
Small performance improvements by caching the world_ubo in the World. It was detected that NVIDIA driver created threads to update the world_ubo (304 bytes). This patch will reuse the previous created ubo when not changed. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6087
1369 lines
55 KiB
C
1369 lines
55 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "workbench_private.h"
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#include "BLI_alloca.h"
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#include "BLI_dynstr.h"
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#include "BLI_utildefines.h"
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#include "BLI_rand.h"
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#include "BLI_string_utils.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "DNA_image_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_extensions.h"
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#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
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/* *********** STATIC *********** */
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/* #define DEBUG_SHADOW_VOLUME */
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#ifdef DEBUG_SHADOW_VOLUME
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# include "draw_debug.h"
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#endif
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typedef struct WORKBENCH_DEFERRED_Shaders {
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struct GPUShader *prepass_sh_cache[MAX_PREPASS_SHADERS];
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} WORKBENCH_DEFERRED_Shaders;
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static struct {
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WORKBENCH_DEFERRED_Shaders sh_data[GPU_SHADER_CFG_LEN];
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struct GPUShader *composite_sh_cache[MAX_COMPOSITE_SHADERS];
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struct GPUShader *cavity_sh[MAX_CAVITY_SHADERS];
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struct GPUShader *background_sh[2];
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struct GPUShader *ghost_resolve_sh;
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struct GPUShader *shadow_fail_sh;
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struct GPUShader *shadow_fail_manifold_sh;
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struct GPUShader *shadow_pass_sh;
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struct GPUShader *shadow_pass_manifold_sh;
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struct GPUShader *shadow_caps_sh;
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struct GPUShader *shadow_caps_manifold_sh;
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struct GPUShader *oit_resolve_sh;
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/* TODO(fclem) move everything below to wpd and custom viewlayer data. */
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struct GPUTexture *oit_accum_tx; /* ref only, not alloced */
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struct GPUTexture *oit_revealage_tx; /* ref only, not alloced */
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struct GPUTexture *ghost_depth_tx; /* ref only, not alloced */
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struct GPUTexture *object_id_tx; /* ref only, not alloced */
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struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
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struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */
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struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
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struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
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SceneDisplay display; /* world light direction for shadows */
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struct GPUUniformBuffer *sampling_ubo;
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struct GPUTexture *jitter_tx;
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int cached_sample_num;
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} e_data = {{{{NULL}}}};
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/* Shaders */
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extern char datatoc_common_hair_lib_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_workbench_prepass_vert_glsl[];
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extern char datatoc_workbench_prepass_frag_glsl[];
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extern char datatoc_workbench_cavity_frag_glsl[];
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extern char datatoc_workbench_forward_composite_frag_glsl[];
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extern char datatoc_workbench_deferred_composite_frag_glsl[];
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extern char datatoc_workbench_deferred_background_frag_glsl[];
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extern char datatoc_workbench_ghost_resolve_frag_glsl[];
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extern char datatoc_workbench_shadow_vert_glsl[];
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extern char datatoc_workbench_shadow_geom_glsl[];
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extern char datatoc_workbench_shadow_caps_geom_glsl[];
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extern char datatoc_workbench_shadow_debug_frag_glsl[];
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extern char datatoc_workbench_background_lib_glsl[];
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extern char datatoc_workbench_cavity_lib_glsl[];
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extern char datatoc_workbench_common_lib_glsl[];
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extern char datatoc_workbench_data_lib_glsl[];
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extern char datatoc_workbench_object_outline_lib_glsl[];
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extern char datatoc_workbench_curvature_lib_glsl[];
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extern char datatoc_workbench_world_light_lib_glsl[];
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extern char datatoc_gpu_shader_depth_only_frag_glsl[];
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static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
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{
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
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if (!FLAT_ENABLED(wpd)) {
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BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
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}
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if (OBJECT_OUTLINE_ENABLED(wpd)) {
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BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
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}
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if (CURVATURE_ENABLED(wpd)) {
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BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl);
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}
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BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
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char *str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *workbench_build_prepass_frag(void)
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{
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
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char *str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *workbench_build_prepass_vert(bool is_hair)
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{
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DynStr *ds = BLI_dynstr_new();
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if (is_hair) {
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BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
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}
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BLI_dynstr_append(ds, datatoc_common_view_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl);
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char *str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *workbench_build_cavity_frag(bool cavity, bool curvature, bool high_dpi)
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{
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DynStr *ds = BLI_dynstr_new();
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if (cavity) {
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BLI_dynstr_append(ds, "#define USE_CAVITY\n");
