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blender-archive/source/blender/draw/engines/eevee/eevee_engine.c

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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 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BLI_rand.h"
#include "BKE_object.h"
#include "BKE_global.h" /* for G.debug_value */
#include "DNA_world_types.h"
#include "eevee_private.h"
#include "eevee_engine.h" /* own include */
#define EEVEE_ENGINE "BLENDER_EEVEE"
/* *********** FUNCTIONS *********** */
static void eevee_engine_init(void *ved)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->use_color_render_settings = USE_SCENE_LIGHT(v3d) || !LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
/* Main Buffer */
DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->main_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(txl->color),
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE
});
GPU_framebuffer_ensure_config(&fbl->main_color_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(txl->color)
});
if (sldata->common_ubo == NULL) {
sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
}
if (sldata->clip_ubo == NULL) {
sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
}
/* EEVEE_effects_init needs to go first for TAA */
EEVEE_effects_init(sldata, vedata, camera, false);
EEVEE_materials_init(sldata, stl, fbl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
/* XXX otherwise it would break the other engines. */
DRW_viewport_matrix_override_unset_all();
}
}
static void eevee_cache_init(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_bloom_cache_init(sldata, vedata);
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_lights_cache_init(sldata, vedata);
EEVEE_materials_cache_init(sldata, vedata);
EEVEE_motion_blur_cache_init(sldata, vedata);
EEVEE_occlusion_cache_init(sldata, vedata);
EEVEE_screen_raytrace_cache_init(sldata, vedata);
EEVEE_subsurface_cache_init(sldata, vedata);
EEVEE_temporal_sampling_cache_init(sldata, vedata);
EEVEE_volumes_cache_init(sldata, vedata);
}
void EEVEE_cache_populate(void *vedata, Object *ob)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
bool cast_shadow = false;
if (ob_visibility & OB_VISIBLE_PARTICLES) {
EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
if (DRW_object_is_renderable(ob) && (ob_visibility & OB_VISIBLE_SELF)) {
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
}
else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
/* do not add any scene light sources to the cache */
}
else if (ob->type == OB_LIGHTPROBE) {
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
EEVEE_lightprobes_cache_add(sldata, vedata, ob);
}
}
else if (ob->type == OB_LAMP) {
EEVEE_lights_cache_add(sldata, ob);
}
}
if (cast_shadow) {
EEVEE_lights_cache_shcaster_object_add(sldata, ob);
}
}
static void eevee_cache_finish(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_materials_cache_finish(vedata);
EEVEE_lights_cache_finish(sldata, vedata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
}
/* As renders in an HDR offscreen buffer, we need draw everything once
* during the background pass. This way the other drawing callback between
* the background and the scene pass are visible.
* Note: we could break it up in two passes using some depth test
* to reduce the fillrate */
static void eevee_draw_background(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
/* Default framebuffer and texture */
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Sort transparents before the loop. */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
/* Number of iteration: needed for all temporal effect (SSR, volumetrics)
* when using opengl render. */
int loop_len = (DRW_state_is_image_render() &&
(stl->effects->enabled_effects & (EFFECT_VOLUMETRIC | EFFECT_SSR)) != 0) ? 4 : 1;
while (loop_len--) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
uint clear_stencil = 0x0;
uint primes[3] = {2, 3, 7};
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0;
if (DRW_state_is_image_render() ||
taa_use_reprojection ||
((stl->effects->enabled_effects & EFFECT_TAA) != 0))
{
int samp = taa_use_reprojection
? stl->effects->taa_reproject_sample + 1
: stl->effects->taa_current_sample;
BLI_halton_3d(primes, offset, samp, r);
EEVEE_update_noise(psl, fbl, r);
EEVEE_volumes_set_jitter(sldata, samp - 1);
EEVEE_materials_init(sldata, stl, fbl);
}
/* Copy previous persmat to UBO data */
copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) &&
!DRW_state_is_image_render() &&
!taa_use_reprojection)
{
DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
}
/* Refresh Probes */
DRW_stats_group_start("Probes Refresh");
EEVEE_lightprobes_refresh(sldata, vedata);
/* Probes refresh can have reset the current sample. */
if (stl->effects->taa_current_sample == 1) {
DRW_viewport_matrix_override_unset_all();
}
EEVEE_lightprobes_refresh_planar(sldata, vedata);
DRW_stats_group_end();
/* Refresh shadows */
DRW_stats_group_start("Shadows");
EEVEE_draw_shadows(sldata, vedata);
DRW_stats_group_end();
/* Set ray type. */
sldata->common_data.ray_type = EEVEE_RAY_CAMERA;
sldata->common_data.ray_depth = 0.0f;
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
GPU_framebuffer_bind(fbl->main_fb);
eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT;
clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 0) ? GPU_STENCIL_BIT : 0;
GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
/* Depth prepass */
DRW_stats_group_start("Prepass");
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
