35 int2 render_extent = inst_.film.render_extent_get();
38 int64_t render_pixel_count = render_extent.x *
int64_t(render_extent.y);
40 extent_[0] = extent_[1] =
ceilf(
sqrtf(1 + (render_pixel_count / 6)));
45 extent_ = render_extent;
55 const CameraData &cam = inst_.camera.data_get();
65 viewmat = face_matrix_ * cam.
viewmat;
72 main_view_.sync(viewmat, winmat);
91 inst_.planar_probes.set_view(render_view_, extent_);
100 inst_.pipelines.deferred.closure_layer_count(),
101 inst_.pipelines.deferred.normal_layer_count());
117 float4 clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
120 inst_.pipelines.background.clear(render_view_);
123 inst_.lights.set_view(render_view_, extent_);
125 inst_.hiz_buffer.set_source(&inst_.render_buffers.depth_tx);
127 inst_.volume.draw_prepass(main_view_);
130 inst_.pipelines.deferred.render(main_view_,
139 inst_.pipelines.background.render(render_view_);
141 inst_.gbuffer.release();
143 inst_.volume.draw_compute(main_view_, extent_);
145 inst_.ambient_occlusion.render_pass(render_view_);
147 inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, extent_);
149 render_transparent_pass(rbufs);
151 inst_.lights.debug_draw(render_view_, combined_fb_);
152 inst_.hiz_buffer.debug_draw(render_view_, combined_fb_);
153 inst_.shadows.debug_draw(render_view_, combined_fb_);
154 inst_.volume_probes.viewport_draw(render_view_, combined_fb_);
155 inst_.sphere_probes.viewport_draw(render_view_, combined_fb_);
156 inst_.planar_probes.viewport_draw(render_view_, combined_fb_);
158 GPUTexture *combined_final_tx = render_postfx(rbufs.
combined_tx);
159 inst_.film.accumulate(jitter_view_, combined_final_tx);
162 postfx_tx_.release();
167void ShadingView::render_transparent_pass(
RenderBuffers &rbufs)
174 float4 clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
181GPUTexture *ShadingView::render_postfx(GPUTexture *
input_tx)
183 if (!inst_.depth_of_field.postfx_enabled() && !inst_.motion_blur.postfx_enabled()) {
190 if (inst_.volume.enabled() && inst_.motion_blur.postfx_enabled() &&
191 !inst_.depth_of_field.postfx_enabled() &&
194 postfx_tx_.clear(
float4(0.0f));
197 GPUTexture *output_tx = postfx_tx_;
200 inst_.motion_blur.render(render_view_, &
input_tx, &output_tx);
201 inst_.depth_of_field.render(render_view_, &
input_tx, &output_tx, dof_buffer_);
206void ShadingView::update_view()
208 const Film &film = inst_.film;
210 float4x4 viewmat = main_view_.viewmat();
211 float4x4 winmat = main_view_.winmat();
213 if (film.scaling_factor_get() > 1) {
217 float left, right, bottom,
top, near, far;
221 const float2 render_size_with_overscan = top_right_with_overscan - bottom_left_with_overscan;
223 float2 bottom_left = bottom_left_with_overscan;
224 float2 top_right = top_right_with_overscan;
225 float2 render_size = render_size_with_overscan;
227 float overscan = inst_.camera.overscan();
228 if (overscan > 0.0f) {
231 const float max_size_original = max_size_with_overscan / (1.0f + 2.0f * overscan);
232 const float overscan_size = (max_size_with_overscan - max_size_original) / 2.0f;
234 bottom_left = bottom_left_with_overscan + overscan_size;
235 top_right = top_right_with_overscan - overscan_size;
237 render_size = top_right - bottom_left;
241 const float2 pixel_size = render_size /
float2(film.film_extent_get());
244 const int2 render_extent = film.render_extent_get() * film.scaling_factor_get();
245 const int overscan_pixels = film.render_overscan_get() * film.scaling_factor_get();
247 const float2 render_bottom_left = bottom_left - pixel_size *
float(overscan_pixels);
248 const float2 render_top_right = render_bottom_left + pixel_size *
float2(render_extent);
250 if (main_view_.is_persp()) {
253 render_bottom_left.
y,
261 render_bottom_left.
