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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_Material.h>
27 #include <RE/RE_CachedObject.h>
28 #include <RE/RE_OGLFramebuffer.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_ShaderProgram *opt_shr) const;
91 
92  void assignRVBindings(
93  RV_Render* r,
95  const RV_ShaderProgram* 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  // ~~~~~~~~~~~~~~~~~~~
101  // Object Vars
102 
103  // Values that are expected to change for each object rendered
104  // Can be pushed/popped
105 
106  // Object Matrix
107  void setObjModelMatrix(const UT_Matrix4D &v, const UT_Matrix4D *inv = nullptr)
108  {
109  objects().myModel = v;
110 
111  // setup dependent matrices
112  if (inv)
113  {
114  objects().myInvModel = *inv;
115  }
116  else
117  {
118  objects().myInvModel = objects().myModel;
119  objects().myInvModel.invert();
120  }
121 
122  // ensure it's const, so it doesn't trigger update
123  const GlobalUniforms& global_var = ((const GR_Uniforms*)this)->globals();
124 
125  objects().myModelView = objects().myModel * global_var.myView;
126 
127  objects().myModelF = objects().myModel;
128  objects().myInvModelF = objects().myInvModel;
129  objects().myModelViewF = objects().myModelView;
130  }
131  const UT_Matrix4D &getObjModelMatrix() const { return objects().myModel; }
132  const UT_Matrix4D &getObjInvModelMatrix() const { return objects().myModel; }
133  const UT_Matrix3D &getObjNormalMatrix() const { return globals().myNormalMat; }
134  const UT_Matrix4D &getObjModelViewMatrix() const { return objects().myModelView; }
135 
137  {
138  globals().myView = v;
139 
140  // setup dependent matrices
141  globals().myInvView = globals().myView;
142  globals().myInvView.invert();
143 
144  globals().myNormalMat = globals().myView;
145  globals().myNormalMat.invert();
146  globals().myNormalMat.transpose();
147 
148  globals().myViewF = globals().myView;
149  globals().myInvViewF = globals().myInvView;
150  globals().myNormalMatF = globals().myNormalMat;
151  globals().myNormalMatFr1 = globals().myNormalMat[0];
152  globals().myNormalMatFr2 = globals().myNormalMat[1];
153  globals().myNormalMatFr3 = globals().myNormalMat[2];
154 
155  objects().myModelView = globals().myView * objects().myModel;
156  objects().myModelViewF = objects().myModelView;
157  }
158  const UT_Matrix4D &getViewMatrix() const { return globals().myView; }
159  const UT_Matrix4D &getInvViewMatrix() const { return globals().myInvView; }
160  const UT_Matrix3D &getNormalMatrix() const { return globals().myNormalMat; }
161 
162  // correct controls whether to apply OpenGL to Vulkan correction, to
163  // account for different coordinate spaces
164  void setProjectMatrix(const UT_Matrix4D &v, bool correct = true, bool is_ortho = false)
165  {
166  globals().myProjection = v;
167 
168  // setup dependent matrices
169  globals().myInvProjection = globals().myProjection;
170  globals().myInvProjection.invert();
171 
172  // NOTE: NDC space in Vulkan has a z-range of [0, 1] instead of [-1, 1]
173  // and a downward-facing y-direction. appending transform after
174  // projection matrix to correct for these
175  if(correct)
176  {
177  UT_Matrix4F correction(1.0f, 0.0f, 0.0f, 0.0f,
178  0.0f, 1.0f, 0.0f, 0.0f,
179  0.0f, 0.0f, 0.5f, 0.0f,
180  0.0f, 0.0f, 0.5f, 1.0f);
181  globals().myProjectionF =
182  UT_Matrix4F(globals().myProjection) * correction;
183  }
184  else
185  globals().myProjectionF = UT_Matrix4F(globals().myProjection);
186  globals().myInvProjectionF = globals().myProjectionF;
187  globals().myInvProjectionF.invert();
188  globals().myIsOrtho = is_ortho;
189  }
190  void useVulkanProjection(bool use_vk) { myUseVulkanProjection=use_vk; }
191  bool getUseVulkanProjection() const { return myUseVulkanProjection; }
192  const UT_Matrix4D &getProjectionMatrix() const { return globals().myProjection; }
193  const UT_Matrix4F &getVKProjectionMatrix() const { return globals().myProjectionF; }
194  const UT_Matrix4D &getInvProjectionMatrix() const { return globals().myInvProjection; }
195  bool getIsOrtho() const { return globals().myIsOrtho; }
196 
197  void setDepthRange(const UT_Vector2F &r) { SET_GLOBAL(myDepthRange, r); }
198  void setDepthProject(const UT_Vector2F &p) { SET_GLOBAL(myDepthProject, p); }
199  const UT_Vector2F &getDepthProject() const { return globals().myDepthProject; }
200 
201  void setShadowmapIndex(const int32 index) { SET_GLOBAL(myShadowmapIndex, index); }
202  int32 getShadowmapIndex() const { return globals().myShadowmapIndex; }
203 
204  // These are technically Vector3s, but GLSL expects Vector3s to be 4-byte
205  // aligned, so we add one more float for the C++ alignment to match the
206  // GLSL alignment.
