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blender-archive/source/blender/gpu/intern/gpu_material.c

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 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_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_utildefines.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_world.h"
#include "NOD_shader.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "DRW_engine.h"
#include "gpu_codegen.h"
#include "gpu_node_graph.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 {
/* Contains GPUShader and source code for deferred compilation.
* Can be shared between similar material (i.e: sharing same nodetree topology). */
GPUPass *pass;
/** UBOs for this material parameters. */
GPUUniformBuf *ubo;
/** Compilation status. Do not use if shader is not GPU_MAT_SUCCESS. */
eGPUMaterialStatus status;
/** Some flags about the nodetree & the needed resources. */
eGPUMaterialFlag flag;
/* Identify shader variations (shadow, probe, world background...).
* Should be unique even across render engines. */
uint64_t uuid;
/* Number of generated function. */
int generated_function_len;
/** Object type for attribute fetching. */
bool is_volume_shader;
/** DEPRECATED Currently only used for deferred compilation. */
Scene *scene;
/** Source material, might be null. */
Material *ma;
/** 1D Texture array containing all color bands. */
GPUTexture *coba_tex;
/** Builder for coba_tex. */
GPUColorBandBuilder *coba_builder;
/* Low level node graph(s). Also contains resources needed by the material. */
GPUNodeGraph graph;
/** DEPRECATED: To remove. */
bool has_surface_output;
bool has_volume_output;
/** DEPRECATED: To remove. */
GPUUniformBuf *sss_profile; /* UBO containing SSS profile. */
GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */
bool sss_enabled;
float sss_radii[3];
int sss_samples;
bool sss_dirty;
#ifndef NDEBUG
char name[64];
#endif
};
/* Functions */
GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
int size,
float *pixels,
float *row)
{
/* In order to put all the color-bands 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(
"mat_ramp", CM_TABLE + 1, builder->current_layer, 1, GPU_RGBA16F, (float *)builder->pixels);
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_node_graph_free(&material->graph);
if (material->pass != NULL) {
GPU_pass_release(material->pass);
}
if (material->ubo != NULL) {
GPU_uniformbuf_free(material->ubo);
}
if (material->coba_tex != NULL) {
GPU_texture_free(material->coba_tex);
}
if (material->sss_profile != NULL) {
GPU_uniformbuf_free(material->sss_profile);
}
if (material->sss_tex_profile != NULL) {
GPU_texture_free(material->sss_tex_profile);
}
}
void GPU_material_free(ListBase *gpumaterial)
{
LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
GPUMaterial *material = link->data;
gpu_material_free_single(material);
MEM_freeN(material);
}
BLI_freelistN(gpumaterial);
}
Scene *GPU_material_scene(GPUMaterial *material)
{
return material->scene;
}
GPUPass *GPU_material_get_pass(GPUMaterial *material)
{
return material->pass;
}
GPUShader *GPU_material_get_shader(GPUMaterial *material)
{
return material->pass ? GPU_pass_shader_get(material->pass) : NULL;
}
Material *GPU_material_get_material(GPUMaterial *material)
{
return material->ma;
}
GPUUniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material)
{
return material->ubo;
}
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
{
#ifndef NDEBUG
const char *name = material->name;
#else
const char *name = "Material";
#endif
material->ubo = GPU_uniformbuf_create_from_list(inputs, name);
}
ListBase GPU_material_attributes(GPUMaterial *material)
{
return material->graph.attributes;
}
ListBase GPU_material_textures(GPUMaterial *material)
{
return material->graph.textures;
}
GPUUniformAttrList *GPU_material_uniform_attributes(GPUMaterial *material)
{
GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
return attrs->count > 0 ? attrs : NULL;
}
#if 1 /* End of life code. */
/* 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;
float avg_inv_radius;
int samples;
int pad[2];
} GPUSssKernelData;
