[Bf-blender-cvs] [95894421cb4] blender2.8: Workbench: Xray: Optimize and fix implementation.
Clément Foucault
noreply at git.blender.org
Sun Jun 10 19:56:44 CEST 2018
Commit: 95894421cb4e9ccabb4cff393b561625b9bc4280
Author: Clément Foucault
Date: Sun Jun 10 15:30:49 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB95894421cb4e9ccabb4cff393b561625b9bc4280
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.
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
M source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
M source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
D source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
M source/blender/draw/engines/workbench/workbench_forward.c
M source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/draw/engines/workbench/workbench_private.h
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager_exec.c
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index b7eaecb7ab6..f049fc87205 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -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)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 8908891d7e6..0b494aa019f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -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)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
index f335e1a15bd..1d9f37274bd 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
@@ -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
- }
-
- fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
+ vec3 bg_color = background_color(world_data, uv_viewport.y);
+
+ /* 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);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index f1eacd281b1..53903a4af76 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -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, 122–141, 2013
+ */
+ /* Listing 4 */
+ float weight = calculate_transparent_weight(alpha);
+ transparentAccum = vec4(shaded_color * weight, alpha);
+ revealageAccum = weight;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
deleted file mode 100644
index c591425b950..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-layout(location=0) out float transparentRevealage;
-uniform float alpha = 0.5;
-void main()
-{
- transparentRevealage = alpha;
-}
-
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 3bc016e139b..8d67a936382 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -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.com
@@ Diff output truncated at 10240 characters. @@
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