208  void setCSMRegionInvExts(const CSMRegionInvExts &e) { SET_GLOBAL(myCSMRegionInvExts, e); }
209  const CSMRegionInvExts &getCSMRegionInvExts() const { return globals().myCSMRegionInvExts; }
210 
212  void setCSMRegionOffsets(const CSMRegionInvExts &e) { SET_GLOBAL(myCSMRegionOffsets, e); }
213  const CSMRegionInvExts &getCSMRegionOffsets() const { return globals().myCSMRegionOffsets; }
214 
215  void setObjWireColor(const UT_Vector4 &v) { objects().myWireColor = v; }
216  const UT_Vector4 &getObjWireColor() const { return objects().myWireColor; }
217 
218  void setObjWireframeColor(const UT_Vector4 &v) { objects().myWireframeColor = v; }
219  const UT_Vector4 &getObjWireframeColor() const { return objects().myWireframeColor; }
220 
221  void setObjWireThickness(const float &v) { objects().myWireThickness = v; }
222  float getObjWireThickness() const { return objects().myWireThickness; }
223 
224  void setObjConstColor(const UT_Vector4 &v) { objects().myConstColor = v; }
225  const UT_Vector4 &getObjConstColor() const { return objects().myConstColor; }
226 
228  {
229  objects().myConstColorMap = v;
230  objects().myConstColorEnableVK = v.isVulkan();
231  objects().myConstColorEnableGL = v.isGL();
232  }
233 
235  {
236  objects().myEmitColor = c;
237  }
238  void setObjGhosting(const UT_Vector4 &v, float gfact=0.5)
239  {
240  objects().myGhostColor = v;
241  objects().myGhostFactor = gfact;
242  objects().myHasGhosting = true;
243  }
244  const UT_Vector4 &getObjGhostColor() const { return objects().myGhostColor; }
245  float getObjGhostFactor() const { return objects().myGhostFactor; }
246 
247  void setObjBackfaceTint(const UT_Vector3 &v, float gfact=0.5)
248  {
249  objects().myBackfaceColor = UT_Vector4(v, gfact);
250  objects().myHasBackfaceTint = true;
251  }
252  const UT_Vector4 &getObjBackfaceColor() const { return objects().myBackfaceColor; }
253  float getObjBackfaceFactor() const { return objects().myBackfaceColor[3]; }
254 
255  void setObjSelectColor(const UT_Vector4 &v) { objects().mySelectColor = v; }
256  const UT_Vector4 &getObjSelectColor() const { return objects().mySelectColor; }
257 
258  void setObjSelectSecondaryColor(const UT_Vector4 &v) { objects().mySelectSecondaryColor = v; }
259  const UT_Vector4 &getObjSelectSecondaryColor() const { return objects().mySelectSecondaryColor; }
260 
261  void setObjSelectMode(int v) { objects().mySelectMode = v; }
262  int getObjSelectMode() const { return objects().mySelectMode; }
263 
264  void setObjSelectType(int v) { objects().mySelectType = v; }
265  int getObjSelectType() const { return objects().mySelectType; }
266 
267  void setObjSelectInstance(int v) { objects().mySelectInstance = v; }
268  int getObjSelectInstance() const { return objects().mySelectInstance; }
269 
270  void setObjFillSelection(int v) { objects().myFillSelection = v; }
271  int getObjFillSelection() const { return objects().myFillSelection; }
272 
273  void setObjPrimConstandID(int v) { objects().myPrimConstantID = v; }
274  int getObjPrimConstandID() const { return objects().myPrimConstantID; }
275 
276  void setObjDecorationScale(float v) { objects().myDecorationScale = v; }
277  float getObjDecorationScale() const { return objects().myDecorationScale; }
278 
280  { objects().myPickBaseID = v; }
282  { return objects().myPickBaseID; }
283 
285  { objects().myPickComponentID = v; }
287  { return objects().myPickComponentID; }
288 
290  {
291  objects().myColorRamp = v;
292  objects().myColorRampEnableVK = v.isVulkan();
293  objects().myColorRampEnableGL = v.isGL();
294 
295  objects().myColorRange = range;
296  }
297 
298  void setObjColorIgnoreGeo(bool v)
299  {
300  objects().myColorIgnoreGeo = v;
301  }
302  bool getObjColorIgnoreGeo() const
303  {
304  return objects().myColorIgnoreGeo;
305  }
306 
307  // Use -1 flag to force use of geo color, ignoring
308  // any per-material geo color disable
310  {
311  objects().myColorIgnoreGeo = -1;
312  }
313 
315  {
316  objects().myColorTransformMode = mode;
317  objects().myColorTransformRef = ref;
318  }
319 
321  {
322  objects().myUseInstancePrimId = v;
323  }
324 
326  { objects().myMaxLocatedId = v; }
327 
329  { return objects().myMaxLocatedId; }
330 
332  { objects().myMinLocatedId = v; }
333 
335  { return objects().myMinLocatedId; }
336 
337 
339  {
340  objects().myLocatedBufVK = buf;
