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blender-archive/source/blender/draw/engines/clay/clay_engine.c
Campbell Barton e074ac65a6 DWM: don't use engine drawing for paint modes
Also only use sculpt-mode drawing with the active object.
2017-05-17 17:06:55 +10:00

890 lines
29 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
#include "DRW_render.h"
#include "DNA_particle_types.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "BKE_particle.h"
#include "BLI_dynstr.h"
#include "BLI_rand.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "UI_resources.h"
#include "UI_interface_icons.h"
#include "clay_engine.h"
#ifdef WITH_CLAY_ENGINE
/* Shaders */
#define CLAY_ENGINE "BLENDER_CLAY"
extern char datatoc_clay_frag_glsl[];
extern char datatoc_clay_vert_glsl[];
extern char datatoc_ssao_alchemy_glsl[];
extern char datatoc_particle_vert_glsl[];
extern char datatoc_particle_strand_frag_glsl[];
/* *********** LISTS *********** */
/* UBOs data needs to be 16 byte aligned (size of vec4) */
/* Reminder : float, int, bool are 4 bytes */
typedef struct CLAY_UBO_Material {
float ssao_params_var[4];
/* - 16 -*/
float matcap_hsv[3];
float matcap_id; /* even float encoding have enough precision */
/* - 16 -*/
float matcap_rot[2];
float pad[2]; /* ensure 16 bytes alignement */
} CLAY_UBO_Material; /* 48 bytes */
BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16)
typedef struct CLAY_HAIR_UBO_Material {
float hair_randomness;
float matcap_id;
float matcap_rot[2];
float matcap_hsv[3];
float pad;
} CLAY_HAIR_UBO_Material; /* 32 bytes */
BLI_STATIC_ASSERT_ALIGN(CLAY_UBO_Material, 16)
#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */
typedef struct CLAY_UBO_Storage {
CLAY_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_UBO_Storage;
typedef struct CLAY_HAIR_UBO_Storage {
CLAY_HAIR_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_HAIR_UBO_Storage;
/* GPUViewport.storage
* Is freed everytime the viewport engine changes */
typedef struct CLAY_Storage {
/* Materials Parameter UBO */
CLAY_UBO_Storage mat_storage;
CLAY_HAIR_UBO_Storage hair_mat_storage;
int ubo_current_id;
int hair_ubo_current_id;
DRWShadingGroup *shgrps[MAX_CLAY_MAT];
DRWShadingGroup *hair_shgrps[MAX_CLAY_MAT];
} CLAY_Storage;
typedef struct CLAY_StorageList {
struct CLAY_Storage *storage;
struct GPUUniformBuffer *mat_ubo;
struct GPUUniformBuffer *hair_mat_ubo;
struct CLAY_PrivateData *g_data;
} CLAY_StorageList;
typedef struct CLAY_FramebufferList {
/* default */
struct GPUFrameBuffer *default_fb;
/* engine specific */
struct GPUFrameBuffer *dupli_depth;
} CLAY_FramebufferList;
typedef struct CLAY_PassList {
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
struct DRWPass *clay_pass;
struct DRWPass *hair_pass;
} CLAY_PassList;
typedef struct CLAY_Data {
void *engine_type;
CLAY_FramebufferList *fbl;
DRWViewportEmptyList *txl;
CLAY_PassList *psl;
CLAY_StorageList *stl;
} CLAY_Data;
/* *********** STATIC *********** */
static struct {
/* Depth Pre Pass */
struct GPUShader *depth_sh;
/* Shading Pass */
struct GPUShader *clay_sh;
struct GPUShader *hair_sh;
/* Matcap textures */
struct GPUTexture *matcap_array;
float matcap_colors[24][3];
/* Ssao */
float winmat[4][4];
float viewvecs[3][4];
float ssao_params[4];
int cached_sample_num;
struct GPUTexture *jitter_tx;
struct GPUTexture *sampling_tx;
/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
int ubo_mat_idxs[MAX_CLAY_MAT];
int hair_ubo_mat_idxs[MAX_CLAY_MAT];
/* engine specific */
struct GPUTexture *depth_dup;
} e_data = {NULL}; /* Engine data */
typedef struct CLAY_PrivateData {