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}
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if (curvature) {
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BLI_dynstr_append(ds, "#define USE_CURVATURE\n");
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}
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if (high_dpi) {
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BLI_dynstr_append(ds, "#define CURVATURE_OFFSET 2\n");
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}
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if (NORMAL_ENCODING_ENABLED()) {
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BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
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}
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BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_cavity_frag_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_cavity_lib_glsl);
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char *str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static GPUShader *workbench_cavity_shader_get(bool cavity, bool curvature)
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{
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const bool high_dpi = (U.pixelsize > 1.5f);
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int index = 0;
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SET_FLAG_FROM_TEST(index, cavity, 1 << 0);
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SET_FLAG_FROM_TEST(index, curvature, 1 << 1);
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SET_FLAG_FROM_TEST(index, high_dpi, 1 << 2);
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GPUShader **sh = &e_data.cavity_sh[index];
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if (*sh == NULL) {
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char *cavity_frag = workbench_build_cavity_frag(cavity, curvature, high_dpi);
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*sh = DRW_shader_create_fullscreen(cavity_frag, NULL);
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MEM_freeN(cavity_frag);
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}
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return *sh;
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}
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static GPUShader *ensure_deferred_prepass_shader(WORKBENCH_PrivateData *wpd,
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bool is_uniform_color,
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bool is_hair,
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bool is_texture_painting,
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eGPUShaderConfig sh_cfg)
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{
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WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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int index = workbench_material_get_prepass_shader_index(
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wpd, is_uniform_color, is_hair, is_texture_painting);
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if (sh_data->prepass_sh_cache[index] == NULL) {
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const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg];
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char *defines = workbench_material_build_defines(
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wpd, is_uniform_color, is_hair, is_texture_painting);
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char *prepass_vert = workbench_build_prepass_vert(is_hair);
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char *prepass_frag = workbench_build_prepass_frag();
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sh_data->prepass_sh_cache[index] = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg_data->lib, prepass_vert, NULL},
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.frag = (const char *[]){prepass_frag, NULL},
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.defs = (const char *[]){sh_cfg_data->def, defines, NULL},
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});
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MEM_freeN(prepass_vert);
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MEM_freeN(prepass_frag);
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MEM_freeN(defines);
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}
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return sh_data->prepass_sh_cache[index];
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}
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static GPUShader *ensure_deferred_composite_shader(WORKBENCH_PrivateData *wpd)
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{
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int index = workbench_material_get_composite_shader_index(wpd);
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if (e_data.composite_sh_cache[index] == NULL) {
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char *defines = workbench_material_build_defines(wpd, false, false, false);
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char *composite_frag = workbench_build_composite_frag(wpd);
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e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
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MEM_freeN(composite_frag);
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MEM_freeN(defines);
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}
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return e_data.composite_sh_cache[index];
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}
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static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd)
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{
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const int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0;
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if (e_data.background_sh[index] == NULL) {
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const char *defines = (index) ? "#define V3D_SHADING_OBJECT_OUTLINE\n" : NULL;
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char *frag = BLI_string_joinN(datatoc_workbench_data_lib_glsl,
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datatoc_workbench_common_lib_glsl,
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datatoc_workbench_background_lib_glsl,
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datatoc_workbench_object_outline_lib_glsl,
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datatoc_workbench_deferred_background_frag_glsl);
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e_data.background_sh[index] = DRW_shader_create_fullscreen(frag, defines);
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MEM_freeN(frag);
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}
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return e_data.background_sh[index];
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}
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static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg)
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{
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wpd->prepass_sh = ensure_deferred_prepass_shader(wpd, false, false, false, sh_cfg);
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wpd->prepass_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, false, sh_cfg);
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wpd->prepass_uniform_sh = ensure_deferred_prepass_shader(wpd, true, false, false, sh_cfg);
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wpd->prepass_uniform_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, false, sh_cfg);
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wpd->prepass_textured_sh = ensure_deferred_prepass_shader(wpd, false, false, true, sh_cfg);
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wpd->composite_sh = ensure_deferred_composite_shader(wpd);
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wpd->background_sh = ensure_background_shader(wpd);
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}
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/* Using Hammersley distribution */
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static float *create_disk_samples(int num_samples, int num_iterations)
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{
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/* vec4 to ensure memory alignment. */
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const int total_samples = num_samples * num_iterations;
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float(*texels)[4] = MEM_mallocN(sizeof(float[4]) * total_samples, __func__);
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const float num_samples_inv = 1.0f / num_samples;