341  objects().myUseLocatedBufVK = buf ? 1 : 0;
342  }
343 
345  {
346  UT_ASSERT(!buf || buf->getTextureType() == RE_TEXTURE_BUFFER);
347  objects().myLocatedBufGL = buf;
348  objects().myUseLocatedBufGL = buf ? 1 : 0;
349  }
350 
352  { objects().myLightingEnabled = v; }
353 
355  { return objects().myLightingEnabled; }
356 
358  { objects().myTexturesEnabled = v; }
359 
361  { return objects().myTexturesEnabled; }
362 
363  // Values which may be changed per-object
365  {
366 
367  #define VK_BLOCK_START (offsetof(ObjectUniforms, myModelF))
368  // begin VK block
371 
373  UT_Vector4F myBackfaceColor = UT_Vector4F(0,0,0,0);
377  UT_Vector4F myEmitColor = UT_Vector4F(0,0,0,0);
378 
379  int mySelectMode = 0;
380  int mySelectType = 0;
381  int mySelectInstance = 0;
382  int myFillSelection = 0;
383 
384  int myPrimConstantID = 0;
385  int myPrimInstanceBase = 0;
386 
389 
391  int32 myColorRampEnableVK = 0;
392  int32 myColorIgnoreGeo = 0;
393 
395  int32 myColorTransformMode = 0;
396 
397  // NOTE: only used in locate highlight rendering
398  int32 myUseInstancePrimId = 0;
399  int32 myMaxLocatedId = 0;
400  int32 myMinLocatedId = 0;
401  int32 myUseLocatedBufVK = 0;
402 
403  // NOTE: only used in pick buffer rendering
405  int32 myPickDepthPass = 0;
407 
408  int32 myConstColorEnableVK = 0;
409  int32 myLightMask = 0xFFFFFFFF;
410  int32 myLightingEnabled = 1;
411  int32 myTexturesEnabled = 1;
412 
413  // end VK block
414  #define VK_BLOCK_END (offsetof(ObjectUniforms, myTexturesEnabled )\
415  + sizeof(ObjectUniforms::myTexturesEnabled))
416 
417  // Ghosting
420 
421  bool myHasPrimLightMask = false;
422 
423  // Backface Tinting
424  bool myHasBackfaceTint = false;
425 
426  // Selection
428 
429  // Wire color
431 
432  // color mapping
433  int32 myConstColorEnableGL = 0;
435 
436  // Color Transform
437  int32 myColorRampEnableGL = 0;
439 
441 
445 
447 
448  RV_VKBuffer* myLocatedBufVK = nullptr;
449  RE_Texture* myLocatedBufGL = nullptr;
450  int32 myUseLocatedMap = 0; // redundant
451  int32 myUseLocatedBufGL = 0;
452  };
453  static constexpr int32 VkBlockSize = VK_BLOCK_END - VK_BLOCK_START;
454 
455  // ~~~~~~~~~~~~~
456  // Global Vars
457  //
458  // Values static across the whole render
459  // typically may be changed between passes of different types
460  // Can be set, but not push/popped
461 
462  void setEmission(float v) { SET_GLOBAL(myEmissionFactor, v); }
463  float getEmission() const { return globals().myEmissionFactor; }
464 
465  void setSpecular(float v) { SET_GLOBAL(mySpeculaFactor, v); }
466  float getSpecular() const { return globals().mySpeculaFactor; }
467 
468  void setDiffuse(float v) { SET_GLOBAL(myDiffuseFactor, v); }
469  float getDiffuse() const { return globals().myDiffuseFactor; }
470 
471  void setAmbient(float v) { SET_GLOBAL(myAmbientFactor, v); }
472  float getAmbient() const { return globals().myAmbientFactor; }
473 
474  void setAlphaPass(int v) { SET_GLOBAL(myAlphaPass, v); }
475  int getAlphaPass() const { return globals().myAlphaPass; }
476 
477  void setLightMask(unsigned mask) { objects().myLightMask = mask; }
478  unsigned getLightMask() const { return objects().myLightMask; }
479 
480  void setUseHeadlight(bool use_headlight)
481  { SET_GLOBAL(myUseHeadlight, (int32)use_headlight); }
482  bool useHeadlight() const { return globals().myUseHeadlight; }
485  float ambient,
486  float soft,
487  bool use_spec,
488  bool use_world_space)
489  {
490  SET_GLOBAL(myHeadlightDir, dir);
491  SET_GLOBAL(myHeadlightColor, color);
492  SET_GLOBAL(myHeadlightSpec, (int32)(use_spec?1:0));
493  SET_GLOBAL(myHeadlightWorldSpace, (int32)use_world_space);
494  SET_GLOBAL(myHeadlightAmbient, ambient);
495  SET_GLOBAL(myHeadlightSoft, soft);
496  }
497  UT_Vector3F headlightDir() { return globals().myHeadlightDir; }
498  UT_Vector3F headlightColor() { return globals().myHeadlightColor; }
499  void setUseFilllight(bool use_fill)
500  { SET_GLOBAL(myUseFilllight, (int32)use_fill); }
502  {
503  SET_GLOBAL(myFilllightDir, dir);
504  SET_GLOBAL(myFilllightColor, color);
505  }
506  UT_Vector3F filllightDir() { return globals().myFilllightDir; }
507  UT_Vector3F filllightColor() { return globals().myFilllightColor; }
508  void setUseBacklight(bool use_back)
509  { SET_GLOBAL(myUseBacklight, (int32)use_back); }
511  {
