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blender-archive/source/blender/draw/engines/eevee/eevee_engine.c
Jeroen Bakker a67cc72232 MetaBall support for Workbench + EEVEE
Note: Metaballs only support the first material slot. Splicing it per
material would create empty Batches. In order to overcome this we set
the batch for other materials to NULL. We added extra checks in EEVEE
and Workbench to not draw when the geom is NULL.
2018-06-11 11:52:41 +02:00

463 lines
14 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
*
*/
/** \file eevee_engine.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "BLI_rand.h"
#include "BKE_object.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BKE_screen.h"
#include "DNA_world_types.h"
#include "ED_screen.h"
#include "GPU_material.h"
#include "GPU_glew.h"
#include "eevee_engine.h"
#include "eevee_private.h"
#define EEVEE_ENGINE "BLENDER_EEVEE"
extern GlobalsUboStorage ts;
/* *********** 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->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
/* 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);
}
if (sldata->clip_ubo == NULL) {
sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
}
/* EEVEE_effects_init needs to go first for TAA */
EEVEE_effects_init(sldata, vedata, camera);
EEVEE_materials_init(sldata, stl, fbl);
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
/* XXX otherwise it would break the other engines. */
DRW_viewport_matrix_override_unset_all();
}
}
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);
}
static 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 bool is_active = (ob == draw_ctx->obact);
bool cast_shadow = false;
if (is_active) {
if (DRW_object_is_mode_shade(ob) == true) {
return;
}
}
if (ob->base_flag & BASE_VISIBLED) {
EEVEE_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
}
if (DRW_check_object_visible_within_active_context(ob)) {
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 (!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_FROMDUPLI) != 0) {
/* TODO: Special case for dupli objects because we cannot save the object pointer. */
}
else {
EEVEE_lightprobes_cache_add(sldata, ob);
}
}
else if (ob->type == OB_LAMP) {
EEVEE_lights_cache_add(sldata, ob);
}
}
if (cast_shadow) {
EEVEE_lights_cache_shcaster_object_add(sldata, ob);
}
}
static void eevee_cache_finish(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
EEVEE_materials_cache_finish(vedata);
EEVEE_lights_cache_finish(sldata);
EEVEE_lightprobes_cache_finish(sldata, 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_background(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
EEVEE_EffectsInfo *effects = stl->effects;
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: needed for all temporal effect (SSR, volumetrics)
* when using opengl render. */
int loop_ct = (DRW_state_is_image_render() &&
(stl->effects->enabled_effects & (EFFECT_VOLUMETRIC | EFFECT_SSR)) != 0) ? 4 : 1;
while (loop_ct--) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
uint clear_stencil = 0xFF;
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);
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) &&
!DRW_state_is_image_render() &&
!taa_use_reprojection)
{
DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
}
/* Refresh Probes */
DRW_stats_group_start("Probes Refresh");
EEVEE_lightprobes_refresh(sldata, vedata);
/* Probes refresh can have reset the current sample. */
if (stl->effects->taa_current_sample == 1) {
DRW_viewport_matrix_override_unset_all();
}
EEVEE_lightprobes_refresh_planar(sldata, vedata);
DRW_stats_group_end();
/* Update common buffer after probe rendering. */
DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
/* Refresh shadows */
DRW_stats_group_start("Shadows");
EEVEE_draw_shadows(sldata, psl);
DRW_stats_group_end();
GPU_framebuffer_bind(fbl->main_fb);
GPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT;
clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 0) ? GPU_STENCIL_BIT : 0;
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_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
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);
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);
/* Transparent */
DRW_draw_pass(psl->transparent_pass);
/* Post Process */
DRW_stats_group_start("Post FX");
EEVEE_draw_effects(sldata, vedata);
DRW_stats_group_end();
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
DRW_viewport_matrix_override_unset_all();
}
}
/* LookDev */
EEVEE_lookdev_draw_background(vedata);
/* END */
/* Tonemapping and transfer result to default framebuffer. */
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(stl->effects->final_tx);
/* Debug : Ouput buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
break;
case 2:
if (effects->ssr_pdf_output) DRW_transform_to_display(effects->ssr_pdf_output);
break;
case 3:
if (effects->ssr_normal_input) DRW_transform_to_display(effects->ssr_normal_input);
break;
case 4:
if (effects->ssr_specrough_input) DRW_transform_to_display(effects->ssr_specrough_input);
break;
case 5:
if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
break;
case 6:
if (effects->gtao_horizons_debug) DRW_transform_to_display(effects->gtao_horizons_debug);
break;
case 7:
if (effects->gtao_horizons) DRW_transform_to_display(effects->gtao_horizons);
break;
case 8:
if (effects->sss_data) DRW_transform_to_display(effects->sss_data);
break;
case 9:
if (effects->velocity_tx) DRW_transform_to_display(effects->velocity_tx);
break;
default:
break;
}
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)
{
/* This is a bit mask of components which update is to be ignored. */
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
if (ped != NULL && ped->engine_data.recalc != 0) {
ped->need_full_update = true;
ped->engine_data.recalc = 0;
}
EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
if (led != NULL && led->engine_data.recalc != 0) {
led->need_update = true;
led->engine_data.recalc = 0;
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
if (oedata != NULL && oedata->engine_data.recalc != 0) {
oedata->need_update = true;
oedata->engine_data.recalc = 0;
}
}
static void eevee_id_update(void *vedata, ID *id)
{
/* Handle updates based on ID type. */
switch (GS(id->name)) {
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();
EEVEE_render_init(vedata, engine, draw_ctx->depsgraph);
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
/* Actually do the rendering. */
EEVEE_render_draw(vedata, engine, render_layer, rect);
}
static void eevee_engine_free(void)
{
EEVEE_bloom_free();
EEVEE_depth_of_field_free();
EEVEE_effects_free();
EEVEE_lightprobes_free();
EEVEE_lights_free();
EEVEE_materials_free();
EEVEE_mist_free();
EEVEE_motion_blur_free();
EEVEE_occlusion_free();
EEVEE_screen_raytrace_free();
EEVEE_subsurface_free();
EEVEE_temporal_sampling_free();
EEVEE_volumes_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_background,
NULL, /* Everything is drawn in the background pass (see comment on function) */
&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_SHADING_NODES | 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