Workbench: SeeThrough draw option

Option to see through all meshes (transparency)

Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.

TODO: Fresnel effect
This commit is contained in:
Jeroen Bakker
2018-05-22 14:12:47 +02:00
parent ff19b527e8
commit dfe088c5d9
25 changed files with 1532 additions and 719 deletions

View File

@@ -3516,12 +3516,24 @@ class VIEW3D_PT_shading(Panel):
col.separator()
row = col.row()
row.prop(shading, "show_see_through")
sub = row.row()
sub.active = shading.show_see_through
sub.prop(shading, "see_through_transparency", text="")
row = col.row()
row.active = not shading.show_see_through
row.prop(shading, "show_shadows")
sub = row.row()
sub.active = shading.show_shadows
sub.active = shading.show_shadows and not shading.show_see_through
sub.prop(shading, "shadow_intensity", text="")
col.prop(shading, "show_object_outline")
row = col.row()
row.prop(shading, "show_object_outline")
sub = row.row()
sub.active = shading.show_object_outline
sub.prop(shading, "object_outline_color", text="")
class VIEW3D_PT_overlay(Panel):

View File

@@ -1479,6 +1479,19 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "see_through_transparency")) {
for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.see_through_transparency = 0.3f;
}
}
}
}
}
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
switch (scene->toolsettings->snap_mode) {
case 0: scene->toolsettings->snap_mode = SCE_SNAP_MODE_INCREMENT; break;

View File

@@ -105,10 +105,14 @@ set(SRC
engines/eevee/eevee_subsurface.c
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/workbench/workbench_data.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_deferred.c
engines/workbench/workbench_forward.c
engines/workbench/workbench_materials.c
engines/workbench/workbench_studiolight.c
engines/workbench/solid_mode.c
engines/workbench/transparent_mode.c
engines/external/external_engine.c
DRW_engine.h
@@ -208,17 +212,20 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)

View File

@@ -7,4 +7,6 @@ struct WorldData {
vec4 diffuse_light_z_neg;
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;
float see_through_transparency;
};

View File

@@ -5,7 +5,6 @@ uniform sampler2D colorBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform vec2 invertedViewportSize;
uniform vec3 objectOverlapColor = vec3(0.0);
uniform float shadowMultiplier;
uniform float lightMultiplier;
uniform float shadowShift = 0.1;
@@ -29,15 +28,15 @@ void main()
return;
}
#else /* !V3D_SHADING_OBJECT_OUTLINE */
float object_overlap = calculate_object_overlap(objectId, texel, object_id);
float object_outline = calculate_object_outline(objectId, texel, object_id);
if (object_id == NO_OBJECT_ID) {
vec3 background = background_color(world_data, uv_viewport.y);
if (object_overlap == 0.0) {
if (object_outline == 0.0) {
fragColor = vec4(background, 0.0);
}
else {
fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
fragColor = vec4(mix(world_data.object_outline_color.rgb, background, object_outline), 1.0-object_outline);
}
return;
}
@@ -84,7 +83,7 @@ void main()
shaded_color *= light_multiplier;
#ifdef V3D_SHADING_OBJECT_OUTLINE
shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
shaded_color = mix(world_data.object_outline_color.rgb, shaded_color, object_outline);
#endif /* V3D_SHADING_OBJECT_OUTLINE */
fragColor = vec4(shaded_color, 1.0);
}

View File

@@ -0,0 +1,34 @@
out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D transparentAccum;
uniform sampler2D transparentRevealage;
uniform vec2 invertedViewportSize;
layout(std140) uniform world_block {
WorldData world_data;
};
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
uint object_id = texelFetch(objectId, texel, 0).r;
vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
float revealage = texelFetch(transparentRevealage, texel, 0).r;
vec4 color;
#ifdef V3D_SHADING_OBJECT_OUTLINE
float outline = calculate_object_outline(objectId, texel, object_id);
#else /* V3D_SHADING_OBJECT_OUTLINE */
float outline = 1.0;
#endif /* V3D_SHADING_OBJECT_OUTLINE */
if (object_id == NO_OBJECT_ID) {
color = vec4(background_color(world_data, uv_viewport.y), 0.0);
} else {
color = transparent_accum;
}
fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
}

