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blender-archive/source/blender/draw/engines/eevee/eevee_lookdev.c
Jason Fielder db622b5a0b Metal: GLSL Compatibility - Hosting default uniform values.
There are a number of shaders, most notably grid_frag.glsl, which rely on default assignments to uniform values within shaders. This is not currently supported by the shader uniform push model implemented for the Metal backend, wherein uniform updates are pushed as a singular block of data. Any default assignment would become over-written.

As such, adding assignments of these default values in the high-level, to ensure the correct value is written for all APIs. This likely impacts Vulkan push-constants as well.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14555
2022-04-27 13:00:51 +02:00

371 lines
14 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BKE_camera.h"
#include "BKE_studiolight.h"
#include "BLI_rand.h"
#include "BLI_rect.h"
#include "DNA_screen_types.h"
#include "DNA_world_types.h"
#include "DEG_depsgraph_query.h"
#include "ED_screen.h"
#include "GPU_material.h"
#include "UI_resources.h"
#include "eevee_lightcache.h"
#include "eevee_private.h"
#include "draw_common.h"
static void eevee_lookdev_lightcache_delete(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_PrivateData *g_data = stl->g_data;
EEVEE_TextureList *txl = vedata->txl;
MEM_SAFE_FREE(stl->lookdev_lightcache);
MEM_SAFE_FREE(stl->lookdev_grid_data);
MEM_SAFE_FREE(stl->lookdev_cube_data);
DRW_TEXTURE_FREE_SAFE(txl->lookdev_grid_tx);
DRW_TEXTURE_FREE_SAFE(txl->lookdev_cube_tx);
g_data->studiolight_index = -1;
g_data->studiolight_rot_z = 0.0f;
}
static void eevee_lookdev_hdri_preview_init(EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
{
EEVEE_PassList *psl = vedata->psl;
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
DRWShadingGroup *grp;
const EEVEE_EffectsInfo *effects = vedata->stl->effects;
struct GPUBatch *sphere = DRW_cache_sphere_get(effects->sphere_lod);
int mat_options = VAR_MAT_MESH | VAR_MAT_LOOKDEV;
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS |
DRW_STATE_CULL_BACK;
{
Material *ma = EEVEE_material_default_diffuse_get();
GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
struct GPUShader *sh = GPU_material_get_shader(gpumat);
DRW_PASS_CREATE(psl->lookdev_diffuse_pass, state);
grp = DRW_shgroup_create(sh, psl->lookdev_diffuse_pass);
EEVEE_material_bind_resources(grp, gpumat, sldata, vedata, NULL, NULL, false, false);
DRW_shgroup_add_material_resources(grp, gpumat);
DRW_shgroup_call(grp, sphere, NULL);
}
{
Material *ma = EEVEE_material_default_glossy_get();
GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options);
struct GPUShader *sh = GPU_material_get_shader(gpumat);
DRW_PASS_CREATE(psl->lookdev_glossy_pass, state);
grp = DRW_shgroup_create(sh, psl->lookdev_glossy_pass);
EEVEE_material_bind_resources(grp, gpumat, sldata, vedata, NULL, NULL, false, false);
DRW_shgroup_add_material_resources(grp, gpumat);
DRW_shgroup_call(grp, sphere, NULL);
}
}
void EEVEE_lookdev_init(EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* The view will be NULL when rendering previews. */
const View3D *v3d = draw_ctx->v3d;
if (eevee_hdri_preview_overlay_enabled(v3d)) {
/* Viewport / Spheres size. */
const rcti *rect;
rcti fallback_rect;
if (DRW_state_is_opengl_render()) {
const float *vp_size = DRW_viewport_size_get();
fallback_rect.xmax = vp_size[0];
fallback_rect.ymax = vp_size[1];
fallback_rect.xmin = fallback_rect.ymin = 0;
rect = &fallback_rect;
}
else {
rect = ED_region_visible_rect(draw_ctx->region);
}
/* Make the viewport width scale the lookdev spheres a bit.
* Scale between 1000px and 2000px. */
const float viewport_scale = clamp_f(
BLI_rcti_size_x(rect) / (2000.0f * U.dpi_fac), 0.5f, 1.0f);
const int sphere_size = U.lookdev_sphere_size * U.dpi_fac * viewport_scale;
if (sphere_size != effects->sphere_size || rect->xmax != effects->anchor[0] ||
rect->ymin != effects->anchor[1]) {
/* Make sphere resolution adaptive to viewport_scale, dpi and lookdev_sphere_size */
float res_scale = clamp_f(
(U.lookdev_sphere_size / 400.0f) * viewport_scale * U.dpi_fac, 0.1f, 1.0f);
if (res_scale > 0.7f) {
effects->sphere_lod = DRW_LOD_HIGH;
}
else if (res_scale > 0.25f) {
effects->sphere_lod = DRW_LOD_MEDIUM;
}
else {
effects->sphere_lod = DRW_LOD_LOW;
}
/* If sphere size or anchor point moves, reset TAA to avoid ghosting issue.
