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blender-archive/source/blender/draw/engines/eevee/eevee_engine.c
Brecht Van Lommel fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00

494 lines
16 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
*/
#include "DRW_render.h"
#include "draw_color_management.h" /* TODO remove dependency */
#include "BLI_rand.h"
#include "BKE_object.h"
#include "DEG_depsgraph_query.h"
#include "DNA_world_types.h"
#include "eevee_private.h"
#include "eevee_engine.h" /* own include */
#define EEVEE_ENGINE "BLENDER_EEVEE"
/* *********** FUNCTIONS *********** */
static void eevee_engine_init(void *ved)
{
EEVEE_Data *vedata = (EEVEE_Data *)ved;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
}
stl->g_data->use_color_render_settings = USE_SCENE_LIGHT(v3d) ||
!LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
stl->g_data->queued_shaders_count = 0;
/* Main Buffer */
DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(txl->color),
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE});
GPU_framebuffer_ensure_config(&fbl->main_color_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)});
if (sldata->common_ubo == NULL) {
sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data),
&sldata->common_data);
}
/* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`.
* `EEVEE_effects_init` needs to go second for TAA. */
EEVEE_renderpasses_init(vedata);
EEVEE_effects_init(sldata, vedata, camera, false);
EEVEE_materials_init(sldata, stl, fbl);
EEVEE_shadows_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
}
static void eevee_cache_init(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_bloom_cache_init(sldata, vedata);
EEVEE_depth_of_field_cache_init(sldata, vedata);
EEVEE_effects_cache_init(sldata, vedata);
EEVEE_lightprobes_cache_init(sldata, vedata);
EEVEE_lights_cache_init(sldata, vedata);
EEVEE_materials_cache_init(sldata, vedata);
EEVEE_motion_blur_cache_init(sldata, vedata);
EEVEE_occlusion_cache_init(sldata, vedata);
EEVEE_screen_raytrace_cache_init(sldata, vedata);
EEVEE_subsurface_cache_init(sldata, vedata);
EEVEE_temporal_sampling_cache_init(sldata, vedata);
EEVEE_volumes_cache_init(sldata, vedata);
}
void EEVEE_cache_populate(void *vedata, Object *ob)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
const DRWContextState *draw_ctx = DRW_context_state_get();
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
bool cast_shadow = false;
if (ob_visibility & OB_VISIBLE_PARTICLES) {
EEVEE_particle_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
if (DRW_object_is_renderable(ob) && (ob_visibility & OB_VISIBLE_SELF)) {
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
}
else if (ob->type == OB_HAIR) {
EEVEE_object_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
else if (ob->type == OB_VOLUME) {
EEVEE_volumes_cache_object_add(sldata, vedata, draw_ctx->scene, ob);
}
else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
/* do not add any scene light sources to the cache */
}
else if (ob->type == OB_LIGHTPROBE) {
if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
EEVEE_lightprobes_cache_add(sldata, vedata, ob);
}
}
else if (ob->type == OB_LAMP) {
EEVEE_lights_cache_add(sldata, ob);
}
}
if (cast_shadow) {
EEVEE_shadows_caster_register(sldata, ob);
}
}
static void eevee_cache_finish(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_PrivateData *g_data = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
EEVEE_volumes_cache_finish(sldata, vedata);
EEVEE_materials_cache_finish(sldata, vedata);
EEVEE_lights_cache_finish(sldata, vedata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
EEVEE_effects_draw_init(sldata, vedata);
EEVEE_volumes_draw_init(sldata, vedata);
uint tot_samples = scene_eval->eevee.taa_render_samples;
if (tot_samples == 0) {
/* Use a high number of samples so the outputs accumulation buffers
* will have the highest possible precision. */
tot_samples = 1024;
}
EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
/* Restart taa if a shader has finish compiling. */
/* HACK We should use notification of some sort from the compilation job instead. */
if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
EEVEE_temporal_sampling_reset(vedata);
}
}
/* As renders in an HDR offscreen buffer, we need draw everything once
* during the background pass. This way the other drawing callback between
* the background and the scene pass are visible.