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for (int i = 0; i < total_samples; i++) {
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float it_add = (i / num_samples) * 0.499f;
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float r = fmodf((i + 0.5f + it_add) * num_samples_inv, 1.0f);
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double dphi;
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BLI_hammersley_1d(i, &dphi);
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float phi = (float)dphi * 2.0f * M_PI + it_add;
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texels[i][0] = cosf(phi);
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texels[i][1] = sinf(phi);
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/* This deliberately distribute more samples
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* at the center of the disk (and thus the shadow). */
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texels[i][2] = r;
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}
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return (float *)texels;
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}
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static struct GPUTexture *create_jitter_texture(int num_samples)
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{
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float jitter[64 * 64][4];
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const float num_samples_inv = 1.0f / num_samples;
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for (int i = 0; i < 64 * 64; i++) {
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float phi = blue_noise[i][0] * 2.0f * M_PI;
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/* This rotate the sample per pixels */
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jitter[i][0] = cosf(phi);
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jitter[i][1] = sinf(phi);
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/* This offset the sample along it's direction axis (reduce banding) */
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float bn = blue_noise[i][1] - 0.5f;
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CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
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jitter[i][2] = bn * num_samples_inv;
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jitter[i][3] = blue_noise[i][1];
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}
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UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral);
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return DRW_texture_create_2d(64, 64, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
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}
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/* Functions */
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static void workbench_init_object_data(DrawData *dd)
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{
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WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
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data->shadow_bbox_dirty = true;
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}
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static void workbench_init_oit_framebuffer(WORKBENCH_FramebufferList *fbl,
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DefaultTextureList *dtxl)
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{
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const float *size = DRW_viewport_size_get();
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e_data.oit_accum_tx = DRW_texture_pool_query_2d(
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size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
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e_data.oit_revealage_tx = DRW_texture_pool_query_2d(
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size[0], size[1], GPU_R16F, &draw_engine_workbench_solid);
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GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb,
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{
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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GPU_ATTACHMENT_TEXTURE(e_data.oit_accum_tx),
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GPU_ATTACHMENT_TEXTURE(e_data.oit_revealage_tx),
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});
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}
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void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
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{
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WORKBENCH_FramebufferList *fbl = vedata->fbl;
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PassList *psl = vedata->psl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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View3D *v3d = draw_ctx->v3d;
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Scene *scene = draw_ctx->scene;
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Object *camera;
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if (v3d && rv3d) {
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camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
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}
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else {
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camera = scene->camera;
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}
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|
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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if (!stl->effects) {
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stl->effects = MEM_callocN(sizeof(*stl->effects), __func__);
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workbench_effect_info_init(stl->effects);
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}
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if (!e_data.shadow_pass_sh) {
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WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache));
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memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache));
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#ifdef DEBUG_SHADOW_VOLUME
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const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
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#else
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const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl;
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#endif
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/* TODO only compile on demand */
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e_data.shadow_pass_sh = GPU_shader_create_from_arrays({
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.vert = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_workbench_shadow_vert_glsl,
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NULL},
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.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
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.frag = (const char *[]){shadow_frag, NULL},
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.defs = (const char *[]){"#define SHADOW_PASS\n"
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"#define DOUBLE_MANIFOLD\n",
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NULL},
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});
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e_data.shadow_pass_manifold_sh = GPU_shader_create_from_arrays({
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.vert = (const char *[]){datatoc_common_view_lib_glsl,
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datatoc_workbench_shadow_vert_glsl,
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NULL},
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.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
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.frag = (const char *[]){shadow_frag, NULL},
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.defs = (const char *[]){"#define SHADOW_PASS\n", NULL},
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|
});
|
|
e_data.shadow_fail_sh = GPU_shader_create_from_arrays({
|
|
.vert = (const char *[]){datatoc_common_view_lib_glsl,
|
|
datatoc_workbench_shadow_vert_glsl,
|
|
NULL},
|
|
.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
|
|
.frag = (const char *[]){shadow_frag, NULL},
|
|
.defs = (const char *[]){"#define SHADOW_FAIL\n"
|
|
"#define DOUBLE_MANIFOLD\n",
|
|
NULL},
|
|
});
|
|
e_data.shadow_fail_manifold_sh = GPU_shader_create_from_arrays({
|
|
.vert = (const char *[]){datatoc_common_view_lib_glsl,