512  SET_GLOBAL(myBacklightDir, dir);
513  SET_GLOBAL(myBacklightColor, color);
514  }
515  UT_Vector3F backlightDir() { return globals().myBacklightDir; }
516  UT_Vector3F backlightColor() { return globals().myBacklightColor; }
517 
518 
519  void setEnvlightMapRotate(const UT_Vector3F &rot);
520  void setEnvlightMapTint(const UT_Vector3F &tint)
521  { SET_GLOBAL(myEnvlightTint, UT_Vector4F(tint, 1.0)); }
522  void setUseEnvlight(bool use_env)
523  { SET_GLOBAL(myUseEnvlight, (int32)use_env); }
524  bool useEnvlight() const { return globals().myUseEnvlight; }
525  UT_Matrix4F getEnvlightRotate() const { return globals().myEnvlightRotate; }
527  { return UT_Vector3F(globals().myEnvlightTint); }
528 #ifdef USE_VULKAN
529  RV_TextureRef &envlightMap() { return globals().myEnvlightMapRef; }
530  RV_TextureRef &bgenvMap() { return globals().myBGEnvMapRef; }
531 #endif
532 
533  void setHasPrimLightMask(bool m) { objects().myHasPrimLightMask = m; }
534  bool hasPrimLightMask() const { return objects().myHasPrimLightMask; }
535 
537  {
538  RENDER_MATERIAL = 0,
539  RENDER_CONST = 1,
540  RENDER_OTHER = 2,
541  };
543  { SET_GLOBAL(myRenderPass, v); }
545  { return RenderPass(globals().myRenderPass); }
546 
547  void setAlphaCutoff(float v) { SET_GLOBAL(myAlphaCutoff, v); }
548  float getAlphaCutoff() const { return globals().myAlphaCutoff; }
549 
550  void setCamView(const UT_Matrix4D& v) { globals().myCamView = v;}
551  const UT_Matrix4D &getCamView() const { return globals().myCamView;}
552 
553  void setCamProject(const UT_Matrix4D& v) { globals().myCamProject = v;}
554  const UT_Matrix4D &getCamProject() const { return globals().myCamProject;}
555 
556  void setScreenSize(const UT_Vector2& v) { SET_GLOBAL(myScreenSize, v); }
557  const UT_Vector2& getScreenSize() const { return globals().myScreenSize; }
558 
559  void setNumSamples(int v) { SET_GLOBAL(myNumSamples, v); }
560  int getNumSamples() const { return globals().myNumSamples; }
561 
562  void setLODParms(const UT_Vector2& v) { SET_GLOBAL(myLODParms, v); }
563  const UT_Vector2& getLODParms() const { return globals().myLODParms; }
564 
565  void setPickArea(const UT_Vector4F& v) { SET_GLOBAL(myPickArea, v); }
566  const UT_Vector4F& getPickArea() const { return globals().myPickArea; }
567 
568  void setPickMap(GR_TextureRef v, bool use = true)
569  {
570  SET_GLOBAL(myPickMap, v);
571  SET_GLOBAL(myPickHasMapVK, (use && globals().myPickMap.isVulkan()));
572  SET_GLOBAL(myPickHasMapGL, (use && globals().myPickMap.isGL()));
573  }
574 
576  {
577  SET_GLOBAL(myDepthMap, v);
578  int vk_val = 0;
579  if (use && globals().myDepthMap.isVulkan())
580  {
581  if (func == RE_ZLESS || func == RE_ZLEQUAL)
582  vk_val = -1;
583  else if (func == RE_ZGREATER || func == RE_ZGEQUAL)
584  vk_val = -2;
585  else
586  vk_val = 1;
587  }
588  SET_GLOBAL(myHasDepthMapVK, vk_val);
589  SET_GLOBAL(myHasDepthMapGL, (use && globals().myDepthMap.isGL()));
590  }
591 
592  void setSnapDistances(const UT_Vector3i &v) { SET_GLOBAL(mySnapDistances, v);}
593  const UT_Vector3i &getSnapDistances() const { return globals().mySnapDistances;}
594 
595  void setSnapParms(int32 v) { SET_GLOBAL(mySnapParams, v);}
596  int32 getSnapParms() const { return globals().mySnapParams;}
597 
598  void setDecorationLocate(const UT_Vector4F& v) { SET_GLOBAL(myDecorLocate, v); }
599  const UT_Vector4F& getDecorationLocate() const { return globals().myDecorLocate; }
600 
601 
602  void print();
603 
604  // TODO: use these maybe ?
605  bool myIsGlobalUniformLocked = false;
607  {
608  myIsGlobalUniformLocked = true;
609  }
611  {
612  myIsGlobalUniformLocked = false;
613  }
614  bool myGlobalUniformDirty = true;
615 
616  #define UT_Vector2F_UBO alignas(8) UT_Vector2F
617  #define UT_Vector3F_UBO alignas(16) UT_Vector3F
618  #define UT_Vector4F_UBO alignas(16) UT_Vector4F
619  #define UT_Vector2i_UBO alignas(8) UT_Vector2i
620  #define UT_Vector3i_UBO alignas(16) UT_Vector3i
621  #define UT_Vector4i_UBO alignas(16) UT_Vector4i
622  #define UT_Matrix4F_UBO alignas(16) UT_Matrix4F
623 
625  {
626  #define VK_GLOBAL_BLOCK_START (offsetof(GlobalUniforms, myProjectionF))
627  // float versions for VK
630  UT_Vector3F_UBO myNormalMatFr1; // store `mat3` as 3 `vec3`s to match UBO spacing
637 
638  // Inverses (reciprocals) of the extents of the cascading shadowmap regions.
