This makes more sense as this module has more to it than just GL extensions.
362 lines
15 KiB
C
362 lines
15 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 2016, 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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* Screen space subsurface scattering technique.
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*/
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#include "DRW_render.h"
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#include "BLI_string_utils.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_capabilities.h"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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#include "eevee_private.h"
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void EEVEE_subsurface_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *UNUSED(vedata))
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{
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}
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void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const float *viewport_size = DRW_viewport_size_get();
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const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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if (effects->enabled_effects & EFFECT_SSS) {
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/* NOTE : we need another stencil because the stencil buffer is on the same texture
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* as the depth buffer we are sampling from. This could be avoided if the stencil is
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* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
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* OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */
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effects->sss_stencil = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type);
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effects->sss_blur = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
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effects->sss_irradiance = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
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effects->sss_radius = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_R16F, &draw_engine_eevee_type);
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effects->sss_albedo = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type);
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GPUTexture *stencil_tex = effects->sss_stencil;
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if (GPU_depth_blitting_workaround()) {
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/* Blitting stencil buffer does not work on macOS + Radeon Pro.
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* Blit depth instead and use sss_stencil's depth as depth texture,
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* and dtxl->depth as stencil mask. */
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GPU_framebuffer_ensure_config(
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&fbl->sss_blit_fb, {GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), GPU_ATTACHMENT_NONE});
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stencil_tex = dtxl->depth;
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}
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GPU_framebuffer_ensure_config(
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&fbl->sss_blur_fb,
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{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_blur)});
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GPU_framebuffer_ensure_config(
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&fbl->sss_resolve_fb,
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{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->color)});
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GPU_framebuffer_ensure_config(
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&fbl->sss_translucency_fb,
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{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance)});
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GPU_framebuffer_ensure_config(&fbl->sss_clear_fb,
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{GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
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GPU_ATTACHMENT_TEXTURE(effects->sss_radius)});
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if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) != 0) {
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EEVEE_subsurface_output_init(sldata, vedata, 0);
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}
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else {
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
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DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
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}
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}
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else {
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/* Cleanup to release memory */
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
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DRW_TEXTURE_FREE_SAFE(txl->sss_accum);
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effects->sss_stencil = NULL;
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effects->sss_blur = NULL;
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effects->sss_irradiance = NULL;
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effects->sss_radius = NULL;
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}
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}
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void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
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EEVEE_Data *vedata,
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uint UNUSED(tot_samples))
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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const eGPUTextureFormat texture_format_light = GPU_RGBA32F;
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const bool texture_created = txl->sss_accum == NULL;
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DRW_texture_ensure_fullscreen_2d(&txl->sss_accum, texture_format_light, 0);
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GPUTexture *stencil_tex = effects->sss_stencil;
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if (GPU_depth_blitting_workaround()) {
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* Blitting stencil buffer does not work on macOS + Radeon Pro.
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* Blit depth instead and use sss_stencil's depth as depth texture,
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* and dtxl->depth as stencil mask. */
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stencil_tex = dtxl->depth;
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}
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GPU_framebuffer_ensure_config(
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&fbl->sss_accum_fb,
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{GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->sss_accum)});
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/* Clear texture.