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *depth_shgrp_select;
DRWShadingGroup *depth_shgrp_active;
DRWShadingGroup *depth_shgrp_cull;
DRWShadingGroup *depth_shgrp_cull_select;
DRWShadingGroup *depth_shgrp_cull_active;
DRWShadingGroup *hair;
} CLAY_PrivateData; /* Transient data */
/* Functions */
static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
{
int image_size = prv->w[0] * prv->h[0];
float *new_rect = &final_rect[image_size * 4 * layer];
IMB_buffer_float_from_byte(new_rect, (unsigned char *)prv->rect[0], IB_PROFILE_SRGB, IB_PROFILE_SRGB,
false, prv->w[0], prv->h[0], prv->w[0], prv->w[0]);
/* Find overall color */
for (int y = 0; y < 4; ++y) {
for (int x = 0; x < 4; ++x) {
e_data.matcap_colors[layer][0] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 0];
e_data.matcap_colors[layer][1] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 1];
e_data.matcap_colors[layer][2] += new_rect[y * 512 * 128 * 4 + x * 128 * 4 + 2];
}
}
e_data.matcap_colors[layer][0] /= 16.0f * 2.0f; /* the * 2 is to darken for shadows */
e_data.matcap_colors[layer][1] /= 16.0f * 2.0f;
e_data.matcap_colors[layer][2] /= 16.0f * 2.0f;
}
static struct GPUTexture *load_matcaps(PreviewImage *prv[24], int nbr)
{
struct GPUTexture *tex;
int w = prv[0]->w[0];
int h = prv[0]->h[0];
float *final_rect = MEM_callocN(sizeof(float) * 4 * w * h * nbr, "Clay Matcap array rect");
for (int i = 0; i < nbr; ++i) {
add_icon_to_rect(prv[i], final_rect, i);
BKE_previewimg_free(&prv[i]);
}
tex = DRW_texture_create_2D_array(w, h, nbr, DRW_TEX_RGBA_8, DRW_TEX_FILTER, final_rect);
MEM_freeN(final_rect);
return tex;
}
static int matcap_to_index(int matcap)
{
switch (matcap) {
case ICON_MATCAP_01: return 0;
case ICON_MATCAP_02: return 1;
case ICON_MATCAP_03: return 2;
case ICON_MATCAP_04: return 3;
case ICON_MATCAP_05: return 4;
case ICON_MATCAP_06: return 5;
case ICON_MATCAP_07: return 6;
case ICON_MATCAP_08: return 7;
case ICON_MATCAP_09: return 8;
case ICON_MATCAP_10: return 9;
case ICON_MATCAP_11: return 10;
case ICON_MATCAP_12: return 11;
case ICON_MATCAP_13: return 12;
case ICON_MATCAP_14: return 13;
case ICON_MATCAP_15: return 14;
case ICON_MATCAP_16: return 15;
case ICON_MATCAP_17: return 16;
case ICON_MATCAP_18: return 17;
case ICON_MATCAP_19: return 18;
case ICON_MATCAP_20: return 19;
case ICON_MATCAP_21: return 20;
case ICON_MATCAP_22: return 21;
case ICON_MATCAP_23: return 22;
case ICON_MATCAP_24: return 23;
}
BLI_assert(!"Should not happen");
return 0;
}
static struct GPUTexture *create_spiral_sample_texture(int numsaples)
{
struct GPUTexture *tex;
float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex");
const float numsaples_inv = 1.0f / numsaples;
int i;
/* arbitrary number to ensure we don't get conciding samples every circle */
const float spirals = 7.357;
for (i = 0; i < numsaples; i++) {
float r = (i + 0.5f) * numsaples_inv;
float phi = r * spirals * (float)(2.0 * M_PI);
texels[i][0] = r * cosf(phi);
texels[i][1] = r * sinf(phi);
}
tex = DRW_texture_create_1D(numsaples, DRW_TEX_RG_16, 0, (float *)texels);
MEM_freeN(texels);
return tex;
}
static struct GPUTexture *create_jitter_texture(void)
{
float jitter[64 * 64][2];
int i;
/* TODO replace by something more evenly distributed like blue noise */
for (i = 0; i < 64 * 64; i++) {
jitter[i][0] = 2.0f * BLI_frand() - 1.0f;
jitter[i][1] = 2.0f * BLI_frand() - 1.0f;
normalize_v2(jitter[i]);
}
return DRW_texture_create_2D(64, 64, DRW_TEX_RG_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
}
static void CLAY_engine_init(void *vedata)
{
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