641 
642  // TODO: make this a push constant
644 
645  // Screen/Framebuffer info
648 
651  int32 myHasDepthMapVK = 0;
652 
653  // Enum code indicating whether or not inside a
654  // transparency rendering pass, or what kind of pass
655  int32 myRenderPass = RENDER_MATERIAL;
656  int32 myAlphaPass = 0;
657 
658  int32 myMaterialLayer = 0;
659  int32 myOnionSkinGroup = 0;
660 
661  fpreal32 SceneIOR = 1.0;
662 
663  // Multipliers for different aspects of lighting,
664  // typically 0.0 or 1.0
665  fpreal32 myEmissionFactor = 1.0;
666  fpreal32 myDiffuseFactor = 1.0;
667  fpreal32 myAmbientFactor = 1.0;
668  fpreal32 mySpeculaFactor = 1.0;
669 
671 
672  fpreal32 myAlphaCutoff = 1e-3;
673 
674  int32 myNumSamples = 4;
675 
676  int32 myIsOrtho = 0;
678 
679  // NOTE: only used in pick rendering
681  int32 myPickHasMapVK = 0;
682 
683  // NOTE: only used in snap rendering
685  int32 mySnapParams = 0;
686 
687  // NOTE: only used in decoration rendering
689  float myDecorOcclusionFade = 1.0;
690 
691  int32 myHeadlightWorldSpace = 0;
692  fpreal32 myHeadlightAmbient = 0.02;
693 
695  int32 myHeadlightSpec = 1;
697  int32 myUseHeadlight = 0;
698  fpreal32 myHeadlightSoft = 0.0;
699 
701  int32 myUseFilllight = 0;
703 
705  int32 myUseBacklight = 0;
707 
710  int32 myUseEnvlight = 0;
711 
712  #define VK_GLOBAL_BLOCK_END (offsetof(GlobalUniforms, myUseEnvlight ) \
713  + sizeof(GlobalUniforms::myUseEnvlight))
714 
716 
724 
725  // NOTE: only used in pick rendering
727  int32 myPickHasMapGL = 0;
728 
729  // NOTE: only used in shadow map rendering
731  int32 myHasDepthMapGL = 0;
732  fpreal32 myDepthBufferFar = 1.0;
733 
734 #ifdef USE_VULKAN
735  RV_TextureRef myEnvlightMapRef;
736  RV_TextureRef myBGEnvMapRef;
737 #endif
738  };
739  static constexpr int32 VkGlobalBlockSize = VK_GLOBAL_BLOCK_END
741 
742 #ifdef USE_VULKAN
743  static void initStaticResources(RV_Instance* inst);
744  static void cleanupStaticResources();
745 
746  static void prepareThreadedUniforms(exint num_threads);
747  static void returnThreadedUniforms();
748 
749  static GR_Uniforms* getForThread(int* level, int idx);
750  static void returnForThread(int* level);
751 #endif
752 
754  {
755  return myObjectUniforms.last();
756  }
757  const ObjectUniforms& objects() const
758  {
759  return myObjectUniforms.last();
760  }
761 
763  {
764  UT_ASSERT(!myIsGlobalUniformLocked);
765  myGlobalUniformDirty = true;
766  return myGlobalUniforms;
767  }
768  const GlobalUniforms& globals() const
769  {
770  return myGlobalUniforms;
771  }
772 
773 private:
774  UT_ValArray<ObjectUniforms> myObjectUniforms;
775  GlobalUniforms myGlobalUniforms;
776 
777  // ~~~~~~~~~~~~~~~
778  // RE Private Helpers
779 
780  // RE_Render stack helpers
781  bool myIsREPushed = false;
782 
783  // Ghosting setup taken form GUI_GeoRender::setupGhosting
784  struct RECachedState
785  {
786  bool useSampleMask;
787  int sampleMask;
788  bool multisample;
789  } myCachedREState;
790 
791  // Special handlers for ghosting state -- changes some Render state as well
792  // as pushing uniforms
793  void pushGhosting(RE_Render* r);
794  void assignGhosting(RE_Render* r);
795  void popGhosting(RE_Render* r);
796 
797 private:
798  bool myUseVulkanProjection = false;
799 #ifdef USE_VULKAN
800  struct gr_SetCache
801  {
802  // Array doing linear lookup, fine if number of sets small
803  // TODO: could do a hashmap
805  UT_Array<bool> myDirtyFlags;
806 
808  RV_Render *r,
809  int set_num,
811  bool* out_is_new_or_dirty);
812  };
813  gr_SetCache myGlobalSet;
814  UT_UniquePtr<RV_ShaderBlock> myPassInfoBlock;
815 #endif
816 };
817 
818 
819 #endif
void setObjColorForceUseGeo()
Definition: GR_Uniforms.h:309
A collection of Vulkan UBO, SSBO, and Image shader bindings (descriptor set)
const UT_Vector4 & getObjWireframeColor() const
Definition: GR_Uniforms.h:219
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: glcorearb.h:2540
void setAlphaCutoff(float v)
Definition: GR_Uniforms.h:547
void setObjLocatedBuffer(RE_Texture *buf)
Definition: GR_Uniforms.h:344
UT_Vector3F headlightDir()
