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blender-archive/source/blender/draw/engines/basic/basic_engine.c
Jeroen Bakker 1f41bdc6f3 Eevee Cryptomatte: Store hashes in render result meta data
Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.

Differential Revision: https://developer.blender.org/D9553
2021-01-05 15:03:05 +01:00

267 lines
8.6 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple flat shaders.
*/
#include "DRW_render.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "DNA_particle_types.h"
#include "GPU_shader.h"
#include "basic_engine.h"
/* Shaders */
#define BASIC_ENGINE "BLENDER_BASIC"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
/* *********** LISTS *********** */
/* GPUViewport.storage
* Is freed every time the viewport engine changes. */
typedef struct BASIC_StorageList {
struct BASIC_PrivateData *g_data;
} BASIC_StorageList;
typedef struct BASIC_PassList {
struct DRWPass *depth_pass[2];
struct DRWPass *depth_pass_cull[2];
} BASIC_PassList;
typedef struct BASIC_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
BASIC_PassList *psl;
BASIC_StorageList *stl;
} BASIC_Data;
typedef struct BASIC_Shaders {
/* Depth Pre Pass */
struct GPUShader *depth;
struct GPUShader *depth_conservative;
} BASIC_Shaders;
/* *********** STATIC *********** */
static struct {
BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */
typedef struct BASIC_PrivateData {
DRWShadingGroup *depth_shgrp[2];
DRWShadingGroup *depth_shgrp_cull[2];
DRWShadingGroup *depth_hair_shgrp[2];
} BASIC_PrivateData; /* Transient data */
/* Functions */
static void basic_engine_init(void *UNUSED(vedata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
/* Depth prepass */
if (!sh_data->depth) {
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
sh_data->depth = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->depth_conservative = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
});
}
}
static void basic_cache_init(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
/* Twice for normal and in front objects. */
for (int i = 0; i < 2; i++) {
DRWState clip_state = (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) ? DRW_STATE_CLIP_PLANES : 0;
DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
GPUShader *sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state);
stl->g_data->depth_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass[i]);
DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(sh_data->depth,
psl->depth_pass[i]);
state |= DRW_STATE_CULL_BACK;
DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]);
DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
}
}
static void basic_cache_populate(void *vedata, Object *ob)
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
/* TODO(fclem): fix selection of smoke domains. */
if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) {
return;
}
bool do_in_front = (ob->dtx & OB_DRAW_IN_FRONT) != 0;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob != draw_ctx->object_edit) {
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
continue;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH) {
struct GPUBatch *hairs = DRW_cache_particles_get_hair(ob, psys, NULL);
DRW_shgroup_call(stl->g_data->depth_hair_shgrp[do_in_front], hairs, NULL);
}
}
}
/* Make flat object selectable in ortho view if wireframe is enabled. */
if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_WIREFRAMES) ||
(draw_ctx->v3d->shading.type == OB_WIRE) || (ob->dtx & OB_DRAWWIRE) || (ob->dt == OB_WIRE)) {
int flat_axis = 0;
bool is_flat_object_viewed_from_side = ((draw_ctx->rv3d->persp == RV3D_ORTHO) &&
DRW_object_is_flat(ob, &flat_axis) &&
DRW_object_axis_orthogonal_to_view(ob, flat_axis));
if (is_flat_object_viewed_from_side) {
/* Avoid losing flat objects when in ortho views (see T56549) */
struct GPUBatch *geom = DRW_cache_object_all_edges_get(ob);
if (geom) {
DRW_shgroup_call(stl->g_data->depth_shgrp[do_in_front], geom, ob);
}
return;
}
}
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
!DRW_state_is_image_render();
const bool do_cull = (draw_ctx->v3d &&
(draw_ctx->v3d->shading.flag & V3D_SHADING_BACKFACE_CULLING));
DRWShadingGroup *shgrp = (do_cull) ? stl->g_data->depth_shgrp_cull[do_in_front] :
stl->g_data->depth_shgrp[do_in_front];
if (use_sculpt_pbvh) {
DRW_shgroup_call_sculpt(shgrp, ob, false, false);
}
else {
struct GPUBatch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
DRW_shgroup_call(shgrp, geom, ob);
}
}
}
static void basic_cache_finish(void *vedata)
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
UNUSED_VARS(stl);
}
static void basic_draw_scene(void *vedata)
{
BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
DRW_draw_pass(psl->depth_pass[0]);
DRW_draw_pass(psl->depth_pass_cull[0]);
DRW_draw_pass(psl->depth_pass[1]);
DRW_draw_pass(psl->depth_pass_cull[1]);
}
static void basic_engine_free(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
BASIC_Shaders *sh_data = &e_data.sh_data[i];
DRW_SHADER_FREE_SAFE(sh_data->depth);
DRW_SHADER_FREE_SAFE(sh_data->depth_conservative);
}
}
static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
DrawEngineType draw_engine_basic_type = {
NULL,
NULL,
N_("Basic"),
&basic_data_size,
&basic_engine_init,
&basic_engine_free,
&basic_cache_init,
&basic_cache_populate,
&basic_cache_finish,
&basic_draw_scene,
NULL,
NULL,
NULL,
NULL,
};
#undef BASIC_ENGINE