/* Create Texture Array */
if (!e_data.matcap_array) {
PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */
/* TODO only load used matcaps */
prv[0] = UI_icon_to_preview(ICON_MATCAP_01);
prv[1] = UI_icon_to_preview(ICON_MATCAP_02);
prv[2] = UI_icon_to_preview(ICON_MATCAP_03);
prv[3] = UI_icon_to_preview(ICON_MATCAP_04);
prv[4] = UI_icon_to_preview(ICON_MATCAP_05);
prv[5] = UI_icon_to_preview(ICON_MATCAP_06);
prv[6] = UI_icon_to_preview(ICON_MATCAP_07);
prv[7] = UI_icon_to_preview(ICON_MATCAP_08);
prv[8] = UI_icon_to_preview(ICON_MATCAP_09);
prv[9] = UI_icon_to_preview(ICON_MATCAP_10);
prv[10] = UI_icon_to_preview(ICON_MATCAP_11);
prv[11] = UI_icon_to_preview(ICON_MATCAP_12);
prv[12] = UI_icon_to_preview(ICON_MATCAP_13);
prv[13] = UI_icon_to_preview(ICON_MATCAP_14);
prv[14] = UI_icon_to_preview(ICON_MATCAP_15);
prv[15] = UI_icon_to_preview(ICON_MATCAP_16);
prv[16] = UI_icon_to_preview(ICON_MATCAP_17);
prv[17] = UI_icon_to_preview(ICON_MATCAP_18);
prv[18] = UI_icon_to_preview(ICON_MATCAP_19);
prv[19] = UI_icon_to_preview(ICON_MATCAP_20);
prv[20] = UI_icon_to_preview(ICON_MATCAP_21);
prv[21] = UI_icon_to_preview(ICON_MATCAP_22);
prv[22] = UI_icon_to_preview(ICON_MATCAP_23);
prv[23] = UI_icon_to_preview(ICON_MATCAP_24);
e_data.matcap_array = load_matcaps(prv, 24);
}
/* AO Jitter */
if (!e_data.jitter_tx) {
e_data.jitter_tx = create_jitter_texture();
}
/* Depth prepass */
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3D_depth_only();
}
/* Shading pass */
if (!e_data.clay_sh) {
DynStr *ds = BLI_dynstr_new();
const char *max_mat =
"#define MAX_MATERIAL 512\n"
"#define USE_ROTATION\n"
"#define USE_AO\n"
"#define USE_HSV\n";
char *matcap_with_ao;
BLI_dynstr_append(ds, datatoc_clay_frag_glsl);
BLI_dynstr_append(ds, datatoc_ssao_alchemy_glsl);
matcap_with_ao = BLI_dynstr_get_cstring(ds);
e_data.clay_sh = DRW_shader_create(datatoc_clay_vert_glsl, NULL, matcap_with_ao, max_mat);
BLI_dynstr_free(ds);
MEM_freeN(matcap_with_ao);
}
if (!e_data.hair_sh) {
e_data.hair_sh = DRW_shader_create(datatoc_particle_vert_glsl, NULL, datatoc_particle_strand_frag_glsl, "#define MAX_MATERIAL 512\n");
}
if (!stl->storage) {
stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
}
if (!stl->mat_ubo) {
stl->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
}
if (!stl->hair_mat_ubo) {
stl->hair_mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_HAIR_UBO_Storage), NULL);
}
if (e_data.ubo_mat_idxs[1] == 0) {
/* Just int to have pointers to them */
for (int i = 0; i < MAX_CLAY_MAT; ++i) {
e_data.ubo_mat_idxs[i] = i;
}
}
if (DRW_state_is_fbo()) {
const float *viewport_size = DRW_viewport_size_get();
DRWFboTexture tex = {&e_data.depth_dup, DRW_TEX_DEPTH_24, DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->dupli_depth, &draw_engine_clay_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex, 1);
}
/* SSAO setup */
{
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->sl;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
int ssao_samples = BKE_collection_engine_property_value_get_int(props, "ssao_samples");
float invproj[4][4];
float dfdyfacs[2];
const bool is_persp = DRW_viewport_is_persp_get();
/* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */
float viewvecs[3][4] = {
{-1.0f, -1.0f, -1.0f, 1.0f},
{1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f}
};
int i;
const float *size = DRW_viewport_size_get();
DRW_state_dfdy_factors_get(dfdyfacs);
e_data.ssao_params[0] = ssao_samples;
e_data.ssao_params[1] = size[0] / 64.0;
e_data.ssao_params[2] = size[1] / 64.0;
e_data.ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */
/* invert the view matrix */
DRW_viewport_matrix_get(e_data.winmat, DRW_MAT_WIN);
invert_m4_m4(invproj, e_data.winmat);
/* convert the view vectors to view space */
for (i = 0; i < 3; i++) {
mul_m4_v4(invproj, viewvecs[i]);
/* normalized trick see:
* http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
if (is_persp)
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
viewvecs[i][3] = 1.0;
copy_v4_v4(e_data.viewvecs[i], viewvecs[i]);
}
/* we need to store the differences */
e_data.viewvecs[1][0] -= e_data.viewvecs[0][0];
e_data.viewvecs[1][1] = e_data.viewvecs[2][1] - e_data.viewvecs[0][1];
/* calculate a depth offset as well */
if (!is_persp) {
float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
mul_m4_v4(invproj, vec_far);
mul_v3_fl(vec_far, 1.0f / vec_far[3]);
e_data.viewvecs[1][2] = vec_far[2] - e_data.viewvecs[0][2];
}
/* AO Samples Tex */
if (e_data.sampling_tx && (e_data.cached_sample_num != ssao_samples)) {
DRW_texture_free(e_data.sampling_tx);
e_data.sampling_tx = NULL;
}
if (!e_data.sampling_tx) {
e_data.sampling_tx = create_spiral_sample_texture(ssao_samples);
e_data.cached_sample_num = ssao_samples;
}
}
}
static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *UNUSED(vedata), DRWPass *pass, int *material_id)
{
DRWShadingGroup *grp = DRW_shgroup_create(e_data.clay_sh, pass);
DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_buffer(grp, "depthtex", &e_data.depth_dup);
DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
DRW_shgroup_uniform_mat4(grp, "WinMatrix", (float *)e_data.winmat);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)e_data.viewvecs, 3);
DRW_shgroup_uniform_vec4(grp, "ssao_params", e_data.ssao_params, 1);
DRW_shgroup_uniform_vec3(grp, "matcaps_color[0]", (float *)e_data.matcap_colors, 24);
DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);
DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx);
DRW_shgroup_uniform_texture(grp, "ssao_samples", e_data.sampling_tx);
return grp;
}
static DRWShadingGroup *CLAY_hair_shgroup_create(DRWPass *pass, int *material_id)
{
DRWShadingGroup *grp = DRW_shgroup_create(e_data.hair_sh, pass);
DRW_shgroup_uniform_texture(grp, "matcaps", e_data.matcap_array);
DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);
return grp;
}
static int search_mat_to_ubo(
CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
float matcap_val, float ssao_distance, float ssao_factor_cavity,
float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
{
/* For now just use a linear search and test all parameters */
/* TODO make a hash table */
for (int i = 0; i < storage->ubo_current_id; ++i) {
CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
if ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) &&
(ubo->matcap_hsv[0] == matcap_hue + 0.5f) &&
(ubo->matcap_hsv[1] == matcap_sat * 2.0f) &&
(ubo->matcap_hsv[2] == matcap_val * 2.0f) &&
(ubo->ssao_params_var[0] == ssao_distance) &&
(ubo->ssao_params_var[1] == ssao_factor_cavity) &&
(ubo->ssao_params_var[2] == ssao_factor_edge) &&
(ubo->ssao_params_var[3] == ssao_attenuation) &&
(ubo->matcap_id == matcap_to_index(matcap_icon)))
{
return i;
}
}
return -1;
}
static int search_hair_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
float matcap_val, float hair_randomness, int matcap_icon)
{
/* For now just use a linear search and test all parameters */
/* TODO make a hash table */
for (int i = 0; i < storage->hair_ubo_current_id; ++i) {
CLAY_HAIR_UBO_Material *ubo = &storage->hair_mat_storage.materials[i];
if ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) &&
