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blender-archive/source/blender/gpu/intern/gpu_material.c
2019-03-20 18:25:27 +11:00

765 lines
21 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.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Manages materials, lights and textures.
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
#include "DRW_engine.h"
#include "gpu_codegen.h"
/* Structs */
#define MAX_COLOR_BAND 128
typedef struct GPUColorBandBuilder {
float pixels[MAX_COLOR_BAND][CM_TABLE + 1][4];
int current_layer;
} GPUColorBandBuilder;
struct GPUMaterial {
Scene *scene; /* DEPRECATED was only useful for lights. */
Material *ma;
eGPUMaterialStatus status;
const void *engine_type; /* attached engine type */
int options; /* to identify shader variations (shadow, probe, world background...) */
/* for creating the material */
ListBase nodes;
GPUNodeLink *outlink;
/* for binding the material */
GPUPass *pass;
ListBase inputs; /* GPUInput */
GPUVertAttrLayers attrs;
int builtins;
int alpha, obcolalpha;
int dynproperty;
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
int localtoviewmatloc, invlocaltoviewmatloc;
int obcolloc, obautobumpscaleloc;
int cameratexcofacloc;
int partscalarpropsloc;
int partcoloc;
int partvel;
int partangvel;
int objectinfoloc;
/* XXX: Should be in Material. But it depends on the output node
* used and since the output selection is difference for GPUMaterial...
*/
int domain;
/* Only used by Eevee to know which bsdf are used. */
int flag;
/* Used by 2.8 pipeline */
GPUUniformBuffer *ubo; /* UBOs for shader uniforms. */
/* Eevee SSS */
GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */
GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */
float sss_enabled;
float sss_radii[3];
int sss_samples;
short int sss_falloff;
float sss_sharpness;
bool sss_dirty;
GPUTexture *coba_tex; /* 1D Texture array containing all color bands. */
GPUColorBandBuilder *coba_builder;
#ifndef NDEBUG
char name[64];
#endif
};
enum {
GPU_DOMAIN_SURFACE = (1 << 0),
GPU_DOMAIN_VOLUME = (1 << 1),
GPU_DOMAIN_SSS = (1 << 2),
};
/* Functions */
/* Returns the address of the future pointer to coba_tex */
GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row)
{
/* In order to put all the colorbands into one 1D array texture,
* we need them to be the same size. */
BLI_assert(size == CM_TABLE + 1);
UNUSED_VARS_NDEBUG(size);
if (mat->coba_builder == NULL) {
mat->coba_builder = MEM_mallocN(sizeof(GPUColorBandBuilder), "GPUColorBandBuilder");
mat->coba_builder->current_layer = 0;
}
int layer = mat->coba_builder->current_layer;
*row = (float)layer;
if (*row == MAX_COLOR_BAND) {
printf("Too many color band in shader! Remove some Curve, Black Body or Color Ramp Node.\n");
}
else {
float *dst = (float *)mat->coba_builder->pixels[layer];
memcpy(dst, pixels, sizeof(float) * (CM_TABLE + 1) * 4);
mat->coba_builder->current_layer += 1;
}
return &mat->coba_tex;
}
static void gpu_material_ramp_texture_build(GPUMaterial *mat)
{
if (mat->coba_builder == NULL)
return;
GPUColorBandBuilder *builder = mat->coba_builder;
mat->coba_tex = GPU_texture_create_1d_array(CM_TABLE + 1, builder->current_layer, GPU_RGBA16F,
(float *)builder->pixels, NULL);
MEM_freeN(builder);
mat->coba_builder = NULL;
}
static void gpu_material_free_single(GPUMaterial *material)
{
/* Cancel / wait any pending lazy compilation. */
DRW_deferred_shader_remove(material);
GPU_pass_free_nodes(&material->nodes);
GPU_inputs_free(&material->inputs);
if (material->pass != NULL) {
GPU_pass_release(material->pass);
}
if (material->ubo != NULL) {
GPU_uniformbuffer_free(material->ubo);
}
if (material->sss_tex_profile != NULL) {
GPU_texture_free(material->sss_tex_profile);
}
if (material->sss_profile != NULL) {
GPU_uniformbuffer_free(material->sss_profile);
}
if (material->coba_tex != NULL) {
GPU_texture_free(material->coba_tex);
}
}
void GPU_material_free(ListBase *gpumaterial)
{
for (LinkData *link = gpumaterial->first; link; link = link->next) {
GPUMaterial *material = link->data;
gpu_material_free_single(material);
MEM_freeN(material);
}
BLI_freelistN(gpumaterial);
}
eGPUBuiltin GPU_get_material_builtins(GPUMaterial *material)
{
return material->builtins;
}
Scene *GPU_material_scene(GPUMaterial *material)
{
return material->scene;
}
GPUPass *GPU_material_get_pass(GPUMaterial *material)
{
return material->pass;
}
ListBase *GPU_material_get_inputs(GPUMaterial *material)
{
return &material->inputs;
}
GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material)
{
return material->ubo;
}
/**
* Create dynamic UBO from parameters
*
* \param inputs: Items are #LinkData, data is #GPUInput (`BLI_genericNodeN(GPUInput)`).
