* Fix #112284 and other non-reported sculpt-related regressions in the new Workbench. * Cleanup ObjectState setup. * Update `sculpt_batches_get` to support getting per material batches while passing SculptBatchFeatures. * Make material indices 0 based in Workbench. Pull Request: https://projects.blender.org/blender/blender/pulls/112344
112 lines
3.6 KiB
C++
112 lines
3.6 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "workbench_private.hh"
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#include "BLI_hash.h"
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#include "BLI_math_color.h"
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/* get_image */
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#include "BKE_node.hh"
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#include "DNA_node_types.h"
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#include "ED_uvedit.hh"
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/* get_image */
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namespace blender::workbench {
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Material::Material() = default;
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Material::Material(float3 color)
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{
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base_color = color;
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packed_data = Material::pack_data(0.0f, 0.4f, 1.0f);
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}
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Material::Material(::Object &ob, bool random)
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{
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if (random) {
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uint hash = BLI_ghashutil_strhash_p_murmur(ob.id.name);
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if (ob.id.lib) {
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hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob.id.lib->filepath);
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}
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float3 hsv = float3(BLI_hash_int_01(hash), 0.5f, 0.8f);
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hsv_to_rgb_v(hsv, base_color);
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}
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else {
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base_color = ob.color;
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}
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packed_data = Material::pack_data(0.0f, 0.4f, ob.color[3]);
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}
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Material::Material(::Material &mat)
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{
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base_color = &mat.r;
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packed_data = Material::pack_data(mat.metallic, mat.roughness, mat.a);
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}
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bool Material::is_transparent()
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{
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uint32_t full_alpha_ref = 0x00ff0000;
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return (packed_data & full_alpha_ref) != full_alpha_ref;
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}
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uint32_t Material::pack_data(float metallic, float roughness, float alpha)
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{
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/* Remap to Disney roughness. */
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roughness = sqrtf(roughness);
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uint32_t packed_roughness = unit_float_to_uchar_clamp(roughness);
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uint32_t packed_metallic = unit_float_to_uchar_clamp(metallic);
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uint32_t packed_alpha = unit_float_to_uchar_clamp(alpha);
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return (packed_alpha << 16u) | (packed_roughness << 8u) | packed_metallic;
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}
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void get_material_image(Object *ob,
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int material_slot,
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::Image *&image,
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ImageUser *&iuser,
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GPUSamplerState &sampler_state)
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{
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const ::bNode *node = nullptr;
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ED_object_get_active_image(ob, material_slot + 1, &image, &iuser, &node, nullptr);
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if (node && image) {
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switch (node->type) {
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case SH_NODE_TEX_IMAGE: {
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const NodeTexImage *storage = static_cast<NodeTexImage *>(node->storage);
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const bool use_filter = (storage->interpolation != SHD_INTERP_CLOSEST);
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sampler_state.set_filtering_flag_from_test(GPU_SAMPLER_FILTERING_LINEAR, use_filter);
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switch (storage->extension) {
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case SHD_IMAGE_EXTENSION_EXTEND:
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default:
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sampler_state.extend_x = GPU_SAMPLER_EXTEND_MODE_EXTEND;
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sampler_state.extend_yz = GPU_SAMPLER_EXTEND_MODE_EXTEND;
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break;
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case SHD_IMAGE_EXTENSION_REPEAT:
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sampler_state.extend_x = GPU_SAMPLER_EXTEND_MODE_REPEAT;
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sampler_state.extend_yz = GPU_SAMPLER_EXTEND_MODE_REPEAT;
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break;
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case SHD_IMAGE_EXTENSION_MIRROR:
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sampler_state.extend_x = GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT;
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sampler_state.extend_yz = GPU_SAMPLER_EXTEND_MODE_MIRRORED_REPEAT;
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break;
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case SHD_IMAGE_EXTENSION_CLIP:
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sampler_state.extend_x = GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER;
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sampler_state.extend_yz = GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER;
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break;
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}
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break;
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}
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case SH_NODE_TEX_ENVIRONMENT: {
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const NodeTexEnvironment *storage = static_cast<NodeTexEnvironment *>(node->storage);
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const bool use_filter = (storage->interpolation != SHD_INTERP_CLOSEST);
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sampler_state.set_filtering_flag_from_test(GPU_SAMPLER_FILTERING_LINEAR, use_filter);
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break;
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}
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default:
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BLI_assert_msg(0, "Node type not supported by workbench");
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}
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}
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}
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} // namespace blender::workbench
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