tornavis/source/blender/draw/CMakeLists.txt

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CMake
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# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2016, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
set(INC
.
intern
../blenfont
../blenkernel
../blenlib
../blentranslation
../bmesh
../depsgraph
../editors/include
../editors/space_view3d
../gpu
../imbuf
../makesdna
../makesrna
../nodes
../render/extern/include
../render/intern/include
../windowmanager
2019-04-24 06:39:31 +02:00
../../../intern/atomic
../../../intern/glew-mx
../../../intern/guardedalloc
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
intern/draw_cache.c
intern/draw_cache_extract_mesh.c
intern/draw_cache_impl_curve.c
intern/draw_cache_impl_displist.c
intern/draw_cache_impl_gpencil.c
intern/draw_cache_impl_hair.c
intern/draw_cache_impl_lattice.c
intern/draw_cache_impl_mesh.c
intern/draw_cache_impl_metaball.c
intern/draw_cache_impl_particles.c
intern/draw_cache_impl_pointcloud.c
intern/draw_cache_impl_volume.c
intern/draw_color_management.c
intern/draw_common.c
intern/draw_debug.c
intern/draw_hair.c
intern/draw_instance_data.c
intern/draw_manager.c
intern/draw_manager_data.c
intern/draw_manager_exec.c
intern/draw_manager_profiling.c
intern/draw_manager_shader.c
intern/draw_manager_text.c
intern/draw_manager_texture.c
intern/draw_select_buffer.c
intern/draw_view.c
engines/basic/basic_engine.c
engines/eevee/eevee_bloom.c
engines/eevee/eevee_data.c
engines/eevee/eevee_depth_of_field.c
engines/eevee/eevee_effects.c
engines/eevee/eevee_engine.c
engines/eevee/eevee_lightcache.c
engines/eevee/eevee_lightprobes.c
engines/eevee/eevee_lights.c
engines/eevee/eevee_lookdev.c
engines/eevee/eevee_lut.c
engines/eevee/eevee_materials.c
engines/eevee/eevee_mist.c
engines/eevee/eevee_motion_blur.c
engines/eevee/eevee_occlusion.c
engines/eevee/eevee_render.c
engines/eevee/eevee_renderpasses.c
engines/eevee/eevee_sampling.c
2019-09-09 12:50:11 +02:00
engines/eevee/eevee_screen_raytrace.c
engines/eevee/eevee_shaders.c
engines/eevee/eevee_shadows.c
engines/eevee/eevee_shadows_cascade.c
2019-09-09 12:50:11 +02:00
engines/eevee/eevee_shadows_cube.c
engines/eevee/eevee_subsurface.c
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/workbench/workbench_data.c
engines/workbench/workbench_effect_antialiasing.c
engines/workbench/workbench_effect_cavity.c
engines/workbench/workbench_effect_dof.c
engines/workbench/workbench_effect_outline.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_materials.c
engines/workbench/workbench_opaque.c
engines/workbench/workbench_render.c
engines/workbench/workbench_shader.c
engines/workbench/workbench_shadow.c
engines/workbench/workbench_transparent.c
engines/workbench/workbench_volume.c
engines/external/external_engine.c
engines/gpencil/gpencil_antialiasing.c
engines/gpencil/gpencil_cache_utils.c
engines/gpencil/gpencil_draw_data.c
engines/gpencil/gpencil_engine.c
engines/gpencil/gpencil_engine.h
engines/gpencil/gpencil_render.c
engines/gpencil/gpencil_shader.c
engines/gpencil/gpencil_shader_fx.c
engines/select/select_draw_utils.c
engines/select/select_engine.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_antialiasing.c
engines/overlay/overlay_armature.c
engines/overlay/overlay_background.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_edit_curve.c
engines/overlay/overlay_edit_mesh.c
2019-12-17 00:07:44 +01:00
engines/overlay/overlay_edit_text.c
engines/overlay/overlay_engine.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_extra.c
engines/overlay/overlay_facing.c
engines/overlay/overlay_gpencil.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_grid.c
engines/overlay/overlay_image.c
engines/overlay/overlay_lattice.c
engines/overlay/overlay_metaball.c
engines/overlay/overlay_motion_path.c
engines/overlay/overlay_outline.c
engines/overlay/overlay_paint.c
engines/overlay/overlay_particle.c
engines/overlay/overlay_pointcloud.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_sculpt.c
2019-12-17 00:07:44 +01:00
engines/overlay/overlay_shader.c
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_wireframe.c
DRW_engine.h
DRW_select_buffer.h
intern/DRW_render.h
intern/draw_cache.h
intern/draw_cache_extract.h
intern/draw_cache_impl.h
intern/draw_cache_inline.h
intern/draw_color_management.h
intern/draw_common.h
intern/draw_debug.h
intern/draw_hair_private.h
intern/draw_instance_data.h
intern/draw_manager.h
intern/draw_manager_profiling.h
intern/draw_manager_text.h
intern/draw_view.h
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
intern/smaa_textures.h
engines/basic/basic_engine.h
engines/eevee/eevee_engine.h
engines/eevee/eevee_lightcache.h
engines/eevee/eevee_lut.h
engines/eevee/eevee_private.h
engines/external/external_engine.h
engines/workbench/workbench_engine.h
engines/workbench/workbench_private.h
engines/select/select_engine.h
engines/select/select_private.h
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
engines/overlay/overlay_engine.h
engines/overlay/overlay_private.h
)
set(LIB
bf_blenkernel
bf_blenlib
bf_windowmanager
)
data_to_c_simple(engines/eevee/shaders/ambient_occlusion_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/default_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/default_world_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/background_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/concentric_samples_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/common_uniforms_lib.glsl SRC)
2019-02-27 02:34:56 +01:00
data_to_c_simple(engines/eevee/shaders/lights_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_cube_display_vert.glsl SRC)
2017-06-14 13:45:54 +02:00
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_display_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_grid_fill_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_display_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lit_surface_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lit_surface_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC)
2017-05-09 21:57:13 +02:00
data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_downsample_cube_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_gtao_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_velocity_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_velocity_tile_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_minmaxz_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_mist_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_subsurface_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_translucency_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_temporal_aa.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/object_motion_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/object_motion_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/prepass_vert.glsl SRC)
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
data_to_c_simple(engines/eevee/shaders/shadow_accum_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/shadow_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_lut_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/btdf_lut_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_common_lib.glsl SRC)
