/* Draw time ! Control rendering pipeline from here */ static void EDIT_TEXT_draw_scene(void *vedata) { EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl; EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl; /* Default framebuffer and texture */ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); UNUSED_VARS(fbl, dfbl, dtxl); /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ /* * DRW_framebuffer_texture_detach(dtxl->depth); * DRW_framebuffer_bind(fbl->custom_fb); * DRW_draw_pass(psl->pass); * DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0); * DRW_framebuffer_bind(dfbl->default_fb); */ DRW_draw_pass(psl->wire_pass); if (!DRW_pass_is_empty(psl->text_box_pass)) { DRW_draw_pass(psl->text_box_pass); } set_inverted_drawing(1); DRW_draw_pass(psl->overlay_select_pass); DRW_draw_pass(psl->overlay_cursor_pass); set_inverted_drawing(0); /* If you changed framebuffer, double check you rebind * the default one with its textures attached before finishing */ }
void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = stl->effects; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); if ((effects->enabled_effects & EFFECT_GTAO) != 0) { /** Occlusion algorithm overview * * We separate the computation into 2 steps. * * - First we scan the neighborhood pixels to find the maximum horizon angle. * We save this angle in a RG8 array texture. * * - Then we use this angle to compute occlusion with the shading normal at * the shading stage. This let us do correct shadowing for each diffuse / specular * lobe present in the shader using the correct normal. */ psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &effects->ao_src_depth); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_call(grp, quad, NULL); psl->ao_horizon_search_layer = DRW_pass_create("GTAO Horizon Search Layer", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.gtao_layer_sh, psl->ao_horizon_search_layer); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_texture_ref(grp, "depthBufferLayered", &effects->ao_src_depth); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_int(grp, "layer", &stl->effects->ao_depth_layer, 1); DRW_shgroup_call(grp, quad, NULL); if (G.debug_value == 6) { psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_call(grp, quad, NULL); } } }
void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) { EEVEE_PassList *psl = vedata->psl; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_StorageList *stl = vedata->stl; EEVEE_TextureList *txl = vedata->txl; EEVEE_EffectsInfo *effects = stl->effects; if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); e_data.depth_src = dtxl->depth; DRW_stats_group_start("SSR"); /* Raytrace. */ GPU_framebuffer_bind(fbl->screen_tracing_fb); DRW_draw_pass(psl->ssr_raytrace); EEVEE_downsample_buffer(vedata, txl->color_double_buffer, 9); /* Resolve at fullres */ int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample : effects->taa_current_sample; /* Doing a neighbor shift only after a few iteration. * We wait for a prime number of cycles to avoid noise correlation. * This reduces variance faster. */ effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4; switch ((sample / 11) % 4) { case 0: effects->ssr_halfres_ofs[0] = 0; effects->ssr_halfres_ofs[1] = 0; break; case 1: effects->ssr_halfres_ofs[0] = 0; effects->ssr_halfres_ofs[1] = 1; break; case 2: effects->ssr_halfres_ofs[0] = 1; effects->ssr_halfres_ofs[1] = 0; break; case 4: effects->ssr_halfres_ofs[0] = 1; effects->ssr_halfres_ofs[1] = 1; break; } GPU_framebuffer_bind(fbl->main_color_fb); DRW_draw_pass(psl->ssr_resolve); /* Restore */ GPU_framebuffer_bind(fbl->main_fb); DRW_stats_group_end(); } }
void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_PassList *psl = vedata->psl; if (fbl->ao_accum_fb != NULL) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); /* Update the min_max/horizon buffers so the refracion materials appear in it. */ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1); EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1); GPU_framebuffer_bind(fbl->ao_accum_fb); DRW_draw_pass(psl->ao_accum_ps); /* Restore */ GPU_framebuffer_bind(fbl->main_fb); } }
void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; EEVEE_StorageList *stl = vedata->stl; EEVEE_PassList *psl = vedata->psl; EEVEE_EffectsInfo *effects = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; DRW_texture_ensure_fullscreen_2d( &txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)}); /* Clear texture. */ GPU_framebuffer_bind(fbl->ao_accum_fb); GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear); /* Accumulation pass */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE; psl->ao_accum_ps = DRW_pass_create("AO Accum", state); DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_accum_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } else { /* Cleanup to release memory */ DRW_TEXTURE_FREE_SAFE(txl->ao_accum); GPU_FRAMEBUFFER_FREE_SAFE(fbl->ao_accum_fb); } }