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GR_Uniforms.h
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1 /*
2  * PROPRIETARY INFORMATION. This software is proprietary to
3  * Side Effects Software Inc., and is not to be reproduced,
4  * transmitted, or disclosed in any way without written permission.
5  *
6  * NAME: GR_Uniforms.h ( GR Library, C++)
7  *
8  * COMMENTS:
9  * Uniform parameters for rendering GR_GeoRenders
10  */
11 #ifndef GR_Uniforms_h
12 #define GR_Uniforms_h
13 
14 #include "GR_API.h"
15 
16 #include "GR_Defines.h"
17 #include "GR_DisplayOption.h"
18 #include "GR_TextureRef.h"
19 
20 #include <GU/GU_SelectType.h>
21 #include <GT/GT_RefineParms.h>
22 #include <GU/GU_DetailHandle.h>
23 
24 #include <RE/RE_Render.h>
25 #include <RE/RE_RenderContext.h>
26 #include <RE/RE_CachedObject.h>
27 #include <RE/RE_OGLFramebuffer.h>
28 #include <RV/RV_TextureRef.h>
29 
30 #include <UT/UT_Matrix4.h>
31 #include <UT/UT_StringHolder.h>
32 #include <UT/UT_Map.h>
33 
34 class GR_MaterialGroups;
35 
36 class OP_Node;
37 
38 class RE_Render;
39 
40 class RV_Instance;
41 class RV_Render;
42 class RV_ShaderBlock;
43 class RV_ShaderProgram;
46 class RV_VKBuffer;
47 class RV_VKImage;
48 
49 // helper macro: check value before setting var, which also sets dirty flag
50 #define SET_GLOBAL(name, v) \
51  if (((const GR_Uniforms*)this)->globals().name != (v)) \
52  { globals().name = (v); } \
53 // end SET_GLOBAL
54 
55 /// set of parameters sent to GR_Primitive::update()
57 {
58 public:
60  GR_Uniforms();
61  ~GR_Uniforms();
62 
63  void copyUniforms(const GR_Uniforms* other)
64  {
65  UT_ASSERT(other);
66  objects() = other->objects();
67  globals() = other->globals();
68  }
69  exint pushObjectUniforms();
70  void popObjectUniforms(exint l=-1);
71 
72  // ~~~~~~~~~~~~~~~~
73  // RE Helpers
74 
75  // Init by copying values from RE_
76  // TODO: assign to rational defaults, or taken from DisplaySettings
77  // like in DM_VPortAgent::setupViewUniforms
78  void init(RE_RenderContext rc);
79 
80  // Helpers for pushing our CPU options int RE_
81  void pushToRE(RE_Render* r);
82  void popFromRE(RE_Render* r);
83  void assignRE(RE_Render* r);
84 
85  // ~~~~~~~~~~~~~~~~~
86  // RV Helpers
87  void assignRVBlock(
88  RV_Render *r,
89  RV_ShaderBlock *block,
90  const RV_ShaderProgramBase *opt_shr) const;
91 
92  void assignRVBindings(
93  RV_Render* r,
95  const RV_ShaderProgramBase* opt_shr) const;
96 
97  void assignRVGlobalBlock(RV_Render *r, RV_ShaderBlock *block) const;
98  bool bindRVGlobalBlock(RV_Render *r, const RV_ShaderProgramBase *shader);
99 
100  // initialize the passed in Set and UBO to hold per-object uniform
101  // variables for a draw with the passed in shader, and bind the set
102  bool prepareForDraw(
103  RV_Render *r,
107 
108  // ~~~~~~~~~~~~~~~~~~~
109  // Object Vars
110 
111  // Values that are expected to change for each object rendered
112  // Can be pushed/popped
113 
114  // Object Matrix
115  void setObjModelMatrix(const UT_Matrix4D &v, const UT_Matrix4D *inv = nullptr)
116  {
117  objects().myModel = v;
118 
119  // setup dependent matrices
120  if (inv)
121  {
122  objects().myInvModel = *inv;
123  }
124  else
125  {
126  objects().myInvModel = objects().myModel;
127  objects().myInvModel.invert();
128  }
129 
130  // ensure it's const, so it doesn't trigger update
131  const GlobalUniforms& global_var = ((const GR_Uniforms*)this)->globals();
132 
133  objects().myModelView = objects().myModel * global_var.myView;
134 
135  objects().myModelF = objects().myModel;
136  objects().myInvModelF = objects().myInvModel;
137  objects().myModelViewF = objects().myModelView;
138  }
139  const UT_Matrix4D &getObjModelMatrix() const { return objects().myModel; }
140  const UT_Matrix4D &getObjInvModelMatrix() const { return objects().myModel; }
141  const UT_Matrix3D &getObjNormalMatrix() const { return globals().myNormalMat; }
142  const UT_Matrix4D &getObjModelViewMatrix() const { return objects().myModelView; }
143 
145  {
146  globals().myView = v;
147 
148  // setup dependent matrices
149  globals().myInvView = globals().myView;
150  globals().myInvView.invert();
151 
152  globals().myNormalMat = globals().myView;
153  globals().myNormalMat.invert();
154  globals().myNormalMat.transpose();
155 
156  globals().myViewF = globals().myView;
157  globals().myInvViewF = globals().myInvView;
158  globals().myNormalMatF = globals().myNormalMat;
159  globals().myNormalMatFr1 = globals().myNormalMat[0];
160  globals().myNormalMatFr2 = globals().myNormalMat[1];
161  globals().myNormalMatFr3 = globals().myNormalMat[2];
162 
163  objects().myModelView = globals().myView * objects().myModel;
164  objects().myModelViewF = objects().myModelView;
165  }
166  const UT_Matrix4D &getViewMatrix() const { return globals().myView; }
167  const UT_Matrix4F &getVKViewMatrix() const { return globals().myViewF; }
168  const UT_Matrix4D &getInvViewMatrix() const { return globals().myInvView; }
169  const UT_Matrix3D &getNormalMatrix() const { return globals().myNormalMat; }
170 
