450 lines
14 KiB
C++
450 lines
14 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "DNA_camera_types.h"
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#include "DRW_render.h"
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#include "draw_manager.hh"
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#include "draw_pass.hh"
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#include "workbench_defines.hh"
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#include "workbench_enums.hh"
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#include "workbench_shader_shared.h"
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extern "C" DrawEngineType draw_engine_workbench_next;
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namespace blender::workbench {
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using namespace draw;
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class ShaderCache {
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public:
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~ShaderCache();
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GPUShader *prepass_shader_get(ePipelineType pipeline_type,
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eGeometryType geometry_type,
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eShaderType shader_type,
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eLightingType lighting_type,
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bool clip);
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GPUShader *resolve_shader_get(ePipelineType pipeline_type,
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eLightingType lighting_type,
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bool cavity = false,
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bool curvature = false);
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private:
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/* TODO(fclem): We might want to change to a Map since most shader will never be compiled. */
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GPUShader *prepass_shader_cache_[pipeline_type_len][geometry_type_len][shader_type_len]
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[lighting_type_len][2 /*clip*/] = {{{{{nullptr}}}}};
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GPUShader *resolve_shader_cache_[pipeline_type_len][lighting_type_len][2 /*cavity*/]
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[2 /*curvature*/] = {{{{nullptr}}}};
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};
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struct Material {
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float3 base_color = float3(0);
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/* Packed data into a int. Decoded in the shader. */
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uint packed_data = 0;
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Material();
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Material(float3 color);
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Material(::Object &ob, bool random = false);
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Material(::Material &mat);
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static uint32_t pack_data(float metallic, float roughness, float alpha);
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bool is_transparent();
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inline bool operator==(const Material &a) const
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{
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return packed_data == a.packed_data && base_color == a.base_color;
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}
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inline uint64_t hash() const
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{
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return get_default_hash_4(base_color.x, base_color.y, base_color.z, packed_data);
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}
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};
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void get_material_image(Object *ob,
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int material_index,
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::Image *&image,
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ImageUser *&iuser,
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eGPUSamplerState &sampler_state);
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struct SceneState {
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Scene *scene = nullptr;
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Object *camera_object = nullptr;
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Camera *camera = nullptr;
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float4x4 view_projection_matrix = float4x4::identity();
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int2 resolution = int2(0);
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eContextObjectMode object_mode = CTX_MODE_OBJECT;
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View3DShading shading = {};
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eLightingType lighting_type = eLightingType::STUDIO;
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bool xray_mode = false;
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DRWState cull_state = DRW_STATE_NO_DRAW;
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Vector<float4> clip_planes = {};
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float4 background_color = float4(0);
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bool draw_cavity = false;
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bool draw_curvature = false;
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bool draw_shadows = false;
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bool draw_outline = false;
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bool draw_dof = false;
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bool draw_aa = false;
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bool draw_object_id = false;
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bool draw_transparent_depth = false;
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int sample = 0;
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int samples_len = 0;
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bool reset_taa_next_sample = false;
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bool render_finished = false;
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/* Used when material_type == eMaterialType::SINGLE */
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Material material_override = Material(float3(1.0f));
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/* When r == -1.0 the shader uses the vertex color */
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Material material_attribute_color = Material(float3(-1.0f));
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void init(Object *camera_ob = nullptr);
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};
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struct ObjectState {
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eV3DShadingColorType color_type = V3D_SHADING_SINGLE_COLOR;
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bool sculpt_pbvh = false;
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bool texture_paint_mode = false;
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::Image *image_paint_override = nullptr;