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* Due to the late initialization of the SSS it can happen that the `taa_current_sample` is
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* already higher than one. This is noticeable when loading a file that has the diffuse light
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* pass in look dev mode active. `texture_created` will make sure that newly created textures
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* are cleared. */
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if (effects->taa_current_sample == 1 || texture_created) {
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_framebuffer_bind(fbl->sss_accum_fb);
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GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear);
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}
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}
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void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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EEVEE_PassList *psl = vedata->psl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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effects->sss_sample_count = 1 + scene_eval->eevee.sss_samples * 2;
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effects->sss_surface_count = 0;
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common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;
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/** Screen Space SubSurface Scattering overview
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* TODO
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*/
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL;
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DRW_PASS_CREATE(psl->sss_blur_ps, state);
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DRW_PASS_CREATE(psl->sss_resolve_ps, state | DRW_STATE_BLEND_ADD);
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DRW_PASS_CREATE(psl->sss_translucency_ps, state | DRW_STATE_BLEND_ADD);
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}
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void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
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EEVEE_Data *vedata,
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Material *ma,
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DRWShadingGroup *shgrp,
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struct GPUMaterial *gpumat)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;
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struct GPUTexture *sss_tex_profile = NULL;
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struct GPUUniformBuf *sss_profile = GPU_material_sss_profile_get(
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gpumat, stl->effects->sss_sample_count, &sss_tex_profile);
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if (!sss_profile) {
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BLI_assert(0 && "SSS pass requested but no SSS data was found");
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return;
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}
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/* Limit of 8 bit stencil buffer. ID 255 is refraction. */
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if (effects->sss_surface_count >= 254) {
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/* TODO : display message. */
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printf("Error: Too many different Subsurface shader in the scene.\n");
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return;
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}
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int sss_id = ++(effects->sss_surface_count);
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/* Make main pass output stencil mask. */
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DRW_shgroup_stencil_mask(shgrp, sss_id);
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{
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_first_pass_sh_get(),
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psl->sss_blur_ps);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
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DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_irradiance);
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DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
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DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_stencil_mask(grp, sss_id);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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grp = DRW_shgroup_create(EEVEE_shaders_subsurface_second_pass_sh_get(), psl->sss_resolve_ps);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
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DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur);
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DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
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DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
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DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_stencil_mask(grp, sss_id);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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if (ma->blend_flag & MA_BL_TRANSLUCENCY) {
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_subsurface_translucency_sh_get(),
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psl->sss_translucency_ps);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
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DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
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DRW_shgroup_uniform_texture_ref(grp, "sssShadowCubes", &sldata->shadow_cube_pool);
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DRW_shgroup_uniform_texture_ref(grp, "sssShadowCascades", &sldata->shadow_cascade_pool);
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DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_stencil_mask(grp, sss_id);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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}
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void EEVEE_subsurface_data_render(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_SSS) != 0) {
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Clear sss_data texture only... can this be done in a more clever way? */
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GPU_framebuffer_bind(fbl->sss_clear_fb);
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GPU_framebuffer_clear_color(fbl->sss_clear_fb, clear);
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GPU_framebuffer_ensure_config(&fbl->main_fb,
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{GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
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GPU_ATTACHMENT_TEXTURE(effects->sss_radius),
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GPU_ATTACHMENT_TEXTURE(effects->sss_albedo)});
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GPU_framebuffer_bind(fbl->main_fb);
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DRW_draw_pass(psl->material_sss_ps);
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/* Restore */
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GPU_framebuffer_ensure_config(&fbl->main_fb,
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{GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_NONE});
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}
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}
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void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_SSS) != 0) {
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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DRW_stats_group_start("SSS");
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if (GPU_depth_blitting_workaround()) {
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/* Copy depth channel */
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GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blit_fb, 0, GPU_DEPTH_BIT);
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}
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else {
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/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
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GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
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}
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if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
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/* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
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* TODO(fclem) avoid this by using sampler objects.*/
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GPU_texture_compare_mode(sldata->shadow_cube_pool, false);
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GPU_texture_compare_mode(sldata->shadow_cascade_pool, false);
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GPU_framebuffer_bind(fbl->sss_translucency_fb);
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DRW_draw_pass(psl->sss_translucency_ps);
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/* Reset original state. */
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GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
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GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);
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}
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/* 1. horizontal pass */
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GPU_framebuffer_bind(fbl->sss_blur_fb);
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GPU_framebuffer_clear_color(fbl->sss_blur_fb, clear);
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DRW_draw_pass(psl->sss_blur_ps);
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/* 2. vertical pass + Resolve */
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GPU_framebuffer_texture_attach(fbl->sss_resolve_fb, txl->color, 0, 0);
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GPU_framebuffer_bind(fbl->sss_resolve_fb);
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DRW_draw_pass(psl->sss_resolve_ps);
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GPU_framebuffer_bind(fbl->main_fb);
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DRW_stats_group_end();
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}
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}
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void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) {
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/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
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GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_accum_fb, 0, GPU_STENCIL_BIT);
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/* Only do vertical pass + Resolve */
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GPU_framebuffer_bind(fbl->sss_accum_fb);
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DRW_draw_pass(psl->sss_resolve_ps);
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/* Restore */
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GPU_framebuffer_bind(fbl->main_fb);
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}
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}
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