|
|
datatoc_workbench_shadow_vert_glsl,
|
|
NULL},
|
|
.geom = (const char *[]){datatoc_workbench_shadow_geom_glsl, NULL},
|
|
.frag = (const char *[]){shadow_frag, NULL},
|
|
.defs = (const char *[]){"#define SHADOW_FAIL\n", NULL},
|
|
});
|
|
e_data.shadow_caps_sh = GPU_shader_create_from_arrays({
|
|
.vert = (const char *[]){datatoc_common_view_lib_glsl,
|
|
datatoc_workbench_shadow_vert_glsl,
|
|
NULL},
|
|
.geom = (const char *[]){datatoc_workbench_shadow_caps_geom_glsl, NULL},
|
|
.frag = (const char *[]){shadow_frag, NULL},
|
|
.defs = (const char *[]){"#define SHADOW_FAIL\n"
|
|
"#define DOUBLE_MANIFOLD\n",
|
|
NULL},
|
|
});
|
|
e_data.shadow_caps_manifold_sh = GPU_shader_create_from_arrays({
|
|
.vert = (const char *[]){datatoc_common_view_lib_glsl,
|
|
datatoc_workbench_shadow_vert_glsl,
|
|
NULL},
|
|
.geom = (const char *[]){datatoc_workbench_shadow_caps_geom_glsl, NULL},
|
|
.frag = (const char *[]){shadow_frag, NULL},
|
|
.defs = (const char *[]){"#define SHADOW_FAIL\n", NULL},
|
|
});
|
|
|
|
e_data.ghost_resolve_sh = DRW_shader_create_fullscreen(
|
|
datatoc_workbench_ghost_resolve_frag_glsl, NULL);
|
|
}
|
|
workbench_volume_engine_init();
|
|
workbench_fxaa_engine_init();
|
|
workbench_taa_engine_init(vedata);
|
|
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
workbench_private_data_init(wpd);
|
|
|
|
wpd->shading.xray_alpha = 1.0f;
|
|
|
|
workbench_dof_engine_init(vedata, camera);
|
|
|
|
if (OIT_ENABLED(wpd)) {
|
|
if (e_data.oit_resolve_sh == NULL) {
|
|
e_data.oit_resolve_sh = DRW_shader_create_fullscreen(
|
|
datatoc_workbench_forward_composite_frag_glsl, "#define ALPHA_COMPOSITE\n");
|
|
}
|
|
|
|
workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg);
|
|
workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg);
|
|
}
|
|
|
|
{
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
|
|
const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F;
|
|
const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F :
|
|
GPU_R11F_G11F_B10F;
|
|
const eGPUTextureFormat col_tex_format = workbench_color_texture_format(wpd);
|
|
const eGPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8;
|
|
|
|
e_data.object_id_tx = NULL;
|
|
e_data.color_buffer_tx = NULL;
|
|
e_data.composite_buffer_tx = NULL;
|
|
e_data.normal_buffer_tx = NULL;
|
|
e_data.cavity_buffer_tx = NULL;
|
|
|
|
e_data.composite_buffer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], comp_tex_format, &draw_engine_workbench_solid);
|
|
|
|
if (workbench_is_matdata_pass_enabled(wpd) || GPU_unused_fb_slot_workaround()) {
|
|
e_data.color_buffer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], col_tex_format, &draw_engine_workbench_solid);
|
|
}
|
|
if (OBJECT_ID_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) {
|
|
e_data.object_id_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], id_tex_format, &draw_engine_workbench_solid);
|
|
}
|
|
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
|
|
e_data.normal_buffer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], nor_tex_format, &draw_engine_workbench_solid);
|
|
}
|
|
if (CAVITY_ENABLED(wpd)) {
|
|
e_data.cavity_buffer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], GPU_R16, &draw_engine_workbench_solid);
|
|
}
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->prepass_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
|
|
});
|
|
GPU_framebuffer_ensure_config(&fbl->cavity_fb,
|
|
{
|
|
GPU_ATTACHMENT_NONE,
|
|
GPU_ATTACHMENT_TEXTURE(e_data.cavity_buffer_tx),
|
|
});
|
|
GPU_framebuffer_ensure_config(&fbl->composite_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
|
|
});
|
|
GPU_framebuffer_ensure_config(&fbl->color_only_fb,
|
|
{
|
|
GPU_ATTACHMENT_NONE,
|
|
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
|
|
});
|
|
|
|
if (!workbench_is_matdata_pass_enabled(wpd) && !GPU_unused_fb_slot_workaround()) {
|
|
e_data.color_buffer_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], col_tex_format, &draw_engine_workbench_solid);
|
|
}
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->effect_fb,
|
|
{
|
|
GPU_ATTACHMENT_NONE,
|
|
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
|
|
});
|
|
|
|
if (OBJECT_ID_PASS_ENABLED(wpd)) {
|
|
GPU_framebuffer_ensure_config(&fbl->id_clear_fb,
|
|
{
|
|
GPU_ATTACHMENT_NONE,
|
|
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
|
|
});
|
|
}
|
|
}
|
|
|
|
{
|
|
/* AO Samples Tex */
|
|
int num_iterations = workbench_taa_calculate_num_iterations(vedata);
|
|
|
|
const int ssao_samples_single_iteration = scene->display.matcap_ssao_samples;
|
|
const int ssao_samples = MIN2(num_iterations * ssao_samples_single_iteration, 500);
|
|
|
|
if (e_data.sampling_ubo && (e_data.cached_sample_num != ssao_samples)) {
|
|
DRW_UBO_FREE_SAFE(e_data.sampling_ubo);
|
|
DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx);
|
|
}
|
|
|
|
if (e_data.sampling_ubo == NULL) {
|
|
float *samples = create_disk_samples(ssao_samples_single_iteration, num_iterations);
|
|
e_data.jitter_tx = create_jitter_texture(ssao_samples);
|
|
e_data.sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples);
|
|
e_data.cached_sample_num = ssao_samples;
|
|
MEM_freeN(samples);
|
|
}
|
|
}
|
|
|
|
/* Prepass */
|
|
{
|
|
DRWShadingGroup *grp;
|
|
const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
|
|
|
|
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
|
|
psl->prepass_pass = DRW_pass_create("Prepass",
|
|
(do_cull) ? state | DRW_STATE_CULL_BACK : state);
|
|
psl->prepass_hair_pass = DRW_pass_create("Prepass", state);
|
|
|
|
psl->ghost_prepass_pass = DRW_pass_create("Prepass Ghost",
|
|
(do_cull) ? state | DRW_STATE_CULL_BACK : state);
|
|
psl->ghost_prepass_hair_pass = DRW_pass_create("Prepass Ghost", state);
|
|
|
|
psl->ghost_resolve_pass = DRW_pass_create("Resolve Ghost Depth",
|
|
DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
|
|
grp = DRW_shgroup_create(e_data.ghost_resolve_sh, psl->ghost_resolve_pass);
|
|
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.ghost_depth_tx);
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
|
|
{
|
|
workbench_aa_create_pass(vedata, &e_data.color_buffer_tx);
|
|
}
|
|
|
|
{
|
|
workbench_dof_create_pass(vedata, &e_data.composite_buffer_tx, e_data.jitter_tx);
|
|
}
|
|
|
|
if (CAVITY_ENABLED(wpd)) {
|
|
int state = DRW_STATE_WRITE_COLOR;
|
|
GPUShader *shader = workbench_cavity_shader_get(SSAO_ENABLED(wpd), CURVATURE_ENABLED(wpd));
|
|
psl->cavity_pass = DRW_pass_create("Cavity", state);
|
|
DRWShadingGroup *grp = DRW_shgroup_create(shader, psl->cavity_pass);
|
|
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
|
|
DRW_shgroup_uniform_block(grp, "samples_block", e_data.sampling_ubo);
|
|
|
|
if (SSAO_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
|
|
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
|
|
DRW_shgroup_uniform_vec4(grp, "ssao_params", wpd->ssao_params, 1);
|
|
DRW_shgroup_uniform_vec4(grp, "ssao_settings", wpd->ssao_settings, 1);
|
|
DRW_shgroup_uniform_mat4(grp, "WinMatrix", wpd->winmat);
|
|
DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx);
|
|
}
|
|
|
|
if (CURVATURE_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
|
|
DRW_shgroup_uniform_vec2(grp, "curvature_settings", &wpd->world_data.curvature_ridge, 1);
|
|
}
|
|
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
}
|
|
|
|
static void workbench_setup_ghost_framebuffer(WORKBENCH_FramebufferList *fbl)
|
|
{
|
|
const float *viewport_size = DRW_viewport_size_get();
|
|
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
|
|
|
|
e_data.ghost_depth_tx = DRW_texture_pool_query_2d(
|
|
size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid);
|
|
|
|
GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb,
|
|
{
|
|
GPU_ATTACHMENT_TEXTURE(e_data.ghost_depth_tx),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
|
|
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
|
|
});
|
|
}
|
|
|
|
void workbench_deferred_engine_free(void)
|
|
{
|
|
for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) {
|
|
WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[sh_data_index];
|
|
for (int index = 0; index < MAX_PREPASS_SHADERS; index++) {
|
|
DRW_SHADER_FREE_SAFE(sh_data->prepass_sh_cache[index]);
|
|
}
|
|
}
|
|
for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) {
|
|
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
|
|
}
|
|
for (int index = 0; index < MAX_CAVITY_SHADERS; index++) {
|
|
DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]);
|
|
}
|
|
DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh);
|
|
DRW_UBO_FREE_SAFE(e_data.sampling_ubo);
|
|
DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx);
|
|
DRW_SHADER_FREE_SAFE(e_data.background_sh[0]);
|
|
DRW_SHADER_FREE_SAFE(e_data.background_sh[1]);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
|
|
|
|
DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
|
|
DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh);
|
|
|
|
workbench_volume_engine_free();
|
|
workbench_fxaa_engine_free();
|
|
workbench_taa_engine_free();