View File

@@ -0,0 +1,8 @@
uniform int object_id = 0;
layout(location=0) out uint objectId;
void main()
{
objectId = uint(object_id);
}

View File

@@ -0,0 +1,54 @@
uniform vec4 color = vec4(0.0, 0.0, 1.0, 1.0);
#ifdef OB_TEXTURE
uniform sampler2D image;
#endif
uniform mat3 normalWorldMatrix;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
in vec2 uv_interp;
#endif
layout(std140) uniform world_block {
WorldData world_data;
};
layout(location=0) out vec4 transparentAccum;
vec4 calculate_transparent_accum(vec4 premultiplied) {
float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;
float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
return vec4(premultiplied.rgb, premultiplied.a);
}
void main()
{
vec4 diffuse_color;
#ifdef OB_SOLID
diffuse_color = color;
#endif /* OB_SOLID */
#ifdef OB_TEXTURE
diffuse_color = texture(image, uv_interp);
#endif /* OB_TEXTURE */
#ifdef V3D_LIGHTING_STUDIO
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
#endif
#ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color.rgb;
#endif /* V3D_LIGHTING_STUDIO */
float alpha = world_data.see_through_transparency;
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);
}

View File

@@ -0,0 +1,12 @@
#define OBJECT_OUTLINE_OFFSET 1
float calculate_object_outline(usampler2D objectId, ivec2 texel, uint object_id)
{
uvec4 oid_offset = uvec4(
texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OUTLINE_OFFSET)).r,
texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OUTLINE_OFFSET)).r,
texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OUTLINE_OFFSET, 0)).r,
texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OUTLINE_OFFSET, 0)).r);
return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));
}

View File

@@ -1,12 +0,0 @@
#define OBJECT_OVERLAP_OFFSET 1
float calculate_object_overlap(usampler2D objectId, ivec2 texel, uint object_id)
{
uvec4 oid_offset = uvec4(
texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OVERLAP_OFFSET)).r,
texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OVERLAP_OFFSET)).r,
texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OVERLAP_OFFSET, 0)).r,
texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OVERLAP_OFFSET, 0)).r);
return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));
}

View File

@@ -37,43 +37,43 @@
static void workbench_solid_engine_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_materials_engine_init(data);
workbench_deferred_engine_init(data);
}
static void workbench_solid_cache_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_materials_cache_init(data);
workbench_deferred_cache_init(data);
}
static void workbench_solid_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data *data = vedata;
workbench_materials_solid_cache_populate(data, ob);
workbench_deferred_solid_cache_populate(data, ob);
}
static void workbench_solid_cache_finish(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_materials_cache_finish(data);
workbench_deferred_cache_finish(data);
}
static void workbench_solid_draw_background(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_materials_draw_background(data);
workbench_deferred_draw_background(data);
}
static void workbench_solid_draw_scene(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_materials_draw_scene(data);
workbench_deferred_draw_scene(data);
}
static void workbench_solid_engine_free(void)
{
workbench_materials_engine_free();
workbench_deferred_engine_free();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);

View File

@@ -0,0 +1,96 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file transparent_mode.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple studio shaders.
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "workbench_private.h"
/* Functions */
static void workbench_transparent_engine_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_engine_init(data);
}
static void workbench_transparent_cache_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_cache_init(data);
}
static void workbench_transparent_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data *data = vedata;
workbench_forward_cache_populate(data, ob);
}
static void workbench_transparent_cache_finish(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_cache_finish(data);
}
static void workbench_transparent_draw_background(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_draw_background(data);
}
static void workbench_transparent_draw_scene(void *vedata)
{
WORKBENCH_Data *data = vedata;
workbench_forward_draw_scene(data);
}
static void workbench_transparent_engine_free(void)
{
workbench_forward_engine_free();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench_transparent = {
NULL, NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_transparent_engine_init,
&workbench_transparent_engine_free,
&workbench_transparent_cache_init,
&workbench_transparent_cache_populate,
&workbench_transparent_cache_finish,
&workbench_transparent_draw_background,
&workbench_transparent_draw_scene,
NULL,
NULL,
NULL,
};

