Merge branch 'master' into blender2.8
[blender.git] / source / blender / draw / engines / workbench / workbench_deferred.c
1 /*
2  * Copyright 2016, Blender Foundation.
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * Contributor(s): Blender Institute
19  *
20  */
21
22 /** \file workbench_deferred.c
23  *  \ingroup draw_engine
24  */
25
26 #include "workbench_private.h"
27
28 #include "BIF_gl.h"
29
30 #include "BLI_alloca.h"
31 #include "BLI_dynstr.h"
32 #include "BLI_utildefines.h"
33
34 #include "BKE_node.h"
35 #include "BKE_particle.h"
36
37 #include "DNA_image_types.h"
38 #include "DNA_mesh_types.h"
39 #include "DNA_modifier_types.h"
40 #include "DNA_node_types.h"
41
42 #include "ED_uvedit.h"
43
44 #include "GPU_shader.h"
45 #include "GPU_texture.h"
46
47
48 /* *********** STATIC *********** */
49
50 // #define DEBUG_SHADOW_VOLUME
51
52 static struct {
53         struct GPUShader *prepass_sh_cache[MAX_SHADERS];
54         struct GPUShader *composite_sh_cache[MAX_SHADERS];
55         struct GPUShader *shadow_fail_sh;
56         struct GPUShader *shadow_pass_sh;
57         struct GPUShader *shadow_caps_sh;
58
59         struct GPUTexture *object_id_tx; /* ref only, not alloced */
60         struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
61         struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
62         struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
63
64         SceneDisplay display; /* world light direction for shadows */
65         float light_direction_vs[3];
66         int next_object_id;
67         float normal_world_matrix[3][3];
68 } e_data = {NULL};
69
70 /* Shaders */
71 extern char datatoc_workbench_prepass_vert_glsl[];
72 extern char datatoc_workbench_prepass_frag_glsl[];
73 extern char datatoc_workbench_deferred_composite_frag_glsl[];
74
75 extern char datatoc_workbench_shadow_vert_glsl[];
76 extern char datatoc_workbench_shadow_geom_glsl[];
77 extern char datatoc_workbench_shadow_caps_geom_glsl[];
78 extern char datatoc_workbench_shadow_debug_frag_glsl[];
79
80 extern char datatoc_workbench_background_lib_glsl[];
81 extern char datatoc_workbench_common_lib_glsl[];
82 extern char datatoc_workbench_data_lib_glsl[];
83 extern char datatoc_workbench_object_outline_lib_glsl[];
84 extern char datatoc_workbench_world_light_lib_glsl[];
85
86
87
88 static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
89 {
90         char *str = NULL;
91
92         DynStr *ds = BLI_dynstr_new();
93
94         BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
95         BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
96         BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
97
98         if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
99                 BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
100         }
101         if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
102                 BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
103         }
104
105         BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
106
107         str = BLI_dynstr_get_cstring(ds);
108         BLI_dynstr_free(ds);
109         return str;
110 }
111
112 static char *workbench_build_prepass_frag(void)
113 {
114         char *str = NULL;
115
116         DynStr *ds = BLI_dynstr_new();
117
118         BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
119         BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
120
121         str = BLI_dynstr_get_cstring(ds);
122         BLI_dynstr_free(ds);
123         return str;
124 }
125
126
127
128 static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
129 {
130         if (e_data.prepass_sh_cache[index] == NULL) {
131                 char *defines = workbench_material_build_defines(wpd, drawtype);
132                 char *composite_frag = workbench_build_composite_frag(wpd);
133                 char *prepass_frag = workbench_build_prepass_frag();
134                 e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
135                 if (drawtype == OB_SOLID) {
136                         e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
137                 }
138                 MEM_freeN(prepass_frag);
139                 MEM_freeN(composite_frag);
140                 MEM_freeN(defines);
141         }
142 }
143
144 static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
145 {
146         int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
147         int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
148
149         ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
150         ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
151
152         wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
153         wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
154         wpd->composite_sh = e_data.composite_sh_cache[index_solid];
155 }
156
157 /* Functions */
158
159
160 static void workbench_init_object_data(ObjectEngineData *engine_data)
161 {
162         WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
163         data->object_id = e_data.next_object_id++;
164 }
165
166 void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
167 {
168         WORKBENCH_FramebufferList *fbl = vedata->fbl;
169         WORKBENCH_StorageList *stl = vedata->stl;
170         WORKBENCH_PassList *psl = vedata->psl;
171         DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
172
173         if (!e_data.next_object_id) {
174                 memset(e_data.prepass_sh_cache,   0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
175                 memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
176                 e_data.next_object_id = 1;
177 #ifdef DEBUG_SHADOW_VOLUME
178                 const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
179 #else
180                 const char *shadow_frag = NULL;
181 #endif
182                 e_data.shadow_pass_sh = DRW_shader_create(
183                         datatoc_workbench_shadow_vert_glsl,
184                         datatoc_workbench_shadow_geom_glsl,
185                         shadow_frag,
186                         "#define SHADOW_PASS\n");
187                 e_data.shadow_fail_sh = DRW_shader_create(
188                         datatoc_workbench_shadow_vert_glsl,
189                         datatoc_workbench_shadow_geom_glsl,
190                         shadow_frag,
191                         "#define SHADOW_FAIL\n");
192                 e_data.shadow_caps_sh = DRW_shader_create(
193                         datatoc_workbench_shadow_vert_glsl,
194                         datatoc_workbench_shadow_caps_geom_glsl,
195                         shadow_frag,
196                         NULL);
197         }
198
199         if (!stl->g_data) {
200                 /* Alloc transient pointers */
201                 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
