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 #ifdef DEBUG_SHADOW_VOLUME
53 #  include "draw_debug.h"
54 #endif
55
56 static struct {
57         struct GPUShader *prepass_sh_cache[MAX_SHADERS];
58         struct GPUShader *composite_sh_cache[MAX_SHADERS];
59         struct GPUShader *shadow_fail_sh;
60         struct GPUShader *shadow_fail_manifold_sh;
61         struct GPUShader *shadow_pass_sh;
62         struct GPUShader *shadow_pass_manifold_sh;
63         struct GPUShader *shadow_caps_sh;
64         struct GPUShader *shadow_caps_manifold_sh;
65
66         struct GPUTexture *object_id_tx; /* ref only, not alloced */
67         struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
68         struct GPUTexture *specular_buffer_tx; /* ref only, not alloced */
69         struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
70         struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
71
72         SceneDisplay display; /* world light direction for shadows */
73         float light_direction_vs[3];
74         int next_object_id;
75         float normal_world_matrix[3][3];
76 } e_data = {{NULL}};
77
78 /* Shaders */
79 extern char datatoc_common_hair_lib_glsl[];
80
81 extern char datatoc_workbench_prepass_vert_glsl[];
82 extern char datatoc_workbench_prepass_frag_glsl[];
83 extern char datatoc_workbench_deferred_composite_frag_glsl[];
84
85 extern char datatoc_workbench_shadow_vert_glsl[];
86 extern char datatoc_workbench_shadow_geom_glsl[];
87 extern char datatoc_workbench_shadow_caps_geom_glsl[];
88 extern char datatoc_workbench_shadow_debug_frag_glsl[];
89
90 extern char datatoc_workbench_background_lib_glsl[];
91 extern char datatoc_workbench_common_lib_glsl[];
92 extern char datatoc_workbench_data_lib_glsl[];
93 extern char datatoc_workbench_object_outline_lib_glsl[];
94 extern char datatoc_workbench_world_light_lib_glsl[];
95
96 static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
97 {
98         char *str = NULL;
99
100         DynStr *ds = BLI_dynstr_new();
101
102         BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
103         BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
104         BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
105
106         if ((wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
107                 BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
108         }
109         if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
110                 BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
111         }
112
113         BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
114
115         str = BLI_dynstr_get_cstring(ds);
116         BLI_dynstr_free(ds);
117         return str;
118 }
119
120 static char *workbench_build_prepass_frag(void)
121 {
122         char *str = NULL;
123
124         DynStr *ds = BLI_dynstr_new();
125
126         BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
127         BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
128         BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
129
130         str = BLI_dynstr_get_cstring(ds);
131         BLI_dynstr_free(ds);
132         return str;
133 }
134
135 static char *workbench_build_prepass_vert(void)
136 {
137         char *str = NULL;
138
139         DynStr *ds = BLI_dynstr_new();
140
141         BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
142         BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl);
143
144         str = BLI_dynstr_get_cstring(ds);
145         BLI_dynstr_free(ds);
146         return str;
147 }
148
149 static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
150 {
151         if (e_data.prepass_sh_cache[index] == NULL) {
152                 char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
153                 char *composite_frag = workbench_build_composite_frag(wpd);
154                 char *prepass_vert = workbench_build_prepass_vert();
155                 char *prepass_frag = workbench_build_prepass_frag();
156                 e_data.prepass_sh_cache[index] = DRW_shader_create(
157                         prepass_vert, NULL,
158                         prepass_frag, defines);
159                 if (drawtype == OB_SOLID && !is_hair) {
160                         e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
161                 }
162                 MEM_freeN(prepass_vert);
163                 MEM_freeN(prepass_frag);
164                 MEM_freeN(composite_frag);
165                 MEM_freeN(defines);
166         }
167 }
168
169 static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
170 {
171         int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
172         int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
173         int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
174         int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
175
176         ensure_deferred_shaders(wpd, index_solid, OB_SOLID, false);
177         ensure_deferred_shaders(wpd, index_solid_hair, OB_SOLID, true);
178         ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE, false);
179         ensure_deferred_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
180
181         wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
182         wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
183         wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
184         wpd->prepass_texture_hair_sh = e_data.prepass_sh_cache[index_texture_hair];
185         wpd->composite_sh = e_data.composite_sh_cache[index_solid];
186 }
187
188 /* Functions */
189
190
191 static void workbench_init_object_data(ObjectEngineData *engine_data)
192 {
193         WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
194         data->object_id = e_data.next_object_id++;
195         data->shadow_bbox_dirty = true;
196 }
197
198 void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
199 {
200         WORKBENCH_FramebufferList *fbl = vedata->fbl;
201         WORKBENCH_StorageList *stl = vedata->stl;
202         WORKBENCH_PassList *psl = vedata->psl;
203         DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