171  // correct controls whether to apply OpenGL to Vulkan correction, to
172  // account for different coordinate spaces
173  void setProjectMatrix(const UT_Matrix4D &v, bool correct = true, bool is_ortho = false)
174  {
175  globals().myProjection = v;
176 
177  // setup dependent matrices
178  globals().myInvProjection = globals().myProjection;
179  globals().myInvProjection.invert();
180 
181  // NOTE: NDC space in Vulkan has a z-range of [0, 1] instead of [-1, 1]
182  // and a downward-facing y-direction. appending transform after
183  // projection matrix to correct for these
184  if(correct)
185  {
186  UT_Matrix4F correction(1.0f, 0.0f, 0.0f, 0.0f,
187  0.0f, 1.0f, 0.0f, 0.0f,
188  0.0f, 0.0f, 0.5f, 0.0f,
189  0.0f, 0.0f, 0.5f, 1.0f);
190  globals().myProjectionF =
191  UT_Matrix4F(globals().myProjection) * correction;
192  }
193  else
194  globals().myProjectionF = UT_Matrix4F(globals().myProjection);
195  globals().myInvProjectionF = globals().myProjectionF;
196  globals().myInvProjectionF.invert();
197  globals().myIsOrtho = is_ortho;
198  }
199  void useVulkanProjection(bool use_vk) { myUseVulkanProjection=use_vk; }
200  bool getUseVulkanProjection() const { return myUseVulkanProjection; }
201  const UT_Matrix4D &getProjectionMatrix() const { return globals().myProjection; }
202  const UT_Matrix4F &getVKProjectionMatrix() const { return globals().myProjectionF; }
203  const UT_Matrix4D &getInvProjectionMatrix() const { return globals().myInvProjection; }
204  bool getIsOrtho() const { return globals().myIsOrtho; }
205 
206  void setDepthRange(const UT_Vector2F &r) { SET_GLOBAL(myDepthRange, r); }
207  void setDepthProject(const UT_Vector2F &p) { SET_GLOBAL(myDepthProject, p); }
208  const UT_Vector2F &getDepthProject() const { return globals().myDepthProject; }
209 
210  void setDepthOcclusion(fpreal32 v) { SET_GLOBAL(myDecorOcclusionFade, v); }
211  fpreal32 getDepthOcclusion() const { return globals().myDecorOcclusionFade; }
212 
213  void setShadowmapIndex(const int32 index) { SET_GLOBAL(myShadowmapIndex, index); }
214  int32 getShadowmapIndex() const { return globals().myShadowmapIndex; }
215 
216  // These are technically Vector3s, but GLSL expects Vector3s to be 4-byte
217  // aligned, so we add one more float for the C++ alignment to match the
218  // GLSL alignment.
220  void setCSMRegionInvExts(const CSMRegionInvExts &e) { SET_GLOBAL(myCSMRegionInvExts, e); }
221  const CSMRegionInvExts &getCSMRegionInvExts() const { return globals().myCSMRegionInvExts; }
222 
224  void setCSMRegionOffsets(const CSMRegionInvExts &e) { SET_GLOBAL(myCSMRegionOffsets, e); }
225  const CSMRegionInvExts &getCSMRegionOffsets() const { return globals().myCSMRegionOffsets; }
226 
227  void setObjWireColor(const UT_Vector4 &v) { objects().myWireColor = v; }
228  const UT_Vector4 &getObjWireColor() const { return objects().myWireColor; }
229 
230  void setObjWireframeColor(const UT_Vector4 &v) { objects().myWireframeColor = v; }
231  const UT_Vector4 &getObjWireframeColor() const { return objects().myWireframeColor; }
232 
233  void setObjWireThickness(const float &v) { objects().myWireThickness = v; }
234  float getObjWireThickness() const { return objects().myWireThickness; }
235 
236  void setObjConstColor(const UT_Vector4 &v) { objects().myConstColor = v; }
237  const UT_Vector4 &getObjConstColor() const { return objects().myConstColor; }
238 
240  {
241  objects().myConstColorMap = v;
242  objects().myConstColorEnableVK = v.isVulkan();
243  objects().myConstColorEnableGL = v.isGL();
244  }
245 
247  {
248  objects().myEmitColor = c;
249  }
250  void setObjGhosting(const UT_Vector4 &v, float gfact=0.5)
251  {
252  objects().myGhostColor = v;
253  objects().myGhostFactor = gfact;
254  objects().myHasGhosting = true;
255  }
256  const UT_Vector4 &getObjGhostColor() const { return objects().myGhostColor; }
257  float getObjGhostFactor() const { return objects().myGhostFactor; }
258 
259  void setObjBackfaceTint(const UT_Vector3 &v, float gfact=0.5)
260  {
261  objects().myBackfaceColor = UT_Vector4(v, gfact);
262  objects().myHasBackfaceTint = true;
263  }
264  const UT_Vector4 &getObjBackfaceColor() const { return objects().myBackfaceColor; }
265  float getObjBackfaceFactor() const { return objects().myBackfaceColor[3]; }
266 
267  void setObjSelectColor(const UT_Vector4 &v) { objects().mySelectColor = v; }
268  const UT_Vector4 &getObjSelectColor() const { return objects().mySelectColor; }
269 
270  void setObjSelectSecondaryColor(const UT_Vector4 &v) { objects().mySelectSecondaryColor = v; }
271  const UT_Vector4 &getObjSelectSecondaryColor() const { return objects().mySelectSecondaryColor; }
272 
273  void setObjSelectMode(int v) { objects().mySelectMode = v; }
274  int getObjSelectMode() const { return objects().mySelectMode; }
275 
276  void setObjSelectType(int v) { objects().mySelectType = v; }
277  int getObjSelectType() const { return objects().mySelectType; }
278 
279  void setObjSelectInstance(int v) { objects().mySelectInstance = v; }
280  int getObjSelectInstance() const { return objects().mySelectInstance; }
