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blender-archive/source/blender/draw/engines/eevee/eevee_render.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
*/
/**
* Render functions for final render outputs.
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "BKE_object.h"
#include "BLI_rand.h"
#include "BLI_rect.h"
#include "DEG_depsgraph_query.h"
#include "GPU_framebuffer.h"
#include "GPU_state.h"
#include "RE_pipeline.h"
#include "eevee_private.h"
void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
Scene *scene = DEG_get_evaluated_scene(depsgraph);
const float *size_orig = DRW_viewport_size_get();
/* Init default FB and render targets:
* In render mode the default framebuffer is not generated
* because there is no viewport. So we need to manually create it or
* not use it. For code clarity we just allocate it make use of it. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* Alloc transient data. */
if (!stl->g_data) {
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
EEVEE_PrivateData *g_data = stl->g_data;
g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
g_data->valid_double_buffer = 0;
copy_v2_v2(g_data->size_orig, size_orig);
if (scene->eevee.flag & SCE_EEVEE_OVERSCAN) {
g_data->overscan = scene->eevee.overscan / 100.0f;
g_data->overscan_pixels = roundf(max_ff(size_orig[0], size_orig[1]) * g_data->overscan);
}
else {
g_data->overscan = 0.0f;
g_data->overscan_pixels = 0.0f;
}
/* XXX overiding viewport size. Simplify things but is not really 100% safe. */
DRW_render_viewport_size_set((int[2]){size_orig[0] + g_data->overscan_pixels * 2.0f,
size_orig[1] + g_data->overscan_pixels * 2.0f});
/* TODO 32 bit depth */
DRW_texture_ensure_fullscreen_2d(&dtxl->depth, GPU_DEPTH24_STENCIL8, 0);
DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA32F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&dfbl->default_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(txl->color)
});
GPU_framebuffer_ensure_config(&fbl->main_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(txl->color)
});
GPU_framebuffer_ensure_config(&fbl->main_color_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(txl->color)
});
/* Alloc common ubo data. */
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);
}
/* Set the pers & view matrix. */
/* TODO(sergey): Shall render hold pointer to an evaluated camera instead? */
struct Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re));
float frame = BKE_scene_frame_get(scene);
RE_GetCameraWindow(engine->re, ob_camera_eval, frame, g_data->winmat);
RE_GetCameraModelMatrix(engine->re, ob_camera_eval, g_data->viewinv);
RE_GetCameraWindowWithOverscan(engine->re, g_data->winmat, g_data->overscan);
invert_m4_m4(g_data->viewmat, g_data->viewinv);
mul_m4_m4m4(g_data->persmat, g_data->winmat, g_data->viewmat);
invert_m4_m4(g_data->persinv, g_data->persmat);
invert_m4_m4(g_data->wininv, g_data->winmat);
DRW_viewport_matrix_override_set(g_data->persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(g_data->persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(g_data->winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(g_data->wininv, DRW_MAT_WININV);
DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
/* EEVEE_effects_init needs to go first for TAA */
EEVEE_effects_init(sldata, vedata, ob_camera_eval, false);
EEVEE_materials_init(sldata, stl, fbl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
/* INIT CACHE */
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);
}
/* Used by light cache. in this case engine is NULL. */
void EEVEE_render_cache(
void *vedata, struct Object *ob,
struct RenderEngine *engine, struct Depsgraph *UNUSED(depsgraph))
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_LightProbesInfo *pinfo = sldata->probes;
bool cast_shadow = false;
if (pinfo->vis_data.collection) {
/* Used for rendering probe with visibility groups. */
bool ob_vis = BKE_collection_has_object_recursive(pinfo->vis_data.collection, ob);
ob_vis = (pinfo->vis_data.invert) ? !ob_vis : ob_vis;
if (!ob_vis) {
return;
}
}
/* Don't print dupli objects as this can be very verbose and
* increase the render time on Windows because of slow windows term.