202         }
203
204         workbench_private_data_init(stl->g_data);
205
206         {
207                 const float *viewport_size = DRW_viewport_size_get();
208                 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
209                 e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
210                 e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
211                 e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
212
213                 if (NORMAL_ENCODING_ENABLED()) {
214                         e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
215                 }
216                 else {
217                         e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
218                 }
219
220                 GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
221                         GPU_ATTACHMENT_TEXTURE(dtxl->depth),
222                         GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
223                         GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
224                         GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
225                 });
226                 GPU_framebuffer_ensure_config(&fbl->composite_fb, {
227                         GPU_ATTACHMENT_TEXTURE(dtxl->depth),
228                         GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
229                 });
230         }
231
232         /* Prepass */
233         {
234                 int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
235                 psl->prepass_pass = DRW_pass_create("Prepass", state);
236         }
237 }
238
239 void workbench_deferred_engine_free()
240 {
241         for (int index = 0; index < MAX_SHADERS; index++) {
242                 DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
243                 DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
244         }
245         DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
246         DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
247         DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
248 }
249
250 static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
251 {
252         DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
253         DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
254         if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
255                 DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
256         }
257         DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
258         DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
259
260         workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
261 }
262
263 void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
264 {
265         WORKBENCH_StorageList *stl = vedata->stl;
266         WORKBENCH_PassList *psl = vedata->psl;
267         WORKBENCH_PrivateData *wpd = stl->g_data;
268         DRWShadingGroup *grp;
269         const DRWContextState *draw_ctx = DRW_context_state_get();
270         static float light_multiplier = 1.0f;
271
272
273         Scene *scene = draw_ctx->scene;
274
275         select_deferred_shaders(wpd);
276         /* Deferred Mix Pass */
277         {
278                 copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
279                 negate_v3(e_data.display.light_direction);
280 #if 0
281         if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
282                 BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
283                 float rot_matrix[3][3];
284                 // float dir[3] = {0.57, 0.57, -0.57};
285                 axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
286                 mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
287         }
288 #endif
289                 float view_matrix[4][4];
290                 DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
291                 mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
292
293                 e_data.display.shadow_shift = scene->display.shadow_shift;
294
295                 if (SHADOW_ENABLED(wpd)) {
296                         psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
297                         grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
298                         workbench_composite_uniforms(wpd, grp);
299                         DRW_shgroup_stencil_mask(grp, 0x00);
300                         DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
301                         DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
302                         DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
303                         DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
304                         DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
305
306 #ifdef DEBUG_SHADOW_VOLUME
307                         psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Debug Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
308                         grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
309                         psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Debug Fail", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
310                         grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
311                         psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
312                         grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
313 #else
314                         psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Depth Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS);
315                         grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
316                         DRW_shgroup_stencil_mask(grp, 0xFF);
317                         psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Depth Fail", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
318                         grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
319                         DRW_shgroup_stencil_mask(grp, 0xFF);
320                         psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
321                         grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
322                         DRW_shgroup_stencil_mask(grp, 0xFF);
323
324                         psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
325                         grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
326                         DRW_shgroup_stencil_mask(grp, 0x00);
327                         workbench_composite_uniforms(wpd, grp);
328                         DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
329                         DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