281 
282  void setObjFillSelection(int v) { objects().myFillSelection = v; }
283  int getObjFillSelection() const { return objects().myFillSelection; }
284 
285  void setObjPrimConstandID(int v) { objects().myPrimConstantID = v; }
286  int getObjPrimConstandID() const { return objects().myPrimConstantID; }
287 
288  void setObjDecorationScale(float v) { objects().myDecorationScale = v; }
289  float getObjDecorationScale() const { return objects().myDecorationScale; }
290 
292  { objects().myPickBaseID = v; }
294  { return objects().myPickBaseID; }
295 
297  { objects().myPickComponentID = v; }
299  { return objects().myPickComponentID; }
300 
302  { objects().myPickDepthPass = v; }
304  { return objects().myPickDepthPass; }
305 
307  {
308  objects().myColorRamp = v;
309  objects().myColorRampEnableVK = v.isVulkan();
310  objects().myColorRampEnableGL = v.isGL();
311 
312  objects().myColorRange = range;
313  }
314 
315  void setObjColorIgnoreGeo(bool v)
316  {
317  objects().myColorIgnoreGeo = v;
318  }
319  bool getObjColorIgnoreGeo() const
320  {
321  return objects().myColorIgnoreGeo;
322  }
323 
324  // Use -1 flag to force use of geo color, ignoring
325  // any per-material geo color disable
327  {
328  objects().myColorIgnoreGeo = -1;
329  }
330 
332  {
333  objects().myColorTransformMode = mode;
334  objects().myColorTransformRef = ref;
335  }
336 
338  {
339  objects().myUseInstancePrimId = v;
340  }
341 
343  { objects().myMaxLocatedId = v; }
344 
346  { return objects().myMaxLocatedId; }
347 
349  { objects().myMinLocatedId = v; }
350 
352  { return objects().myMinLocatedId; }
353 
354 
356  {
357  objects().myLocatedBufVK = buf;
358  objects().myUseLocatedBufVK = buf ? 1 : 0;
359  }
360 
362  {
363  UT_ASSERT(!buf || buf->getTextureType() == RE_TEXTURE_BUFFER);
364  objects().myLocatedBufGL = buf;
365  objects().myUseLocatedBufGL = buf ? 1 : 0;
366  }
367 
369  { objects().myLightingEnabled = v; }
370 
372  { return objects().myLightingEnabled; }
373 
375  { objects().myTexturesEnabled = v; }
376 
378  { return objects().myTexturesEnabled; }
379 
381  { objects().myAlphaCutoff = cut; }
382 
384  { return objects().myAlphaCutoff; }
385 
386  // Values which may be changed per-object
388  {
389 
390  #define VK_BLOCK_START (offsetof(ObjectUniforms, myModelF))
391  // begin VK block
394 
396  UT_Vector4F myBackfaceColor = UT_Vector4F(0,0,0,0);
400  UT_Vector4F myEmitColor = UT_Vector4F(0,0,0,0);
401 
402  int mySelectMode = 0;
403  int mySelectType = 0;
404  int mySelectInstance = 0;
405  int myFillSelection = 0;
406 
407  int myPrimConstantID = 0;
408  int myPrimInstanceBase = 0;
409 
412 
414  int32 myColorRampEnableVK = 0;
415  int32 myColorIgnoreGeo = 0;
416 
418  int32 myColorTransformMode = 0;
419 
420  // NOTE: only used in locate highlight rendering
421  int32 myUseInstancePrimId = 0;
422  int32 myMaxLocatedId = 0;
423  int32 myMinLocatedId = 0;
424  int32 myUseLocatedBufVK = 0;
425 
426  // NOTE: only used in pick buffer rendering
428  int32 myPickDepthPass = 0;
430 
431  int32 myConstColorEnableVK = 0;
432  int32 myLightMask = 0xFFFFFFFF;
433  int32 myLightingEnabled = 1;
434  int32 myTexturesEnabled = 1;
435  fpreal32 myAlphaCutoff = -1.0f;
436 
437  // end VK block
438  #define VK_BLOCK_END (offsetof(ObjectUniforms, myAlphaCutoff )\
439  + sizeof(ObjectUniforms::myAlphaCutoff))
440 
441  // Ghosting
444 
445  bool myHasPrimLightMask = false;
446 
447  // Backface Tinting
448  bool myHasBackfaceTint = false;
449 
450  // Selection
452 
453  // Wire color
455 
456  // color mapping
457  int32 myConstColorEnableGL = 0;
459 
460  // Color Transform
461  int32 myColorRampEnableGL = 0;
463 
465 
469 
471 
472  RV_VKBuffer* myLocatedBufVK = nullptr;
473  RE_Texture* myLocatedBufGL = nullptr;
474  int32 myUseLocatedMap = 0; // redundant
475  int32 myUseLocatedBufGL = 0;
476  };
477  static constexpr int32 VkBlockSize = VK_BLOCK_END - VK_BLOCK_START;
478 
479  // ~~~~~~~~~~~~~
480  // Global Vars
481  //
482  // Values static across the whole render
483  // typically may be changed between passes of different types
484  // Can be set, but not push/popped
485 
486  void setEmission(float v) { SET_GLOBAL(myEmissionFactor, v); }
487  float getEmission() const { return globals().myEmissionFactor; }
488 
489  void setSpecular(float v) { SET_GLOBAL(mySpeculaFactor, v); }
490  float getSpecular() const { return globals().mySpeculaFactor; }
491 
492  void setDiffuse(float v) { SET_GLOBAL(myDiffuseFactor, v); }
493  float getDiffuse() const { return globals().myDiffuseFactor; }
494 
495  void setAmbient(float v) { SET_GLOBAL(myAmbientFactor, v); }
496  float getAmbient() const { return globals().myAmbientFactor; }
497 
498  void setAlphaPass(int v) { SET_GLOBAL(myAlphaPass, v); }
499  int getAlphaPass() const { return globals().myAlphaPass; }
500 
501  void setOnionSkinGroup(int v) { SET_GLOBAL(myOnionSkinGroup, v); }
502  int getOnionSkinGroup() const { return globals().myOnionSkinGroup; }
503 
504  void setLightMask(unsigned mask) { objects().myLightMask = mask; }