*/
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
{
material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL);
}
/* Eevee Subsurface scattering. */
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
#define SSS_SAMPLES 65
#define SSS_EXPONENT 2.0f /* Importance sampling exponent */
typedef struct GPUSssKernelData {
float kernel[SSS_SAMPLES][4];
float param[3], max_radius;
int samples;
} GPUSssKernelData;
static void sss_calculate_offsets(GPUSssKernelData *kd, int count, float exponent)
{
float step = 2.0f / (float)(count - 1);
for (int i = 0; i < count; i++) {
float o = ((float)i) * step - 1.0f;
float sign = (o < 0.0f) ? -1.0f : 1.0f;
float ofs = sign * fabsf(powf(o, exponent));
kd->kernel[i][3] = ofs;
}
}
#define GAUSS_TRUNCATE 12.46f
static float gaussian_profile(float r, float radius)
{
const float v = radius * radius * (0.25f * 0.25f);
const float Rm = sqrtf(v * GAUSS_TRUNCATE);
if (r >= Rm) {
return 0.0f;
}
return expf(-r * r / (2.0f * v)) / (2.0f * M_PI * v);
}
#define BURLEY_TRUNCATE 16.0f
#define BURLEY_TRUNCATE_CDF 0.9963790093708328f // cdf(BURLEY_TRUNCATE)
static float burley_profile(float r, float d)
{
float exp_r_3_d = expf(-r / (3.0f * d));
float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
return (exp_r_d + exp_r_3_d) / (4.0f * d);
}
static float cubic_profile(float r, float radius, float sharpness)
{
float Rm = radius * (1.0f + sharpness);
if (r >= Rm) {
return 0.0f;
}
/* custom variation with extra sharpness, to match the previous code */
const float y = 1.0f / (1.0f + sharpness);
float Rmy, ry, ryinv;
Rmy = powf(Rm, y);
ry = powf(r, y);
ryinv = (r > 0.0f) ? powf(r, y - 1.0f) : 0.0f;
const float Rmy5 = (Rmy * Rmy) * (Rmy * Rmy) * Rmy;
const float f = Rmy - ry;
const float num = f * (f * f) * (y * ryinv);
return (10.0f * num) / (Rmy5 * M_PI);
}
static float eval_profile(float r, short falloff_type, float sharpness, float param)
{
r = fabsf(r);
if (falloff_type == SHD_SUBSURFACE_BURLEY ||
falloff_type == SHD_SUBSURFACE_RANDOM_WALK)
{
return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
}
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
return cubic_profile(r, param, sharpness);
}
else {
return gaussian_profile(r, param);
}
}
/* Resolution for each sample of the precomputed kernel profile */
#define INTEGRAL_RESOLUTION 32
static float eval_integral(float x0, float x1, short falloff_type, float sharpness, float param)
{
const float range = x1 - x0;
const float step = range / INTEGRAL_RESOLUTION;
float integral = 0.0f;
for (int i = 0; i < INTEGRAL_RESOLUTION; ++i) {
float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
float y = eval_profile(x, falloff_type, sharpness, param);
integral += y * step;
}
return integral;
}
#undef INTEGRAL_RESOLUTION
static void compute_sss_kernel(
GPUSssKernelData *kd, float radii[3], int sample_len, int falloff_type, float sharpness)
{
float rad[3];
/* Minimum radius */
rad[0] = MAX2(radii[0], 1e-15f);
rad[1] = MAX2(radii[1], 1e-15f);
rad[2] = MAX2(radii[2], 1e-15f);
/* Christensen-Burley fitting */
float l[3], d[3];
if (falloff_type == SHD_SUBSURFACE_BURLEY ||
falloff_type == SHD_SUBSURFACE_RANDOM_WALK)
{
mul_v3_v3fl(l, rad, 0.25f * M_1_PI);
const float A = 1.0f;
const float s = 1.9f - A + 3.5f * (A - 0.8f) * (A - 0.8f);
/* XXX 0.6f Out of nowhere to match cycles! Empirical! Can be tweak better. */
mul_v3_v3fl(d, l, 0.6f / s);
mul_v3_v3fl(rad, d, BURLEY_TRUNCATE);
kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
copy_v3_v3(kd->param, d);
}
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
copy_v3_v3(kd->param, rad);