BLI_STATIC_ASSERT_ALIGN(GPUSssKernelData, 16)
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 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 eval_profile(float r, float param)
{
r = fabsf(r);
return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
}
/* Resolution for each sample of the precomputed kernel profile */
# define INTEGRAL_RESOLUTION 32
static float eval_integral(float x0, float x1, 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, param);
integral += y * step;
}
return integral;
}
# undef INTEGRAL_RESOLUTION
static void compute_sss_kernel(GPUSssKernelData *kd, const float radii[3], int sample_len)
{
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);
kd->avg_inv_radius = 3.0f / (rad[0] + rad[1] + rad[2]);
/* Christensen-Burley fitting */
float l[3], d[3];
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);
/* 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, kd->param[0]);
kd->kernel[i][1] = eval_integral(x0, x1, kd->param[1]);
kd->kernel[i][2] = eval_integral(x0, x1, 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,
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 hypothetical parallel plane. */
/* Compute radius of the footprint on the hypothetical 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, kd->param[0]);
profile[1] = eval_profile(dist, kd->param[1]);
profile[2] = eval_profile(dist, 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
bool GPU_material_sss_profile_create(GPUMaterial *material, float radii[3])
{
/* Enable only once. */
if (material->sss_enabled) {
return false;
}
copy_v3_v3(material->sss_radii, radii);
material->sss_dirty = true;
material->sss_enabled = true;
/* Update / Create UBO */
if (material->sss_profile == NULL) {
material->sss_profile = GPU_uniformbuf_create(sizeof(GPUSssKernelData));
}
return true;
}
struct GPUUniformBuf *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;
compute_sss_kernel(&kd, material->sss_radii, sample_len);
/* Update / Create UBO */
GPU_uniformbuf_update(material->sss_profile, &kd);
/* Update / Create Tex */
float *translucence_profile;
compute_sss_translucence_kernel(&kd, 64, &translucence_profile);
if (material->sss_tex_profile != NULL) {
GPU_texture_free(material->sss_tex_profile);
}
material->sss_tex_profile = GPU_texture_create_1d(
"sss_tex_profile", 64, 1, GPU_RGBA16F, translucence_profile);
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 GPUUniformBuf *GPU_material_create_sss_profile_ubo(void)
{
return GPU_uniformbuf_create(sizeof(GPUSssKernelData));
}
# undef SSS_EXPONENT
# undef SSS_SAMPLES
#endif
void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->graph.outlink_surface) {
material->graph.outlink_surface = link;
material->has_surface_output = true;
}
}
void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->graph.outlink_volume) {
material->graph.outlink_volume = link;
material->has_volume_output = true;
}
}
void GPU_material_output_displacement(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->graph.outlink_displacement) {
material->graph.outlink_displacement = link;
}
}
void GPU_material_output_thickness(GPUMaterial *material, GPUNodeLink *link)
{
if (!material->graph.outlink_thickness) {
material->graph.outlink_thickness = link;
}
}
void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link, int hash)
{
GPUNodeGraphOutputLink *aov_link = MEM_callocN(sizeof(GPUNodeGraphOutputLink), __func__);
aov_link->outlink = link;
aov_link->hash = hash;
BLI_addtail(&material->graph.outlink_aovs, aov_link);
}
char *GPU_material_split_sub_function(GPUMaterial *material,
eGPUType return_type,
GPUNodeLink **link)
{
/* Force cast to return type. */
switch (return_type) {
case GPU_FLOAT:
GPU_link(material, "set_value", *link, link);
break;
case GPU_VEC3:
GPU_link(material, "set_rgb", *link, link);
break;
case GPU_VEC4:
GPU_link(material, "set_rgba", *link, link);
break;
default:
BLI_assert(0);
break;
}
GPUNodeGraphFunctionLink *func_link = MEM_callocN(sizeof(GPUNodeGraphFunctionLink), __func__);
func_link->outlink = *link;
SNPRINTF(func_link->name, "ntree_fn%d", material->generated_function_len++);