505  unsigned getLightMask() const { return objects().myLightMask; }
506 
507  void setUseHeadlight(bool use_headlight)
508  { SET_GLOBAL(myUseHeadlight, (int32)use_headlight); }
509  bool useHeadlight() const { return globals().myUseHeadlight; }
512  float ambient,
513  float soft,
514  bool use_spec,
515  bool use_world_space)
516  {
517  SET_GLOBAL(myHeadlightDir, dir);
518  SET_GLOBAL(myHeadlightColor, color);
519  SET_GLOBAL(myHeadlightSpec, (int32)(use_spec?1:0));
520  SET_GLOBAL(myHeadlightWorldSpace, (int32)use_world_space);
521  SET_GLOBAL(myHeadlightAmbient, ambient);
522  SET_GLOBAL(myHeadlightSoft, soft);
523  }
524  UT_Vector3F headlightDir() { return globals().myHeadlightDir; }
525  UT_Vector3F headlightColor() { return globals().myHeadlightColor; }
526  fpreal headlightSoftness() { return globals().myHeadlightSoft; }
527  void setUseFilllight(bool use_fill)
528  { SET_GLOBAL(myUseFilllight, (int32)use_fill); }
530  {
531  SET_GLOBAL(myFilllightDir, dir);
532  SET_GLOBAL(myFilllightColor, color);
533  SET_GLOBAL(myFilllightSoft, soft);
534  }
535  UT_Vector3F filllightDir() { return globals().myFilllightDir; }
536  UT_Vector3F filllightColor() { return globals().myFilllightColor; }
537  float filllightSoftness() { return globals().myFilllightSoft; }
538  void setUseBacklight(bool use_back)
539  { SET_GLOBAL(myUseBacklight, (int32)use_back); }
541  {
542  SET_GLOBAL(myBacklightDir, dir);
543  SET_GLOBAL(myBacklightColor, color);
544  SET_GLOBAL(myBacklightSoft, soft);
545  }
546  UT_Vector3F backlightDir() { return globals().myBacklightDir; }
547  UT_Vector3F backlightColor() { return globals().myBacklightColor; }
548  float backlightSoftness() { return globals().myBacklightSoft; }
549 
550  void setEnvlightMapRotate(const UT_Vector3F &rot);
551  void setEnvlightMapTint(const UT_Vector3F &tint)
552  { SET_GLOBAL(myEnvlightTint, UT_Vector4F(tint, 1.0)); }
553  void setUseEnvlight(bool use_env)
554  { SET_GLOBAL(myUseEnvlight, (int32)use_env); }
555  bool useEnvlight() const { return globals().myUseEnvlight; }
556  UT_Matrix4F getEnvlightRotate() const { return globals().myEnvlightRotate; }
558  { return UT_Vector3F(globals().myEnvlightTint); }
559 #ifdef USE_VULKAN
560  RV_TextureRef &envlightMap() { return globals().myEnvlightMapRef; }
561  RV_TextureRef &bgenvMap() { return globals().myBGEnvMapRef; }
562 #endif
563 
564  void setHasPrimLightMask(bool m) { objects().myHasPrimLightMask = m; }
565  bool hasPrimLightMask() const { return objects().myHasPrimLightMask; }
566 
568  {
569  RENDER_MATERIAL = 0,
570  RENDER_CONST = 1,
571  RENDER_OTHER = 2,
572  };
574  { SET_GLOBAL(myRenderPass, v); }
576  { return RenderPass(globals().myRenderPass); }
577 
578  void setAlphaCutoff(float v) { SET_GLOBAL(myAlphaCutoff, v); }
579  float getAlphaCutoff() const { return globals().myAlphaCutoff; }
580 
581  void setCamView(const UT_Matrix4D& v) { globals().myCamView = v;}
582  const UT_Matrix4D &getCamView() const { return globals().myCamView;}
583 
584  void setCamProject(const UT_Matrix4D& v) { globals().myCamProject = v;}
585  const UT_Matrix4D &getCamProject() const { return globals().myCamProject;}
586 
587  void setScreenSize(const UT_Vector2& v) { SET_GLOBAL(myScreenSize, v); }
588  const UT_Vector2& getScreenSize() const { return globals().myScreenSize; }
589 
590  void setNumSamples(int v) { SET_GLOBAL(myNumSamples, v); }
591  int getNumSamples() const { return globals().myNumSamples; }
592 
593  void setLODParms(const UT_Vector2& v) { SET_GLOBAL(myLODParms, v); }
594  const UT_Vector2& getLODParms() const { return globals().myLODParms; }
595 
596  void setPickArea(const UT_Vector4F& v) { SET_GLOBAL(myPickArea, v); }
597  const UT_Vector4F& getPickArea() const { return globals().myPickArea; }
598 
599  void setPickMap(GR_TextureRef v, bool use = true)
600  {
601  SET_GLOBAL(myPickMap, v);
602  SET_GLOBAL(myPickHasMapVK, (use && globals().myPickMap.isVulkan()));
603  SET_GLOBAL(myPickHasMapGL, (use && globals().myPickMap.isGL()));
604  }
605 
607  {
608  SET_GLOBAL(myDepthMap, v);
609  int vk_val = 0;
610  if (use && globals().myDepthMap.isVulkan())
611  {
612  if (func == RE_ZLESS || func == RE_ZLEQUAL)
613  vk_val = -1;
614  else if (func == RE_ZGREATER || func == RE_ZGEQUAL)
615  vk_val = -2;
616  else
617  vk_val = 1;
618  }
619  SET_GLOBAL(myHasDepthMapVK, vk_val);
620  SET_GLOBAL(myHasDepthMapGL, (use && globals().myDepthMap.isGL()));
621  }
622  GR_TextureRef getDepthMap() { return globals().myDepthMap; }
623 
624  void setSnapDistances(const UT_Vector3i &v) { SET_GLOBAL(mySnapDistances, v);}
625  const UT_Vector3i &getSnapDistances() const { return globals().mySnapDistances;}
626 
627  void setSnapParms(int32 v) { SET_GLOBAL(mySnapParams, v);}
628  int32 getSnapParms() const { return globals().mySnapParams;}
629 
630  void setDecorationLocate(const UT_Vector4F& v) { SET_GLOBAL(myDecorLocate, v); }
631  const UT_Vector4F& getDecorationLocate() const { return globals().myDecorLocate; }
632 
633 
634  void print();
635 
636  // TODO: use these maybe ?