* Note: we could break it up in two passes using some depth test
* to reduce the fillrate */
static void eevee_draw_scene(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
/* Default framebuffer and texture */
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Sort transparents before the loop. */
DRW_pass_sort_shgroup_z(psl->transparent_pass);
/* Number of iteration: Use viewport taa_samples when using viewport rendering */
int loop_len = 1;
if (DRW_state_is_image_render()) {
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
loop_len = MAX2(1, scene->eevee.taa_samples);
}
while (loop_len--) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
uint clear_stencil = 0x0;
uint primes[3] = {2, 3, 7};
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0;
if (DRW_state_is_image_render() || taa_use_reprojection ||
((stl->effects->enabled_effects & EFFECT_TAA) != 0)) {
int samp = taa_use_reprojection ? stl->effects->taa_reproject_sample + 1 :
stl->effects->taa_current_sample;
BLI_halton_3d(primes, offset, samp, r);
EEVEE_update_noise(psl, fbl, r);
EEVEE_volumes_set_jitter(sldata, samp - 1);
EEVEE_materials_init(sldata, stl, fbl);
}
/* Copy previous persmat to UBO data */
copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
/* Refresh Probes
* Shadows needs to be updated for correct probes */
DRW_stats_group_start("Probes Refresh");
EEVEE_shadows_update(sldata, vedata);
EEVEE_lightprobes_refresh(sldata, vedata);
EEVEE_lightprobes_refresh_planar(sldata, vedata);
DRW_stats_group_end();
/* Refresh shadows */
DRW_stats_group_start("Shadows");
EEVEE_shadows_draw(sldata, vedata, stl->effects->taa_view);
DRW_stats_group_end();
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render() &&
!taa_use_reprojection) {
DRW_view_set_active(stl->effects->taa_view);
}
/* when doing viewport rendering the overrides needs to be recalculated for
* every loop as this normally happens once inside
* `EEVEE_temporal_sampling_init` */
else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) && DRW_state_is_image_render()) {
EEVEE_temporal_sampling_update_matrices(vedata);
}
/* Set ray type. */
sldata->common_data.ray_type = EEVEE_RAY_CAMERA;
sldata->common_data.ray_depth = 0.0f;
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
GPU_framebuffer_bind(fbl->main_fb);
eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
SET_FLAG_FROM_TEST(clear_bits, !DRW_state_draw_background(), GPU_COLOR_BIT);
SET_FLAG_FROM_TEST(clear_bits, (stl->effects->enabled_effects & EFFECT_SSS), GPU_STENCIL_BIT);
GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
/* Depth prepass */
DRW_stats_group_start("Prepass");
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->depth_pass_cull);
DRW_stats_group_end();
/* Create minmax texture */
DRW_stats_group_start("Main MinMax buffer");
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
DRW_stats_group_end();
EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
EEVEE_volumes_compute(sldata, vedata);
/* Shading pass */
DRW_stats_group_start("Shading");
if (DRW_state_draw_background()) {
DRW_draw_pass(psl->background_pass);
}
EEVEE_materials_draw_opaque(sldata, psl);
EEVEE_subsurface_data_render(sldata, vedata);
DRW_stats_group_end();
/* Effects pre-transparency */
EEVEE_subsurface_compute(sldata, vedata);
EEVEE_reflection_compute(sldata, vedata);
EEVEE_occlusion_draw_debug(sldata, vedata);
if (psl->probe_display) {
DRW_draw_pass(psl->probe_display);
}
EEVEE_refraction_compute(sldata, vedata);
/* Opaque refraction */
DRW_stats_group_start("Opaque Refraction");
DRW_draw_pass(psl->refract_depth_pass);
DRW_draw_pass(psl->refract_depth_pass_cull);
DRW_draw_pass(psl->refract_pass);
DRW_stats_group_end();
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Renderpasses */
EEVEE_renderpasses_output_accumulate(sldata, vedata, false);
/* Transparent */
/* TODO(fclem): should be its own Framebuffer.