* (see T59649) */
if (engine && (ob->base_flag & BASE_FROM_DUPLI) == 0) {
char info[42];
BLI_snprintf(info, sizeof(info), "Syncing %s", ob->id.name + 2);
RE_engine_update_stats(engine, NULL, info);
}
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
if (ob_visibility & OB_VISIBLE_PARTICLES) {
EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
if (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 (ob->type == OB_LIGHTPROBE) {
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_render_result_combined(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
GPU_framebuffer_bind(vedata->stl->effects->final_fb);
GPU_framebuffer_read_color(
vedata->stl->effects->final_fb,
vedata->stl->g_data->overscan_pixels + rect->xmin,
vedata->stl->g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
4, 0, rp->rect);
}
static void eevee_render_result_subsurface(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
if (vedata->fbl->sss_accum_fb == NULL) {
/* SSS is not enabled. */
return;
}
if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname);
GPU_framebuffer_bind(vedata->fbl->sss_accum_fb);
GPU_framebuffer_read_color(
vedata->fbl->sss_accum_fb,
vedata->stl->g_data->overscan_pixels + rect->xmin,
vedata->stl->g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
3, 1, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
rp->rect[i] /= (float)render_samples;
}
}
if ((view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_DIRECT, viewname);
GPU_framebuffer_bind(vedata->fbl->sss_accum_fb);
GPU_framebuffer_read_color(
vedata->fbl->sss_accum_fb,
vedata->stl->g_data->overscan_pixels + rect->xmin,
vedata->stl->g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
3, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
rp->rect[i] /= (float)render_samples;
}
}
if ((view_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT) != 0) {
/* Do nothing as all the lighting is in the direct pass.
* TODO : Separate Direct from indirect lighting. */
}
}
static void eevee_render_result_normal(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PrivateData *g_data = stl->g_data;
/* Only read the center texel. */
if (stl->effects->taa_current_sample > 1) {
return;
}
if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
GPU_framebuffer_bind(vedata->fbl->main_fb);
GPU_framebuffer_read_color(
vedata->fbl->main_fb,
g_data->overscan_pixels + rect->xmin,
g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
3, 1, rp->rect);
/* Convert Eevee encoded normals to Blender normals. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
if (rp->rect[i] == 0.0f && rp->rect[i + 1] == 0.0f) {
/* If normal is not correct then do not produce NANs. */
continue;
}
float fenc[2];
fenc[0] = rp->rect[i + 0] * 4.0f - 2.0f;
fenc[1] = rp->rect[i + 1] * 4.0f - 2.0f;
float f = dot_v2v2(fenc, fenc);
float g = sqrtf(1.0f - f / 4.0f);
rp->rect[i + 0] = fenc[0] * g;
rp->rect[i + 1] = fenc[1] * g;
rp->rect[i + 2] = 1.0f - f / 2.0f;
mul_mat3_m4_v3(g_data->viewinv, &rp->rect[i]);
}
}
}
static void eevee_render_result_z(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PrivateData *g_data = stl->g_data;
/* Only read the center texel. */
if (stl->effects->taa_current_sample > 1) {
return;
}
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
GPU_framebuffer_bind(vedata->fbl->main_fb);
GPU_framebuffer_read_depth(
vedata->fbl->main_fb,
g_data->overscan_pixels + rect->xmin,
g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
rp->rect);
bool is_persp = DRW_viewport_is_persp_get();
/* Convert ogl depth [0..1] to view Z [near..far] */
for (int i = 0; i < rp->rectx * rp->recty; ++i) {
if (rp->rect[i] == 1.0f ) {
rp->rect[i] = 1e10f; /* Background */
}
else {
if (is_persp) {
rp->rect[i] = rp->rect[i] * 2.0f - 1.0f;