(ubo->matcap_hsv[0] == matcap_hue + 0.5f) &&
(ubo->matcap_hsv[1] == matcap_sat * 2.0f) &&
(ubo->matcap_hsv[2] == matcap_val * 2.0f) &&
(ubo->hair_randomness == hair_randomness) &&
(ubo->matcap_id == matcap_to_index(matcap_icon)))
{
return i;
}
}
return -1;
}
static int push_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
float matcap_val, float ssao_distance, float ssao_factor_cavity,
float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
{
int id = storage->ubo_current_id;
CLAY_UBO_Material *ubo = &storage->mat_storage.materials[id];
ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
ubo->matcap_hsv[0] = matcap_hue + 0.5f;
ubo->matcap_hsv[1] = matcap_sat * 2.0f;
ubo->matcap_hsv[2] = matcap_val * 2.0f;
/* small optimisation : make samples not spread if we don't need ssao */
ubo->ssao_params_var[0] = (ssao_factor_cavity + ssao_factor_edge > 0.0f) ? ssao_distance : 0.0f;
ubo->ssao_params_var[1] = ssao_factor_cavity;
ubo->ssao_params_var[2] = ssao_factor_edge;
ubo->ssao_params_var[3] = ssao_attenuation;
ubo->matcap_id = matcap_to_index(matcap_icon);
storage->ubo_current_id++;
return id;
}
static int push_hair_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
float matcap_val, float hair_randomness, int matcap_icon)
{
int id = storage->hair_ubo_current_id;
CLAY_HAIR_UBO_Material *ubo = &storage->hair_mat_storage.materials[id];
ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
ubo->matcap_hsv[0] = matcap_hue + 0.5f;
ubo->matcap_hsv[1] = matcap_sat * 2.0f;
ubo->matcap_hsv[2] = matcap_val * 2.0f;
ubo->hair_randomness = hair_randomness;
ubo->matcap_id = matcap_to_index(matcap_icon);
storage->hair_ubo_current_id++;
return id;
}
static int mat_in_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
float matcap_val, float ssao_distance, float ssao_factor_cavity,
float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
{
/* Search material in UBO */
int id = search_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
ssao_distance, ssao_factor_cavity, ssao_factor_edge,
ssao_attenuation, matcap_icon);
/* if not found create it */
if (id == -1) {
id = push_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
ssao_distance, ssao_factor_cavity, ssao_factor_edge,
ssao_attenuation, matcap_icon);
}
return id;
}
static int hair_mat_in_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
float matcap_val, float hair_randomness, int matcap_icon)
{
/* Search material in UBO */
int id = search_hair_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat,
matcap_val, hair_randomness, matcap_icon);
/* if not found create it */
if (id == -1) {
id = push_hair_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat,
matcap_val, hair_randomness, matcap_icon);
}
return id;
}
static DRWShadingGroup *CLAY_object_shgrp_get(CLAY_Data *vedata, Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
{
DRWShadingGroup **shgrps = stl->storage->shgrps;
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
/* Default Settings */
float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation");
float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue");
float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation");
float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value");
float ssao_distance = BKE_collection_engine_property_value_get_float(props, "ssao_distance");
float ssao_factor_cavity = BKE_collection_engine_property_value_get_float(props, "ssao_factor_cavity");
float ssao_factor_edge = BKE_collection_engine_property_value_get_float(props, "ssao_factor_edge");
float ssao_attenuation = BKE_collection_engine_property_value_get_float(props, "ssao_attenuation");