View File

@@ -0,0 +1,49 @@
#include "workbench_private.h"
#include "UI_resources.h"
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
wpd->material_hash = BLI_ghash_ptr_new(__func__);
View3D *v3d = draw_ctx->v3d;
if (v3d) {
wpd->shading = v3d->shading;
wpd->drawtype = v3d->drawtype;
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
}
else {
memset(&wpd->shading, 0, sizeof(wpd->shading));
wpd->shading.light = V3D_LIGHTING_STUDIO;
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
wpd->drawtype = OB_SOLID;
wpd->studio_light = BKE_studiolight_findindex(0);
wpd->shading.see_through_transparency = 0.3f;
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
WORKBENCH_UBO_World *wd = &wpd->world_data;
UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low);
UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be adressed properly (color managed using ocio). */
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
studiolight_update_world(wpd->studio_light, wd);
wd->see_through_transparency = wpd->shading.see_through_transparency;
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}

View File

@@ -0,0 +1,585 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_deferred.c
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "BIF_gl.h"
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
#include "BKE_node.h"
#include "BKE_particle.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "ED_uvedit.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
/* *********** STATIC *********** */
// #define DEBUG_SHADOW_VOLUME
static struct {
struct GPUShader *prepass_sh_cache[MAX_SHADERS];
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *shadow_fail_sh;
struct GPUShader *shadow_pass_sh;
struct GPUShader *shadow_caps_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
SceneDisplay display; /* world light direction for shadows */
float light_direction_vs[3];
int next_object_id;
float normal_world_matrix[3][3];
} e_data = {NULL};
/* Shaders */
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_deferred_composite_frag_glsl[];
extern char datatoc_workbench_shadow_vert_glsl[];
extern char datatoc_workbench_shadow_geom_glsl[];
extern char datatoc_workbench_shadow_caps_geom_glsl[];
extern char datatoc_workbench_shadow_debug_frag_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_object_outline_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
}
if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
}
BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_prepass_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
{
if (e_data.prepass_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
if (drawtype == OB_SOLID) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_frag);
MEM_freeN(composite_frag);
MEM_freeN(defines);
}
}
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
}
/* Functions */
static void workbench_init_object_data(ObjectEngineData *engine_data)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
data->object_id = e_data.next_object_id++;
}
void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (!e_data.next_object_id) {
memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
e_data.next_object_id = 1;
#ifdef DEBUG_SHADOW_VOLUME
const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
#else
const char *shadow_frag = NULL;
#endif
e_data.shadow_pass_sh = DRW_shader_create(
datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_PASS\n");
e_data.shadow_fail_sh = DRW_shader_create(
datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_FAIL\n");
e_data.shadow_caps_sh = DRW_shader_create(
datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_caps_geom_glsl,
shadow_frag,
NULL);
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
workbench_private_data_init(stl->g_data);
{
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
if (NORMAL_ENCODING_ENABLED()) {
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
} else {
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
}
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
});
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
}
/* Prepass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->prepass_pass = DRW_pass_create("Prepass", state);
}
}
void workbench_deferred_engine_free()
{
for (int index = 0; index < MAX_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
}
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
{
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
}
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
}
void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
static float light_multiplier = 1.0f;
Scene *scene = draw_ctx->scene;
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
{
copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
negate_v3(e_data.display.light_direction);
#if 0
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