204
205         if (!e_data.next_object_id) {
206                 memset(e_data.prepass_sh_cache,   0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
207                 memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
208                 e_data.next_object_id = 1;
209 #ifdef DEBUG_SHADOW_VOLUME
210                 const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
211 #else
212                 const char *shadow_frag = NULL;
213 #endif
214                 e_data.shadow_pass_sh = DRW_shader_create(
215                         datatoc_workbench_shadow_vert_glsl,
216                         datatoc_workbench_shadow_geom_glsl,
217                         shadow_frag,
218                         "#define SHADOW_PASS\n"
219                         "#define DOUBLE_MANIFOLD\n");
220                 e_data.shadow_pass_manifold_sh = DRW_shader_create(
221                         datatoc_workbench_shadow_vert_glsl,
222                         datatoc_workbench_shadow_geom_glsl,
223                         shadow_frag,
224                         "#define SHADOW_PASS\n");
225                 e_data.shadow_fail_sh = DRW_shader_create(
226                         datatoc_workbench_shadow_vert_glsl,
227                         datatoc_workbench_shadow_geom_glsl,
228                         shadow_frag,
229                         "#define SHADOW_FAIL\n"
230                         "#define DOUBLE_MANIFOLD\n");
231                 e_data.shadow_fail_manifold_sh = DRW_shader_create(
232                         datatoc_workbench_shadow_vert_glsl,
233                         datatoc_workbench_shadow_geom_glsl,
234                         shadow_frag,
235                         "#define SHADOW_FAIL\n");
236                 e_data.shadow_caps_sh = DRW_shader_create(
237                         datatoc_workbench_shadow_vert_glsl,
238                         datatoc_workbench_shadow_caps_geom_glsl,
239                         shadow_frag,
240                         "#define SHADOW_FAIL\n"
241                         "#define DOUBLE_MANIFOLD\n");
242                 e_data.shadow_caps_manifold_sh = DRW_shader_create(
243                         datatoc_workbench_shadow_vert_glsl,
244                         datatoc_workbench_shadow_caps_geom_glsl,
245                         shadow_frag,
246                         "#define SHADOW_FAIL\n");
247         }
248
249         if (!stl->g_data) {
250                 /* Alloc transient pointers */
251                 stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
252         }
253
254         workbench_private_data_init(stl->g_data);
255
256         {
257                 const float *viewport_size = DRW_viewport_size_get();
258                 const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
259                 e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
260                 e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
261                 e_data.specular_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
262                 e_data.composite_buffer_tx = DRW_texture_pool_query_2D(
263                         size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
264
265                 if (NORMAL_ENCODING_ENABLED()) {
266                         e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
267                                 size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
268                 }
269                 else {
270                         e_data.normal_buffer_tx = DRW_texture_pool_query_2D(
271                                 size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
272                 }
273
274                 GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
275                         GPU_ATTACHMENT_TEXTURE(dtxl->depth),
276                         GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
277                         GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
278                         GPU_ATTACHMENT_TEXTURE(e_data.specular_buffer_tx),
279                         GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
280                 });
281                 GPU_framebuffer_ensure_config(&fbl->composite_fb, {
282                         GPU_ATTACHMENT_TEXTURE(dtxl->depth),
283                         GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
284                 });
285         }
286
287         /* Prepass */
288         {
289                 int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
290                 psl->prepass_pass = DRW_pass_create("Prepass", state);
291                 psl->prepass_hair_pass = DRW_pass_create("Prepass", state);
292         }
293 }
294
295 void workbench_deferred_engine_free()
296 {
297         for (int index = 0; index < MAX_SHADERS; index++) {
298                 DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
299                 DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
300         }
301         DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
302         DRW_SHADER_FREE_SAFE(e_data.shadow_pass_manifold_sh);
303         DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
304         DRW_SHADER_FREE_SAFE(e_data.shadow_fail_manifold_sh);
305         DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
306         DRW_SHADER_FREE_SAFE(e_data.shadow_caps_manifold_sh);
307 }
308
309 static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
310 {
311         DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
312         DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
313         if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
314                 DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
315         }
316         if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
317                 DRW_shgroup_uniform_texture_ref(grp, "specularBuffer", &e_data.specular_buffer_tx);
318
319 #if 0
320                 float invwinmat[4][4];
321                 DRW_viewport_matrix_get(invwinmat, DRW_MAT_WININV);
322
