Workbench: Xray: Optimize and fix implementation.

There was a method explained in the Weighted Blended Order-Independent
Transparency paper to support hardware that does not support per render
target blending function.

So now only 2 geometry passes are required instead of 3 (one being the
outline/depth fill pass).

This also fix how the blending is done. There was some premult confusion
in the implementation.
This commit is contained in:
Clément Foucault 2018-06-10 15:30:49 +02:00
parent b23d5132a9
commit 95894421cb
10 changed files with 46 additions and 152 deletions

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@ -227,7 +227,6 @@ data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.gls
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_forward_transparent_revealage_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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@ -65,11 +65,11 @@ void fresnel(vec3 I, vec3 N, float ior, out float kr)
// kt = 1 - kr;
}
vec4 calculate_transparent_accum(vec4 premultiplied) {
float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
float calculate_transparent_weight(float alpha) {
/* Eq 10 */
float a = min(1.0, alpha) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;
float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
return premultiplied * w;
return alpha * clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e3);
}
vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)

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@ -2,9 +2,7 @@ out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D transparentAccum;
#ifdef WORKBENCH_REVEALAGE_ENABLED
uniform sampler2D transparentRevealage;
#endif
uniform vec2 invertedViewportSize;
layout(std140) uniform world_block {
@ -16,29 +14,24 @@ void main()
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
uint object_id = texelFetch(objectId, texel, 0).r;
vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
#ifdef WORKBENCH_REVEALAGE_ENABLED
float transparent_revealage = texelFetch(transparentRevealage, texel, 0).r;
#endif
vec4 color;
vec4 bg_color;
/* Listing 4 */
vec4 trans_accum = texelFetch(transparentAccum, texel, 0);
float trans_revealage = trans_accum.a;
trans_accum.a = texelFetch(transparentRevealage, texel, 0).r;
#ifdef V3D_SHADING_OBJECT_OUTLINE
float outline = calculate_object_outline(objectId, texel, object_id);
#else /* V3D_SHADING_OBJECT_OUTLINE */
float outline = 1.0;
#endif /* V3D_SHADING_OBJECT_OUTLINE */
bg_color = vec4(background_color(world_data, uv_viewport.y), 0.0);
if (object_id == NO_OBJECT_ID) {
color = bg_color;
} else {
#ifdef WORKBENCH_REVEALAGE_ENABLED
color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0);
color = mix(bg_color, color, clamp(1.0 - transparent_revealage, 0.0, 1.0));
#else
color = vec4(transparent_accum.xyz / max(transparent_accum.a, EPSILON), 1.0);
#endif
}
vec3 bg_color = background_color(world_data, uv_viewport.y);
fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
/* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
vec3 color = mix(trans_color, bg_color, trans_revealage);
color = mix(world_data.object_outline_color.rgb, color, outline);
fragColor = vec4(color, 1.0);
}

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@ -26,7 +26,7 @@ layout(std140) uniform material_block {
};
layout(location=0) out vec4 transparentAccum;
layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */
void main()
{
@ -70,7 +70,13 @@ void main()
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);
/* Based on :
* McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
* Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122141, 2013
*/
/* Listing 4 */
float weight = calculate_transparent_weight(alpha);
transparentAccum = vec4(shaded_color * weight, alpha);
revealageAccum = weight;
}

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@ -1,7 +0,0 @@
layout(location=0) out float transparentRevealage;
uniform float alpha = 0.5;
void main()
{
transparentRevealage = alpha;
}