2017-06-14 13:45:54 +02:00
data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/cubemap_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ltc_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/ssr_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/update_noise_frag.glsl SRC)
EEVEE: Render Passes This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2020-02-20 14:53:53 +01:00
data_to_c_simple(engines/eevee/shaders/volumetric_accum_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_cavity_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_curvature_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_cavity_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_dof_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_outline_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_smaa_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_smaa_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_effect_taa_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_image_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_matcap_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_material_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_merge_infront_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_hair_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shader_interface_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_transparent_accum_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_transparent_resolve_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_volume_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_volume_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(intern/shaders/common_colormanagement_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_fxaa_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_smaa_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_fullscreen_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_antialiasing_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_antialiasing_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_common_lib.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_layer_blend_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_mask_invert_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_depth_merge_frag.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_depth_merge_vert.glsl SRC)
data_to_c_simple(engines/gpencil/shaders/gpencil_vfx_frag.glsl SRC)
data_to_c_simple(engines/select/shaders/selection_id_3D_vert.glsl SRC)
data_to_c_simple(engines/select/shaders/selection_id_frag.glsl SRC)
data_to_c_simple(engines/basic/shaders/conservative_depth_geom.glsl SRC)
data_to_c_simple(engines/basic/shaders/depth_vert.glsl SRC)
data_to_c_simple(engines/basic/shaders/depth_frag.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_outline_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_solid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_shape_wire_vert.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/armature_sphere_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_sphere_solid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_stick_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_stick_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_wire_frag.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/armature_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/background_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/clipbound_vert.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/depth_only_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_handle_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_handle_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_curve_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_gpencil_canvas_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_gpencil_guide_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_gpencil_vert.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/edit_lattice_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_lattice_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_common_lib.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_facefill_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_normal_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_analysis_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_skin_root_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_mesh_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_particle_strand_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/edit_particle_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_groundline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_lightprobe_grid_vert.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/extra_loose_point_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_loose_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_wire_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/extra_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/facing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/facing_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/grid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/grid_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/image_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/image_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/motion_path_line_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/motion_path_line_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/motion_path_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_detect_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_prepass_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_prepass_geom.glsl SRC)
data_to_c_simple(engines/overlay/shaders/outline_prepass_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_face_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_point_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_texture_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_texture_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_vertcol_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_vertcol_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_weight_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_weight_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/paint_wire_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/particle_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/particle_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/pointcloud_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/pointcloud_frag.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/sculpt_mask_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/sculpt_mask_frag.glsl SRC)
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
data_to_c_simple(engines/overlay/shaders/volume_velocity_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/wireframe_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/wireframe_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/xray_fade_frag.glsl SRC)
list(APPEND INC
)
if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
if(WITH_XR_OPENXR)
add_definitions(-DWITH_XR_OPENXR)
endif()
add_definitions(${GL_DEFINITIONS})
blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")