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eGPUSamplerState override_sampler_state = GPU_SAMPLER_DEFAULT;
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bool draw_shadow = false;
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bool use_per_material_batches = false;
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ObjectState(const SceneState &scene_state, Object *ob);
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};
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class CavityEffect {
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private:
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/* This value must be kept in sync with the one declared at
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* workbench_composite_info.hh (cavity_samples) */
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static const int max_samples_ = 512;
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UniformArrayBuffer<float4, max_samples_> samples_buf = {};
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int sample_ = 0;
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int sample_count_ = 0;
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bool curvature_enabled_ = false;
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bool cavity_enabled_ = false;
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public:
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void init(const SceneState &scene_state, struct SceneResources &resources);
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void setup_resolve_pass(PassSimple &pass, struct SceneResources &resources);
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private:
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void load_samples_buf(int ssao_samples);
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};
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struct SceneResources {
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static const int jitter_tx_size = 64;
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ShaderCache shader_cache = {};
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StringRefNull current_matcap = {};
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Texture matcap_tx = "matcap_tx";
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TextureFromPool color_tx = "wb_color_tx";
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TextureFromPool object_id_tx = "wb_object_id_tx";
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Texture depth_tx = "wb_depth_tx";
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TextureFromPool depth_in_front_tx = "wb_depth_in_front_tx";
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StorageVectorBuffer<Material> material_buf = {"material_buf"};
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UniformBuffer<WorldData> world_buf = {};
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UniformArrayBuffer<float4, 6> clip_planes_buf;
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Texture jitter_tx = "wb_jitter_tx";
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CavityEffect cavity = {};
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void init(const SceneState &scene_state);
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void load_jitter_tx(int total_samples);
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};
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class MeshPass : public PassMain {
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private:
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using MaterialSubPassKey = std::pair<Material, eGeometryType>;
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using TextureSubPassKey = std::pair<GPUTexture *, eGeometryType>;
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Map<MaterialSubPassKey, PassMain::Sub *> material_subpass_map_ = {};
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Map<TextureSubPassKey, PassMain::Sub *> texture_subpass_map_ = {};
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PassMain::Sub *passes_[geometry_type_len][shader_type_len] = {{nullptr}};
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bool is_empty_ = false;
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public:
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MeshPass(const char *name);
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/* TODO: Move to draw::Pass */
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bool is_empty() const;
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void init_pass(SceneResources &resources, DRWState state, int clip_planes);
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void init_subpasses(ePipelineType pipeline,
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eLightingType lighting,
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bool clip,
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ShaderCache &shaders);
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void draw(ObjectRef &ref,
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GPUBatch *batch,
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ResourceHandle handle,
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Material material,
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::Image *image = nullptr,
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eGPUSamplerState sampler_state = eGPUSamplerState::GPU_SAMPLER_DEFAULT,
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ImageUser *iuser = nullptr);
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};
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class OpaquePass {
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public:
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TextureFromPool gbuffer_normal_tx = {"gbuffer_normal_tx"};
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TextureFromPool gbuffer_material_tx = {"gbuffer_material_tx"};
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Framebuffer opaque_fb = {};
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Texture shadow_depth_stencil_tx = {"shadow_depth_stencil_tx"};
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GPUTexture *deferred_ps_stencil_tx = nullptr;
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MeshPass gbuffer_ps_ = {"Opaque.Gbuffer"};
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MeshPass gbuffer_in_front_ps_ = {"Opaque.GbufferInFront"};
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PassSimple deferred_ps_ = {"Opaque.Deferred"};
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void sync(const SceneState &scene_state, SceneResources &resources);
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void draw(Manager &manager,
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View &view,
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SceneResources &resources,
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int2 resolution,
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class ShadowPass *shadow_pass,
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bool accumulation_ps_is_empty);
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bool is_empty() const;
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};
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class TransparentPass {
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private:
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GPUShader *resolve_sh_ = nullptr;
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public:
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TextureFromPool accumulation_tx = {"accumulation_accumulation_tx"};