int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon");
int id = mat_in_ubo(stl->storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
ssao_distance, ssao_factor_cavity, ssao_factor_edge,
ssao_attenuation, matcap_icon);
if (shgrps[id] == NULL) {
shgrps[id] = CLAY_shgroup_create(vedata, psl->clay_pass, &e_data.ubo_mat_idxs[id]);
/* if it's the first shgrp, pass bind the material UBO */
if (stl->storage->ubo_current_id == 1) {
DRW_shgroup_uniform_block(shgrps[0], "material_block", stl->mat_ubo);
}
}
return shgrps[id];
}
static DRWShadingGroup *CLAY_hair_shgrp_get(Object *ob, CLAY_StorageList *stl, CLAY_PassList *psl)
{
DRWShadingGroup **hair_shgrps = stl->storage->hair_shgrps;
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_CLAY);
/* Default Settings */
float matcap_rot = BKE_collection_engine_property_value_get_float(props, "matcap_rotation");
float matcap_hue = BKE_collection_engine_property_value_get_float(props, "matcap_hue");
float matcap_sat = BKE_collection_engine_property_value_get_float(props, "matcap_saturation");
float matcap_val = BKE_collection_engine_property_value_get_float(props, "matcap_value");
float hair_randomness = BKE_collection_engine_property_value_get_float(props, "hair_brightness_randomness");
int matcap_icon = BKE_collection_engine_property_value_get_int(props, "matcap_icon");
int hair_id = hair_mat_in_ubo(stl->storage, matcap_rot, matcap_hue, matcap_sat,
matcap_val, hair_randomness, matcap_icon);
if (hair_shgrps[hair_id] == NULL) {
hair_shgrps[hair_id] = CLAY_hair_shgroup_create(psl->hair_pass, &e_data.ubo_mat_idxs[hair_id]);
/* if it's the first shgrp, pass bind the material UBO */
if (stl->storage->hair_ubo_current_id == 1) {
DRW_shgroup_uniform_block(hair_shgrps[0], "material_block", stl->hair_mat_ubo);
}
}
return hair_shgrps[hair_id];
}
static void CLAY_cache_init(void *vedata)
{
CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
/* Depth Pass */
{
psl->depth_pass = DRW_pass_create("Depth Pass", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
psl->depth_pass_cull = DRW_pass_create(
"Depth Pass Cull",
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK);
stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass_cull);
}
/* Clay Pass */
{
psl->clay_pass = DRW_pass_create("Clay Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
stl->storage->ubo_current_id = 0;
memset(stl->storage->shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT);
}
/* Hair Pass */
{
psl->hair_pass = DRW_pass_create(
"Hair Pass",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE);
stl->storage->hair_ubo_current_id = 0;
memset(stl->storage->hair_shgrps, 0, sizeof(DRWShadingGroup *) * MAX_CLAY_MAT);
}
}
static void CLAY_cache_populate(void *vedata, Object *ob)
{
CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
DRWShadingGroup *clay_shgrp, *hair_shgrp;
if (!DRW_object_is_renderable(ob))
return;
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
if (is_active) {
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) {
return;
}
}
struct Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
IDProperty *ces_mode_ob = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_OBJECT, "");
const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
const bool is_sculpt_mode = is_active && (ob->mode & OB_MODE_SCULPT) != 0;
/* Depth Prepass */
{
DRWShadingGroup *depth_shgrp = do_cull ? stl->g_data->depth_shgrp_cull : stl->g_data->depth_shgrp;
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(depth_shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_add(depth_shgrp, geom, ob->obmat);