|
|
workbench_dof_engine_free();
|
|
}
|
|
|
|
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
|
|
{
|
|
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
|
|
if (workbench_is_matdata_pass_enabled(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "materialBuffer", &e_data.color_buffer_tx);
|
|
}
|
|
else {
|
|
DRW_shgroup_uniform_vec3(grp, "materialSingleColor", wpd->shading.single_color, 1);
|
|
}
|
|
if (OBJECT_OUTLINE_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
|
|
}
|
|
if (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
|
|
}
|
|
if (CAVITY_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx);
|
|
}
|
|
if (workbench_is_specular_highlight_enabled(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
|
|
}
|
|
if (workbench_is_specular_highlight_enabled(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
|
|
}
|
|
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
|
|
BKE_studiolight_ensure_flag(wpd->studio_light,
|
|
STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE |
|
|
STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE);
|
|
DRW_shgroup_uniform_texture(
|
|
grp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture);
|
|
if (workbench_is_specular_highlight_enabled(wpd)) {
|
|
DRW_shgroup_uniform_texture(
|
|
grp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture);
|
|
}
|
|
}
|
|
}
|
|
|
|
void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_PassList *psl = vedata->psl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
DRWShadingGroup *grp;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
workbench_volume_cache_init(vedata);
|
|
select_deferred_shaders(wpd, draw_ctx->sh_cfg);
|
|
|
|
/* Background Pass */
|
|
{
|
|
psl->background_pass = DRW_pass_create("Background",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
|
|
grp = DRW_shgroup_create(wpd->background_sh, psl->background_pass);
|
|
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
|
|
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
|
|
if (OBJECT_OUTLINE_ENABLED(wpd)) {
|
|
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
|
|
}
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
|
|
if (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb) {
|
|
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND);
|
|
grp = DRW_shgroup_create(shader, psl->background_pass);
|
|
wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d);
|
|
DRW_shgroup_call(grp, wpd->world_clip_planes_batch, NULL);
|
|
DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1);
|
|
}
|
|
}
|
|
|
|
/* Deferred Mix Pass */
|
|
{
|
|
workbench_private_data_get_light_direction(e_data.display.light_direction);
|
|
studiolight_update_light(wpd, e_data.display.light_direction);
|
|
|
|
if (SHADOW_ENABLED(wpd)) {
|
|
psl->composite_pass = DRW_pass_create(
|
|
"Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL | DRW_STATE_DEPTH_GREATER);
|
|
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
|
|
workbench_composite_uniforms(wpd, grp);
|
|
DRW_shgroup_stencil_mask(grp, 0x00);
|
|
DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f);
|
|
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
|
|
DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift);
|
|
DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
|
|
/* Stencil Shadow passes. */
|
|
#ifdef DEBUG_SHADOW_VOLUME
|
|
DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR |
|
|
DRW_STATE_BLEND_ADD;
|
|
DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR |
|
|
DRW_STATE_BLEND_ADD;
|
|
#else
|
|
DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS |
|
|
DRW_STATE_STENCIL_ALWAYS;
|
|
DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL |
|
|
DRW_STATE_STENCIL_ALWAYS;
|
|
#endif
|
|
psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state);
|
|
psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state);
|
|
psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state);
|
|
psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state);
|
|
psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state);
|
|
psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani",
|
|
depth_fail_state);
|
|
|
|
#ifndef DEBUG_SHADOW_VOLUME
|
|
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh,
|
|
psl->shadow_depth_fail_caps_mani_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0xFF);
|
|
|
|
psl->composite_shadow_pass = DRW_pass_create(
|
|
"Composite Shadow",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL | DRW_STATE_DEPTH_GREATER);
|
|
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
|
|
DRW_shgroup_stencil_mask(grp, 0x00);
|
|
workbench_composite_uniforms(wpd, grp);
|
|
DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
|
|
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
|
|
DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift);
|
|
DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
#endif
|
|
}
|
|
else {
|
|
psl->composite_pass = DRW_pass_create("Composite",
|
|
DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_GREATER);
|
|
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
|
|
workbench_composite_uniforms(wpd, grp);
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Order Independent Transparency.
|
|
* Similar to workbench forward. Duplicated code to avoid
|
|
* spaghetti with workbench forward. It would be great if we unify
|
|
* this in a clean way.
|
|
*/
|
|
if (OIT_ENABLED(wpd)) {
|
|
const bool do_cull = CULL_BACKFACE_ENABLED(wpd);
|
|
const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0;
|
|
/* Transparency Accum */
|
|
{
|
|
/* Same as forward but here we use depth test to
|
|
* not bleed through other solid objects. */
|
|
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | DRW_STATE_DEPTH_LESS | cull_state;
|
|
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
|
|
}
|
|
/* Depth */
|
|
{
|
|
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state;
|
|
psl->object_outline_pass = DRW_pass_create("Transparent Depth", state);
|
|
}
|
|
/* OIT Composite */
|
|
{
|
|
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
|
|
psl->oit_composite_pass = DRW_pass_create("OIT Composite", state);
|
|
|
|
grp = DRW_shgroup_create(e_data.oit_resolve_sh, psl->oit_composite_pass);
|
|
DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.oit_accum_tx);
|
|
DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.oit_revealage_tx);
|
|
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
|
|
DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata,
|
|
Object *ob,
|
|
Material *mat,
|
|
Image *ima,
|
|
ImageUser *iuser,
|
|
int color_type,
|
|
int interp)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_PassList *psl = vedata->psl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
WORKBENCH_MaterialData *material;
|
|
WORKBENCH_MaterialData material_template;
|
|
const bool is_ghost = (ob->dtx & OB_DRAWXRAY);
|
|
|
|
/* Solid */
|
|
workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
|
|
material_template.color_type = color_type;
|
|
material_template.ima = ima;
|
|
material_template.iuser = iuser;
|
|
material_template.interp = interp;
|
|
uint hash = workbench_material_get_hash(&material_template, is_ghost);
|
|
|
|
material = BLI_ghash_lookup(wpd->material_hash, POINTER_FROM_UINT(hash));
|
|
if (material == NULL) {
|
|
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
|
|
/* select the correct prepass shader */
|
|
GPUShader *shader = (wpd->shading.color_type == color_type) ? wpd->prepass_sh :
|
|
wpd->prepass_uniform_sh;
|
|
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
|
|
shader = wpd->prepass_textured_sh;
|
|
}
|
|
material->shgrp = DRW_shgroup_create(
|
|
shader, (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass);
|
|
workbench_material_copy(material, &material_template);
|
|
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
|
|
workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, interp);
|
|
BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material);
|
|
}
|
|
return material;
|
|
}
|
|
|
|
static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_PassList *psl = vedata->psl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
|
|
for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
|
|
if (md->type != eModifierType_ParticleSystem) {
|
|
continue;
|
|
}
|
|
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
|
|
if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) {
|
|
continue;
|
|
}
|
|
ParticleSettings *part = psys->part;
|
|
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
|
|
|
|
if (draw_as == PART_DRAW_PATH) {
|
|
Material *mat;
|
|
Image *image;
|
|
ImageUser *iuser;
|
|
int interp;
|
|
workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat);
|
|
int color_type = workbench_material_determine_color_type(wpd, image, ob, false);
|
|
WORKBENCH_MaterialData *material = get_or_create_material_data(
|
|
vedata, ob, mat, image, iuser, color_type, interp);
|
|
|
|
struct GPUShader *shader = (wpd->shading.color_type == color_type) ?