323                 copy_v4_fl4(e_data.screenvecs[0],  1.0f, -1.0f, 0.0f, 1.0f);
324                 copy_v4_fl4(e_data.screenvecs[1], -1.0f,  1.0f, 0.0f, 1.0f);
325                 copy_v4_fl4(e_data.screenvecs[2], -1.0f, -1.0f, 0.0f, 1.0f);
326                 for (int i = 0; i < 3; i++) {
327                         mul_m4_v4(invwinmat, e_data.screenvecs[i]);
328                         e_data.screenvecs[i][0] /= e_data.screenvecs[i][3]; /* perspective divide */
329                         e_data.screenvecs[i][1] /= e_data.screenvecs[i][3]; /* perspective divide */
330                         e_data.screenvecs[i][2] /= e_data.screenvecs[i][3]; /* perspective divide */
331                         e_data.screenvecs[i][3] = 1.0f;
332                 }
333                 sub_v3_v3(e_data.screenvecs[0], e_data.screenvecs[2]);
334                 sub_v3_v3(e_data.screenvecs[1], e_data.screenvecs[2]);
335                 DRW_shgroup_uniform_vec4(grp, "screenvecs[0]", e_data.screenvecs[0], 3);
336 #endif
337         }
338         DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
339         DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
340
341         workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
342 }
343
344 void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
345 {
346         WORKBENCH_StorageList *stl = vedata->stl;
347         WORKBENCH_PassList *psl = vedata->psl;
348         WORKBENCH_PrivateData *wpd = stl->g_data;
349         DRWShadingGroup *grp;
350         const DRWContextState *draw_ctx = DRW_context_state_get();
351         static float light_multiplier = 1.0f;
352
353
354         Scene *scene = draw_ctx->scene;
355
356         select_deferred_shaders(wpd);
357         /* Deferred Mix Pass */
358         {
359                 workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
360
361                 e_data.display.shadow_shift = scene->display.shadow_shift;
362                 copy_v3_v3(e_data.light_direction_vs, wpd->world_data.lights[0].light_direction_vs);
363
364                 if (SHADOW_ENABLED(wpd)) {
365                         psl->composite_pass = DRW_pass_create(
366                                 "Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
367                         grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
368                         workbench_composite_uniforms(wpd, grp);
369                         DRW_shgroup_stencil_mask(grp, 0x00);
370                         DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
371                         DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
372                         DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
373                         DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
374
375                         /* Stencil Shadow passes. */
376 #ifdef DEBUG_SHADOW_VOLUME
377                         DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
378                         DRWState depth_fail_state = DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
379 #else
380                         DRWState depth_pass_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS;
381                         DRWState depth_fail_state = DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL;
382 #endif
383                         psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Pass", depth_pass_state);
384                         psl->shadow_depth_pass_mani_pass = DRW_pass_create("Shadow Pass Mani", depth_pass_state);
385                         psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Fail", depth_fail_state);
386                         psl->shadow_depth_fail_mani_pass = DRW_pass_create("Shadow Fail Mani", depth_fail_state);
387                         psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Fail Caps", depth_fail_state);
388                         psl->shadow_depth_fail_caps_mani_pass = DRW_pass_create("Shadow Fail Caps Mani", depth_fail_state);
389
390 #ifndef DEBUG_SHADOW_VOLUME
391                         grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
392                         DRW_shgroup_stencil_mask(grp, 0xFF);
393                         grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
394                         DRW_shgroup_stencil_mask(grp, 0xFF);
395                         grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
396                         DRW_shgroup_stencil_mask(grp, 0xFF);
397                         grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
398                         DRW_shgroup_stencil_mask(grp, 0xFF);
399                         grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
400                         DRW_shgroup_stencil_mask(grp, 0xFF);
401                         grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass);
402                         DRW_shgroup_stencil_mask(grp, 0xFF);
403
404                         psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
405                         grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
406                         DRW_shgroup_stencil_mask(grp, 0x00);
407                         workbench_composite_uniforms(wpd, grp);
408                         DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
409                         DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
410                         DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
411                         DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
412 #endif
413
414                         studiolight_update_light(wpd, e_data.display.light_direction);
415                 }
416                 else {
417                         psl->composite_pass = DRW_pass_create(
418                                 "Composite", DRW_STATE_WRITE_COLOR);
419                         grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
420                         workbench_composite_uniforms(wpd, grp);
421                         DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
422                 }
423         }
424 }
425