mul_v3_fl(rad, 1.0f + sharpness);
kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
}
else {
kd->max_radius = MAX3(rad[0], rad[1], rad[2]);
copy_v3_v3(kd->param, rad);
}
/* Compute samples locations on the 1d kernel [-1..1] */
sss_calculate_offsets(kd, sample_len, SSS_EXPONENT);
/* Weights sum for normalization */
float sum[3] = {0.0f, 0.0f, 0.0f};
/* Compute integral of each sample footprint */
for (int i = 0; i < sample_len; i++) {
float x0, x1;
if (i == 0) {
x0 = kd->kernel[0][3] - fabsf(kd->kernel[0][3] - kd->kernel[1][3]) / 2.0f;
}
else {
x0 = (kd->kernel[i - 1][3] + kd->kernel[i][3]) / 2.0f;
}
if (i == sample_len - 1) {
x1 = kd->kernel[sample_len - 1][3] + fabsf(kd->kernel[sample_len - 2][3] - kd->kernel[sample_len - 1][3]) / 2.0f;
}
else {
x1 = (kd->kernel[i][3] + kd->kernel[i + 1][3]) / 2.0f;
}
x0 *= kd->max_radius;
x1 *= kd->max_radius;
kd->kernel[i][0] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[0]);
kd->kernel[i][1] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[1]);
kd->kernel[i][2] = eval_integral(x0, x1, falloff_type, sharpness, kd->param[2]);
sum[0] += kd->kernel[i][0];
sum[1] += kd->kernel[i][1];
sum[2] += kd->kernel[i][2];
}
for (int i = 0; i < 3; ++i) {
if (sum[i] > 0.0f) {
/* Normalize */
for (int j = 0; j < sample_len; j++) {
kd->kernel[j][i] /= sum[i];
}
}
else {
/* Avoid 0 kernel sum. */
kd->kernel[sample_len / 2][i] = 1.0f;
}
}
/* Put center sample at the start of the array (to sample first) */
float tmpv[4];
copy_v4_v4(tmpv, kd->kernel[sample_len / 2]);
for (int i = sample_len / 2; i > 0; i--) {
copy_v4_v4(kd->kernel[i], kd->kernel[i - 1]);
}
copy_v4_v4(kd->kernel[0], tmpv);
kd->samples = sample_len;
}
#define INTEGRAL_RESOLUTION 512
static void compute_sss_translucence_kernel(
const GPUSssKernelData *kd, int resolution, short falloff_type, float sharpness, float **output)
{
float (*texels)[4];
texels = MEM_callocN(sizeof(float) * 4 * resolution, "compute_sss_translucence_kernel");
*output = (float *)texels;
/* Last texel should be black, hence the - 1. */
for (int i = 0; i < resolution - 1; ++i) {
/* Distance from surface. */
float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);
/* For each distance d we compute the radiance incoming from an hypothetic parallel plane. */
/* Compute radius of the footprint on the hypothetic plane */
float r_fp = sqrtf(kd->max_radius * kd->max_radius - d * d);
float r_step = r_fp / INTEGRAL_RESOLUTION;
float area_accum = 0.0f;
for (float r = 0.0f; r < r_fp; r += r_step) {
/* Compute distance to the "shading" point through the medium. */
/* r_step * 0.5f to put sample between the area borders */
float dist = hypotf(r + r_step * 0.5f, d);
float profile[3];
profile[0] = eval_profile(dist, falloff_type, sharpness, kd->param[0]);
profile[1] = eval_profile(dist, falloff_type, sharpness, kd->param[1]);
profile[2] = eval_profile(dist, falloff_type, sharpness, kd->param[2]);
/* Since the profile and configuration are radially symmetrical we
* can just evaluate it once and weight it accordingly */
float r_next = r + r_step;
float disk_area = (M_PI * r_next * r_next) - (M_PI * r * r);
mul_v3_fl(profile, disk_area);
add_v3_v3(texels[i], profile);
area_accum += disk_area;
}
/* Normalize over the disk. */
mul_v3_fl(texels[i], 1.0f / (area_accum));
}
/* Normalize */
for (int j = resolution - 2; j > 0; j--) {
texels[j][0] /= (texels[0][0] > 0.0f) ? texels[0][0] : 1.0f;
texels[j][1] /= (texels[0][1] > 0.0f) ? texels[0][1] : 1.0f;
texels[j][2] /= (texels[0][2] > 0.0f) ? texels[0][2] : 1.0f;
}
/* First texel should be white */
texels[0][0] = (texels[0][0] > 0.0f) ? 1.0f : 0.0f;