|
|
wpd->prepass_hair_sh :
|
|
wpd->prepass_uniform_hair_sh;
|
|
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
|
|
ob,
|
|
psys,
|
|
md,
|
|
(ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass,
|
|
shader);
|
|
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
|
|
workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, interp);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void workbench_cache_populate_texture_paint_mode(WORKBENCH_Data *vedata, Object *ob)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
|
|
Scene *scene = draw_ctx->scene;
|
|
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) &&
|
|
!DRW_state_is_image_render();
|
|
WORKBENCH_MaterialData *material;
|
|
|
|
/* Force workbench to render active object textured when in texture paint mode */
|
|
const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
|
|
|
|
/* Single Image mode */
|
|
if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) {
|
|
Image *image = imapaint->canvas;
|
|
int interp = (imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? SHD_INTERP_LINEAR :
|
|
SHD_INTERP_CLOSEST;
|
|
int color_type = workbench_material_determine_color_type(wpd, image, ob, use_sculpt_pbvh);
|
|
struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob);
|
|
material = get_or_create_material_data(vedata, ob, NULL, image, NULL, color_type, interp);
|
|
|
|
DRW_shgroup_call(material->shgrp, geom, ob);
|
|
}
|
|
else {
|
|
/* IMAGEPAINT_MODE_MATERIAL */
|
|
const int materials_len = MAX2(1, ob->totcol);
|
|
struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
|
|
for (int i = 0; i < materials_len; i++) {
|
|
if (geom_array != NULL && geom_array[i] != NULL) {
|
|
Material *mat;
|
|
Image *image;
|
|
ImageUser *iuser;
|
|
int interp;
|
|
workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
|
|
int color_type = workbench_material_determine_color_type(wpd, image, ob, use_sculpt_pbvh);
|
|
material = get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp);
|
|
DRW_shgroup_call(material->shgrp, geom_array[i], ob);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_PassList *psl = vedata->psl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Scene *scene = draw_ctx->scene;
|
|
|
|
if (!DRW_object_is_renderable(ob)) {
|
|
return;
|
|
}
|
|
|
|
if (ob->type == OB_MESH) {
|
|
workbench_cache_populate_particles(vedata, ob);
|
|
}
|
|
|
|
ModifierData *md;
|
|
if (((ob->base_flag & BASE_FROM_DUPLI) == 0) &&
|
|
(md = modifiers_findByType(ob, eModifierType_Smoke)) &&
|
|
(modifier_isEnabled(scene, md, eModifierMode_Realtime)) &&
|
|
(((SmokeModifierData *)md)->domain != NULL)) {
|
|
workbench_volume_cache_populate(vedata, scene, ob, md);
|
|
return; /* Do not draw solid in this case. */
|
|
}
|
|
|
|
if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) {
|
|
return;
|
|
}
|
|
if ((ob->dt < OB_SOLID) && !DRW_state_is_scene_render()) {
|
|
return;
|
|
}
|
|
|
|
WORKBENCH_MaterialData *material;
|
|
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) {
|
|
const bool is_active = (ob == draw_ctx->obact);
|
|
const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d);
|
|
const bool use_hide = is_active && DRW_object_use_hide_faces(ob);
|
|
const int materials_len = MAX2(1, ob->totcol);
|
|
const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
|
|
bool has_transp_mat = false;
|
|
const bool use_texture_paint_drawing = !(DRW_state_is_image_render() &&
|
|
draw_ctx->v3d == NULL) &&
|
|
workbench_is_object_in_texture_paint_mode(ob) && me &&
|
|
me->mloopuv;
|
|
|
|
if (use_texture_paint_drawing) {
|
|
workbench_cache_populate_texture_paint_mode(vedata, ob);
|
|
}
|
|
else if (!use_sculpt_pbvh && TEXTURE_DRAWING_ENABLED(wpd) && me && me->mloopuv) {
|
|
/* Draw textured */
|
|
struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob);
|
|
for (int i = 0; i < materials_len; i++) {
|
|
if (geom_array != NULL && geom_array[i] != NULL) {
|
|
Material *mat;
|
|
Image *image;
|
|
ImageUser *iuser;
|
|
int interp;
|
|
workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat);
|
|
int color_type = workbench_material_determine_color_type(
|
|
wpd, image, ob, use_sculpt_pbvh);
|
|
if (color_type == V3D_SHADING_MATERIAL_COLOR && mat && mat->a < 1.0) {
|
|
material = workbench_forward_get_or_create_material_data(
|
|
vedata, ob, mat, image, iuser, color_type, 0);
|
|
has_transp_mat = true;
|
|
}
|
|
else {
|
|
material = get_or_create_material_data(
|
|
vedata, ob, mat, image, iuser, color_type, interp);
|
|
}
|
|
DRW_shgroup_call(material->shgrp, geom_array[i], ob);
|
|
}
|
|
}
|
|
}
|
|
else if (ELEM(wpd->shading.color_type,
|
|
V3D_SHADING_SINGLE_COLOR,
|
|
V3D_SHADING_OBJECT_COLOR,
|
|
V3D_SHADING_RANDOM_COLOR,
|
|
V3D_SHADING_VERTEX_COLOR)) {
|
|
int color_type = workbench_material_determine_color_type(wpd, NULL, ob, use_sculpt_pbvh);
|
|
|
|
if ((ob->color[3] < 1.0f) && (color_type == V3D_SHADING_OBJECT_COLOR)) {
|
|
material = workbench_forward_get_or_create_material_data(
|
|