330                         DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
331                         DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
332                         DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
333 #endif
334                 }
335                 else {
336                         psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
337                         grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
338                         workbench_composite_uniforms(wpd, grp);
339                         DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
340                 }
341         }
342 }
343 static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
344 {
345         WORKBENCH_StorageList *stl = vedata->stl;
346         WORKBENCH_PassList *psl = vedata->psl;
347         WORKBENCH_PrivateData *wpd = stl->g_data;
348         WORKBENCH_MaterialData *material;
349         WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
350                 ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
351         WORKBENCH_MaterialData material_template;
352
353         /* Solid */
354         workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
355         material_template.object_id = engine_object_data->object_id;
356         material_template.drawtype = drawtype;
357         material_template.ima = ima;
358         uint hash = workbench_material_get_hash(&material_template);
359
360         material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
361         if (material == NULL) {
362                 material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
363                 material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
364                 DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
365                 material->object_id = engine_object_data->object_id;
366                 copy_v4_v4(material->color, material_template.color);
367                 switch (drawtype) {
368                         case OB_SOLID:
369                                 DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
370                                 break;
371
372                         case OB_TEXTURE:
373                         {
374                                 GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
375                                 DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
376                                 break;
377                         }
378                 }
379                 DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
380                 BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
381         }
382         return material;
383 }
384
385 static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
386 {
387         const DRWContextState *draw_ctx = DRW_context_state_get();
388         if (ob == draw_ctx->object_edit) {
389                 return;
390         }
391         for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
392                 if (!psys_check_enabled(ob, psys, false)) {
393                         continue;
394                 }
395                 if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
396                         return;
397                 }
398                 ParticleSettings *part = psys->part;
399                 const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
400
401                 static float mat[4][4];
402                 unit_m4(mat);
403
404                 if (draw_as == PART_DRAW_PATH) {
405                         struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
406                         WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
407                         DRW_shgroup_call_add(material->shgrp, geom, mat);
408                 }
409         }
410 }
411
412 void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
413 {
414         WORKBENCH_StorageList *stl = vedata->stl;
415         WORKBENCH_PassList *psl = vedata->psl;
416         WORKBENCH_PrivateData *wpd = stl->g_data;
417
418         if (!DRW_object_is_renderable(ob))
419                 return;
420
421         if (ob->type == OB_MESH) {
422                 workbench_cache_populate_particles(vedata, ob);
423         }
424
425         WORKBENCH_MaterialData *material;
426         if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
427                 const DRWContextState *draw_ctx = DRW_context_state_get();
428                 const bool is_active = (ob == draw_ctx->obact);
429                 const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
430                 bool is_drawn = false;
431                 if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
432                         const Mesh *me = ob->data;
433                         if (me->mloopuv) {
434                                 const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
435                                 struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
436                                 struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
437                                 if (materials_len > 0 && geom_array) {
438                                         for (int i = 0; i < materials_len; i++) {
439                                                 Material *mat = give_current_material(ob, i + 1);
440                                                 Image *image;
441                                                 ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
442                                                 /* use OB_SOLID when no texture could be determined */
443                                                 int mat_drawtype = OB_SOLID;
444                                                 if (image) {
445                                                         mat_drawtype = OB_TEXTURE;
446                                                 }
447                                                 material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
448                                                 DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
449                                         }
450                                         is_drawn = true;
451                                 }
452                         }
453                 }
454
455                 /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
456                 if (!is_drawn) {
457                         if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
458                                 /* No material split needed */
459                                 struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
460                                 if (geom) {
461                                         material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