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@ -50,17 +50,13 @@
static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_revealage_sh;
struct GPUShader *transparent_revealage_hair_sh;
struct GPUShader *object_outline_sh;
struct GPUShader *object_outline_hair_sh;
struct GPUShader *checker_depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
#ifdef WORKBENCH_REVEALAGE_ENABLED
struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
#endif
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
int next_object_id;
float normal_world_matrix[3][3];
@ -71,9 +67,6 @@ extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_workbench_forward_composite_frag_glsl[];
extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
#ifdef WORKBENCH_REVEALAGE_ENABLED
extern char datatoc_workbench_forward_transparent_revealage_frag_glsl[];
#endif
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
@ -127,22 +120,6 @@ static char *workbench_build_forward_transparent_accum_frag(void)
return str;
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
static char *workbench_build_forward_transparent_revealage_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_revealage_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
#endif
static char *workbench_build_forward_composite_frag(void)
{
char *str = NULL;
@ -310,17 +287,6 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
forward_vert, NULL,
forward_depth_frag, defines_hair);
#ifdef WORKBENCH_REVEALAGE_ENABLED
char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
e_data.transparent_revealage_sh = DRW_shader_create(
forward_vert, NULL,
forward_transparent_revealage_frag, defines);
e_data.transparent_revealage_hair_sh = DRW_shader_create(
forward_vert, NULL,
forward_transparent_revealage_frag, defines_hair);
MEM_freeN(forward_transparent_revealage_frag);
#endif
e_data.checker_depth_sh = DRW_shader_create_fullscreen(
datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
MEM_freeN(forward_vert);
@ -337,63 +303,32 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
#ifdef WORKBENCH_REVEALAGE_ENABLED
e_data.transparent_revealage_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
#endif
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
});
#ifdef WORKBENCH_REVEALAGE_ENABLED
GPU_framebuffer_ensure_config(&fbl->transparent_revealage_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
});
#endif
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRW_stats_group_start("Clear Buffers");
GPU_framebuffer_bind(fbl->transparent_accum_fb);
GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
#ifdef WORKBENCH_REVEALAGE_ENABLED
const float clear_color1[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GPU_framebuffer_bind(fbl->transparent_revealage_fb);
GPU_framebuffer_clear_color(fbl->transparent_revealage_fb, clear_color1);
#endif
GPU_framebuffer_bind(fbl->object_outline_fb);
GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
DRW_stats_group_end();
/* Transparency Accum */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
/* Transparency Revealage */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass);
DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
wpd->transparent_revealage_shgrp = grp;
}
#endif
/* Depth */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
@ -407,9 +342,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx);
#endif
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
@ -429,10 +362,6 @@ void workbench_forward_engine_free()
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_hair_sh);
#endif
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
@ -496,12 +425,6 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(shgrp, "image", tex);
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
shgrp = DRW_shgroup_hair_create(ob, psys, md,
psl->transparent_revealage_pass,
e_data.transparent_revealage_hair_sh);
DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
#endif
shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->object_outline_pass,
e_data.object_outline_hair_sh);
@ -550,9 +473,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom_array[i], ob);
#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
@ -568,16 +488,10 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (is_sculpt_mode) {
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_call_sculpt_add(wpd->transparent_revealage_shgrp, ob, ob->obmat);
#endif
DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom, ob);
#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
@ -596,9 +510,6 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, mat_geom[i], ob);
#endif
DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
@ -616,7 +527,7 @@ void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_stats_group_start("Clear Background");
DRW_stats_group_start("Clear depth");
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth);
DRW_stats_group_end();
@ -631,17 +542,23 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Write Depth + Object ID */
const float clear_outline[4] = {0.0f};
GPU_framebuffer_bind(fbl->object_outline_fb);
GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline);
DRW_draw_pass(psl->object_outline_pass);
if (wpd->shading.xray_alpha > 0.0) {
/* Shade */
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);
#ifdef WORKBENCH_REVEALAGE_ENABLED
GPU_framebuffer_bind(fbl->transparent_revealage_fb);
DRW_draw_pass(psl->transparent_revealage_pass);
#endif
}
else {
/* TODO(fclem): this is unecessary and takes up perf.
* Better change the composite frag shader to not use the tx. */
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);
}
/* Composite */

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@ -95,10 +95,6 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype,
BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n");
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
BLI_dynstr_appendf(ds, "#define WORKBENCH_REVEALAGE_ENABLED\n");
#endif
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;

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@ -55,8 +55,6 @@
#define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) (MATCAP_ENABLED(wpd) || STUDIOLIGHT_ENABLED(wpd) || SHADOW_ENABLED(wpd) || SPECULAR_HIGHLIGHT_ENABLED(wpd))
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) || CAVITY_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define WORKBENCH_REVEALAGE_ENABLED
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
@ -67,10 +65,7 @@ typedef struct WORKBENCH_FramebufferList {
/* Forward render buffers */
struct GPUFrameBuffer *object_outline_fb;
struct GPUFrameBuffer *transparent_accum_fb;
#ifdef WORKBENCH_REVEALAGE_ENABLED
struct GPUFrameBuffer *transparent_revealage_fb;
#endif
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
@ -93,9 +88,6 @@ typedef struct WORKBENCH_PassList {
/* forward rendering */
struct DRWPass *transparent_accum_pass;
#ifdef WORKBENCH_REVEALAGE_ENABLED
struct DRWPass *transparent_revealage_pass;
#endif
struct DRWPass *object_outline_pass;
struct DRWPass *depth_pass;
struct DRWPass *checker_depth_pass;
@ -158,9 +150,6 @@ typedef struct WORKBENCH_PrivateData {
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
struct DRWShadingGroup *depth_shgrp;
#ifdef WORKBENCH_REVEALAGE_ENABLED
struct DRWShadingGroup *transparent_revealage_shgrp;
#endif
WORKBENCH_UBO_World world_data;
float shadow_multiplier;
float cached_shadow_direction[3];

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@ -282,7 +282,7 @@ typedef enum {
DRW_STATE_BLEND_PREMUL = (1 << 21), /* Use that if color is already premult by alpha. */
DRW_STATE_WIRE_SMOOTH = (1 << 22),
DRW_STATE_TRANS_FEEDBACK = (1 << 23),
DRW_STATE_TRANSPARENT_REVEALAGE = (1 << 24),
DRW_STATE_BLEND_OIT = (1 << 24),
DRW_STATE_WRITE_STENCIL = (1 << 27),
DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 28),

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@ -222,7 +222,7 @@ void drw_state_set(DRWState state)
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_BLEND | DRW_STATE_BLEND_PREMUL | DRW_STATE_ADDITIVE |
DRW_STATE_MULTIPLY | DRW_STATE_TRANSMISSION | DRW_STATE_ADDITIVE_FULL |
DRW_STATE_TRANSPARENT_REVEALAGE,
DRW_STATE_BLEND_OIT,
test))
{
if (test) {
@ -241,8 +241,9 @@ void drw_state_set(DRWState state)
else if ((state & DRW_STATE_TRANSMISSION) != 0) {
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
}
else if ((state & DRW_STATE_TRANSPARENT_REVEALAGE) != 0) {
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
else if ((state & DRW_STATE_BLEND_OIT) != 0) {
glBlendFuncSeparate(GL_ONE, GL_ONE, /* RGB */
GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_ADDITIVE) != 0) {
/* Do not let alpha accumulate but premult the source RGB by it. */