vedata, ob, NULL, NULL, NULL, color_type, 0);
|
|
has_transp_mat = true;
|
|
}
|
|
else {
|
|
/* Draw solid color */
|
|
material = get_or_create_material_data(vedata, ob, NULL, NULL, NULL, color_type, 0);
|
|
}
|
|
|
|
if (use_sculpt_pbvh) {
|
|
bool use_vcol = (color_type == V3D_SHADING_VERTEX_COLOR);
|
|
DRW_shgroup_call_sculpt(material->shgrp, ob, false, false, use_vcol);
|
|
}
|
|
else {
|
|
struct GPUBatch *geom;
|
|
if (color_type == V3D_SHADING_VERTEX_COLOR) {
|
|
geom = DRW_cache_mesh_surface_vertpaint_get(ob);
|
|
}
|
|
else {
|
|
geom = DRW_cache_object_surface_get(ob);
|
|
}
|
|
|
|
if (geom) {
|
|
DRW_shgroup_call(material->shgrp, geom, ob);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Draw material color */
|
|
if (use_sculpt_pbvh) {
|
|
struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len);
|
|
|
|
for (int i = 0; i < materials_len; i++) {
|
|
struct Material *mat = give_current_material(ob, i + 1);
|
|
if (mat != NULL && mat->a < 1.0f) {
|
|
material = workbench_forward_get_or_create_material_data(
|
|
vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
|
|
has_transp_mat = true;
|
|
}
|
|
else {
|
|
material = get_or_create_material_data(
|
|
vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
|
|
}
|
|
shgrps[i] = material->shgrp;
|
|
}
|
|
DRW_shgroup_call_sculpt_with_materials(shgrps, ob, false);
|
|
}
|
|
else {
|
|
struct GPUBatch **geoms;
|
|
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
|
|
memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len);
|
|
|
|
geoms = DRW_cache_object_surface_material_get(
|
|
ob, gpumat_array, materials_len, NULL, NULL, NULL);
|
|
for (int i = 0; i < materials_len; i++) {
|
|
if (geoms != NULL && geoms[i] != NULL) {
|
|
Material *mat = give_current_material(ob, i + 1);
|
|
if (mat != NULL && mat->a < 1.0f) {
|
|
material = workbench_forward_get_or_create_material_data(
|
|
vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
|
|
has_transp_mat = true;
|
|
}
|
|
else {
|
|
material = get_or_create_material_data(
|
|
vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0);
|
|
}
|
|
DRW_shgroup_call(material->shgrp, geoms[i], ob);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SHADOW_ENABLED(wpd) && !(ob->dtx & OB_DRAW_NO_SHADOW_CAST)) {
|
|
bool is_manifold;
|
|
struct GPUBatch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold);
|
|
if (geom_shadow) {
|
|
if (use_sculpt_pbvh || use_hide) {
|
|
/* Currently unsupported in sculpt mode. We could revert to the slow
|
|
* method in this case but I'm not sure if it's a good idea given that
|
|
* sculpted meshes are heavy to begin with. */
|
|
// DRW_shgroup_call_sculpt(wpd->shadow_shgrp, ob, ob->obmat);
|
|
}
|
|
else {
|
|
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
|
|
&ob->id,
|
|
&draw_engine_workbench_solid,
|
|
sizeof(WORKBENCH_ObjectData),
|
|
&workbench_init_object_data,
|
|
NULL);
|
|
|
|
if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) {
|
|
|
|
mul_v3_mat3_m4v3(
|
|
engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
|
|
|
|
DRWShadingGroup *grp;
|
|
bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow(
|
|
wpd, ob, engine_object_data);
|
|
|
|
if (use_shadow_pass_technique && !has_transp_mat) {
|
|
if (is_manifold) {
|
|
grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh,
|
|
psl->shadow_depth_pass_mani_pass);
|
|
}
|
|
else {
|
|
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
|
|
}
|
|
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
|
|
DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f);
|
|
DRW_shgroup_call_no_cull(grp, geom_shadow, ob);
|
|
#ifdef DEBUG_SHADOW_VOLUME
|
|
DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
|
|
#endif
|
|
}
|
|
else {
|
|
float extrude_distance = studiolight_object_shadow_distance(
|
|
wpd, ob, engine_object_data);
|
|
|
|
/* TODO(fclem): only use caps if they are in the view frustum. */
|
|
const bool need_caps = true;
|
|
if (need_caps) {
|
|
if (is_manifold) {
|
|
grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh,
|
|
psl->shadow_depth_fail_caps_mani_pass);
|
|
}
|
|
else {
|
|
grp = DRW_shgroup_create(e_data.shadow_caps_sh,
|
|
psl->shadow_depth_fail_caps_pass);
|
|
}
|
|
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
|
|
DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance);
|
|
DRW_shgroup_call_no_cull(grp, DRW_cache_object_surface_get(ob), ob);
|
|
}
|
|
|
|
if (is_manifold) {
|
|
grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh,
|
|
psl->shadow_depth_fail_mani_pass);
|
|
}
|
|
else {
|
|
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
|
|
}
|
|
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
|
|
DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance);
|
|
DRW_shgroup_call_no_cull(grp, geom_shadow, ob);
|
|
#ifdef DEBUG_SHADOW_VOLUME
|
|
DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
|
|
{
|
|
}
|
|
|
|
void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_FramebufferList *fbl = vedata->fbl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