* This needs to happen early because we are changing taa_current_sample. */
effects->sphere_size = sphere_size;
effects->anchor[0] = rect->xmax;
effects->anchor[1] = rect->ymin;
stl->g_data->valid_double_buffer = false;
EEVEE_temporal_sampling_reset(vedata);
}
}
}
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
DRWPass *pass,
EEVEE_LightProbesInfo *pinfo,
DRWShadingGroup **r_shgrp)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
/* The view will be NULL when rendering previews. */
const View3D *v3d = draw_ctx->v3d;
const Scene *scene = draw_ctx->scene;
const bool probe_render = pinfo != NULL;
effects->lookdev_view = NULL;
if (eevee_hdri_preview_overlay_enabled(v3d)) {
eevee_lookdev_hdri_preview_init(vedata, sldata);
}
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {
const View3DShading *shading = &v3d->shading;
StudioLight *sl = BKE_studiolight_find(shading->lookdev_light,
STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
if (sl == NULL || (sl->flag & STUDIOLIGHT_TYPE_WORLD) == 0) {
return;
}
GPUShader *shader = probe_render ? EEVEE_shaders_studiolight_probe_sh_get() :
EEVEE_shaders_studiolight_background_sh_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
int cube_res = scene_eval->eevee.gi_cubemap_resolution;
/* If one of the component is missing we start from scratch. */
if ((stl->lookdev_grid_data == NULL) || (stl->lookdev_cube_data == NULL) ||
(txl->lookdev_grid_tx == NULL) || (txl->lookdev_cube_tx == NULL) ||
(g_data->light_cache && g_data->light_cache->ref_res != cube_res)) {
eevee_lookdev_lightcache_delete(vedata);
}
if (stl->lookdev_lightcache == NULL) {
#if defined(IRRADIANCE_SH_L2)
int grid_res = 4;
#elif defined(IRRADIANCE_HL2)
int grid_res = 4;
#endif
stl->lookdev_lightcache = EEVEE_lightcache_create(
1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1});
/* XXX: Fix memleak. TODO: find out why. */
MEM_SAFE_FREE(stl->lookdev_cube_mips);
/* We do this to use a special light cache for lookdev.
* This light-cache needs to be per viewport. But we need to
* have correct freeing when the viewport is closed. So we
* need to reference all textures to the txl and the memblocks
* to the stl. */
stl->lookdev_grid_data = stl->lookdev_lightcache->grid_data;
stl->lookdev_cube_data = stl->lookdev_lightcache->cube_data;
stl->lookdev_cube_mips = stl->lookdev_lightcache->cube_mips;
txl->lookdev_grid_tx = stl->lookdev_lightcache->grid_tx.tex;
txl->lookdev_cube_tx = stl->lookdev_lightcache->cube_tx.tex;
}
g_data->light_cache = stl->lookdev_lightcache;
DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
axis_angle_to_mat3_single(g_data->studiolight_matrix, 'Z', shading->studiolight_rot_z);
float studiolight_matrix[3][3] = {{0.0f}};
if (shading->flag & V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION) {
float view_matrix[4][4];
float view_rot_matrix[3][3];
float x_rot_matrix[3][3];
DRW_view_viewmat_get(NULL, view_matrix, false);
copy_m3_m4(view_rot_matrix, view_matrix);
axis_angle_to_mat3_single(x_rot_matrix, 'X', M_PI_2);
mul_m3_m3m3(view_rot_matrix, x_rot_matrix, view_rot_matrix);
mul_m3_m3m3(view_rot_matrix, g_data->studiolight_matrix, view_rot_matrix);
copy_m3_m3(studiolight_matrix, view_rot_matrix);
}
DRW_shgroup_uniform_mat3(grp, "StudioLightMatrix", g_data->studiolight_matrix);
if (probe_render) {
/* Avoid artifact with equirectangular mapping. */
eGPUSamplerState state = (GPU_SAMPLER_FILTER | GPU_SAMPLER_REPEAT_S);
DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", shading->studiolight_intensity);
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture_ex(grp, "studioLight", sl->equirect_radiance_gputexture, state);
/* Do not fade-out when doing probe rendering, only when drawing the background. */
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", 1.0f);
DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", 0.0f);
}
else {
float background_alpha = g_data->background_alpha * shading->studiolight_background;
float studiolight_blur = powf(shading->studiolight_blur, 2.5f);
