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test2/source/blender/draw/intern/shaders/draw_view_info.hh
Miguel Pozo ba982119cd Workbench Next
Rewrite of the Workbench engine using C++ and the new Draw Manager API.

The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.

The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)

To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.

Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)

Reviewed By: fclem

Maniphest Tasks: T101619

Differential Revision: https://developer.blender.org/D16826
2023-01-23 17:59:07 +01:00

233 lines
9.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "draw_defines.h"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Resource ID
*
* This is used to fetch per object data in drw_matrices and other object indexed
* buffers. There is multiple possibilities depending on how we are drawing the object.
*
* \{ */
/* Standard way. Use gpu_InstanceIndex to index the object data. */
GPU_SHADER_CREATE_INFO(draw_resource_id).define("DYNAMIC_RESOURCE_ID");
/**
* Used if the resource index needs to be passed to the fragment shader.
* IMPORTANT: Vertex and Geometry shaders need to use PASS_RESOURCE_ID in main().
*/
GPU_SHADER_INTERFACE_INFO(draw_resource_id_iface, "drw_ResourceID_iface")
.flat(Type::INT, "resource_index");
GPU_SHADER_CREATE_INFO(draw_resource_id_varying)
.vertex_out(draw_resource_id_iface)
.geometry_out(draw_resource_id_iface); /* Used if needed. */
/* Variation used when drawing multiple instances for one object. */
GPU_SHADER_CREATE_INFO(draw_resource_id_uniform)
.define("UNIFORM_RESOURCE_ID")
.push_constant(Type::INT, "drw_ResourceID");
/**
* Declare a resource handle that identify a unique object.
* Requires draw_resource_id[_uniform].
*/
GPU_SHADER_CREATE_INFO(draw_resource_handle)
.define("resource_handle (drw_resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)")
.push_constant(Type::INT, "drw_resourceChunk");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw View
* \{ */
GPU_SHADER_CREATE_INFO(draw_view)
.uniform_buf(DRW_VIEW_UBO_SLOT, "ViewMatrices", "drw_view_[DRW_VIEW_LEN]", Frequency::PASS)
.define("drw_view", "drw_view_[drw_view_id]")
.typedef_source("draw_shader_shared.h");
GPU_SHADER_CREATE_INFO(draw_view_culling)
.uniform_buf(DRW_VIEW_CULLING_UBO_SLOT, "ViewCullingData", "drw_view_culling_[DRW_VIEW_LEN]")
.define("drw_view_culling", "drw_view_culling_[drw_view_id]")
.typedef_source("draw_shader_shared.h");
GPU_SHADER_CREATE_INFO(draw_modelmat)
.uniform_buf(8, "ObjectMatrices", "drw_matrices[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH)
.define("ModelMatrix", "(drw_matrices[resource_id].model)")
.define("ModelMatrixInverse", "(drw_matrices[resource_id].model_inverse)")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_modelmat_legacy)
.define("DRW_LEGACY_MODEL_MATRIX")
.push_constant(Type::MAT4, "ModelMatrix")
.push_constant(Type::MAT4, "ModelMatrixInverse")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_modelmat_instanced_attr)
.push_constant(Type::MAT4, "ModelMatrix")
.push_constant(Type::MAT4, "ModelMatrixInverse")
.additional_info("draw_view");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw View
* \{ */
GPU_SHADER_CREATE_INFO(drw_clipped)
/* TODO(fclem): Move to engine side. */
.uniform_buf(DRW_CLIPPING_UBO_SLOT, "vec4", "drw_clipping_[6]", Frequency::PASS)
.define("USE_WORLD_CLIP_PLANES");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Globals
* \{ */
GPU_SHADER_CREATE_INFO(draw_globals)
.typedef_source("draw_common_shader_shared.h")
.uniform_buf(7, "GlobalsUboStorage", "globalsBlock", Frequency::PASS);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Geometry Type
* \{ */
GPU_SHADER_CREATE_INFO(draw_mesh).additional_info("draw_modelmat", "draw_resource_id");
GPU_SHADER_CREATE_INFO(draw_hair)
.define("HAIR_SHADER")
.define("DRW_HAIR_INFO")
.sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
/* TODO(@fclem): Pack these into one UBO. */
.push_constant(Type::INT, "hairStrandsRes")
.push_constant(Type::INT, "hairThicknessRes")
.push_constant(Type::FLOAT, "hairRadRoot")
.push_constant(Type::FLOAT, "hairRadTip")
.push_constant(Type::FLOAT, "hairRadShape")
.push_constant(Type::BOOL, "hairCloseTip")
.push_constant(Type::INT, "hairStrandOffset")
.push_constant(Type::MAT4, "hairDupliMatrix")
.additional_info("draw_modelmat", "draw_resource_id");
GPU_SHADER_CREATE_INFO(draw_pointcloud)