y,
269 float2 jitter = inst_.film.pixel_jitter_get() /
float2(extent_);
274 jitter_view_.sync(viewmat, winmat);
278 inst_.depth_of_field.jitter_apply(winmat, viewmat);
279 render_view_.sync(viewmat, winmat);
290 const auto update_info = inst_.sphere_probes.world_update_info_pop();
291 if (!update_info.has_value()) {
298 if (update_info->do_render) {
302 update_info->clipping_distances.x,
303 -update_info->clipping_distances.x,
304 update_info->clipping_distances.x,
305 update_info->clipping_distances.x,
306 update_info->clipping_distances.y);
307 view.sync(view_m4, win_m4);
312 inst_.pipelines.world.render(
view);
315 inst_.sphere_probes.remap_to_octahedral_projection(update_info->atlas_coord,
true);
325 while (
const auto update_info = inst_.sphere_probes.probe_update_info_pop()) {
328 if (!inst_.pipelines.data.is_sphere_probe) {
329 inst_.pipelines.data.is_sphere_probe =
true;
330 inst_.uniform_data.push_update();
333 int2 extent =
int2(update_info->cube_target_extent);
334 inst_.render_buffers.acquire(extent);
336 inst_.render_buffers.vector_tx.clear(
float4(0.0f));
340 inst_.gbuffer.acquire(extent,
341 inst_.pipelines.probe.closure_layer_count(),
342 inst_.pipelines.probe.normal_layer_count());
348 update_info->clipping_distances.x,
349 -update_info->clipping_distances.x,
350 update_info->clipping_distances.x,
351 update_info->clipping_distances.x,
352 update_info->clipping_distances.y);
353 view.sync(view_m4, win_m4);
367 inst_.pipelines.probe.render(
view, prepass_fb, combined_fb_, gbuffer_fb_, extent);
370 inst_.render_buffers.release();
371 inst_.gbuffer.release();
373 inst_.sphere_probes.remap_to_octahedral_projection(update_info->atlas_coord,
false);
376 if (inst_.pipelines.data.is_sphere_probe) {
377 inst_.pipelines.data.is_sphere_probe =
false;
378 inst_.uniform_data.push_update();
390 if (!inst_.lookdev.enabled_) {
395 const float radius = inst_.lookdev.sphere_radius_;
396 const float clip = inst_.camera.data_get().clip_near;
398 -radius, radius, -radius, radius, clip);
399 const float4x4 &view_m4 = inst_.camera.data_get().viewmat;
400 view_.sync(view_m4, win_m4);
402 inst_.lookdev.draw(view_);
403 inst_.lookdev.display();
void window_translate_m4(float winmat[4][4], float perspmat[4][4], float x, float y)
void projmat_dimensions(const float winmat[4][4], float *r_left, float *r_right, float *r_bottom, float *r_top, float *r_near, float *r_far)
void GPU_debug_group_end()
void GPU_debug_group_begin(const char *name)
#define GPU_ATTACHMENT_TEXTURE(_texture)
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_texture, _face)
#define GPU_ATTACHMENT_NONE
void GPU_framebuffer_clear_color_depth(GPUFrameBuffer *fb, const float clear_col[4], float clear_depth)
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
void GPU_framebuffer_clear_color(GPUFrameBuffer *fb, const float clear_col[4])
#define GPU_ATTACHMENT_TEXTURE_LAYER(_texture, _layer)
void ensure(GPUAttachment depth=GPU_ATTACHMENT_NONE, GPUAttachment color1=GPU_ATTACHMENT_NONE, GPUAttachment color2=GPU_ATTACHMENT_NONE, GPUAttachment color3=GPU_ATTACHMENT_NONE, GPUAttachment color4=GPU_ATTACHMENT_NONE, GPUAttachment color5=GPU_ATTACHMENT_NONE, GPUAttachment color6=GPU_ATTACHMENT_NONE, GPUAttachment color7=GPU_ATTACHMENT_NONE, GPUAttachment color8=GPU_ATTACHMENT_NONE)
GPUTexture * layer_view(int layer)
void render(View &view, Framebuffer &prepass_fb, Framebuffer &combined_fb, int2 extent)
TextureFromPool combined_tx
void acquire(int2 extent)
RenderBuffersInfoData & data
TextureFromPool vector_tx
void DRW_stats_group_start(const char *name)
void DRW_stats_group_end()
draw_view in_light_buf[] float
float4x4 cubeface_mat(int face)
MatBase< T, 4, 4 > orthographic(T left, T right, T bottom, T top, T near_clip, T far_clip)
Create an orthographic projection matrix using OpenGL coordinate convention: Maps each axis range to ...
MatBase< T, 4, 4 > orthographic_infinite(T left, T right, T bottom, T top)
Create an orthographic projection matrix using OpenGL coordinate convention: Maps each axis range to ...
MatBase< T, 4, 4 > perspective(T left, T right, T bottom, T top, T near_clip, T far_clip)
Create a perspective projection matrix using OpenGL coordinate convention: Maps each axis range to [-...
T reduce_max(const VecBase< T, Size > &a)
MatBase< T, NumCol, NumRow > translate(const MatBase< T, NumCol, NumRow > &mat, const VectorT &translation)
MatBase< float, 4, 4 > float4x4
VecBase< float, 4 > float4
VecBase< int32_t, 2 > int2
VecBase< float, 2 > float2
const c_style_mat & ptr() const
void acquire(int2 extent, int data_count, int normal_count)