DRW_shgroup_uniform_float_copy(grp, "backgroundAlpha", background_alpha);
DRW_shgroup_uniform_float_copy(grp, "studioLightBlur", studiolight_blur);
DRW_shgroup_uniform_texture(grp, "probeCubes", txl->lookdev_cube_tx);
DRW_shgroup_uniform_float_copy(grp, "studioLightIntensity", 1.0f);
}
/* Common UBOs are setup latter. */
*r_shgrp = grp;
/* Do we need to recalc the lightprobes? */
if (g_data->studiolight_index != sl->index ||
(shading->flag & V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION &&
!equals_m3m3(g_data->studiolight_matrix, studiolight_matrix)) ||
g_data->studiolight_rot_z != shading->studiolight_rot_z ||
g_data->studiolight_intensity != shading->studiolight_intensity ||
g_data->studiolight_cubemap_res != scene->eevee.gi_cubemap_resolution ||
g_data->studiolight_glossy_clamp != scene->eevee.gi_glossy_clamp ||
g_data->studiolight_filter_quality != scene->eevee.gi_filter_quality) {
stl->lookdev_lightcache->flag |= LIGHTCACHE_UPDATE_WORLD;
g_data->studiolight_index = sl->index;
copy_m3_m3(g_data->studiolight_matrix, studiolight_matrix);
g_data->studiolight_rot_z = shading->studiolight_rot_z;
g_data->studiolight_intensity = shading->studiolight_intensity;
g_data->studiolight_cubemap_res = scene->eevee.gi_cubemap_resolution;
g_data->studiolight_glossy_clamp = scene->eevee.gi_glossy_clamp;
g_data->studiolight_filter_quality = scene->eevee.gi_filter_quality;
}
}
}
static void eevee_lookdev_apply_taa(const EEVEE_EffectsInfo *effects,
int sphere_size,
float winmat[4][4])
{
if (DRW_state_is_image_render() || ((effects->enabled_effects & EFFECT_TAA) != 0)) {
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
const uint ht_primes[2] = {2, 3};
float ofs[2];
BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample, ht_point);
EEVEE_temporal_sampling_offset_calc(ht_point, 1.5f, ofs);
winmat[3][0] += ofs[0] / sphere_size;
winmat[3][1] += ofs[1] / sphere_size;
}
}
void EEVEE_lookdev_draw(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
if (psl->lookdev_diffuse_pass && eevee_hdri_preview_overlay_enabled(draw_ctx->v3d)) {
/* Config renderer. */
EEVEE_CommonUniformBuffer *common = &sldata->common_data;
common->la_num_light = 0;
common->prb_num_planar = 0;
common->prb_num_render_cube = 1;
common->prb_num_render_grid = 1;
common->ao_dist = 0.0f;
common->ao_factor = 0.0f;
common->ao_settings = 0.0f;
GPU_uniformbuf_update(sldata->common_ubo, common);
/* override matrices */
float winmat[4][4], viewmat[4][4];
unit_m4(winmat);
/* Look through the negative Z. */
negate_v3(winmat[2]);
eevee_lookdev_apply_taa(effects, effects->sphere_size, winmat);
/* "Remove" view matrix location. Leaving only rotation. */
DRW_view_viewmat_get(NULL, viewmat, false);
zero_v3(viewmat[3]);
if (effects->lookdev_view) {
/* When rendering just update the view. This avoids recomputing the culling. */
DRW_view_update_sub(effects->lookdev_view, viewmat, winmat);
}
else {
/* Using default view bypasses the culling. */
const DRWView *default_view = DRW_view_default_get();
effects->lookdev_view = DRW_view_create_sub(default_view, viewmat, winmat);
}
DRW_view_set_active(effects->lookdev_view);
/* Find the right frame-buffers to render to. */
GPUFrameBuffer *fb = (effects->target_buffer == fbl->effect_color_fb) ? fbl->main_fb :
fbl->effect_fb;
DRW_stats_group_start("Look Dev");
GPU_framebuffer_bind(fb);
const int sphere_margin = effects->sphere_size / 6.0f;
float offset[2] = {0.0f, sphere_margin};
offset[0] = effects->sphere_size + sphere_margin;
GPU_framebuffer_viewport_set(fb,
effects->anchor[0] - offset[0],
effects->anchor[1] + offset[1],
effects->sphere_size,
effects->sphere_size);
DRW_draw_pass(psl->lookdev_diffuse_pass);
offset[0] = (effects->sphere_size + sphere_margin) +
(sphere_margin + effects->sphere_size + sphere_margin);
GPU_framebuffer_viewport_set(fb,
effects->anchor[0] - offset[0],
effects->anchor[1] + offset[1],
effects->sphere_size,
effects->sphere_size);
DRW_draw_pass(psl->lookdev_glossy_pass);
GPU_framebuffer_viewport_reset(fb);
DRW_stats_group_end();
DRW_view_set_active(NULL);
}
}