462                                         if (is_sculpt_mode) {
463                                                 DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
464                                         }
465                                         else {
466                                                 DRW_shgroup_call_object_add(material->shgrp, geom, ob);
467                                         }
468                                 }
469                         }
470                         else { /* MATERIAL colors */
471                                 const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
472                                 struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
473                                 for (int i = 0; i < materials_len; i++) {
474                                         gpumat_array[i] = NULL;
475                                 }
476
477                                 struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
478                                 if (mat_geom) {
479                                         for (int i = 0; i < materials_len; ++i) {
480                                                 Material *mat = give_current_material(ob, i + 1);
481                                                 material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
482                                                 DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
483                                         }
484                                 }
485                         }
486                 }
487
488                 if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
489                         struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob);
490                         if (geom_shadow) {
491                                 if (is_sculpt_mode) {
492                                         /* Currently unsupported in sculpt mode. We could revert to the slow
493                                          * method in this case but i'm not sure if it's a good idea given that
494                                          * sculped meshes are heavy to begin with. */
495                                         // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
496                                 }
497                                 else {
498                                         WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
499                                                 ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
500
501                                         invert_m4_m4(ob->imat, ob->obmat);
502                                         mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
503
504                                         DRWShadingGroup *grp;
505                                         if (true) {
506                                                 grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
507                                                 DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
508                                                 DRW_shgroup_call_object_add(grp, geom_shadow, ob);
509                                         }
510                                         else {
511                                                 struct Gwn_Batch *geom_caps = DRW_cache_object_surface_get(ob);
512                                                 if (geom_caps) {
513                                                         grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
514                                                         DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
515                                                         DRW_shgroup_call_object_add(grp, geom_caps, ob);
516                                                 }
517
518                                                 grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
519                                                 DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
520                                                 DRW_shgroup_call_object_add(grp, geom_shadow, ob);
521                                         }
522                                 }
523                         }
524                 }
525         }
526 }
527
528 void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
529 {
530 }
531
532 void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
533 {
534         WORKBENCH_StorageList *stl = vedata->stl;
535         WORKBENCH_FramebufferList *fbl = vedata->fbl;
536         WORKBENCH_PrivateData *wpd = stl->g_data;
537         const float clear_depth = 1.0f;
538         const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
539         uint clear_stencil = 0xFF;
540
541         DRW_stats_group_start("Clear Background");
542         GPU_framebuffer_bind(fbl->prepass_fb);
543         int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
544         SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
545         GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
546         DRW_stats_group_end();
547 }
548
549 void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
550 {
551         WORKBENCH_PassList *psl = vedata->psl;
552         WORKBENCH_StorageList *stl = vedata->stl;
553         WORKBENCH_FramebufferList *fbl = vedata->fbl;
554         WORKBENCH_PrivateData *wpd = stl->g_data;
555         DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
556
557         /* clear in background */
558         GPU_framebuffer_bind(fbl->prepass_fb);
559         DRW_draw_pass(psl->prepass_pass);
560         if (SHADOW_ENABLED(wpd)) {
561 #ifdef DEBUG_SHADOW_VOLUME
562                 GPU_framebuffer_bind(fbl->composite_fb);
563                 DRW_draw_pass(psl->composite_pass);
564                 DRW_draw_pass(psl->shadow_depth_pass_pass);
565                 DRW_draw_pass(psl->shadow_depth_fail_pass);
566                 DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
567 #else
568                 GPU_framebuffer_bind(dfbl->depth_only_fb);
569                 DRW_draw_pass(psl->shadow_depth_pass_pass);
570                 DRW_draw_pass(psl->shadow_depth_fail_pass);
571                 DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
572                 GPU_framebuffer_bind(fbl->composite_fb);
573                 DRW_draw_pass(psl->composite_pass);
574                 DRW_draw_pass(psl->composite_shadow_pass);
575 #endif
576         }
577         else {
578                 GPU_framebuffer_bind(fbl->composite_fb);
579                 DRW_draw_pass(psl->composite_pass);
580         }
581
582         GPU_framebuffer_bind(dfbl->color_only_fb);
583         DRW_transform_to_display(e_data.composite_buffer_tx);
584
585         workbench_private_data_free(wpd);
586 }