637  bool myIsGlobalUniformLocked = false;
639  {
640  myIsGlobalUniformLocked = true;
641  }
643  {
644  myIsGlobalUniformLocked = false;
645  }
646  bool myGlobalUniformDirty = true;
647 
648  #define UT_Vector2F_UBO alignas(8) UT_Vector2F
649  #define UT_Vector3F_UBO alignas(16) UT_Vector3F
650  #define UT_Vector4F_UBO alignas(16) UT_Vector4F
651  #define UT_Vector2i_UBO alignas(8) UT_Vector2i
652  #define UT_Vector3i_UBO alignas(16) UT_Vector3i
653  #define UT_Vector4i_UBO alignas(16) UT_Vector4i
654  #define UT_Matrix4F_UBO alignas(16) UT_Matrix4F
655 
657  {
658  #define VK_GLOBAL_BLOCK_START (offsetof(GlobalUniforms, myProjectionF))
659  // float versions for VK
662  UT_Vector3F_UBO myNormalMatFr1; // store `mat3` as 3 `vec3`s to match UBO spacing
669 
670  // Inverses (reciprocals) of the extents of the cascading shadowmap regions.
673 
674  // TODO: make this a push constant
676 
677  // Screen/Framebuffer info
680 
683  int32 myHasDepthMapVK = 0;
684 
685  // Enum code indicating whether or not inside a
686  // transparency rendering pass, or what kind of pass
687  int32 myRenderPass = RENDER_MATERIAL;
688  int32 myAlphaPass = 0;
689 
690  int32 myMaterialLayer = 0;
691  int32 myOnionSkinGroup = 0;
692 
693  fpreal32 SceneIOR = 1.0;
694 
695  // Multipliers for different aspects of lighting,
696  // typically 0.0 or 1.0
697  fpreal32 myEmissionFactor = 1.0;
698  fpreal32 myDiffuseFactor = 1.0;
699  fpreal32 myAmbientFactor = 1.0;
700  fpreal32 mySpeculaFactor = 1.0;
701 
703 
704  fpreal32 myAlphaCutoff = 1e-3;
705 
706  int32 myNumSamples = 4;
707 
708  int32 myIsOrtho = 0;
710 
711  // NOTE: only used in pick rendering
713  int32 myPickHasMapVK = 0;
714 
715  // NOTE: only used in snap rendering
717  int32 mySnapParams = 0;
718 
719  // NOTE: only used in decoration rendering
721  float myDecorOcclusionFade = 1.0;
722 
723  int32 myHeadlightWorldSpace = 0;
724  fpreal32 myHeadlightAmbient = 0.02;
725 
727  int32 myHeadlightSpec = 1;
729  int32 myUseHeadlight = 0;
730  fpreal32 myHeadlightSoft = 0.0;
731 
733  int32 myUseFilllight = 0;
735  fpreal32 myFilllightSoft = 0.0;
736 
738  int32 myUseBacklight = 0;
740  fpreal32 myBacklightSoft = 0.0;
741 
744  int32 myUseEnvlight = 0;
745 
746  #define VK_GLOBAL_BLOCK_END (offsetof(GlobalUniforms, myUseEnvlight ) \
747  + sizeof(GlobalUniforms::myUseEnvlight))
748 
750 
758 
759  // NOTE: only used in pick rendering
761  int32 myPickHasMapGL = 0;
762 
763  // NOTE: only used in shadow map rendering
765  int32 myHasDepthMapGL = 0;
766  fpreal32 myDepthBufferFar = 1.0;
767 
768 #ifdef USE_VULKAN
769  RV_TextureRef myEnvlightMapRef;
770  RV_TextureRef myBGEnvMapRef;
771 #endif
772  };
773  static constexpr int32 VkGlobalBlockSize = VK_GLOBAL_BLOCK_END
775 
776 #ifdef USE_VULKAN
777  static void initStaticResources(RV_Instance* inst);
778  static void cleanupStaticResources();
779 
780  static void prepareThreadedUniforms(exint num_threads);
781  static void returnThreadedUniforms();
782 
783  static GR_Uniforms* getForThread(int* level, int idx);
784  static void returnForThread(int* level);
785 #endif
786 
788  {
789  return myObjectUniforms.last();
790  }
791  const ObjectUniforms& objects() const
792  {
793  return myObjectUniforms.last();
794  }
795 
797  {
798  UT_ASSERT(!myIsGlobalUniformLocked);
799  myGlobalUniformDirty = true;
800  return myGlobalUniforms;
801  }
802  const GlobalUniforms& globals() const
803  {
804  return myGlobalUniforms;
805  }
806 
807 private:
808  UT_ValArray<ObjectUniforms> myObjectUniforms;
809  GlobalUniforms myGlobalUniforms;
810 
811  // ~~~~~~~~~~~~~~~
812  // RE Private Helpers
813 
814  // RE_Render stack helpers
815  bool myIsREPushed = false;
816 
817  // Ghosting setup taken form GUI_GeoRender::setupGhosting
818  struct RECachedState
819  {
820  bool useSampleMask;
821  int sampleMask;
822  bool multisample;
823  } myCachedREState;
824 
825  // Special handlers for ghosting state -- changes some Render state as well
826  // as pushing uniforms
827  void pushGhosting(RE_Render* r);
828  void assignGhosting(RE_Render* r);
829  void popGhosting(RE_Render* r);
830 
831 private:
832  bool myUseVulkanProjection = false;
833 #ifdef USE_VULKAN
834  struct gr_SetCache
835  {
836  // Array doing linear lookup, fine if number of sets small
837  // TODO: could do a hashmap
839  UT_Array<bool> myDirtyFlags;
840 
842  RV_Render *r,
843  int set_num,
845  bool* out_is_new_or_dirty);
846  };
847  gr_SetCache myGlobalSet;
848  UT_UniquePtr<RV_ShaderBlock> myPassInfoBlock;
849 #endif
850 };
851 
852 
853 #endif
void setObjColorForceUseGeo()
Definition: GR_Uniforms.h:326
A collection of Vulkan UBO, SSBO, and Image shader bindings (descriptor set)
void setFilllightParms(UT_Vector3F dir, UT_Vector3F color, float soft)
Definition: GR_Uniforms.h:529
const UT_Vector4 & getObjWireframeColor() const
Definition: GR_Uniforms.h:231
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: glcorearb.h:2540
void setAlphaCutoff(float v)
Definition: GR_Uniforms.h:578