rp->rect[i] = g_data->winmat[3][2] / (rp->rect[i] + g_data->winmat[2][2]);
}
else {
rp->rect[i] = -common_data->view_vecs[0][2] + rp->rect[i] * -common_data->view_vecs[1][2];
}
}
}
}
}
static void eevee_render_result_mist(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname);
GPU_framebuffer_bind(vedata->fbl->mist_accum_fb);
GPU_framebuffer_read_color(
vedata->fbl->mist_accum_fb,
vedata->stl->g_data->overscan_pixels + rect->xmin,
vedata->stl->g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
1, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty; i++) {
rp->rect[i] /= (float)render_samples;
}
}
}
static void eevee_render_result_occlusion(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
if (vedata->fbl->ao_accum_fb == NULL) {
/* AO is not enabled. */
return;
}
if ((view_layer->passflag & SCE_PASS_AO) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_AO, viewname);
GPU_framebuffer_bind(vedata->fbl->ao_accum_fb);
GPU_framebuffer_read_color(
vedata->fbl->ao_accum_fb,
vedata->stl->g_data->overscan_pixels + rect->xmin,
vedata->stl->g_data->overscan_pixels + rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
3, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
rp->rect[i] = rp->rect[i + 1] = rp->rect[i + 2] = min_ff(1.0f, rp->rect[i] / (float)render_samples);
}
}
}
static void eevee_render_draw_background(EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PassList *psl = vedata->psl;
/* Prevent background to write to data buffers.
* NOTE : This also make sure the textures are bound
* to the right double buffer. */
GPU_framebuffer_ensure_config(&fbl->main_fb, {
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_NONE
});
GPU_framebuffer_bind(fbl->main_fb);
DRW_draw_pass(psl->background_pass);
GPU_framebuffer_ensure_config(&fbl->main_fb, {
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_TEXTURE(stl->effects->ssr_normal_input),
GPU_ATTACHMENT_TEXTURE(stl->effects->ssr_specrough_input),
GPU_ATTACHMENT_TEXTURE(stl->effects->sss_data),
GPU_ATTACHMENT_TEXTURE(stl->effects->sss_albedo)
});
GPU_framebuffer_bind(fbl->main_fb);
}
void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl, const rcti *rect)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
ViewLayer *view_layer = draw_ctx->view_layer;
const char *viewname = RE_GetActiveRenderView(engine->re);
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_PrivateData *g_data = stl->g_data;
/* FINISH CACHE */
EEVEE_materials_cache_finish(vedata);
EEVEE_lights_cache_finish(sldata, vedata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
/* Sort transparents before the loop. */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
/* Push instances attributes to the GPU. */
DRW_render_instance_buffer_finish();
/* Need to be called after DRW_render_instance_buffer_finish() */
/* Also we weed to have a correct fbo bound for DRW_hair_update */
GPU_framebuffer_bind(fbl->main_fb);
DRW_hair_update();
if ((view_layer->passflag & (SCE_PASS_SUBSURFACE_COLOR |
SCE_PASS_SUBSURFACE_DIRECT |
SCE_PASS_SUBSURFACE_INDIRECT)) != 0)
{
EEVEE_subsurface_output_init(sldata, vedata);
}
if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
EEVEE_mist_output_init(sldata, vedata);
}
if ((view_layer->passflag & SCE_PASS_AO) != 0) {
EEVEE_occlusion_output_init(sldata, vedata);
}
uint tot_sample = scene_eval->eevee.taa_render_samples;
uint render_samples = 0;
if (RE_engine_test_break(engine)) {
return;
}
while (render_samples < tot_sample && !RE_engine_test_break(engine)) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
uint clear_stencil = 0x00;
uint primes[3] = {2, 3, 7};
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
/* Restore winmat before jittering again. */
