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
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@@ -53,8 +53,8 @@ class VIEW3D_HT_header(Header):
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# Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
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row = layout
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row.popover(space_type='VIEW_3D', region_type='UI', panel_type="VIEW3D_PT_shading", text="Shading")
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row.popover(space_type='VIEW_3D', region_type='UI', panel_type="VIEW3D_PT_overlay", text="Overlay")
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row.popover(space_type='VIEW_3D', region_type='HEADER', panel_type="VIEW3D_PT_shading", text="Shading")
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row.popover(space_type='VIEW_3D', region_type='HEADER', panel_type="VIEW3D_PT_overlay", text="Overlay")
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layout.template_header_3D()
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@@ -3528,12 +3528,12 @@ class VIEW3D_PT_view3d_name(Panel):
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class VIEW3D_PT_shading(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_region_type = 'HEADER'
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bl_label = "Shading"
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@classmethod
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def poll(cls, context):
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return False
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return True
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def draw(self, context):
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layout = self.layout
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@@ -3549,7 +3549,7 @@ class VIEW3D_PT_shading(Panel):
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col.row().prop(shading, "light", expand=True)
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col.separator()
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col.prop(shading, "show_random_object_colors")
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col.row().prop(shading, "single_color_mode", expand=True)
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col.prop(shading, "show_object_overlap")
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if shading.light == 'STUDIO':
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@@ -3580,12 +3580,12 @@ class VIEW3D_PT_shading(Panel):
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class VIEW3D_PT_overlay(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_region_type = 'HEADER'
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bl_label = "Overlay"
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@classmethod
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def poll(cls, context):
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return False
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return True
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def draw(self, context):
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layout = self.layout
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@@ -26,6 +26,7 @@
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#include "workbench_private.h"
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#include "BLI_dynstr.h"
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#include "BLI_alloca.h"
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#include "BKE_particle.h"
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@@ -172,10 +173,10 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
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data->object_id = e_data.next_object_id++;
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}
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static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_ObjectData *engine_object_data, Object *ob, float *color, float hsv_saturation, float hsv_value)
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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)
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{
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static float default_color[] = {1.0f, 1.0f, 1.0f};
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if (DRW_object_is_paint_mode(ob)) {
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if (DRW_object_is_paint_mode(ob) || wpd->drawtype_options & V3D_DRAWOPTION_SINGLE_COLOR) {
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copy_v3_v3(color, default_color);
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}
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else if (wpd->drawtype_options & V3D_DRAWOPTION_RANDOMIZE) {
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@@ -183,9 +184,18 @@ static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_Objec
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float hsv[3] = {offset, hsv_saturation, hsv_value};
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hsv_to_rgb_v(hsv, color);
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}
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else {
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else if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_COLOR) {
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copy_v3_v3(color, ob->col);
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}
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else {
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/* V3D_DRAWOPTION_MATERIAL_COLOR */
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if (mat) {
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copy_v3_v3(color, &mat->r);
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}
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else {
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copy_v3_v3(color, default_color);
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}
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}
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}
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void workbench_materials_engine_init(WORKBENCH_Data *vedata)
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@@ -298,7 +308,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
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}
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static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob)
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static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat)
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{
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PassList *psl = vedata->psl;
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@@ -312,7 +322,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
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const float hsv_value = BKE_collection_engine_property_value_get_float(props, "random_object_color_value");
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/* Solid */
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get_material_solid_color(wpd, engine_object_data, ob, color, hsv_saturation, hsv_value);
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get_material_solid_color(wpd, engine_object_data, ob, mat, color, hsv_saturation, hsv_value);
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copy_v3_v3(material_template.color, color);
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material_template.object_id = engine_object_data->object_id;
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unsigned int hash = get_material_hash(wpd, &material_template);
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@@ -352,7 +362,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, IDPropert
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if (draw_as == PART_DRAW_PATH) {
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struct Gwn_Batch *geom = DRW_cache_particles_get_hair(psys, NULL);
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WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, props, ob);
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WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, props, ob, NULL);
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DRW_shgroup_call_add(material->shgrp, geom, mat);
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}
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}
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@@ -370,21 +380,41 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
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if (ob->type == OB_MESH) {
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workbench_cache_populate_particles(vedata, props, ob);
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}
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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WORKBENCH_MaterialData *material;
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if (geom) {
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if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const bool is_active = (ob == draw_ctx->obact);
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material = get_or_create_material_data(vedata, props, ob);
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const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
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if (is_sculpt_mode) {
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DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
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}