void setObjLocatedBuffer(RE_Texture *buf)
Definition: GR_Uniforms.h:361
void setBacklightParms(UT_Vector3F dir, UT_Vector3F color, float soft)
Definition: GR_Uniforms.h:540
UT_Vector3F headlightDir()
Definition: GR_Uniforms.h:524
UT_Vector3F filllightColor()
Definition: GR_Uniforms.h:536
int int32
Definition: SYS_Types.h:39
GLenum GLint * range
Definition: glcorearb.h:1925
const UT_Vector4 & getObjBackfaceColor() const
Definition: GR_Uniforms.h:264
void setObjFillSelection(int v)
Definition: GR_Uniforms.h:282
const UT_Matrix4D & getViewMatrix() const
Definition: GR_Uniforms.h:166
void setObjConstColorMap(GR_TextureRef v)
Definition: GR_Uniforms.h:239
void setPickMap(GR_TextureRef v, bool use=true)
Definition: GR_Uniforms.h:599
void setObjEmission(const UT_Vector4F &c)
Definition: GR_Uniforms.h:246
UT_Vector3F getEnvlightMapTint() const
Definition: GR_Uniforms.h:557
void setObjTexturesEnabled(int v)
Definition: GR_Uniforms.h:374
void setUseHeadlight(bool use_headlight)
Definition: GR_Uniforms.h:507
void setShadowmapIndex(const int32 index)
Definition: GR_Uniforms.h:213
const GLdouble * v
Definition: glcorearb.h:837
void setObjWireThickness(const float &v)
Definition: GR_Uniforms.h:233
bool getIsOrtho() const
Definition: GR_Uniforms.h:204
void setObjSelectColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:267
void setObjAlphaCutoff(fpreal32 cut)
Definition: GR_Uniforms.h:380
exint getObjMaxLocatedID() const
Definition: GR_Uniforms.h:345
void setLightMask(unsigned mask)
Definition: GR_Uniforms.h:504
CSMRegionInvExts myCSMRegionInvExts
Definition: GR_Uniforms.h:671
int getAlphaPass() const
Definition: GR_Uniforms.h:499
int getObjPrimConstandID() const
Definition: GR_Uniforms.h:286
const UT_Matrix4F & getVKProjectionMatrix() const
Definition: GR_Uniforms.h:202
const UT_Vector4F & getPickArea() const
Definition: GR_Uniforms.h:597
exint getObjMinLocatedID() const
Definition: GR_Uniforms.h:351
GA_API const UT_StringHolder rot
void setEnvlightMapTint(const UT_Vector3F &tint)
Definition: GR_Uniforms.h:551
void setObjColorRamp(GR_TextureRef v, UT_Vector2F range=UT_Vector2F())
Definition: GR_Uniforms.h:306
void setUseEnvlight(bool use_env)
Definition: GR_Uniforms.h:553
int getObjTexturesEnabled() const
Definition: GR_Uniforms.h:377
const UT_Matrix3D & getNormalMatrix() const
Definition: GR_Uniforms.h:169
int64 exint
Definition: SYS_Types.h:125
GLint level
Definition: glcorearb.h:108
void setObjMaxLocatedID(exint v)
Definition: GR_Uniforms.h:342
UT_Vector3F filllightDir()
Definition: GR_Uniforms.h:535
RenderPass getRenderPass() const
Definition: GR_Uniforms.h:575
void setObjPickBaseID(const UT_Vector3i &v)
Definition: GR_Uniforms.h:291
float getAmbient() const
Definition: GR_Uniforms.h:496
void copyUniforms(const GR_Uniforms *other)
Definition: GR_Uniforms.h:63
UT_Vector3i_UBO myCoverageMask
Definition: GR_Uniforms.h:702
Opaque reference to a texture stored in the RV_TextureCache.
Definition: RV_TextureRef.h:21
const UT_Vector4 & getObjSelectSecondaryColor() const
Definition: GR_Uniforms.h:271
bool isGL() const
Definition: GR_TextureRef.h:38
UT_Matrix4F_UBO myCamViewF
Definition: GR_Uniforms.h:667
void setObjWireframeColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:230
void setObjGhosting(const UT_Vector4 &v, float gfact=0.5)
Definition: GR_Uniforms.h:250
void setObjColorTransform(int32 mode, UT_Vector3F ref=UT_Vector3F())
Definition: GR_Uniforms.h:331
const UT_Vector4 & getObjWireColor() const
Definition: GR_Uniforms.h:228
void useVulkanProjection(bool use_vk)
Definition: GR_Uniforms.h:199
UT_Matrix4F_UBO myCamProjectF
Definition: GR_Uniforms.h:668
void setObjSelectSecondaryColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:270
UT_Vector3F backlightDir()
Definition: GR_Uniforms.h:546
float getObjBackfaceFactor() const
Definition: GR_Uniforms.h:265
void setHasPrimLightMask(bool m)
Definition: GR_Uniforms.h:564
void setViewMatrix(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:144
const UT_Matrix4D & getInvViewMatrix() const
Definition: GR_Uniforms.h:168
float fpreal32
Definition: SYS_Types.h:200
A class that manages material assignments to different groups of primitives.
void setNumSamples(int v)
Definition: GR_Uniforms.h:590
Temporary container for either a RV_Render and an RE_Render.
GR_API bool createOrReuseSet(RV_Render *r, UT_UniquePtr< RV_ShaderVariableSet > &set, int set_num, const RV_ShaderProgramBase *shader, bool *created=nullptr, const char *name=nullptr)
void setAlphaPass(int v)
Definition: GR_Uniforms.h:498
void setUseBacklight(bool use_back)
Definition: GR_Uniforms.h:538
#define VK_BLOCK_END
Definition: GR_Uniforms.h:438
UT_Vector4F_UBO myDecorLocate
Definition: GR_Uniforms.h:720
UT_Vector4F_UBO myEnvlightTint
Definition: GR_Uniforms.h:743
void setEmission(float v)
Definition: GR_Uniforms.h:486
CSMRegionOffsets myCSMRegionOffsets
Definition: GR_Uniforms.h:672
UT_Vector3F_UBO myBacklightColor
Definition: GR_Uniforms.h:739
std::unique_ptr< T, Deleter > UT_UniquePtr
A smart pointer for unique ownership of dynamically allocated objects.