}
}
/* Shading */
clay_shgrp = CLAY_object_shgrp_get(vedata, ob, stl, psl);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(clay_shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_add(clay_shgrp, geom, ob->obmat);
}
}
if (ob->type == OB_MESH) {
Scene *scene = draw_ctx->scene;
Object *obedit = scene->obedit;
if (ob != obedit) {
for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) {
if (psys_check_enabled(ob, psys, false)) {
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) {
draw_as = PART_DRAW_DOT;
}
switch (draw_as) {
case PART_DRAW_PATH:
geom = DRW_cache_particles_get_hair(psys);
break;
default:
geom = NULL;
break;
}
if (geom) {
static float mat[4][4];
unit_m4(mat);
hair_shgrp = CLAY_hair_shgrp_get(ob, stl, psl);
DRW_shgroup_call_add(hair_shgrp, geom, mat);
}
}
}
}
}
}
static void CLAY_cache_finish(void *vedata)
{
CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
DRW_uniformbuffer_update(stl->mat_ubo, &stl->storage->mat_storage);
DRW_uniformbuffer_update(stl->hair_mat_ubo, &stl->storage->hair_mat_storage);
}
static void CLAY_draw_scene(void *vedata)
{
CLAY_PassList *psl = ((CLAY_Data *)vedata)->psl;
CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Pass 1 : Depth pre-pass */
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
/* Pass 2 : Duplicate depth */
/* Unless we go for deferred shading we need this to avoid manual depth test and artifacts */
if (DRW_state_is_fbo()) {
/* attach temp textures */
DRW_framebuffer_texture_attach(fbl->dupli_depth, e_data.depth_dup, 0, 0);
DRW_framebuffer_blit(dfbl->default_fb, fbl->dupli_depth, true);
/* detach temp textures */
DRW_framebuffer_texture_detach(e_data.depth_dup);
/* restore default fb */
DRW_framebuffer_bind(dfbl->default_fb);
}
/* Pass 3 : Shading */
DRW_draw_pass(psl->clay_pass);
DRW_draw_pass(psl->hair_pass);
}
static void CLAY_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_int(props, "matcap_icon", ICON_MATCAP_01);
BKE_collection_engine_property_add_int(props, "type", CLAY_MATCAP_NONE);
BKE_collection_engine_property_add_float(props, "matcap_rotation", 0.0f);
BKE_collection_engine_property_add_float(props, "matcap_hue", 0.5f);
BKE_collection_engine_property_add_float(props, "matcap_saturation", 0.5f);
BKE_collection_engine_property_add_float(props, "matcap_value", 0.5f);
BKE_collection_engine_property_add_float(props, "ssao_distance", 0.2f);
BKE_collection_engine_property_add_float(props, "ssao_attenuation", 1.0f);
BKE_collection_engine_property_add_float(props, "ssao_factor_cavity", 1.0f);
BKE_collection_engine_property_add_float(props, "hair_brightness_randomness", 0.0f);
}
static void CLAY_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_int(props, "ssao_samples", 32);
}
static void CLAY_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.clay_sh);
DRW_SHADER_FREE_SAFE(e_data.hair_sh);
DRW_TEXTURE_FREE_SAFE(e_data.matcap_array);
DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx);
DRW_TEXTURE_FREE_SAFE(e_data.sampling_tx);
}
static const DrawEngineDataSize CLAY_data_size = DRW_VIEWPORT_DATA_SIZE(CLAY_Data);
DrawEngineType draw_engine_clay_type = {
NULL, NULL,
N_("Clay"),
&CLAY_data_size,
&CLAY_engine_init,
&CLAY_engine_free,
&CLAY_cache_init,
&CLAY_cache_populate,
&CLAY_cache_finish,
NULL,
&CLAY_draw_scene
};
RenderEngineType DRW_engine_viewport_clay_type = {
NULL, NULL,
CLAY_ENGINE, N_("Clay"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
&CLAY_layer_collection_settings_create,
&CLAY_scene_layer_settings_create,
&draw_engine_clay_type,
{NULL, NULL, NULL}
};
#undef CLAY_ENGINE
#endif