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blender-archive/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
Sergey Sharybin f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00

245 lines
8.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* Shading passes contain drawcalls specific to shading pipelines.
* They are to be shared across views.
* This file is only for shading passes. Other passes are declared in their own module.
*/
#include "eevee_instance.hh"
#include "eevee_pipeline.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name World Pipeline
*
* Used to draw background.
* \{ */
void WorldPipeline::sync(GPUMaterial *gpumat)
{
Manager &manager = *inst_.manager;
RenderBuffers &rbufs = inst_.render_buffers;
ResourceHandle handle = manager.resource_handle(float4x4::identity().ptr());
world_ps_.init();
world_ps_.state_set(DRW_STATE_WRITE_COLOR);
world_ps_.material_set(manager, gpumat);
world_ps_.push_constant("world_opacity_fade", inst_.film.background_opacity_get());
world_ps_.bind_texture("utility_tx", inst_.pipelines.utility_tx);
/* AOVs. */
world_ps_.bind_image("aov_color_img", &rbufs.aov_color_tx);
world_ps_.bind_image("aov_value_img", &rbufs.aov_value_tx);
world_ps_.bind_ssbo("aov_buf", &inst_.film.aovs_info);
/* RenderPasses. Cleared by background (even if bad practice). */
world_ps_.bind_image("rp_normal_img", &rbufs.normal_tx);
world_ps_.bind_image("rp_light_img", &rbufs.light_tx);
world_ps_.bind_image("rp_diffuse_color_img", &rbufs.diffuse_color_tx);
world_ps_.bind_image("rp_specular_color_img", &rbufs.specular_color_tx);
world_ps_.bind_image("rp_emission_img", &rbufs.emission_tx);
world_ps_.bind_image("rp_cryptomatte_img", &rbufs.cryptomatte_tx);
world_ps_.draw(DRW_cache_fullscreen_quad_get(), handle);
/* To allow opaque pass rendering over it. */
world_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
void WorldPipeline::render(View &view)
{
inst_.manager->submit(world_ps_, view);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Forward Pass
*
* NPR materials (using Closure to RGBA) or material using ALPHA_BLEND.
* \{ */
void ForwardPipeline::sync()
{
camera_forward_ = inst_.camera.forward();
DRWState state_depth_only = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
DRWState state_depth_color = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
DRW_STATE_WRITE_COLOR;
{
prepass_ps_.init();
{
/* Common resources. */
/* Textures. */
prepass_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
/* Uniform Buf. */
prepass_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
inst_.velocity.bind_resources(&prepass_ps_);
inst_.sampling.bind_resources(&prepass_ps_);
}
prepass_double_sided_static_ps_ = &prepass_ps_.sub("DoubleSided.Static");
prepass_double_sided_static_ps_->state_set(state_depth_only);
prepass_single_sided_static_ps_ = &prepass_ps_.sub("SingleSided.Static");
prepass_single_sided_static_ps_->state_set(state_depth_only | DRW_STATE_CULL_BACK);
prepass_double_sided_moving_ps_ = &prepass_ps_.sub("DoubleSided.Moving");
prepass_double_sided_moving_ps_->state_set(state_depth_color);
prepass_single_sided_moving_ps_ = &prepass_ps_.sub("SingleSided.Moving");
prepass_single_sided_moving_ps_->state_set(state_depth_color | DRW_STATE_CULL_BACK);
}
{
opaque_ps_.init();
{
/* Common resources. */
/* RenderPasses. */
opaque_ps_.bind_image(RBUFS_NORMAL_SLOT, &inst_.render_buffers.normal_tx);
opaque_ps_.bind_image(RBUFS_LIGHT_SLOT, &inst_.render_buffers.light_tx);
opaque_ps_.bind_image(RBUFS_DIFF_COLOR_SLOT, &inst_.render_buffers.diffuse_color_tx);
opaque_ps_.bind_image(RBUFS_SPEC_COLOR_SLOT, &inst_.render_buffers.specular_color_tx);
opaque_ps_.bind_image(RBUFS_EMISSION_SLOT, &inst_.render_buffers.emission_tx);
/* AOVs. */