* This is needed because dualsource blending only works with 1 color buffer. */
GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0);
GPU_framebuffer_bind(fbl->main_color_fb);
DRW_draw_pass(psl->transparent_pass);
GPU_framebuffer_bind(fbl->main_fb);
GPU_framebuffer_texture_detach(fbl->main_color_fb, dtxl->depth);
/* Post Process */
DRW_stats_group_start("Post FX");
EEVEE_draw_effects(sldata, vedata);
DRW_stats_group_end();
DRW_view_set_active(NULL);
if (DRW_state_is_image_render() && (stl->effects->enabled_effects & EFFECT_SSR) &&
!stl->effects->ssr_was_valid_double_buffer) {
/* SSR needs one iteration to start properly. */
loop_len++;
/* Reset sampling (and accumulation) after the first sample to avoid
* washed out first bounce for SSR. */
EEVEE_temporal_sampling_reset(vedata);
stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
}
}
if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_COMBINED) != 0) {
/* Transfer result to default framebuffer. */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_none(stl->effects->final_tx);
}
else {
EEVEE_renderpasses_draw(sldata, vedata);
}
EEVEE_renderpasses_draw_debug(vedata);
EEVEE_volumes_free_smoke_textures();
stl->g_data->view_updated = false;
}
static void eevee_view_update(void *vedata)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
if (stl->g_data) {
stl->g_data->view_updated = true;
}
}
static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
{
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
if (ped != NULL && ped->dd.recalc != 0) {
ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM)) != 0;
ped->dd.recalc = 0;
}
EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
if (led != NULL && led->dd.recalc != 0) {
led->need_update = true;
led->dd.recalc = 0;
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
if (oedata != NULL && oedata->dd.recalc != 0) {
oedata->need_update = true;
oedata->dd.recalc = 0;
}
}
static void eevee_id_world_update(void *vedata, World *wo)
{
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
LightCache *lcache = stl->g_data->light_cache;
EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo);
if (wedata != NULL && wedata->dd.recalc != 0) {
if ((lcache->flag & LIGHTCACHE_BAKING) == 0) {
lcache->flag |= LIGHTCACHE_UPDATE_WORLD;
}
wedata->dd.recalc = 0;
}
}
static void eevee_id_update(void *vedata, ID *id)
{
/* Handle updates based on ID type. */
switch (GS(id->name)) {
case ID_WO:
eevee_id_world_update(vedata, (World *)id);
break;
case ID_OB:
eevee_id_object_update(vedata, (Object *)id);
break;
default:
/* pass */
break;
}
}
static void eevee_render_to_image(void *vedata,
RenderEngine *engine,
struct RenderLayer *render_layer,
const rcti *rect)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (!EEVEE_render_init(vedata, engine, draw_ctx->depsgraph)) {
return;
}
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
/* Actually do the rendering. */
EEVEE_render_draw(vedata, engine, render_layer, rect);
EEVEE_volumes_free_smoke_textures();
}
static void eevee_engine_free(void)
{
EEVEE_shaders_free();
EEVEE_bloom_free();
EEVEE_depth_of_field_free();
EEVEE_effects_free();
EEVEE_lightprobes_free();
EEVEE_shadows_free();
EEVEE_materials_free();
EEVEE_mist_free();
EEVEE_motion_blur_free();
EEVEE_occlusion_free();
EEVEE_screen_raytrace_free();
EEVEE_subsurface_free();
EEVEE_volumes_free();
EEVEE_renderpasses_free();
}
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
DrawEngineType draw_engine_eevee_type = {
NULL,
NULL,
N_("Eevee"),
&eevee_data_size,
&eevee_engine_init,
&eevee_engine_free,
&eevee_cache_init,
&EEVEE_cache_populate,
&eevee_cache_finish,
&eevee_draw_scene,
&eevee_view_update,
&eevee_id_update,
&eevee_render_to_image,
};
RenderEngineType DRW_engine_viewport_eevee_type = {
NULL,
NULL,
EEVEE_ENGINE,
N_("Eevee"),
RE_INTERNAL | RE_USE_PREVIEW,
NULL,
&DRW_render_to_image,
NULL,
NULL,
NULL,
NULL,
&EEVEE_render_update_passes,
&draw_engine_eevee_type,
{NULL, NULL, NULL},
};
#undef EEVEE_ENGINE