426 static WORKBENCH_MaterialData *get_or_create_material_data(
427         WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
428 {
429         WORKBENCH_StorageList *stl = vedata->stl;
430         WORKBENCH_PassList *psl = vedata->psl;
431         WORKBENCH_PrivateData *wpd = stl->g_data;
432         WORKBENCH_MaterialData *material;
433         WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
434                 ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
435         WORKBENCH_MaterialData material_template;
436
437         /* Solid */
438         workbench_material_update_data(wpd, ob, mat, &material_template);
439         material_template.object_id = engine_object_data->object_id;
440         material_template.drawtype = drawtype;
441         material_template.ima = ima;
442         uint hash = workbench_material_get_hash(&material_template);
443
444         material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
445         if (material == NULL) {
446                 material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
447                 material->shgrp = DRW_shgroup_create(
448                         drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
449                 DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
450                 material->object_id = engine_object_data->object_id;
451                 copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
452                 copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
453                 material->material_data.roughness = material_template.material_data.roughness;
454                 switch (drawtype) {
455                         case OB_SOLID:
456                                 break;
457
458                         case OB_TEXTURE:
459                         {
460                                 GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
461                                 DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
462                                 break;
463                         }
464                 }
465                 DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
466                 material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
467                 DRW_shgroup_uniform_block(material->shgrp, "material_block", material->material_ubo);
468
469                 BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
470         }
471         return material;
472 }
473
474 static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
475 {
476         WORKBENCH_StorageList *stl = vedata->stl;
477         WORKBENCH_PassList *psl = vedata->psl;
478         WORKBENCH_PrivateData *wpd = stl->g_data;
479         const DRWContextState *draw_ctx = DRW_context_state_get();
480         if (ob == draw_ctx->object_edit) {
481                 return;
482         }
483         for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
484                 if (md->type != eModifierType_ParticleSystem) {
485                         continue;
486                 }
487                 ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
488                 if (!psys_check_enabled(ob, psys, false)) {
489                         continue;
490                 }
491                 if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
492                         return;
493                 }
494                 ParticleSettings *part = psys->part;
495                 const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
496
497                 if (draw_as == PART_DRAW_PATH) {
498                         Image *image = NULL;
499                         Material *mat = give_current_material(ob, part->omat);
500                         int mat_drawtype = OB_SOLID;
501
502                         if (wpd->drawtype == OB_TEXTURE) {
503                                 ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
504                                 /* use OB_SOLID when no texture could be determined */
505                                 if (image) {
506                                         mat_drawtype = OB_TEXTURE;
507                                 }
508                         }
509
510                         WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
511
512                         struct GPUShader *shader = (mat_drawtype == OB_SOLID)
513                                                    ? wpd->prepass_solid_hair_sh
514                                                    : wpd->prepass_texture_hair_sh;
515                         DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
516                                                         ob, psys, md,
517                                                         psl->prepass_hair_pass,
518                                                         shader);
519                         DRW_shgroup_stencil_mask(shgrp, 0xFF);
520                         DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
521                         DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
522                         if (image) {
523                                 GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
524                                 DRW_shgroup_uniform_texture(shgrp, "image", tex);
525                         }
526                 }
527         }
528 }
529
530 void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
531 {
532         WORKBENCH_StorageList *stl = vedata->stl;
533         WORKBENCH_PassList *psl = vedata->psl;
534         WORKBENCH_PrivateData *wpd = stl->g_data;
535
536         if (!DRW_object_is_renderable(ob))
537                 return;
538
539         if (ob->type == OB_MESH) {
540                 workbench_cache_populate_particles(vedata, ob);
541         }
542
543         WORKBENCH_MaterialData *material;
544         if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
545                 const DRWContextState *draw_ctx = DRW_context_state_get();
546                 const bool is_active = (ob == draw_ctx->obact);
547                 const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