Definition: UT_UniquePtr.h:39
UT_Vector3F_UBO myHeadlightDir
Definition: GR_Uniforms.h:726
RE_TextureDimension getTextureType() const
#define SET_GLOBAL(name, v)
Definition: GR_Uniforms.h:50
#define UT_Vector2F_UBO
Definition: GR_Uniforms.h:648
void setPickArea(const UT_Vector4F &v)
Definition: GR_Uniforms.h:596
float getObjWireThickness() const
Definition: GR_Uniforms.h:234
UT_Vector3F backlightColor()
Definition: GR_Uniforms.h:547
void setUseFilllight(bool use_fill)
Definition: GR_Uniforms.h:527
void setSpecular(float v)
Definition: GR_Uniforms.h:489
#define VK_GLOBAL_BLOCK_START
Definition: GR_Uniforms.h:658
UT_Matrix4F_UBO myInvViewF
Definition: GR_Uniforms.h:666
GLfloat f
Definition: glcorearb.h:1926
UT_Vector4T< float > UT_Vector4
UT_Vector2F_UBO myLODParms
Definition: GR_Uniforms.h:679
GR_TextureRef getDepthMap()
Definition: GR_Uniforms.h:622
const UT_Matrix4D & getObjModelMatrix() const
Definition: GR_Uniforms.h:139
std::array< T, N > UT_FixedArray
Definition: UT_FixedArray.h:19
float getEmission() const
Definition: GR_Uniforms.h:487
UT_Vector4F_UBO myPickArea
Definition: GR_Uniforms.h:712
bool getObjColorIgnoreGeo() const
Definition: GR_Uniforms.h:319
UT_Vector3F_UBO myBacklightDir
Definition: GR_Uniforms.h:737
void unlockGlobalUniforms()
Definition: GR_Uniforms.h:642
const UT_Vector3i & getSnapDistances() const
Definition: GR_Uniforms.h:625
GlobalUniforms & globals()
Definition: GR_Uniforms.h:796
const UT_Matrix4F & getVKViewMatrix() const
Definition: GR_Uniforms.h:167
GR_TextureRef myConstColorMap
Definition: GR_Uniforms.h:458
UT_Vector2F_UBO myScreenSize
Definition: GR_Uniforms.h:678
GLint ref
Definition: glcorearb.h:124
void setCSMRegionOffsets(const CSMRegionInvExts &e)
Definition: GR_Uniforms.h:224
UT_Vector3i getObjPickBaseID() const
Definition: GR_Uniforms.h:293
void lockGlobalUniforms()
Definition: GR_Uniforms.h:638
UT_Vector2F_UBO myDepthRange
Definition: GR_Uniforms.h:681
void setObjPickComponentID(const UT_Vector3i &v)
Definition: GR_Uniforms.h:296
void setDepthOcclusion(fpreal32 v)
Definition: GR_Uniforms.h:210
constexpr auto set(type rhs) -> int
Definition: core.h:610
float backlightSoftness()
Definition: GR_Uniforms.h:548
int getObjSelectInstance() const
Definition: GR_Uniforms.h:280
int32 getSnapParms() const
Definition: GR_Uniforms.h:628
const UT_Vector4 & getObjSelectColor() const
Definition: GR_Uniforms.h:268
int getNumSamples() const
Definition: GR_Uniforms.h:591
UT_Vector3F headlightColor()
Definition: GR_Uniforms.h:525
void setCamView(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:581
bool useEnvlight() const
Definition: GR_Uniforms.h:555
const UT_Matrix4D & getInvProjectionMatrix() const
Definition: GR_Uniforms.h:203
GLint GLuint mask
Definition: glcorearb.h:124
ObjectUniforms & objects()
Definition: GR_Uniforms.h:787
const UT_Vector2F & getDepthProject() const
Definition: GR_Uniforms.h:208
void setCSMRegionInvExts(const CSMRegionInvExts &e)
Definition: GR_Uniforms.h:220
UT_Matrix4T< fpreal32 > UT_Matrix4F
void setRenderPass(RenderPass v)
Definition: GR_Uniforms.h:573
#define GR_API
Definition: GR_API.h:10
fpreal32 getObjAlphaCutoff() const
Definition: GR_Uniforms.h:383
UT_Matrix4F_UBO myInvProjectionF
Definition: GR_Uniforms.h:665
UT_Vector2F_UBO myDepthOffset
Definition: GR_Uniforms.h:709
const UT_Vector4 & getObjConstColor() const
Definition: GR_Uniforms.h:237
const GlobalUniforms & globals() const
Definition: GR_Uniforms.h:802
#define UT_Vector4F_UBO
Definition: GR_Uniforms.h:650
float getObjDecorationScale() const
Definition: GR_Uniforms.h:289
void setObjSelectMode(int v)
Definition: GR_Uniforms.h:273
bool getUseVulkanProjection() const
Definition: GR_Uniforms.h:200
void setProjectMatrix(const UT_Matrix4D &v, bool correct=true, bool is_ortho=false)
Definition: GR_Uniforms.h:173
float getSpecular() const
Definition: GR_Uniforms.h:490
RE_ZFunction
Definition: RE_Types.h:478
void setAmbient(float v)
Definition: GR_Uniforms.h:495
void setObjUseInstancePrimId(int32 v)
Definition: GR_Uniforms.h:337
Handle to the main interface of Vulkan.
