Workbench: Single Color Modes

- ability to switch between Single Color, Object Color, Material Color
and Random Color
 - fixed Shading and Lighting popover
 - Renamed Solid -> Single Color
This commit is contained in:
Jeroen Bakker
2018-05-02 12:05:40 +02:00
parent 62ed13340b
commit baf0547de5
4 changed files with 89 additions and 32 deletions

View File

@@ -53,8 +53,8 @@ class VIEW3D_HT_header(Header):
# Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
row = layout
row.popover(space_type='VIEW_3D', region_type='UI', panel_type="VIEW3D_PT_shading", text="Shading")
row.popover(space_type='VIEW_3D', region_type='UI', panel_type="VIEW3D_PT_overlay", text="Overlay")
row.popover(space_type='VIEW_3D', region_type='HEADER', panel_type="VIEW3D_PT_shading", text="Shading")
row.popover(space_type='VIEW_3D', region_type='HEADER', panel_type="VIEW3D_PT_overlay", text="Overlay")
layout.template_header_3D()
@@ -3528,12 +3528,12 @@ class VIEW3D_PT_view3d_name(Panel):
class VIEW3D_PT_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_region_type = 'HEADER'
bl_label = "Shading"
@classmethod
def poll(cls, context):
return False
return True
def draw(self, context):
layout = self.layout
@@ -3549,7 +3549,7 @@ class VIEW3D_PT_shading(Panel):
col.row().prop(shading, "light", expand=True)
col.separator()
col.prop(shading, "show_random_object_colors")
col.row().prop(shading, "single_color_mode", expand=True)
col.prop(shading, "show_object_overlap")
if shading.light == 'STUDIO':
@@ -3580,12 +3580,12 @@ class VIEW3D_PT_shading(Panel):
class VIEW3D_PT_overlay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_region_type = 'HEADER'
bl_label = "Overlay"
@classmethod
def poll(cls, context):
return False
return True
def draw(self, context):
layout = self.layout

View File

@@ -26,6 +26,7 @@
#include "workbench_private.h"
#include "BLI_dynstr.h"
#include "BLI_alloca.h"
#include "BKE_particle.h"
@@ -172,10 +173,10 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
data->object_id = e_data.next_object_id++;
}
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_ObjectData *engine_object_data, Object *ob, float *color, float hsv_saturation, float hsv_value)
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_ObjectData *engine_object_data, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
{
static float default_color[] = {1.0f, 1.0f, 1.0f};
if (DRW_object_is_paint_mode(ob)) {
if (DRW_object_is_paint_mode(ob) || wpd->drawtype_options & V3D_DRAWOPTION_SINGLE_COLOR) {
copy_v3_v3(color, default_color);
}
else if (wpd->drawtype_options & V3D_DRAWOPTION_RANDOMIZE) {
@@ -183,9 +184,18 @@ static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_Objec
float hsv[3] = {offset, hsv_saturation, hsv_value};
hsv_to_rgb_v(hsv, color);
}
else {
else if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_COLOR) {
copy_v3_v3(color, ob->col);
}
else {
/* V3D_DRAWOPTION_MATERIAL_COLOR */
if (mat) {
copy_v3_v3(color, &mat->r);
}
else {
copy_v3_v3(color, default_color);
}
}
}
void workbench_materials_engine_init(WORKBENCH_Data *vedata)
@@ -298,7 +308,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob)
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -312,7 +322,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
const float hsv_value = BKE_collection_engine_property_value_get_float(props, "random_object_color_value");
/* Solid */
get_material_solid_color(wpd, engine_object_data, ob, color, hsv_saturation, hsv_value);
get_material_solid_color(wpd, engine_object_data, ob, mat, color, hsv_saturation, hsv_value);
copy_v3_v3(material_template.color, color);
material_template.object_id = engine_object_data->object_id;
unsigned int hash = get_material_hash(wpd, &material_template);
@@ -352,7 +362,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, IDPropert
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, props, ob);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, props, ob, NULL);
DRW_shgroup_call_add(material->shgrp, geom, mat);
}
}
@@ -370,21 +380,41 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
if (ob->type == OB_MESH) {
workbench_cache_populate_particles(vedata, props, ob);
}
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
WORKBENCH_MaterialData *material;
if (geom) {
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
material = get_or_create_material_data(vedata, props, ob);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
if ((vedata->stl->g_data->drawtype_options & V3D_DRAWOPTION_SOLID_COLOR_MASK) != 0 || is_sculpt_mode) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = get_or_create_material_data(vedata, props, ob, NULL);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
}
}
else { /* MATERIAL colors */
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
for (int i = 0; i < materials_len; i ++) {
gpumat_array[i] = NULL;
}
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, props, ob, mat);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}
}
@@ -419,4 +449,3 @@ void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}