const float clear_depth = 1.0f;
|
|
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
uint clear_stencil = 0x00;
|
|
|
|
DRW_stats_group_start("Clear Background");
|
|
|
|
if (OBJECT_ID_PASS_ENABLED(wpd)) {
|
|
/* From all the color buffers, only object id needs to be cleared. */
|
|
GPU_framebuffer_bind(fbl->id_clear_fb);
|
|
GPU_framebuffer_clear_color(fbl->id_clear_fb, clear_color);
|
|
}
|
|
|
|
GPU_framebuffer_bind(fbl->prepass_fb);
|
|
int clear_bits = GPU_DEPTH_BIT;
|
|
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
|
|
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
|
|
DRW_stats_group_end();
|
|
}
|
|
|
|
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
|
|
{
|
|
WORKBENCH_PassList *psl = vedata->psl;
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_FramebufferList *fbl = vedata->fbl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
|
|
if (workbench_is_taa_enabled(wpd)) {
|
|
workbench_taa_draw_scene_start(vedata);
|
|
}
|
|
|
|
/* clear in background */
|
|
GPU_framebuffer_bind(fbl->prepass_fb);
|
|
DRW_draw_pass(psl->prepass_pass);
|
|
DRW_draw_pass(psl->prepass_hair_pass);
|
|
|
|
if (GHOST_ENABLED(psl)) {
|
|
/* meh, late init to not request a depth buffer we won't use. */
|
|
workbench_setup_ghost_framebuffer(fbl);
|
|
|
|
GPU_framebuffer_bind(fbl->ghost_prepass_fb);
|
|
GPU_framebuffer_clear_depth(fbl->ghost_prepass_fb, 1.0f);
|
|
DRW_draw_pass(psl->ghost_prepass_pass);
|
|
DRW_draw_pass(psl->ghost_prepass_hair_pass);
|
|
|
|
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
|
DRW_draw_pass(psl->ghost_resolve_pass);
|
|
}
|
|
|
|
if (CAVITY_ENABLED(wpd)) {
|
|
GPU_framebuffer_bind(fbl->cavity_fb);
|
|
DRW_draw_pass(psl->cavity_pass);
|
|
}
|
|
|
|
if (SHADOW_ENABLED(wpd)) {
|
|
#ifdef DEBUG_SHADOW_VOLUME
|
|
GPU_framebuffer_bind(fbl->composite_fb);
|
|
DRW_draw_pass(psl->composite_pass);
|
|
#else
|
|
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
|
#endif
|
|
DRW_draw_pass(psl->shadow_depth_pass_pass);
|
|
DRW_draw_pass(psl->shadow_depth_pass_mani_pass);
|
|
DRW_draw_pass(psl->shadow_depth_fail_pass);
|
|
DRW_draw_pass(psl->shadow_depth_fail_mani_pass);
|
|
DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
|
|
DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass);
|
|
|
|
if (GHOST_ENABLED(psl)) {
|
|
/* We need to set the stencil buffer to 0 where Ghost objects are
|
|
* else they will get shadow and even badly shadowed. */
|
|
DRWState state = DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS;
|
|
DRW_pass_state_set(psl->ghost_prepass_pass, state);
|
|
DRW_pass_state_set(psl->ghost_prepass_hair_pass, state);
|
|
|
|
DRW_draw_pass(psl->ghost_prepass_pass);
|
|
DRW_draw_pass(psl->ghost_prepass_hair_pass);
|
|
}
|
|
#ifndef DEBUG_SHADOW_VOLUME
|
|
GPU_framebuffer_bind(fbl->composite_fb);
|
|
DRW_draw_pass(psl->composite_pass);
|
|
DRW_draw_pass(psl->composite_shadow_pass);
|
|
#endif
|
|
}
|
|
else {
|
|
GPU_framebuffer_bind(fbl->composite_fb);
|
|
DRW_draw_pass(psl->composite_pass);
|
|
}
|
|
|
|
/* In order to not draw on top of ghost objects, we clear the stencil
|
|
* to 0xFF and the ghost object to 0x00 and only draw overlays on top if
|
|
* stencil is not 0. */
|
|
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
|
GPU_framebuffer_clear_stencil(dfbl->depth_only_fb, 0xFF);
|
|
|
|
/* TODO(fclem): only enable when needed (when there is overlays). */
|
|
if (GHOST_ENABLED(psl)) {
|
|
DRWState state = DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS;
|
|
DRW_pass_state_set(psl->ghost_prepass_pass, state);
|
|
DRW_pass_state_set(psl->ghost_prepass_hair_pass, state);
|
|
|
|
DRW_draw_pass(psl->ghost_prepass_pass);
|
|
DRW_draw_pass(psl->ghost_prepass_hair_pass);
|
|
}
|
|
|
|
GPU_framebuffer_bind(fbl->composite_fb);
|
|
DRW_draw_pass(psl->background_pass);
|
|
|
|
if (OIT_ENABLED(wpd) && !DRW_pass_is_empty(psl->transparent_accum_pass)) {
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
/* meh, late init to not request buffers we won't use. */
|
|
workbench_init_oit_framebuffer(fbl, dtxl);
|
|
|
|
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
GPU_framebuffer_bind(fbl->transparent_accum_fb);
|
|
GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
|
|
DRW_draw_pass(psl->transparent_accum_pass);
|
|
|
|
GPU_framebuffer_bind(fbl->composite_fb);
|
|
DRW_draw_pass(psl->oit_composite_pass);
|
|
}
|
|
|
|
if (wpd->volumes_do) {
|
|
GPU_framebuffer_bind(fbl->color_only_fb);
|
|
DRW_draw_pass(psl->volume_pass);
|
|
}
|
|
|
|
workbench_dof_draw_pass(vedata);
|
|
workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx);
|
|
}
|
|
|
|
void workbench_deferred_draw_finish(WORKBENCH_Data *vedata)
|
|
{
|
|
WORKBENCH_StorageList *stl = vedata->stl;
|
|
WORKBENCH_PrivateData *wpd = stl->g_data;
|
|
|
|
/* XXX TODO(fclem) do not discard UBOS after drawing! Store them per viewport. */
|
|
workbench_private_data_free(wpd);
|
|
workbench_volume_smoke_textures_free(wpd);
|
|
}
|