float rot_matrix[3][3];
// float dir[3] = {0.57, 0.57, -0.57};
axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
}
#endif
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_stencil_mask(grp, 0x00);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#ifdef DEBUG_SHADOW_VOLUME
psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Debug Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Debug Fail", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
#else
psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Depth Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS);
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
DRW_shgroup_stencil_mask(grp, 0xFF);
psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Depth Fail", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
DRW_shgroup_stencil_mask(grp, 0xFF);
psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
DRW_shgroup_stencil_mask(grp, 0xFF);
psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
DRW_shgroup_stencil_mask(grp, 0x00);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#endif
}
else {
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
WORKBENCH_MaterialData material_template;
/* Solid */
workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
material_template.object_id = engine_object_data->object_id;
material_template.drawtype = drawtype;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = engine_object_data->object_id;
copy_v4_v4(material->color, material_template.color);
switch (drawtype) {
case OB_SOLID:
DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
break;
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
break;
}
}
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
return material;
}
static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
return;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
static float mat[4][4];
unit_m4(mat);
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp, geom, mat);
}
}
}
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
if (!DRW_object_is_renderable(ob))
return;
if (ob->type == OB_MESH) {
workbench_cache_populate_particles(vedata, ob);
}
WORKBENCH_MaterialData *material;
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);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
if (materials_len > 0 && geom_array) {
for (int i = 0; i < materials_len; i++) {
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
}
}
}
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || 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, ob, NULL, NULL, OB_SOLID);
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, NULL, NULL, NULL);
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, ob, mat, NULL, OB_SOLID);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}
if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob);
if (geom_shadow) {
if (is_sculpt_mode) {
/* Currently unsupported in sculpt mode. We could revert to the slow
* method in this case but i'm not sure if it's a good idea given that
* sculped meshes are heavy to begin with. */
// DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
}
else {
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
invert_m4_m4(ob->imat, ob->obmat);
mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
DRWShadingGroup *grp;
if (true) {
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
DRW_shgroup_call_object_add(grp, geom_shadow, ob);
}
else {
struct Gwn_Batch *geom_caps = DRW_cache_object_surface_get(ob);
if (geom_caps) {
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
DRW_shgroup_call_object_add(grp, geom_caps, ob);
}
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
DRW_shgroup_call_object_add(grp, geom_shadow, ob);
}
}
}
}
}
}
void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
{
}
void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
const float clear_depth = 1.0f;
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
uint clear_stencil = 0xFF;
DRW_stats_group_start("Clear Background");
GPU_framebuffer_bind(fbl->prepass_fb);
int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
DRW_stats_group_end();
}
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* clear in background */
GPU_framebuffer_bind(fbl->prepass_fb);
DRW_draw_pass(psl->prepass_pass);
if (SHADOW_ENABLED(wpd)) {
#ifdef DEBUG_SHADOW_VOLUME
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->shadow_depth_pass_pass);
DRW_draw_pass(psl->shadow_depth_fail_pass);
DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
#else
GPU_framebuffer_bind(dfbl->depth_only_fb);
DRW_draw_pass(psl->shadow_depth_pass_pass);
DRW_draw_pass(psl->shadow_depth_fail_pass);
DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->composite_shadow_pass);
#endif
}
else {
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
}
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
workbench_private_data_free(wpd);
}