Definition: GR_Uniforms.h:497
UT_Vector3F filllightColor()
Definition: GR_Uniforms.h:507
int int32
Definition: SYS_Types.h:39
GLenum GLint * range
Definition: glcorearb.h:1925
const UT_Vector4 & getObjBackfaceColor() const
Definition: GR_Uniforms.h:252
void setObjFillSelection(int v)
Definition: GR_Uniforms.h:270
const UT_Matrix4D & getViewMatrix() const
Definition: GR_Uniforms.h:158
void setObjConstColorMap(GR_TextureRef v)
Definition: GR_Uniforms.h:227
void setPickMap(GR_TextureRef v, bool use=true)
Definition: GR_Uniforms.h:568
void setObjEmission(const UT_Vector4F &c)
Definition: GR_Uniforms.h:234
UT_Vector3F getEnvlightMapTint() const
Definition: GR_Uniforms.h:526
void setObjTexturesEnabled(int v)
Definition: GR_Uniforms.h:357
void setUseHeadlight(bool use_headlight)
Definition: GR_Uniforms.h:480
void setShadowmapIndex(const int32 index)
Definition: GR_Uniforms.h:201
const GLdouble * v
Definition: glcorearb.h:837
void setObjWireThickness(const float &v)
Definition: GR_Uniforms.h:221
bool getIsOrtho() const
Definition: GR_Uniforms.h:195
void setObjSelectColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:255
exint getObjMaxLocatedID() const
Definition: GR_Uniforms.h:328
void setLightMask(unsigned mask)
Definition: GR_Uniforms.h:477
CSMRegionInvExts myCSMRegionInvExts
Definition: GR_Uniforms.h:639
int getAlphaPass() const
Definition: GR_Uniforms.h:475
int getObjPrimConstandID() const
Definition: GR_Uniforms.h:274
const UT_Matrix4F & getVKProjectionMatrix() const
Definition: GR_Uniforms.h:193
const UT_Vector4F & getPickArea() const
Definition: GR_Uniforms.h:566
exint getObjMinLocatedID() const
Definition: GR_Uniforms.h:334
GA_API const UT_StringHolder rot
void setEnvlightMapTint(const UT_Vector3F &tint)
Definition: GR_Uniforms.h:520
void setObjColorRamp(GR_TextureRef v, UT_Vector2F range=UT_Vector2F())
Definition: GR_Uniforms.h:289
void setUseEnvlight(bool use_env)
Definition: GR_Uniforms.h:522
int getObjTexturesEnabled() const
Definition: GR_Uniforms.h:360
const UT_Matrix3D & getNormalMatrix() const
Definition: GR_Uniforms.h:160
int64 exint
Definition: SYS_Types.h:125
GLint level
Definition: glcorearb.h:108
void setObjMaxLocatedID(exint v)
Definition: GR_Uniforms.h:325
UT_Vector3F filllightDir()
Definition: GR_Uniforms.h:506
RenderPass getRenderPass() const
Definition: GR_Uniforms.h:544
void setObjPickBaseID(const UT_Vector3i &v)
Definition: GR_Uniforms.h:279
float getAmbient() const
Definition: GR_Uniforms.h:472
void copyUniforms(const GR_Uniforms *other)
Definition: GR_Uniforms.h:63
UT_Vector3i_UBO myCoverageMask
Definition: GR_Uniforms.h:670
Opaque reference to a texture stored in the RV_TextureCache.
Definition: RV_Type.h:203
const UT_Vector4 & getObjSelectSecondaryColor() const
Definition: GR_Uniforms.h:259
bool isGL() const
Definition: GR_TextureRef.h:38
UT_Matrix4F_UBO myCamViewF
Definition: GR_Uniforms.h:635
void setObjWireframeColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:218
void setObjGhosting(const UT_Vector4 &v, float gfact=0.5)
Definition: GR_Uniforms.h:238
void setObjColorTransform(int32 mode, UT_Vector3F ref=UT_Vector3F())
Definition: GR_Uniforms.h:314
const UT_Vector4 & getObjWireColor() const
Definition: GR_Uniforms.h:216
void useVulkanProjection(bool use_vk)
Definition: GR_Uniforms.h:190
UT_Matrix4F_UBO myCamProjectF
Definition: GR_Uniforms.h:636
void setObjSelectSecondaryColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:258
UT_Vector3F backlightDir()
Definition: GR_Uniforms.h:515
float getObjBackfaceFactor() const
Definition: GR_Uniforms.h:253
void setHasPrimLightMask(bool m)
Definition: GR_Uniforms.h:533
void setViewMatrix(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:136
const UT_Matrix4D & getInvViewMatrix() const
Definition: GR_Uniforms.h:159
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:559
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:474
void setUseBacklight(bool use_back)
Definition: GR_Uniforms.h:508
#define VK_BLOCK_END
Definition: GR_Uniforms.h:414
UT_Vector4F_UBO myDecorLocate
Definition: GR_Uniforms.h:688
UT_Vector4F_UBO myEnvlightTint
