Workbench: Add support for the xray object option

Xray object can be see through other objects. They cast shadows as well
but cannot receive then.
This commit is contained in:
Clément Foucault 2018-08-14 20:26:21 +02:00
parent a5d72bac8e
commit 485b8d41be
6 changed files with 84 additions and 8 deletions

View File

@ -227,6 +227,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_effect_taa_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_ghost_resolve_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)

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@ -0,0 +1,13 @@
uniform sampler2D depthBuffer;
void main(void)
{
float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
/* background, discard */
if (depth >= 1.0) {
discard;
}
gl_FragDepth = depth;
}

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@ -60,6 +60,7 @@ static struct {
struct GPUShader *prepass_sh_cache[MAX_SHADERS];
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *cavity_sh;
struct GPUShader *ghost_resolve_sh;
struct GPUShader *shadow_fail_sh;
struct GPUShader *shadow_fail_manifold_sh;
struct GPUShader *shadow_pass_sh;
@ -67,6 +68,7 @@ static struct {
struct GPUShader *shadow_caps_sh;
struct GPUShader *shadow_caps_manifold_sh;
struct GPUTexture *ghost_depth_tx; /* ref only, not alloced */
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
struct GPUTexture *cavity_buffer_tx; /* ref only, not alloced */
@ -90,6 +92,7 @@ extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_cavity_frag_glsl[];
extern char datatoc_workbench_deferred_composite_frag_glsl[];
extern char datatoc_workbench_ghost_resolve_frag_glsl[];
extern char datatoc_workbench_shadow_vert_glsl[];
extern char datatoc_workbench_shadow_geom_glsl[];
@ -332,6 +335,8 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
char *cavity_frag = workbench_build_cavity_frag();
e_data.cavity_sh = DRW_shader_create_fullscreen(cavity_frag, NULL);
MEM_freeN(cavity_frag);
e_data.ghost_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_ghost_resolve_frag_glsl, NULL);
}
workbench_volume_engine_init();
workbench_fxaa_engine_init();
@ -408,11 +413,20 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
/* Prepass */
{
DRWShadingGroup *grp;
const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
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_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
{
@ -438,6 +452,21 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
}
}
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.object_id_tx),
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.specular_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
});
}
void workbench_deferred_engine_free(void)
{
for (int index = 0; index < MAX_SHADERS; index++) {
@ -445,6 +474,7 @@ void workbench_deferred_engine_free(void)
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.cavity_sh);
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);
@ -577,21 +607,23 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
&ob->id, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
WORKBENCH_MaterialData material_template;
const bool is_ghost = (ob->dtx & OB_DRAWXRAY);
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
uint hash = workbench_material_get_hash(&material_template, is_ghost);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(
color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass);
(color_type == V3D_SHADING_TEXTURE_COLOR) ? wpd->prepass_texture_sh: wpd->prepass_solid_sh,
(ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass);
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, material->shgrp, material);
@ -635,9 +667,9 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
wpd->prepass_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
ob, psys, md,
psl->prepass_hair_pass,
(ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass,
shader);
DRW_shgroup_stencil_mask(shgrp, 0xFF);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, shgrp, material);
}
@ -856,6 +888,19 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
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);
@ -874,6 +919,16 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
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
* else they will get shadow and even badly shadowed. */
DRW_pass_state_set(psl->ghost_prepass_pass, DRW_STATE_WRITE_STENCIL);
DRW_pass_state_set(psl->ghost_prepass_hair_pass, DRW_STATE_WRITE_STENCIL);
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);

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@ -153,7 +153,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
uint hash = workbench_material_get_hash(&material_template, false);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {

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@ -110,7 +110,7 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_text
return str;
}
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost)
{
uint input[4];
uint result;
@ -128,6 +128,8 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
input[3] = (uint)(material_template->roughness * 512);
result += BLI_ghashutil_uinthash_v4_murmur(input);
result += BLI_ghashutil_uinthash((uint)is_ghost);
/* add texture reference */
if (material_template->ima) {
result += BLI_ghashutil_inthash_p_murmur(material_template->ima);

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@ -51,6 +51,7 @@
#define STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd) (MATCAP_ENABLED(wpd) && (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL))
#define CAVITY_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_CAVITY)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define GHOST_ENABLED(psl) (!DRW_pass_is_empty(psl->ghost_prepass_pass) || !DRW_pass_is_empty(psl->ghost_prepass_hair_pass))
#define IS_NAVIGATING(wpd) ((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING))
#define FXAA_ENABLED(wpd) ((!DRW_state_is_opengl_render()) && \
@ -72,6 +73,7 @@ struct rcti;
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *ghost_prepass_fb;
struct GPUFrameBuffer *cavity_fb;
struct GPUFrameBuffer *composite_fb;
@ -100,6 +102,8 @@ typedef struct WORKBENCH_PassList {
/* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *prepass_hair_pass;
struct DRWPass *ghost_prepass_pass;
struct DRWPass *ghost_prepass_hair_pass;
struct DRWPass *cavity_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_pass_mani_pass;
@ -109,6 +113,7 @@ typedef struct WORKBENCH_PassList {
struct DRWPass *shadow_depth_fail_caps_mani_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
struct DRWPass *ghost_resolve_pass;
struct DRWPass *effect_aa_pass;
struct DRWPass *volume_pass;
@ -279,7 +284,7 @@ int workbench_taa_calculate_num_iterations(WORKBENCH_Data *vedata);
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_set_normal_world_matrix(
DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);