View File

@@ -27,6 +27,7 @@
#define __WORKBENCH_ENGINE_H__
extern DrawEngineType draw_engine_workbench_solid;
extern DrawEngineType draw_engine_workbench_transparent;
extern RenderEngineType DRW_engine_viewport_workbench_type;
#endif /* __WORKBENCH_ENGINE_H__ */

View File

@@ -0,0 +1,456 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_forward.c
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "BIF_gl.h"
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
#include "BKE_node.h"
#include "BKE_particle.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "ED_uvedit.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
/* *********** STATIC *********** */
static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
struct GPUShader *depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
int next_object_id;
float normal_world_matrix[3][3];
} e_data = {NULL};
/* Shaders */
extern char datatoc_workbench_forward_composite_frag_glsl[];
extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_object_outline_lib_glsl[];
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
/* static functions */
static char *workbench_build_forward_depth_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_depth_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_forward_transparent_accum_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_accum_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_forward_composite_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static void workbench_init_object_data(ObjectEngineData *engine_data)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
data->object_id = e_data.next_object_id++;
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
WORKBENCH_MaterialData material_template;
DRWShadingGroup *grp;
/* Solid */
workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
material_template.object_id = engine_object_data->object_id;
material_template.drawtype = drawtype;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
/* transparent accum */
grp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh, psl->transparent_accum_pass);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
copy_v4_v4(material->color, material_template.color);
switch (drawtype) {
case OB_SOLID:
DRW_shgroup_uniform_vec4(grp, "color", material->color, 1);
break;
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(grp, "image", tex);
break;
}
}
material->shgrp = grp;
/* Depth */
material->shgrp_depth = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
material->object_id = engine_object_data->object_id;
DRW_shgroup_uniform_int(material->shgrp_depth, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
return material;
}
static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
{
if (e_data.composite_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype);
char *composite_frag = workbench_build_forward_composite_frag();
if (drawtype == OB_SOLID) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(composite_frag);
MEM_freeN(defines);
}
if (e_data.transparent_accum_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype);
char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
e_data.transparent_accum_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, transparent_accum_frag, defines);
MEM_freeN(transparent_accum_frag);
MEM_freeN(defines);
}
}
static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
ensure_forward_shaders(wpd, index_solid, OB_SOLID);
ensure_forward_shaders(wpd, index_texture, OB_TEXTURE);
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture];
}
/* public functions */
void workbench_forward_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *grp;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
WORKBENCH_PrivateData *wpd = stl->g_data;
workbench_private_data_init(wpd);
if (!e_data.next_object_id) {
e_data.next_object_id = 1;
memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
/* XXX: forward depth does not use any defines ATM. */
char *defines = workbench_material_build_defines(wpd, OB_SOLID);
char *forward_depth_frag = workbench_build_forward_depth_frag();
e_data.depth_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
MEM_freeN(forward_depth_frag);
MEM_freeN(defines);
}
select_forward_shaders(wpd);
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
GPU_framebuffer_ensure_config(&fbl->depth_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
});
GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
});
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DRW_stats_group_start("Clear Buffers");
GPU_framebuffer_bind(fbl->transparent_accum_fb);
GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
GPU_framebuffer_bind(fbl->depth_fb);
GPU_framebuffer_clear_color(fbl->depth_fb, clear_color);
DRW_stats_group_end();
/* Treansparecy Accum */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;// | DRW_STATE_CULL_BACK;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
/* Depth */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth", state);
}
/* Composite */
{
int state = DRW_STATE_WRITE_COLOR;
psl->composite_pass = DRW_pass_create("Composite", state);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
void workbench_forward_engine_free()
{
for (int index = 0; index < MAX_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.depth_sh);
}
void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
{
}
static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
return;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
static float mat[4][4];
unit_m4(mat);
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp, geom, mat);
}
}
}
void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
if (!DRW_object_is_renderable(ob))
return;
if (ob->type == OB_MESH) {
workbench_forward_cache_populate_particles(vedata, ob);
}
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);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
if (materials_len > 0 && geom_array) {
for (int i = 0; i < materials_len; i++) {
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
DRW_shgroup_call_object_add(material->shgrp_depth, geom_array[i], ob);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
}
}
}
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp_depth, ob, ob->obmat);
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp_depth, geom, ob);
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
}
}
else {
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, NULL, NULL, NULL);
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, ob, mat, NULL, OB_SOLID);
DRW_shgroup_call_object_add(material->shgrp_depth, mat_geom[i], ob);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}
}
}
void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
{
}
void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
{
const float clear_depth = 1.0f;
uint clear_stencil = 0xFF;
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_stats_group_start("Clear Background");
GPU_framebuffer_bind(dfbl->default_fb);
int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
GPU_framebuffer_clear(dfbl->default_fb, clear_bits, clear_color, clear_depth, clear_stencil);
DRW_stats_group_end();
}
void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Write Depth + Object ID */
GPU_framebuffer_bind(fbl->depth_fb);
DRW_draw_pass(psl->depth_pass);
/* Shade */
GPU_framebuffer_bind(fbl->transparent_accum_fb);
DRW_draw_pass(psl->transparent_accum_pass);
/* Composite */
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
/* Color correct */
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
workbench_private_data_free(wpd);
}