Definition: GR_Uniforms.h:709
void setEmission(float v)
Definition: GR_Uniforms.h:462
CSMRegionOffsets myCSMRegionOffsets
Definition: GR_Uniforms.h:640
void setBacklightParms(UT_Vector3F dir, UT_Vector3F color)
Definition: GR_Uniforms.h:510
UT_Vector3F_UBO myBacklightColor
Definition: GR_Uniforms.h:706
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:694
RE_TextureDimension getTextureType() const
#define SET_GLOBAL(name, v)
Definition: GR_Uniforms.h:50
#define UT_Vector2F_UBO
Definition: GR_Uniforms.h:616
void setPickArea(const UT_Vector4F &v)
Definition: GR_Uniforms.h:565
float getObjWireThickness() const
Definition: GR_Uniforms.h:222
UT_Vector3F backlightColor()
Definition: GR_Uniforms.h:516
void setUseFilllight(bool use_fill)
Definition: GR_Uniforms.h:499
void setSpecular(float v)
Definition: GR_Uniforms.h:465
#define VK_GLOBAL_BLOCK_START
Definition: GR_Uniforms.h:626
UT_Matrix4F_UBO myInvViewF
Definition: GR_Uniforms.h:634
GLfloat f
Definition: glcorearb.h:1926
UT_Vector4T< float > UT_Vector4
UT_Vector2F_UBO myLODParms
Definition: GR_Uniforms.h:647
const UT_Matrix4D & getObjModelMatrix() const
Definition: GR_Uniforms.h:131
std::array< T, N > UT_FixedArray
Definition: UT_FixedArray.h:19
float getEmission() const
Definition: GR_Uniforms.h:463
UT_Vector4F_UBO myPickArea
Definition: GR_Uniforms.h:680
bool getObjColorIgnoreGeo() const
Definition: GR_Uniforms.h:302
UT_Vector3F_UBO myBacklightDir
Definition: GR_Uniforms.h:704
void unlockGlobalUniforms()
Definition: GR_Uniforms.h:610
const UT_Vector3i & getSnapDistances() const
Definition: GR_Uniforms.h:593
GlobalUniforms & globals()
Definition: GR_Uniforms.h:762
GR_TextureRef myConstColorMap
Definition: GR_Uniforms.h:434
UT_Vector2F_UBO myScreenSize
Definition: GR_Uniforms.h:646
GLint ref
Definition: glcorearb.h:124
void setCSMRegionOffsets(const CSMRegionInvExts &e)
Definition: GR_Uniforms.h:212
UT_Vector3i getObjPickBaseID() const
Definition: GR_Uniforms.h:281
void lockGlobalUniforms()
Definition: GR_Uniforms.h:606
UT_Vector2F_UBO myDepthRange
Definition: GR_Uniforms.h:649
void setObjPickComponentID(const UT_Vector3i &v)
Definition: GR_Uniforms.h:284
constexpr auto set(type rhs) -> int
Definition: core.h:610
int getObjSelectInstance() const
Definition: GR_Uniforms.h:268
int32 getSnapParms() const
Definition: GR_Uniforms.h:596
const UT_Vector4 & getObjSelectColor() const
Definition: GR_Uniforms.h:256
int getNumSamples() const
Definition: GR_Uniforms.h:560
UT_Vector3F headlightColor()
Definition: GR_Uniforms.h:498
void setCamView(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:550
bool useEnvlight() const
Definition: GR_Uniforms.h:524
const UT_Matrix4D & getInvProjectionMatrix() const
Definition: GR_Uniforms.h:194
void setFilllightParms(UT_Vector3F dir, UT_Vector3F color)
Definition: GR_Uniforms.h:501
GLint GLuint mask
Definition: glcorearb.h:124
ObjectUniforms & objects()
Definition: GR_Uniforms.h:753
const UT_Vector2F & getDepthProject() const
Definition: GR_Uniforms.h:199
void setCSMRegionInvExts(const CSMRegionInvExts &e)
Definition: GR_Uniforms.h:208
UT_Matrix4T< fpreal32 > UT_Matrix4F
void setRenderPass(RenderPass v)
Definition: GR_Uniforms.h:542
#define GR_API
Definition: GR_API.h:10
UT_Matrix4F_UBO myInvProjectionF
Definition: GR_Uniforms.h:633
UT_Vector2F_UBO myDepthOffset
Definition: GR_Uniforms.h:677
const UT_Vector4 & getObjConstColor() const
Definition: GR_Uniforms.h:225
const GlobalUniforms & globals() const
Definition: GR_Uniforms.h:768
#define UT_Vector4F_UBO
Definition: GR_Uniforms.h:618
float getObjDecorationScale() const
Definition: GR_Uniforms.h:277
void setObjSelectMode(int v)
Definition: GR_Uniforms.h:261
bool getUseVulkanProjection() const
Definition: GR_Uniforms.h:191
void setProjectMatrix(const UT_Matrix4D &v, bool correct=true, bool is_ortho=false)
Definition: GR_Uniforms.h:164
float getSpecular() const
Definition: GR_Uniforms.h:466
RE_ZFunction
Definition: RE_Types.h:478
void setAmbient(float v)
Definition: GR_Uniforms.h:471
void setObjUseInstancePrimId(int32 v)
Definition: GR_Uniforms.h:320
Handle to the main interface of Vulkan.