texels[0][1] = (texels[0][1] > 0.0f) ? 1.0f : 0.0f;
texels[0][2] = (texels[0][2] > 0.0f) ? 1.0f : 0.0f;
/* dim the last few texels for smoother transition */
mul_v3_fl(texels[resolution - 2], 0.25f);
mul_v3_fl(texels[resolution - 3], 0.5f);
mul_v3_fl(texels[resolution - 4], 0.75f);
}
#undef INTEGRAL_RESOLUTION
void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], short *falloff_type, float *sharpness)
{
copy_v3_v3(material->sss_radii, radii);
material->sss_falloff = (falloff_type) ? *falloff_type : 0.0;
material->sss_sharpness = (sharpness) ? *sharpness : 0.0;
material->sss_dirty = true;
material->sss_enabled = true;
/* Update / Create UBO */
if (material->sss_profile == NULL) {
material->sss_profile = GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL);
}
}
struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int sample_len, GPUTexture **tex_profile)
{
if (!material->sss_enabled)
return NULL;
if (material->sss_dirty || (material->sss_samples != sample_len)) {
GPUSssKernelData kd;
float sharpness = material->sss_sharpness;
/* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */
sharpness *= 0.5f;
compute_sss_kernel(&kd, material->sss_radii, sample_len, material->sss_falloff, sharpness);
/* Update / Create UBO */
GPU_uniformbuffer_update(material->sss_profile, &kd);
/* Update / Create Tex */
float *translucence_profile;
compute_sss_translucence_kernel(&kd, 64, material->sss_falloff, sharpness, &translucence_profile);
if (material->sss_tex_profile != NULL) {
GPU_texture_free(material->sss_tex_profile);
}
material->sss_tex_profile = GPU_texture_create_1d(64, GPU_RGBA16F, translucence_profile, NULL);
MEM_freeN(translucence_profile);
material->sss_samples = sample_len;
material->sss_dirty = false;
}
if (tex_profile != NULL) {
*tex_profile = material->sss_tex_profile;
}
return material->sss_profile;
}
struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void)
{
return GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL);
}
#undef SSS_EXPONENT
#undef SSS_SAMPLES
void GPU_material_vertex_attrs(GPUMaterial *material, GPUVertAttrLayers *r_attrs)
{
*r_attrs = material->attrs;
}
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->outlink)
material->outlink = link;
}
void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
{
BLI_addtail(&material->nodes, node);
}
/* Return true if the material compilation has not yet begin or begin. */
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
{
return mat->status;
}
/* Code generation */
bool GPU_material_do_color_management(GPUMaterial *mat)
{
if (!BKE_scene_check_color_management_enabled(mat->scene))
return false;
return true;
}
bool GPU_material_use_domain_surface(GPUMaterial *mat)
{
return (mat->domain & GPU_DOMAIN_SURFACE);
}
bool GPU_material_use_domain_volume(GPUMaterial *mat)
{
return (mat->domain & GPU_DOMAIN_VOLUME);
}
void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag)
{
mat->flag |= flag;
}
bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag)
{
return (mat->flag & flag);
}
GPUMaterial *GPU_material_from_nodetree_find(
ListBase *gpumaterials, const void *engine_type, int options)
{
for (LinkData *link = gpumaterials->first; link; link = link->next) {
GPUMaterial *current_material = (GPUMaterial *)link->data;
if (current_material->engine_type == engine_type &&
current_material->options == options)
{
return current_material;
}
}
return NULL;
}
/**
* \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials,
* This is enforced since constructing other arguments to this function may be expensive
* so only do this when they are needed.