548                 bool is_drawn = false;
549                 if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
550                         const Mesh *me = ob->data;
551                         if (me->mloopuv) {
552                                 const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
553                                 struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
554                                 struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
555                                 if (materials_len > 0 && geom_array) {
556                                         for (int i = 0; i < materials_len; i++) {
557                                                 Material *mat = give_current_material(ob, i + 1);
558                                                 Image *image;
559                                                 ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
560                                                 /* use OB_SOLID when no texture could be determined */
561                                                 int mat_drawtype = OB_SOLID;
562                                                 if (image) {
563                                                         mat_drawtype = OB_TEXTURE;
564                                                 }
565                                                 material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
566                                                 DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
567                                         }
568                                         is_drawn = true;
569                                 }
570                         }
571                 }
572
573                 /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
574                 if (!is_drawn) {
575                         if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
576                                 /* No material split needed */
577                                 struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
578                                 if (geom) {
579                                         material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
580                                         if (is_sculpt_mode) {
581                                                 DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
582                                         }
583                                         else {
584                                                 DRW_shgroup_call_object_add(material->shgrp, geom, ob);
585                                         }
586                                 }
587                         }
588                         else { /* MATERIAL colors */
589                                 const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
590                                 struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
591                                 for (int i = 0; i < materials_len; i++) {
592                                         gpumat_array[i] = NULL;
593                                 }
594
595                                 struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(
596                                         ob, gpumat_array, materials_len, NULL, NULL, NULL);
597                                 if (mat_geom) {
598                                         for (int i = 0; i < materials_len; ++i) {
599                                                 Material *mat = give_current_material(ob, i + 1);
600                                                 material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
601                                                 DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
602                                         }
603                                 }
604                         }
605                 }
606
607                 if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
608                         bool is_manifold;
609                         struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob, &is_manifold);
610                         if (geom_shadow) {
611                                 if (is_sculpt_mode) {
612                                         /* Currently unsupported in sculpt mode. We could revert to the slow
613                                          * method in this case but i'm not sure if it's a good idea given that
614                                          * sculped meshes are heavy to begin with. */
615                                         // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
616                                 }
617                                 else {
618                                         WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
619                                                 ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
620
621                                         if (studiolight_object_cast_visible_shadow(wpd, ob, engine_object_data)) {
622
623                                                 invert_m4_m4(ob->imat, ob->obmat);
624                                                 mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
625
626                                                 DRWShadingGroup *grp;
627                                                 bool use_shadow_pass_technique = !studiolight_camera_in_object_shadow(wpd, ob, engine_object_data);
628
629                                                 if (use_shadow_pass_technique) {
630                                                         if (is_manifold) {
631                                                                 grp = DRW_shgroup_create(e_data.shadow_pass_manifold_sh, psl->shadow_depth_pass_mani_pass);
632                                                         }
633                                                         else {
634                                                                 grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