Definition: RV_Instance.h:44
void setCamProject(const UT_Matrix4D &v)
Definition: GR_Uniforms.h:553
int getObjSelectMode() const
Definition: GR_Uniforms.h:262
void setObjSelectType(int v)
Definition: GR_Uniforms.h:264
float getObjGhostFactor() const
Definition: GR_Uniforms.h:245
int32 getShadowmapIndex() const
Definition: GR_Uniforms.h:202
GLenum mode
Definition: glcorearb.h:99
void setObjWireColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:215
const UT_Vector2 & getLODParms() const
Definition: GR_Uniforms.h:563
bool isVulkan() const
Definition: GR_TextureRef.h:39
UT_Vector3T< fpreal32 > UT_Vector3F
#define UT_Vector3F_UBO
Definition: GR_Uniforms.h:617
const CSMRegionInvExts & getCSMRegionOffsets() const
Definition: GR_Uniforms.h:213
const UT_Vector4F & getDecorationLocate() const
Definition: GR_Uniforms.h:599
UT_FixedArray< UT_Vector4, 4 > CSMRegionInvExts
Definition: GR_Uniforms.h:207
float getAlphaCutoff() const
Definition: GR_Uniforms.h:548
GLuint shader
Definition: glcorearb.h:785
const UT_Matrix4D & getObjModelViewMatrix() const
Definition: GR_Uniforms.h:134
UT_Vector3F_UBO myHeadlightColor
Definition: GR_Uniforms.h:696
UT_Vector3F_UBO myNormalMatFr1
Definition: GR_Uniforms.h:630
GLenum func
Definition: glcorearb.h:783
#define VK_BLOCK_START
Definition: GR_Uniforms.h:367
UT_Vector2T< fpreal32 > UT_Vector2F
void setObjModelMatrix(const UT_Matrix4D &v, const UT_Matrix4D *inv=nullptr)
Definition: GR_Uniforms.h:107
const UT_Vector2 & getScreenSize() const
Definition: GR_Uniforms.h:557
void setObjColorIgnoreGeo(bool v)
Definition: GR_Uniforms.h:298
UT_Vector4T< fpreal32 > UT_Vector4F
GLuint color
Definition: glcorearb.h:1261
UT_Vector3F_UBO myFilllightDir
Definition: GR_Uniforms.h:700
#define UT_Vector3i_UBO
Definition: GR_Uniforms.h:620
const CSMRegionInvExts & getCSMRegionInvExts() const
Definition: GR_Uniforms.h:209
UT_Vector2F_UBO myDepthProject
Definition: GR_Uniforms.h:650
void setSnapDistances(const UT_Vector3i &v)
Definition: GR_Uniforms.h:592
#define VK_GLOBAL_BLOCK_END
Definition: GR_Uniforms.h:712
void setScreenSize(const UT_Vector2 &v)
Definition: GR_Uniforms.h:556
UT_Matrix4F_UBO myProjectionF
Definition: GR_Uniforms.h:628
const UT_Matrix4D & getProjectionMatrix() const
Definition: GR_Uniforms.h:192
GLuint index
Definition: glcorearb.h:786
UT_Vector3i getObjPickComponentID() const
Definition: GR_Uniforms.h:286
bool hasPrimLightMask() const
Definition: GR_Uniforms.h:534
void setDiffuse(float v)
Definition: GR_Uniforms.h:468
void setDepthProject(const UT_Vector2F &p)
Definition: GR_Uniforms.h:198
void setObjMinLocatedID(exint v)
Definition: GR_Uniforms.h:331
void setObjDecorationScale(float v)
Definition: GR_Uniforms.h:276
const UT_Matrix4D & getObjInvModelMatrix() const
Definition: GR_Uniforms.h:132
UT_Vector3F_UBO myFilllightColor
Definition: GR_Uniforms.h:702
void setDepthMap(GR_TextureRef v, bool use=true, RE_ZFunction func=RE_ZALWAYS)
Definition: GR_Uniforms.h:575
const UT_Matrix4D & getCamProject() const
Definition: GR_Uniforms.h:554
const UT_Vector4 & getObjGhostColor() const
Definition: GR_Uniforms.h:244
unsigned getLightMask() const
Definition: GR_Uniforms.h:478
#define UT_ASSERT(ZZ)
Definition: UT_Assert.h:156
UT_Matrix4F getEnvlightRotate() const
Definition: GR_Uniforms.h:525
UT_Vector3i_UBO mySnapDistances
Definition: GR_Uniforms.h:684
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:267
A vulkan buffer object.
Definition: RV_VKBuffer.h:81
int getObjFillSelection() const
Definition: GR_Uniforms.h:271
UT_FixedArray< UT_Vector4, 4 > CSMRegionOffsets
Definition: GR_Uniforms.h:211
void setObjPrimConstandID(int v)
Definition: GR_Uniforms.h:273
UT_Vector3F_UBO myNormalMatFr3
Definition: GR_Uniforms.h:632
void setObjLocatedBuffer(RV_VKBuffer *buf)
Definition: GR_Uniforms.h:338
UT_Matrix4F_UBO myEnvlightRotate
Definition: GR_Uniforms.h:708
#define UT_Matrix4F_UBO
Definition: GR_Uniforms.h:622
FMT_INLINE void print(format_string< T...> fmt, T &&...args)
Definition: core.h:2903
int getObjSelectType() const
Definition: GR_Uniforms.h:265
void setSnapParms(int32 v)
Definition: GR_Uniforms.h:595
const UT_Matrix4D & getCamView() const
Definition: GR_Uniforms.h:551
const UT_Matrix3D & getObjNormalMatrix() const
Definition: GR_Uniforms.h:133
void setObjConstColor(const UT_Vector4 &v)
Definition: GR_Uniforms.h:224
float getDiffuse() const
Definition: GR_Uniforms.h:469
void setDecorationLocate(const UT_Vector4F &v)
Definition: GR_Uniforms.h:598
void setObjBackfaceTint(const UT_Vector3 &v, float gfact=0.5)
Definition: GR_Uniforms.h:247
void setLODParms(const UT_Vector2 &v)
Definition: GR_Uniforms.h:562
void setObjLightingEnabled(int v)
Definition: GR_Uniforms.h:351
void setDepthRange(const UT_Vector2F &r)
Definition: GR_Uniforms.h:197
const ObjectUniforms & objects() const
Definition: GR_Uniforms.h:757
bool useHeadlight() const
Definition: GR_Uniforms.h:482
void setHeadlightParms(UT_Vector3F dir, UT_Vector3F color, float ambient, float soft, bool use_spec, bool use_world_space)
Definition: GR_Uniforms.h:483
UT_Vector3F_UBO myNormalMatFr2
Definition: GR_Uniforms.h:631
int getObjLightingEnabled() const
Definition: GR_Uniforms.h:354