copy_m4_m4(stl->effects->overide_winmat, g_data->winmat);
/* Copy previous persmat to UBO data */
copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
BLI_halton_3d(primes, offset, stl->effects->taa_current_sample, r);
EEVEE_update_noise(psl, fbl, r);
EEVEE_temporal_sampling_matrices_calc(stl->effects, g_data->viewmat, g_data->persmat, r);
EEVEE_volumes_set_jitter(sldata, stl->effects->taa_current_sample - 1);
EEVEE_materials_init(sldata, stl, fbl);
/* Set matrices. */
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);
DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
/* Refresh Probes */
EEVEE_lightprobes_refresh(sldata, vedata);
EEVEE_lightprobes_refresh_planar(sldata, vedata);
/* Don't print every samples as it can lead to bad performance. (see T59649) */
if ((render_samples % 25) == 0 ||
(render_samples + 1) == tot_sample)
{
char info[42];
BLI_snprintf(info, sizeof(info), "Rendering %u / %u samples", render_samples + 1, tot_sample);
RE_engine_update_stats(engine, NULL, info);
}
/* Refresh Shadows */
EEVEE_lights_update(sldata, vedata);
EEVEE_draw_shadows(sldata, vedata);
/* 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);
GPU_framebuffer_clear_color_depth_stencil(fbl->main_fb, clear_col, clear_depth, clear_stencil);
/* Depth prepass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
/* Create minmax texture */
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
EEVEE_volumes_compute(sldata, vedata);
/* Shading pass */
eevee_render_draw_background(vedata);
GPU_framebuffer_bind(fbl->main_fb);
EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
DRW_draw_pass(psl->material_pass_cull);
EEVEE_subsurface_data_render(sldata, vedata);
/* Effects pre-transparency */
EEVEE_subsurface_compute(sldata, vedata);
EEVEE_reflection_compute(sldata, vedata);
EEVEE_refraction_compute(sldata, vedata);
/* Opaque refraction */
DRW_draw_pass(psl->refract_depth_pass);
DRW_draw_pass(psl->refract_depth_pass_cull);
DRW_draw_pass(psl->refract_pass);
/* Subsurface output */
EEVEE_subsurface_output_accumulate(sldata, vedata);
/* Occlusion output */
EEVEE_occlusion_output_accumulate(sldata, vedata);
/* Result NORMAL */
eevee_render_result_normal(rl, viewname, rect, vedata, sldata);
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Mist output */
EEVEE_mist_output_accumulate(sldata, vedata);
/* Transparent */
DRW_draw_pass(psl->transparent_pass);
/* Result Z */
eevee_render_result_z(rl, viewname, rect, vedata, sldata);
/* Post Process */
EEVEE_draw_effects(sldata, vedata);
/* XXX Seems to fix TDR issue with NVidia drivers on linux. */
GPU_finish();
RE_engine_update_progress(engine, (float)(render_samples++) / (float)tot_sample);
}
eevee_render_result_combined(rl, viewname, rect, vedata, sldata);
eevee_render_result_subsurface(rl, viewname, rect, vedata, sldata, render_samples);
eevee_render_result_mist(rl, viewname, rect, vedata, sldata, render_samples);
eevee_render_result_occlusion(rl, viewname, rect, vedata, sldata, render_samples);
/* Restore original viewport size. */
DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
}
void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
int type;
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
#define CHECK_PASS(name, channels, chanid) \
if (view_layer->passflag & (SCE_PASS_ ## name)) { \
if (channels == 4) type = SOCK_RGBA; \
else if (channels == 3) type = SOCK_VECTOR; \
else type = SOCK_FLOAT; \
RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_ ## name, channels, chanid, type); \
} ((void)0)
CHECK_PASS(Z, 1, "Z");
CHECK_PASS(MIST, 1, "Z");
CHECK_PASS(NORMAL, 3, "XYZ");
CHECK_PASS(AO, 3, "RGB");
CHECK_PASS(SUBSURFACE_COLOR, 3, "RGB");
CHECK_PASS(SUBSURFACE_DIRECT, 3, "RGB");
#undef CHECK_PASS
}