635                                                         }
636                                                         DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
637                                                         DRW_shgroup_uniform_float_copy(grp, "lightDistance", 1e5f);
638                                                         DRW_shgroup_call_add(grp, geom_shadow, ob->obmat);
639 #ifdef DEBUG_SHADOW_VOLUME
640                                                         DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
641 #endif
642                                                 }
643                                                 else {
644                                                         float extrude_distance = studiolight_object_shadow_distance(wpd, ob, engine_object_data);
645
646                                                         /* TODO(fclem): only use caps if they are in the view frustum. */
647                                                         const bool need_caps = true;
648                                                         if (need_caps) {
649                                                                 if (is_manifold) {
650                                                                         grp = DRW_shgroup_create(e_data.shadow_caps_manifold_sh, psl->shadow_depth_fail_caps_mani_pass);
651                                                                 }
652                                                                 else {
653                                                                         grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
654                                                                 }
655                                                                 DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
656                                                                 DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance);
657                                                                 DRW_shgroup_call_add(grp, DRW_cache_object_surface_get(ob), ob->obmat);
658                                                         }
659
660                                                         if (is_manifold) {
661                                                                 grp = DRW_shgroup_create(e_data.shadow_fail_manifold_sh, psl->shadow_depth_fail_mani_pass);
662                                                         }
663                                                         else {
664                                                                 grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
665                                                         }
666                                                         DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
667                                                         DRW_shgroup_uniform_float_copy(grp, "lightDistance", extrude_distance);
668                                                         DRW_shgroup_call_add(grp, geom_shadow, ob->obmat);
669 #ifdef DEBUG_SHADOW_VOLUME
670                                                         DRW_debug_bbox(&engine_object_data->shadow_bbox, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
671 #endif
672                                                 }
673                                         }
674                                 }
675                         }
676                 }
677         }
678 }
679
680 void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
681 {
682 }
683
684 void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
685 {
686         WORKBENCH_StorageList *stl = vedata->stl;
687         WORKBENCH_FramebufferList *fbl = vedata->fbl;
688         WORKBENCH_PrivateData *wpd = stl->g_data;
689         const float clear_depth = 1.0f;
690         const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
691         uint clear_stencil = 0xFF;
692
693         DRW_stats_group_start("Clear Background");
694         GPU_framebuffer_bind(fbl->prepass_fb);
695         int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
696         SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
697         GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
698         DRW_stats_group_end();
699 }
700
701 void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
702 {
703         WORKBENCH_PassList *psl = vedata->psl;
704         WORKBENCH_StorageList *stl = vedata->stl;
705         WORKBENCH_FramebufferList *fbl = vedata->fbl;
706         WORKBENCH_PrivateData *wpd = stl->g_data;
707         DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
708
709         /* clear in background */
710         GPU_framebuffer_bind(fbl->prepass_fb);
711         DRW_draw_pass(psl->prepass_pass);
712         DRW_draw_pass(psl->prepass_hair_pass);
713         if (SHADOW_ENABLED(wpd)) {
714 #ifdef DEBUG_SHADOW_VOLUME
715                 GPU_framebuffer_bind(fbl->composite_fb);
716                 DRW_draw_pass(psl->composite_pass);
717 #else
718                 GPU_framebuffer_bind(dfbl->depth_only_fb);
719 #endif
720                 DRW_draw_pass(psl->shadow_depth_pass_pass);
721                 DRW_draw_pass(psl->shadow_depth_pass_mani_pass);
722                 DRW_draw_pass(psl->shadow_depth_fail_pass);
723                 DRW_draw_pass(psl->shadow_depth_fail_mani_pass);
724                 DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
725                 DRW_draw_pass(psl->shadow_depth_fail_caps_mani_pass);
726 #ifndef DEBUG_SHADOW_VOLUME
727                 GPU_framebuffer_bind(fbl->composite_fb);
728                 DRW_draw_pass(psl->composite_pass);
729                 DRW_draw_pass(psl->composite_shadow_pass);
730 #endif
731         }
732         else {
733                 GPU_framebuffer_bind(fbl->composite_fb);
734                 DRW_draw_pass(psl->composite_pass);
735         }
736
737         GPU_framebuffer_bind(dfbl->color_only_fb);
738         DRW_transform_to_display(e_data.composite_buffer_tx);
739
740         workbench_private_data_free(wpd);
741 }