->cull_state | wpd->clip_state);
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pass = psl->transp_accum_infront_ps;
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}
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else {
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DRW_PASS_CREATE(psl->transp_accum_ps, state | wpd->cull_state | wpd->clip_state);
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pass = psl->transp_accum_ps;
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}
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for (eWORKBENCH_DataType data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
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wpd->prepass[transp][infront][data].material_hash = BLI_ghash_ptr_new(__func__);
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sh = workbench_shader_transparent_get(wpd, data);
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wpd->prepass[transp][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
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workbench_transparent_lighting_uniforms(wpd, grp);
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wpd->prepass[transp][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
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sh = workbench_shader_transparent_image_get(wpd, data, false);
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wpd->prepass[transp][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
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workbench_transparent_lighting_uniforms(wpd, grp);
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sh = workbench_shader_transparent_image_get(wpd, data, true);
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wpd->prepass[transp][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
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DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
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DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
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workbench_transparent_lighting_uniforms(wpd, grp);
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}
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}
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}
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
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DRW_PASS_CREATE(psl->transp_resolve_ps, state);
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sh = workbench_shader_transparent_resolve_get(wpd);
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grp = DRW_shgroup_create(sh, psl->transp_resolve_ps);
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DRW_shgroup_uniform_texture(grp, "transparentAccum", wpd->accum_buffer_tx);
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DRW_shgroup_uniform_texture(grp, "transparentRevealage", wpd->reveal_buffer_tx);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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}
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/* Redraw the transparent passes but with depth test
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* to output correct outline IDs and depth. */
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void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data)
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{
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WORKBENCH_PrivateData *wpd = data->stl->wpd;
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WORKBENCH_FramebufferList *fbl = data->fbl;
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WORKBENCH_PassList *psl = data->psl;
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const bool do_xray_depth_pass = !XRAY_FLAG_ENABLED(wpd) || XRAY_ALPHA(wpd) > 0.0f;
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const bool do_transparent_depth_pass = psl->outline_ps || wpd->dof_enabled || do_xray_depth_pass;
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if (do_transparent_depth_pass) {
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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if (!DRW_pass_is_empty(psl->transp_accum_ps)) {
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GPU_framebuffer_bind(fbl->opaque_fb);
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/* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */
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DRW_pass_state_set(psl->transp_accum_ps, state | wpd->cull_state | wpd->clip_state);
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DRW_draw_pass(psl->transp_accum_ps);
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}
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if (!DRW_pass_is_empty(psl->transp_accum_infront_ps)) {
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GPU_framebuffer_bind(fbl->opaque_infront_fb);
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/* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */
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DRW_pass_state_set(psl->transp_accum_infront_ps, state | wpd->cull_state | wpd->clip_state);
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DRW_draw_pass(psl->transp_accum_infront_ps);
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}
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}
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}
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