opaque_ps_.bind_image(RBUFS_AOV_COLOR_SLOT, &inst_.render_buffers.aov_color_tx);
opaque_ps_.bind_image(RBUFS_AOV_VALUE_SLOT, &inst_.render_buffers.aov_value_tx);
/* Cryptomatte. */
opaque_ps_.bind_image(RBUFS_CRYPTOMATTE_SLOT, &inst_.render_buffers.cryptomatte_tx);
/* Storage Buf. */
opaque_ps_.bind_ssbo(RBUFS_AOV_BUF_SLOT, &inst_.film.aovs_info);
/* Textures. */
opaque_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
/* Uniform Buf. */
opaque_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
inst_.lights.bind_resources(&opaque_ps_);
inst_.sampling.bind_resources(&opaque_ps_);
inst_.cryptomatte.bind_resources(&opaque_ps_);
}
opaque_single_sided_ps_ = &opaque_ps_.sub("SingleSided");
opaque_single_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL |
DRW_STATE_CULL_BACK);
opaque_double_sided_ps_ = &opaque_ps_.sub("DoubleSided");
opaque_double_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
}
{
transparent_ps_.init();
/* Workaround limitation of PassSortable. Use dummy pass that will be sorted first in all
* circumstances. */
PassMain::Sub &sub = transparent_ps_.sub("ResourceBind", -FLT_MAX);
/* Common resources. */
/* Textures. */
sub.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
/* Uniform Buf. */
opaque_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
inst_.lights.bind_resources(&sub);
inst_.sampling.bind_resources(&sub);
}
}
PassMain::Sub *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
GPUMaterial *gpumat,
bool has_motion)
{
PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
(has_motion ? prepass_single_sided_moving_ps_ :
prepass_single_sided_static_ps_) :
(has_motion ? prepass_double_sided_moving_ps_ :
prepass_double_sided_static_ps_);
return &pass->sub(GPU_material_get_name(gpumat));
}
PassMain::Sub *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat)
{
PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_single_sided_ps_ :
opaque_double_sided_ps_;
return &pass->sub(GPU_material_get_name(gpumat));
}
PassMain::Sub *ForwardPipeline::prepass_transparent_add(const Object *ob,
::Material *blender_mat,
GPUMaterial *gpumat)
{
if ((blender_mat->blend_flag & MA_BL_HIDE_BACKFACE) == 0) {
return nullptr;
}
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
state |= DRW_STATE_CULL_BACK;
}
float sorting_value = math::dot(float3(ob->object_to_world[3]), camera_forward_);
PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
pass->state_set(state);
pass->material_set(*inst_.manager, gpumat);
return pass;
}
PassMain::Sub *ForwardPipeline::material_transparent_add(const Object *ob,
::Material *blender_mat,
GPUMaterial *gpumat)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_LESS_EQUAL;
if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
state |= DRW_STATE_CULL_BACK;
}
float sorting_value = math::dot(float3(ob->object_to_world[3]), camera_forward_);
PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
pass->state_set(state);
pass->material_set(*inst_.manager, gpumat);
return pass;
}
void ForwardPipeline::render(View &view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
GPUTexture * /*combined_tx*/)
{
UNUSED_VARS(view);
DRW_stats_group_start("Forward.Opaque");
GPU_framebuffer_bind(prepass_fb);
inst_.manager->submit(prepass_ps_, view);
// if (!DRW_pass_is_empty(prepass_ps_)) {
inst_.hiz_buffer.set_dirty();
// }
// if (inst_.raytracing.enabled()) {
// rt_buffer.radiance_copy(combined_tx);
// inst_.hiz_buffer.update();
// }
// inst_.shadows.set_view(view, depth_tx);
GPU_framebuffer_bind(combined_fb);
inst_.manager->submit(opaque_ps_, view);
DRW_stats_group_end();
inst_.manager->submit(transparent_ps_, view);
// if (inst_.raytracing.enabled()) {
// gbuffer.ray_radiance_tx.release();
// }
}
/** \} */
} // namespace blender::eevee