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TextureFromPool reveal_tx = {"accumulation_reveal_tx"};
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Framebuffer transparent_fb = {};
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MeshPass accumulation_ps_ = {"Transparent.Accumulation"};
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MeshPass accumulation_in_front_ps_ = {"Transparent.AccumulationInFront"};
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PassSimple resolve_ps_ = {"Transparent.Resolve"};
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Framebuffer resolve_fb = {};
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void sync(const SceneState &scene_state, SceneResources &resources);
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void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
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bool is_empty() const;
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};
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class TransparentDepthPass {
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private:
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GPUShader *merge_sh_ = nullptr;
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public:
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MeshPass main_ps_ = {"TransparentDepth.Main"};
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Framebuffer main_fb = {"TransparentDepth.Main"};
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MeshPass in_front_ps_ = {"TransparentDepth.InFront"};
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Framebuffer in_front_fb = {"TransparentDepth.InFront"};
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PassSimple merge_ps_ = {"TransparentDepth.Merge"};
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Framebuffer merge_fb = {"TransparentDepth.Merge"};
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void sync(const SceneState &scene_state, SceneResources &resources);
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void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
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bool is_empty() const;
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};
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class ShadowPass {
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private:
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enum PassType { PASS = 0, FAIL, FORCED_FAIL, MAX };
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class ShadowView : public View {
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bool force_fail_method_ = false;
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float3 light_direction_ = float3(0);
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UniformBuffer<ExtrudedFrustum> extruded_frustum_ = {};
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ShadowPass::PassType current_pass_type_ = PASS;
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VisibilityBuf pass_visibility_buf_ = {};
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VisibilityBuf fail_visibility_buf_ = {};
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public:
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void setup(View &view, float3 light_direction, bool force_fail_method);
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bool debug_object_culling(Object *ob);
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void set_mode(PassType type);
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ShadowView();
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protected:
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virtual void compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze);
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virtual VisibilityBuf &get_visibility_buffer();
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} view_ = {};
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bool enabled_;
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UniformBuffer<ShadowPassData> pass_data_ = {};
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/* Draws are added to both passes and the visibily compute shader selects one of them */
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PassMain pass_ps_ = {"Shadow.Pass"};
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PassMain fail_ps_ = {"Shadow.Fail"};
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/* In some cases, we know beforehand that we need to use the fail technique */
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PassMain forced_fail_ps_ = {"Shadow.ForcedFail"};
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/* [PassType][Is Manifold][Is Cap] */
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PassMain::Sub *passes_[PassType::MAX][2][2] = {{{nullptr}}};
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PassMain::Sub *&get_pass_ptr(PassType type, bool manifold, bool cap = false);
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/* [Is Pass Technique][Is Manifold][Is Cap] */
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GPUShader *shaders_[2][2][2] = {{{nullptr}}};
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GPUShader *get_shader(bool depth_pass, bool manifold, bool cap = false);
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TextureFromPool depth_tx_ = {};
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Framebuffer fb_ = {};
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public:
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void init(const SceneState &scene_state, SceneResources &resources);
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void update();
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void sync();
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void object_sync(Manager &manager,
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SceneState &scene_state,
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ObjectRef &ob_ref,
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ResourceHandle handle,
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const bool has_transp_mat);
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void draw(Manager &manager,
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View &view,
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SceneResources &resources,
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int2 resolution,
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GPUTexture &depth_stencil_tx,
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/* Needed when there are opaque "In Front" objects in the scene */
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bool force_fail_method);
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};
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class OutlinePass {
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private:
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bool enabled_ = false;
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PassSimple ps_ = PassSimple("Workbench.Outline");
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GPUShader *sh_ = nullptr;
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Framebuffer fb_ = Framebuffer("Workbench.Outline");
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public:
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void init(const SceneState &scene_state);
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void sync(SceneResources &resources);
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void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