BLI_addtail(&material->graph.material_functions, func_link);
/* Set value to break the link with the main graph. */
switch (return_type) {
case GPU_FLOAT:
GPU_link(material, "set_value_one", link);
break;
case GPU_VEC3:
GPU_link(material, "set_rgb_one", link);
break;
case GPU_VEC4:
GPU_link(material, "set_rgba_one", link);
break;
default:
BLI_assert(0);
break;
}
return func_link->name;
}
GPUNodeGraph *gpu_material_node_graph(GPUMaterial *material)
{
return &material->graph;
}
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
{
return mat->status;
}
void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status)
{
mat->status = status;
}
/* Code generation */
bool GPU_material_has_surface_output(GPUMaterial *mat)
{
return mat->has_surface_output;
}
bool GPU_material_has_volume_output(GPUMaterial *mat)
{
return mat->has_volume_output;
}
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
{
mat->flag |= flag;
}
bool GPU_material_flag_get(const GPUMaterial *mat, eGPUMaterialFlag flag)
{
return (mat->flag & flag) != 0;
}
eGPUMaterialFlag GPU_material_flag(const GPUMaterial *mat)
{
return mat->flag;
}
/* Note: Consumes the flags. */
bool GPU_material_recalc_flag_get(GPUMaterial *mat)
{
bool updated = (mat->flag & GPU_MATFLAG_UPDATED) != 0;
mat->flag &= ~GPU_MATFLAG_UPDATED;
return updated;
}
uint64_t GPU_material_uuid_get(GPUMaterial *mat)
{
return mat->uuid;
}
GPUMaterial *GPU_material_from_nodetree(Scene *scene,
Material *ma,
bNodeTree *ntree,
ListBase *gpumaterials,
const char *name,
uint64_t shader_uuid,
bool is_volume_shader,
bool is_lookdev,
GPUCodegenCallbackFn callback,
void *thunk)
{
/* Search if this material is not already compiled. */
LISTBASE_FOREACH (LinkData *, link, gpumaterials) {
GPUMaterial *mat = (GPUMaterial *)link->data;
if (mat->uuid == shader_uuid) {
return mat;
}
}
GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
mat->ma = ma;
mat->scene = scene;
mat->uuid = shader_uuid;
mat->flag = GPU_MATFLAG_UPDATED;
mat->is_volume_shader = is_volume_shader;
mat->graph.used_libraries = BLI_gset_new(
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
#ifndef NDEBUG
BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
#else
UNUSED_VARS(name);
#endif
if (is_lookdev) {
mat->flag |= GPU_MATFLAG_LOOKDEV_HACK;
}
/* Localize tree to create links for reroute and mute. */
bNodeTree *localtree = ntreeLocalize(ntree);
ntreeGPUMaterialNodes(localtree, mat);
gpu_material_ramp_texture_build(mat);
{
/* Create source code and search pass cache for an already compiled version. */
mat->pass = GPU_generate_pass(mat, &mat->graph, callback, thunk);
if (mat->pass == NULL) {
/* We had a cache hit and the shader has already failed to compile. */
mat->status = GPU_MAT_FAILED;
gpu_node_graph_free(&mat->graph);
}
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_node_graph_free_nodes(&mat->graph);
}
else {
mat->status = GPU_MAT_CREATED;
}
}
}
/* Only free after GPU_pass_shader_get where GPUUniformBuf read data from the local tree. */
ntreeFreeLocalTree(localtree);
BLI_assert(!localtree->id.py_instance); /* Or call #BKE_libblock_free_data_py. */
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. */
LinkData *link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink");
link->data = mat;
BLI_addtail(gpumaterials, link);
return mat;
}
void GPU_material_compile(GPUMaterial *mat)
{
bool success;
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
success = GPU_pass_compile(mat->pass, mat->name);
#else
success = GPU_pass_compile(mat->pass, __func__);
#endif
mat->flag |= GPU_MATFLAG_UPDATED;
if (success) {
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
mat->status = GPU_MAT_SUCCESS;
gpu_node_graph_free_nodes(&mat->graph);
}
}
else {
mat->status = GPU_MAT_FAILED;
GPU_pass_release(mat->pass);
mat->pass = NULL;
gpu_node_graph_free(&mat->graph);
}
}
void GPU_materials_free(Main *bmain)
{
LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
GPU_material_free(&ma->gpumaterial);
}
LISTBASE_FOREACH (World *, wo, &bmain->worlds) {
GPU_material_free(&wo->gpumaterial);
}
// BKE_world_defaults_free_gpu();
BKE_material_defaults_free_gpu();
}