*/
GPUMaterial *GPU_material_from_nodetree(
Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options,
const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name)
{
LinkData *link;
bool has_volume_output, has_surface_output;
/* Caller must re-use materials. */
BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
/* allocate material */
GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
mat->scene = scene;
mat->engine_type = engine_type;
mat->options = options;
#ifndef NDEBUG
BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
#else
UNUSED_VARS(name);
#endif
/* localize tree to create links for reroute and mute */
bNodeTree *localtree = ntreeLocalize(ntree);
ntreeGPUMaterialNodes(localtree, mat, &has_surface_output, &has_volume_output);
gpu_material_ramp_texture_build(mat);
if (has_surface_output) {
mat->domain |= GPU_DOMAIN_SURFACE;
}
if (has_volume_output) {
mat->domain |= GPU_DOMAIN_VOLUME;
}
if (mat->outlink) {
/* Prune the unused nodes and extract attributes before compiling so the
* generated VBOs are ready to accept the future shader. */
GPU_nodes_prune(&mat->nodes, mat->outlink);
GPU_nodes_get_vertex_attrs(&mat->nodes, &mat->attrs);
/* Create source code and search pass cache for an already compiled version. */
mat->pass = GPU_generate_pass(
mat,
mat->outlink,
&mat->attrs,
&mat->nodes,
&mat->builtins,
vert_code,
geom_code,
frag_lib,
defines);
if (mat->pass == NULL) {
/* We had a cache hit and the shader has already failed to compile. */
mat->status = GPU_MAT_FAILED;
}
else {
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
/* We had a cache hit and the shader is already compiled. */
mat->status = GPU_MAT_SUCCESS;
GPU_nodes_extract_dynamic_inputs(sh, &mat->inputs, &mat->nodes);
}
else {
mat->status = GPU_MAT_QUEUED;
}
}
}
else {
mat->status = GPU_MAT_FAILED;
}
/* Only free after GPU_pass_shader_get where GPUUniformBuffer
* read data from the local tree. */
ntreeFreeLocalTree(localtree);
MEM_freeN(localtree);
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simply do not use
* the actual shader on drawing */
link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
link->data = mat;
BLI_addtail(gpumaterials, link);
return mat;
}
void GPU_material_compile(GPUMaterial *mat)
{
/* Only run once! */
BLI_assert(mat->status == GPU_MAT_QUEUED);
BLI_assert(mat->pass);
/* NOTE: The shader may have already been compiled here since we are
* sharing GPUShader across GPUMaterials. In this case it's a no-op. */
#ifndef NDEBUG
GPU_pass_compile(mat->pass, mat->name);
#else
GPU_pass_compile(mat->pass, __func__);
#endif
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
mat->status = GPU_MAT_SUCCESS;
GPU_nodes_extract_dynamic_inputs(sh, &mat->inputs, &mat->nodes);
}
else {
mat->status = GPU_MAT_FAILED;
GPU_pass_free_nodes(&mat->nodes);
GPU_pass_release(mat->pass);
mat->pass = NULL;
}
}
void GPU_materials_free(Main *bmain)
{
Material *ma;
World *wo;
extern Material defmaterial;
for (ma = bmain->materials.first; ma; ma = ma->id.next)
GPU_material_free(&ma->gpumaterial);
for (wo = bmain->worlds.first; wo; wo = wo->id.next)
GPU_material_free(&wo->gpumaterial);
GPU_material_free(&defmaterial.gpumaterial);
}