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};
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class DofPass {
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private:
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static const int kernel_radius_ = 3;
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static const int samples_len_ = (kernel_radius_ * 2 + 1) * (kernel_radius_ * 2 + 1);
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bool enabled_ = false;
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float offset_ = 0;
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UniformArrayBuffer<float4, samples_len_> samples_buf_ = {};
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Texture source_tx_ = {};
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Texture coc_halfres_tx_ = {};
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TextureFromPool blur_tx_ = {};
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Framebuffer downsample_fb_ = {};
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Framebuffer blur1_fb_ = {};
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Framebuffer blur2_fb_ = {};
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Framebuffer resolve_fb_ = {};
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GPUShader *prepare_sh_ = nullptr;
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GPUShader *downsample_sh_ = nullptr;
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GPUShader *blur1_sh_ = nullptr;
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GPUShader *blur2_sh_ = nullptr;
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GPUShader *resolve_sh_ = nullptr;
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PassSimple down_ps_ = {"Workbench.DoF.DownSample"};
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PassSimple down2_ps_ = {"Workbench.DoF.DownSample2"};
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PassSimple blur_ps_ = {"Workbench.DoF.Blur"};
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PassSimple blur2_ps_ = {"Workbench.DoF.Blur2"};
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PassSimple resolve_ps_ = {"Workbench.DoF.Resolve"};
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float aperture_size_ = 0;
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float distance_ = 0;
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float invsensor_size_ = 0;
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float near_ = 0;
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float far_ = 0;
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float blades_ = 0;
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float rotation_ = 0;
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float ratio_ = 0;
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public:
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void init(const SceneState &scene_state);
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void sync(SceneResources &resources);
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void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
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bool is_enabled();
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private:
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void setup_samples();
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};
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class AntiAliasingPass {
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private:
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bool enabled_ = false;
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/* Current TAA sample index in [0..samples_len_] range. */
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int sample_ = 0;
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/* Total number of samples to after which TAA stops accumulating samples. */
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int samples_len_ = 0;
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/* Weight accumulated. */
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float weight_accum_ = 0;
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/* Samples weight for this iteration. */
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float weights_[9] = {0};
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/* Sum of weights. */
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float weights_sum_ = 0;
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Texture sample0_depth_tx_ = {"sample0_depth_tx"};
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Texture taa_accumulation_tx_ = {"taa_accumulation_tx"};
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Texture smaa_search_tx_ = {"smaa_search_tx"};
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Texture smaa_area_tx_ = {"smaa_area_tx"};
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TextureFromPool smaa_edge_tx_ = {"smaa_edge_tx"};
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TextureFromPool smaa_weight_tx_ = {"smaa_weight_tx"};
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Framebuffer taa_accumulation_fb_ = {"taa_accumulation_fb"};
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Framebuffer smaa_edge_fb_ = {"smaa_edge_fb"};
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Framebuffer smaa_weight_fb_ = {"smaa_weight_fb"};
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Framebuffer smaa_resolve_fb_ = {"smaa_resolve_fb"};
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float4 smaa_viewport_metrics_ = float4(0);
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float smaa_mix_factor_ = 0;
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GPUShader *taa_accumulation_sh_ = nullptr;
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GPUShader *smaa_edge_detect_sh_ = nullptr;
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GPUShader *smaa_aa_weight_sh_ = nullptr;
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GPUShader *smaa_resolve_sh_ = nullptr;
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PassSimple taa_accumulation_ps_ = {"TAA.Accumulation"};
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PassSimple smaa_edge_detect_ps_ = {"SMAA.EdgeDetect"};
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PassSimple smaa_aa_weight_ps_ = {"SMAA.BlendWeights"};
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PassSimple smaa_resolve_ps_ = {"SMAA.Resolve"};
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public:
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AntiAliasingPass();
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~AntiAliasingPass();
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void init(const SceneState &scene_state);
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void sync(SceneResources &resources, int2 resolution);
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void setup_view(View &view, int2 resolution);
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void draw(Manager &manager,
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View &view,
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SceneResources &resources,
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int2 resolution,
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GPUTexture *depth_tx,
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GPUTexture *color_tx);
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};
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} // namespace blender::workbench
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