DRW_stats_group_end();
/* Create minmax texture */
DRW_stats_group_start("Main MinMax buffer");
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
DRW_stats_group_end();
EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
EEVEE_volumes_compute(sldata, vedata);
/* Shading pass */
DRW_stats_group_start("Shading");
if (DRW_state_draw_background()) {
DRW_draw_pass(psl->background_pass);
}
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
DRW_draw_pass(psl->material_pass_cull);
EEVEE_subsurface_data_render(sldata, vedata);
DRW_stats_group_end();
/* Effects pre-transparency */
EEVEE_subsurface_compute(sldata, vedata);
EEVEE_reflection_compute(sldata, vedata);
EEVEE_occlusion_draw_debug(sldata, vedata);
if (psl->probe_display) {
DRW_draw_pass(psl->probe_display);
}
EEVEE_refraction_compute(sldata, vedata);
/* Opaque refraction */
DRW_stats_group_start("Opaque Refraction");
DRW_draw_pass(psl->refract_depth_pass);
DRW_draw_pass(psl->refract_depth_pass_cull);
DRW_draw_pass(psl->refract_pass);
DRW_stats_group_end();
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Transparent */
DRW_draw_pass(psl->transparent_pass);
/* Post Process */
DRW_stats_group_start("Post FX");
EEVEE_draw_effects(sldata, vedata);
DRW_stats_group_end();
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
DRW_viewport_matrix_override_unset_all();
}
}
/* LookDev */
EEVEE_lookdev_draw_background(vedata);
/* END */
/* Tonemapping and transfer result to default framebuffer. */
bool use_render_settings = stl->g_data->use_color_render_settings;
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(stl->effects->final_tx, true, use_render_settings);
/* Debug : Output buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) {
DRW_transform_to_display(txl->maxzbuffer, false, false);
}
break;
case 2:
if (effects->ssr_pdf_output) {
DRW_transform_to_display(effects->ssr_pdf_output, false, false);
}
break;
case 3:
if (effects->ssr_normal_input) {
DRW_transform_to_display(effects->ssr_normal_input, false, false);
}
break;
case 4:
if (effects->ssr_specrough_input) {
DRW_transform_to_display(effects->ssr_specrough_input, false, false);
}
break;
case 5:
if (txl->color_double_buffer) {
DRW_transform_to_display(txl->color_double_buffer, false, false);
}
break;
case 6:
if (effects->gtao_horizons_debug) {
DRW_transform_to_display(effects->gtao_horizons_debug, false, false);
}
break;
case 7:
if (effects->gtao_horizons) {
DRW_transform_to_display(effects->gtao_horizons, false, false);
}
break;
case 8:
if (effects->sss_data) {
DRW_transform_to_display(effects->sss_data, false, false);
}
break;
case 9:
if (effects->velocity_tx) {
DRW_transform_to_display(effects->velocity_tx, false, false);
}
break;
default:
break;
}
EEVEE_volumes_free_smoke_textures();
stl->g_data->view_updated = false;
}
static void eevee_view_update(void *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
if (stl->g_data) {
stl->g_data->view_updated = true;
}
}
static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
{
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
if (ped != NULL && ped->dd.recalc != 0) {
ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM | ID_RECALC_COPY_ON_WRITE)) != 0;
ped->dd.recalc = 0;
}
EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
if (led != NULL && led->dd.recalc != 0) {
led->need_update = true;
led->dd.recalc = 0;
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
if (oedata != NULL && oedata->dd.recalc != 0) {
oedata->need_update = true;
oedata->dd.recalc = 0;
}
}
static void eevee_id_world_update(void *vedata, World *wo)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
LightCache *lcache = stl->g_data->light_cache;
EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo);
if (wedata != NULL && wedata->dd.recalc != 0) {
if ((lcache->flag & LIGHTCACHE_BAKING) == 0) {
lcache->flag |= LIGHTCACHE_UPDATE_WORLD;
}
wedata->dd.recalc = 0;
}
}
static void eevee_id_update(void *vedata, ID *id)
{
/* Handle updates based on ID type. */
switch (GS(id->name)) {
case ID_WO:
eevee_id_world_update(vedata, (World *)id);
break;
case ID_OB:
eevee_id_object_update(vedata, (Object *)id);
break;
default:
/* pass */
break;
}
}
static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
EEVEE_render_init(vedata, engine, draw_ctx->depsgraph);
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
/* Actually do the rendering. */
EEVEE_render_draw(vedata, engine, render_layer, rect);
EEVEE_volumes_free_smoke_textures();
}
static void eevee_engine_free(void)
{
EEVEE_shaders_free();
EEVEE_bloom_free();
EEVEE_depth_of_field_free();
EEVEE_effects_free();
EEVEE_lightprobes_free();
EEVEE_lights_free();
EEVEE_materials_free();
EEVEE_mist_free();
EEVEE_motion_blur_free();
EEVEE_occlusion_free();
EEVEE_screen_raytrace_free();
EEVEE_subsurface_free();
EEVEE_volumes_free();
}
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
DrawEngineType draw_engine_eevee_type = {
NULL, NULL,
N_("Eevee"),
&eevee_data_size,
&eevee_engine_init,
&eevee_engine_free,
&eevee_cache_init,
&EEVEE_cache_populate,
&eevee_cache_finish,
&eevee_draw_background,
NULL, /* Everything is drawn in the background pass (see comment on function) */
&eevee_view_update,
&eevee_id_update,
&eevee_render_to_image,
};
RenderEngineType DRW_engine_viewport_eevee_type = {
NULL, NULL,
EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES | RE_USE_PREVIEW,
NULL, &DRW_render_to_image, NULL, NULL, NULL, NULL,
&EEVEE_render_update_passes,
&draw_engine_eevee_type,
{NULL, NULL, NULL},
};
#undef EEVEE_ENGINE