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else {
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DRW_shgroup_call_object_add(material->shgrp, geom, ob);
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if ((vedata->stl->g_data->drawtype_options & V3D_DRAWOPTION_SOLID_COLOR_MASK) != 0 || is_sculpt_mode) {
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/* No material split needed */
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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material = get_or_create_material_data(vedata, props, ob, NULL);
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if (is_sculpt_mode) {
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DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
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}
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else {
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DRW_shgroup_call_object_add(material->shgrp, geom, ob);
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}
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}
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}
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else { /* MATERIAL colors */
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const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
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struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
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for (int i = 0; i < materials_len; i ++) {
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gpumat_array[i] = NULL;
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}
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struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len);
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if (mat_geom) {
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for (int i = 0; i < materials_len; ++i) {
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Material *mat = give_current_material(ob, i + 1);
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material = get_or_create_material_data(vedata, props, ob, mat);
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DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
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}
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}
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}
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}
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}
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@@ -419,4 +449,3 @@ void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
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DRW_UBO_FREE_SAFE(wpd->world_ubo);
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}
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@@ -80,10 +80,18 @@ enum {
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V3D_LIGHTING_SCENE = 2
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};
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/*
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* V3D_DRAWOPTION_OBJECT_COLOR, V3D_DRAWOPTION_OBJECT_OVERLAP,
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* V3D_DRAWOPTION_SINGLE_COLOR, V3D_DRAWOPTION_MATERIAL_COLOR are mutual exclusive
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*/
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enum {
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V3D_DRAWOPTION_RANDOMIZE = (1 << 0),
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V3D_DRAWOPTION_OBJECT_OVERLAP = (2 << 0),
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V3D_DRAWOPTION_MATERIAL_COLOR = (0 << 0),
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V3D_DRAWOPTION_RANDOMIZE = (1 << 0),
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V3D_DRAWOPTION_OBJECT_OVERLAP = (1 << 1),
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V3D_DRAWOPTION_SINGLE_COLOR = (1 << 2),
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V3D_DRAWOPTION_OBJECT_COLOR = (1 << 4),
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};
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#define V3D_DRAWOPTION_SOLID_COLOR_MASK (V3D_DRAWOPTION_SINGLE_COLOR | V3D_DRAWOPTION_RANDOMIZE | V3D_DRAWOPTION_OBJECT_COLOR | V3D_DRAWOPTION_MATERIAL_COLOR)
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enum {
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V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),
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@@ -177,7 +177,7 @@ static const EnumPropertyItem autosnap_items[] = {
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const EnumPropertyItem rna_enum_shading_type_items[] = {
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{OB_WIRE, "WIREFRAME", ICON_WIRE, "Wireframe", "Display the object as wire edges"},
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{OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display the object solid"},
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{OB_SOLID, "SOLID", ICON_SOLID, "Single Color", "Display the object or material in a single color"},
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{OB_TEXTURE, "TEXTURED", ICON_POTATO, "Texture", "Display the object solid, with a texture"},
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{OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "Material", "Display objects solid, with GLSL material"},
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{OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
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@@ -679,6 +679,16 @@ static void rna_3DViewShading_type_set(PointerRNA *ptr, int value)
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v3d->drawtype = value;
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}
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static void rna_View3DShading_single_color_mode_set(PointerRNA *ptr, int value) {
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View3D *v3d = (View3D *)ptr->data;
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v3d->drawtype_options = (v3d->drawtype_options &~ V3D_DRAWOPTION_SOLID_COLOR_MASK) + value;
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}
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static int rna_View3DShading_single_color_mode_get(PointerRNA *ptr) {
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View3D *v3d = (View3D *)ptr->data;
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return v3d->drawtype_options & V3D_DRAWOPTION_SOLID_COLOR_MASK;
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}
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static const EnumPropertyItem *rna_3DViewShading_type_itemf(
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bContext *C, PointerRNA *UNUSED(ptr),
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PropertyRNA *UNUSED(prop), bool *r_free)
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@@ -2184,6 +2194,14 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
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StructRNA *srna;
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PropertyRNA *prop;
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static const EnumPropertyItem single_color_mode_items[] = {
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{V3D_DRAWOPTION_SINGLE_COLOR, "SINGLE", 0, "Single", "Show scene in a single color"},
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{V3D_DRAWOPTION_OBJECT_COLOR, "OBJECT", 0, "Object", "Show Object color"},
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{V3D_DRAWOPTION_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show Material color"},
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{V3D_DRAWOPTION_RANDOMIZE, "RANDOM", 0, "Random", "Show random object color"},
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{0, NULL, 0, NULL, NULL}
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};
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srna = RNA_def_struct(brna, "View3DShading", NULL);
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RNA_def_struct_sdna(srna, "View3D");
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RNA_def_struct_nested(brna, srna, "SpaceView3D");
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@@ -2210,10 +2228,12 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Object Overlap", "Show Object Overlap");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
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prop = RNA_def_property(srna, "show_random_object_colors", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "drawtype_options", V3D_DRAWOPTION_RANDOMIZE);
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
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RNA_def_property_ui_text(prop, "Random Colors", "Show random object colors");
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prop = RNA_def_property(srna, "single_color_mode", PROP_ENUM, PROP_NONE);
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RNA_def_property_enum_items(prop, single_color_mode_items);
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RNA_def_property_enum_funcs(prop, "rna_View3DShading_single_color_mode_get",
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"rna_View3DShading_single_color_mode_set",
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NULL);
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RNA_def_property_ui_text(prop, "Color", "Single Color Mode");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
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}
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