.sampler(0, ImageType::FLOAT_BUFFER, "ptcloud_pos_rad_tx", Frequency::BATCH)
.define("POINTCLOUD_SHADER")
.define("DRW_POINTCLOUD_INFO")
.vertex_in(0, Type::VEC4, "pos")
.vertex_in(1, Type::VEC3, "pos_inst")
.vertex_in(2, Type::VEC3, "nor")
.additional_info("draw_modelmat_instanced_attr", "draw_resource_id_uniform");
GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
GPU_SHADER_CREATE_INFO(draw_gpencil)
.typedef_source("gpencil_shader_shared.h")
.define("DRW_GPENCIL_INFO")
.sampler(0, ImageType::FLOAT_BUFFER, "gp_pos_tx")
.sampler(1, ImageType::FLOAT_BUFFER, "gp_col_tx")
/* Per Object */
.push_constant(Type::FLOAT, "gpThicknessScale") /* TODO(fclem): Replace with object info. */
.push_constant(Type::FLOAT, "gpThicknessWorldScale") /* TODO(fclem): Same as above. */
.define("gpThicknessIsScreenSpace", "(gpThicknessWorldScale < 0.0)")
/* Per Layer */
.push_constant(Type::FLOAT, "gpThicknessOffset")
.additional_info("draw_modelmat", "draw_object_infos");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Draw Manager usage
* \{ */
GPU_SHADER_CREATE_INFO(draw_resource_finalize)
.do_static_compilation(true)
.typedef_source("draw_shader_shared.h")
.define("DRAW_FINALIZE_SHADER")
.local_group_size(DRW_FINALIZE_GROUP_SIZE)
.storage_buf(0, Qualifier::READ, "ObjectMatrices", "matrix_buf[]")
.storage_buf(1, Qualifier::READ_WRITE, "ObjectBounds", "bounds_buf[]")
.storage_buf(2, Qualifier::READ_WRITE, "ObjectInfos", "infos_buf[]")
.push_constant(Type::INT, "resource_len")
.compute_source("draw_resource_finalize_comp.glsl");
GPU_SHADER_CREATE_INFO(draw_view_finalize)
.do_static_compilation(true)
.local_group_size(64) /* DRW_VIEW_MAX */
.define("DRW_VIEW_LEN", "64")
.storage_buf(0, Qualifier::READ_WRITE, "ViewCullingData", "view_culling_buf[DRW_VIEW_LEN]")
.compute_source("draw_view_finalize_comp.glsl")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(draw_visibility_compute)
.do_static_compilation(true)
.local_group_size(DRW_VISIBILITY_GROUP_SIZE)
.define("DRW_VIEW_LEN", "64")
.storage_buf(0, Qualifier::READ, "ObjectBounds", "bounds_buf[]")
.storage_buf(1, Qualifier::READ_WRITE, "uint", "visibility_buf[]")
.push_constant(Type::INT, "resource_len")
.push_constant(Type::INT, "view_len")
.push_constant(Type::INT, "visibility_word_per_draw")
.compute_source("draw_visibility_comp.glsl")
.additional_info("draw_view", "draw_view_culling");
GPU_SHADER_CREATE_INFO(draw_command_generate)
.do_static_compilation(true)
.typedef_source("draw_shader_shared.h")
.typedef_source("draw_command_shared.hh")
.local_group_size(DRW_COMMAND_GROUP_SIZE)
.storage_buf(0, Qualifier::READ_WRITE, "DrawGroup", "group_buf[]")
.storage_buf(1, Qualifier::READ, "uint", "visibility_buf[]")
.storage_buf(2, Qualifier::READ, "DrawPrototype", "prototype_buf[]")
.storage_buf(3, Qualifier::WRITE, "DrawCommand", "command_buf[]")
.storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::WRITE, "uint", "resource_id_buf[]")
.push_constant(Type::INT, "prototype_len")
.push_constant(Type::INT, "visibility_word_per_draw")
.push_constant(Type::INT, "view_shift")
.compute_source("draw_command_generate_comp.glsl");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Resource ID
* New implementation using gl_BaseInstance and storage buffers.
* \{ */
GPU_SHADER_CREATE_INFO(draw_resource_id_new)
.define("UNIFORM_RESOURCE_ID_NEW")
.storage_buf(DRW_RESOURCE_ID_SLOT, Qualifier::READ, "int", "resource_id_buf[]")
.define("drw_ResourceID", "resource_id_buf[gpu_BaseInstance + gl_InstanceID]");
/**
* Workaround the lack of gl_BaseInstance by binding the resource_id_buf as vertex buf.
*/
GPU_SHADER_CREATE_INFO(draw_resource_id_fallback)
.define("UNIFORM_RESOURCE_ID_NEW")
.vertex_in(15, Type::INT, "drw_ResourceID");
/** TODO mask view id bits. */
GPU_SHADER_CREATE_INFO(draw_resource_handle_new).define("resource_handle", "drw_ResourceID");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Object Resources
* \{ */
GPU_SHADER_CREATE_INFO(draw_modelmat_new)
.typedef_source("draw_shader_shared.h")
.storage_buf(DRW_OBJ_MAT_SLOT, Qualifier::READ, "ObjectMatrices", "drw_matrix_buf[]")
.define("drw_ModelMatrixInverse", "drw_matrix_buf[resource_id].model_inverse")
.define("drw_ModelMatrix", "drw_matrix_buf[resource_id].model")
/* TODO For compatibility with old shaders. To be removed. */
.define("ModelMatrixInverse", "drw_ModelMatrixInverse")
.define("ModelMatrix", "drw_ModelMatrix")
.additional_info("draw_resource_id_new");
/** \} */