View File

@@ -80,10 +80,18 @@ enum {
V3D_LIGHTING_SCENE = 2
};
/*
* V3D_DRAWOPTION_OBJECT_COLOR, V3D_DRAWOPTION_OBJECT_OVERLAP,
* V3D_DRAWOPTION_SINGLE_COLOR, V3D_DRAWOPTION_MATERIAL_COLOR are mutual exclusive
*/
enum {
V3D_DRAWOPTION_RANDOMIZE = (1 << 0),
V3D_DRAWOPTION_OBJECT_OVERLAP = (2 << 0),
V3D_DRAWOPTION_MATERIAL_COLOR = (0 << 0),
V3D_DRAWOPTION_RANDOMIZE = (1 << 0),
V3D_DRAWOPTION_OBJECT_OVERLAP = (1 << 1),
V3D_DRAWOPTION_SINGLE_COLOR = (1 << 2),
V3D_DRAWOPTION_OBJECT_COLOR = (1 << 4),
};
#define V3D_DRAWOPTION_SOLID_COLOR_MASK (V3D_DRAWOPTION_SINGLE_COLOR | V3D_DRAWOPTION_RANDOMIZE | V3D_DRAWOPTION_OBJECT_COLOR | V3D_DRAWOPTION_MATERIAL_COLOR)
enum {
V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),

View File

@@ -177,7 +177,7 @@ static const EnumPropertyItem autosnap_items[] = {
const EnumPropertyItem rna_enum_shading_type_items[] = {
{OB_WIRE, "WIREFRAME", ICON_WIRE, "Wireframe", "Display the object as wire edges"},
{OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display the object solid"},
{OB_SOLID, "SOLID", ICON_SOLID, "Single Color", "Display the object or material in a single color"},
{OB_TEXTURE, "TEXTURED", ICON_POTATO, "Texture", "Display the object solid, with a texture"},
{OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "Material", "Display objects solid, with GLSL material"},
{OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
@@ -679,6 +679,16 @@ static void rna_3DViewShading_type_set(PointerRNA *ptr, int value)
v3d->drawtype = value;
}
static void rna_View3DShading_single_color_mode_set(PointerRNA *ptr, int value) {
View3D *v3d = (View3D *)ptr->data;
v3d->drawtype_options = (v3d->drawtype_options &~ V3D_DRAWOPTION_SOLID_COLOR_MASK) + value;
}
static int rna_View3DShading_single_color_mode_get(PointerRNA *ptr) {
View3D *v3d = (View3D *)ptr->data;
return v3d->drawtype_options & V3D_DRAWOPTION_SOLID_COLOR_MASK;
}
static const EnumPropertyItem *rna_3DViewShading_type_itemf(
bContext *C, PointerRNA *UNUSED(ptr),
PropertyRNA *UNUSED(prop), bool *r_free)
@@ -2184,6 +2194,14 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
StructRNA *srna;
PropertyRNA *prop;
static const EnumPropertyItem single_color_mode_items[] = {
{V3D_DRAWOPTION_SINGLE_COLOR, "SINGLE", 0, "Single", "Show scene in a single color"},
{V3D_DRAWOPTION_OBJECT_COLOR, "OBJECT", 0, "Object", "Show Object color"},
{V3D_DRAWOPTION_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show Material color"},
{V3D_DRAWOPTION_RANDOMIZE, "RANDOM", 0, "Random", "Show random object color"},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "View3DShading", NULL);
RNA_def_struct_sdna(srna, "View3D");
RNA_def_struct_nested(brna, srna, "SpaceView3D");
@@ -2210,10 +2228,12 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Object Overlap", "Show Object Overlap");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
prop = RNA_def_property(srna, "show_random_object_colors", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "drawtype_options", V3D_DRAWOPTION_RANDOMIZE);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Random Colors", "Show random object colors");
prop = RNA_def_property(srna, "single_color_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, single_color_mode_items);
RNA_def_property_enum_funcs(prop, "rna_View3DShading_single_color_mode_get",
"rna_View3DShading_single_color_mode_set",
NULL);
RNA_def_property_ui_text(prop, "Color", "Single Color Mode");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
}