Definition: RV_Instance.h:48
void setCamProject(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:584
int getObjSelectMode() const
Definition: GR_Uniforms.h:274
void setObjSelectType(int v)
Definition: GR_Uniforms.h:276
float getObjGhostFactor() const
Definition: GR_Uniforms.h:257
int32 getShadowmapIndex() const
Definition: GR_Uniforms.h:214
GLenum mode
Definition: glcorearb.h:99
void setObjWireColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:227
const UT_Vector2 & getLODParms() const
Definition: GR_Uniforms.h:594
bool isVulkan() const
Definition: GR_TextureRef.h:39
UT_Vector3T< fpreal32 > UT_Vector3F
#define UT_Vector3F_UBO
Definition: GR_Uniforms.h:649
const CSMRegionInvExts & getCSMRegionOffsets() const
Definition: GR_Uniforms.h:225
int32 getObjPickDepthPass() const
Definition: GR_Uniforms.h:303
const UT_Vector4F & getDecorationLocate() const
Definition: GR_Uniforms.h:631
UT_FixedArray< UT_Vector4, 4 > CSMRegionInvExts
Definition: GR_Uniforms.h:219
float getAlphaCutoff() const
Definition: GR_Uniforms.h:579
GLuint shader
Definition: glcorearb.h:785
ImageBuf OIIO_API cut(const ImageBuf &src, ROI roi={}, int nthreads=0)
const UT_Matrix4D & getObjModelViewMatrix() const
Definition: GR_Uniforms.h:142
UT_Vector3F_UBO myHeadlightColor
Definition: GR_Uniforms.h:728
UT_Vector3F_UBO myNormalMatFr1
Definition: GR_Uniforms.h:662
GLenum func
Definition: glcorearb.h:783
#define VK_BLOCK_START
Definition: GR_Uniforms.h:390
UT_Vector2T< fpreal32 > UT_Vector2F
float filllightSoftness()
Definition: GR_Uniforms.h:537
void setObjModelMatrix(const UT_Matrix4D &v, const UT_Matrix4D *inv=nullptr)
Definition: GR_Uniforms.h:115
const UT_Vector2 & getScreenSize() const
Definition: GR_Uniforms.h:588
void setObjColorIgnoreGeo(bool v)
Definition: GR_Uniforms.h:315
UT_Vector4T< fpreal32 > UT_Vector4F
GLuint color
Definition: glcorearb.h:1261
UT_Vector3F_UBO myFilllightDir
Definition: GR_Uniforms.h:732
#define UT_Vector3i_UBO
Definition: GR_Uniforms.h:652
const CSMRegionInvExts & getCSMRegionInvExts() const
Definition: GR_Uniforms.h:221
fpreal32 getDepthOcclusion() const
Definition: GR_Uniforms.h:211
UT_Vector2F_UBO myDepthProject
Definition: GR_Uniforms.h:682
void setSnapDistances(const UT_Vector3i &v)
Definition: GR_Uniforms.h:624
#define VK_GLOBAL_BLOCK_END
Definition: GR_Uniforms.h:746
fpreal64 fpreal
Definition: SYS_Types.h:283
void setScreenSize(const UT_Vector2 &v)
Definition: GR_Uniforms.h:587
UT_Matrix4F_UBO myProjectionF
Definition: GR_Uniforms.h:660
const UT_Matrix4D & getProjectionMatrix() const
Definition: GR_Uniforms.h:201
GLuint index
Definition: glcorearb.h:786
UT_Vector3i getObjPickComponentID() const
Definition: GR_Uniforms.h:298
bool hasPrimLightMask() const
Definition: GR_Uniforms.h:565
void setDiffuse(float v)
Definition: GR_Uniforms.h:492
void setDepthProject(const UT_Vector2F &p)
Definition: GR_Uniforms.h:207
void setObjMinLocatedID(exint v)
Definition: GR_Uniforms.h:348
void setObjDecorationScale(float v)
Definition: GR_Uniforms.h:288
const UT_Matrix4D & getObjInvModelMatrix() const
Definition: GR_Uniforms.h:140
UT_Vector3F_UBO myFilllightColor
Definition: GR_Uniforms.h:734
void setDepthMap(GR_TextureRef v, bool use=true, RE_ZFunction func=RE_ZALWAYS)
Definition: GR_Uniforms.h:606
const UT_Matrix4D & getCamProject() const
Definition: GR_Uniforms.h:585
fpreal headlightSoftness()
Definition: GR_Uniforms.h:526
const UT_Vector4 & getObjGhostColor() const
Definition: GR_Uniforms.h:256
unsigned getLightMask() const
Definition: GR_Uniforms.h:505
#define UT_ASSERT(ZZ)
Definition: UT_Assert.h:165
UT_Matrix4F getEnvlightRotate() const
Definition: GR_Uniforms.h:556
UT_Vector3i_UBO mySnapDistances
Definition: GR_Uniforms.h:716
GLboolean r
Definition: glcorearb.h:1222
set of parameters sent to GR_Primitive::update()
Definition: GR_Uniforms.h:56
void setObjSelectInstance(int v)
Definition: GR_Uniforms.h:279
A vulkan buffer object.
Definition: RV_VKBuffer.h:75
int getObjFillSelection() const
Definition: GR_Uniforms.h:283
UT_FixedArray< UT_Vector4, 4 > CSMRegionOffsets
Definition: GR_Uniforms.h:223
void setObjPrimConstandID(int v)
Definition: GR_Uniforms.h:285
void setObjPickDepthPass(int32 v)
Definition: GR_Uniforms.h:301
UT_Vector3F_UBO myNormalMatFr3
Definition: GR_Uniforms.h:664
void setObjLocatedBuffer(RV_VKBuffer *buf)
Definition: GR_Uniforms.h:355
UT_Matrix4F_UBO myEnvlightRotate
Definition: GR_Uniforms.h:742
#define UT_Matrix4F_UBO
Definition: GR_Uniforms.h:654
FMT_INLINE void print(format_string< T...> fmt, T &&...args)
Definition: core.h:2903
int getObjSelectType() const
Definition: GR_Uniforms.h:277
void setSnapParms(int32 v)
Definition: GR_Uniforms.h:627
const UT_Matrix4D & getCamView() const
Definition: GR_Uniforms.h:582
int getOnionSkinGroup() const
Definition: GR_Uniforms.h:502
const UT_Matrix3D & getObjNormalMatrix() const
Definition: GR_Uniforms.h:141
void setObjConstColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:236
float getDiffuse() const
Definition: GR_Uniforms.h:493
void setDecorationLocate(const UT_Vector4F &v)
Definition: GR_Uniforms.h:630
void setObjBackfaceTint(const UT_Vector3 &v, float gfact=0.5)
Definition: GR_Uniforms.h:259
void setLODParms(const UT_Vector2 &v)
Definition: GR_Uniforms.h:593
void setObjLightingEnabled(int v)
Definition: GR_Uniforms.h:368
void setDepthRange(const UT_Vector2F &r)
Definition: GR_Uniforms.h:206
const ObjectUniforms & objects() const
Definition: GR_Uniforms.h:791
void setOnionSkinGroup(int v)
Definition: GR_Uniforms.h:501
bool useHeadlight() const
Definition: GR_Uniforms.h:509
void setHeadlightParms(UT_Vector3F dir, UT_Vector3F color, float ambient, float soft, bool use_spec, bool use_world_space)
Definition: GR_Uniforms.h:510
UT_Vector3F_UBO myNormalMatFr2
Definition: GR_Uniforms.h:663
int getObjLightingEnabled() const
Definition: GR_Uniforms.h:371