View File

@@ -1,100 +1,46 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file workbench_materials.c
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "BIF_gl.h"
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
#include "BKE_node.h"
#include "BKE_particle.h"
#define HSV_SATURATION 0.5
#define HSV_VALUE 0.9
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color)
{
/* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
static float default_color[] = {0.8f, 0.8f, 0.8f, 1.0f};
color[3] = 1.0f;
if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(color, wpd->shading.single_color);
}
else if (color_type == V3D_SHADING_RANDOM_COLOR) {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
if (ob->id.lib) {
hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
}
float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0);
#include "ED_uvedit.h"
float hsv[3] = {offset, HSV_SATURATION, HSV_VALUE};
hsv_to_rgb_v(hsv, color);
}
else if (color_type == V3D_SHADING_OBJECT_COLOR) {
copy_v3_v3(color, ob->col);
}
else {
/* V3D_SHADING_MATERIAL_COLOR */
if (mat) {
copy_v3_v3(color, &mat->r);
}
else {
copy_v3_v3(color, default_color);
}
}
}
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
/* *********** STATIC *********** */
// #define DEBUG_SHADOW_VOLUME
#define MAX_SHADERS 255
static struct {
struct GPUShader *prepass_sh_cache[MAX_SHADERS];
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *shadow_fail_sh;
struct GPUShader *shadow_pass_sh;
struct GPUShader *shadow_caps_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
SceneDisplay display; /* world light direction for shadows */
float light_direction_vs[3];
int next_object_id;
float normal_world_matrix[3][3];
} e_data = {{NULL}};
/* Shaders */
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_composite_frag_glsl[];
extern char datatoc_workbench_shadow_vert_glsl[];
extern char datatoc_workbench_shadow_geom_glsl[];
extern char datatoc_workbench_shadow_caps_geom_glsl[];
extern char datatoc_workbench_shadow_debug_frag_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_object_overlap_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
extern DrawEngineType draw_engine_workbench_solid;
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || SHADOW_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
{
char *str = NULL;
@@ -136,91 +82,7 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
return str;
}
static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
}
if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
BLI_dynstr_append(ds, datatoc_workbench_object_overlap_lib_glsl);
}
BLI_dynstr_append(ds, datatoc_workbench_composite_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_prepass_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);
/* set the drawtype flag
0 = OB_SOLID,
1 = OB_TEXTURE
2 = STUDIOLIGHT_ORIENTATION_WORLD
*/
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
return index;
}
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
{
if (e_data.prepass_sh_cache[index] == NULL) {
char *defines = workbench_build_defines(wpd, drawtype);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
if (drawtype == OB_SOLID) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_frag);
MEM_freeN(composite_frag);
MEM_freeN(defines);
}
}
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = get_shader_index(wpd, OB_SOLID);
int index_texture = get_shader_index(wpd, OB_TEXTURE);
ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
}
/* Functions */
static uint get_material_hash(WORKBENCH_MaterialData *material_template)
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
{
/* TODO: make a C-string with settings and hash the string */
uint input[4];
@@ -239,172 +101,24 @@ static uint get_material_hash(WORKBENCH_MaterialData *material_template)
return result;
}
static void workbench_init_object_data(ObjectEngineData *engine_data)
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
data->object_id = e_data.next_object_id++;
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);
/* set the drawtype flag
0 = OB_SOLID,
1 = OB_TEXTURE
2 = STUDIOLIGHT_ORIENTATION_WORLD
*/
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
return index;
}
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
void workbench_material_set_normal_world_matrix(DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3])
{
/* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
static float default_color[] = {0.8f, 0.8f, 0.8f};
if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(color, wpd->shading.single_color);
}
else if (color_type == V3D_SHADING_RANDOM_COLOR) {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
if (ob->id.lib) {
hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
}
float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0);
float hsv[3] = {offset, hsv_saturation, hsv_value};
hsv_to_rgb_v(hsv, color);
}
else if (color_type == V3D_SHADING_OBJECT_COLOR) {
copy_v3_v3(color, ob->col);
}
else {
/* V3D_SHADING_MATERIAL_COLOR */
if (mat) {
copy_v3_v3(color, &mat->r);
}
else {
copy_v3_v3(color, default_color);
}
}
}
static void workbench_private_data_init(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
View3D *v3d = draw_ctx->v3d;
if (v3d) {
wpd->shading = v3d->shading;
wpd->drawtype = v3d->drawtype;
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
}
else {
/* XXX: We should get the default shading from the view layer, after we implemented the render callback */
memset(&wpd->shading, 0, sizeof(wpd->shading));
wpd->shading.light = V3D_LIGHTING_STUDIO;
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
wpd->drawtype = OB_SOLID;
wpd->studio_light = BKE_studiolight_findindex(0);
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
WORKBENCH_UBO_World *wd = &wpd->world_data;
UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low);
UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be adressed properly (color managed using ocio). */
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
studiolight_update_world(wpd->studio_light, wd);
}
void workbench_materials_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (!e_data.next_object_id) {
memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
e_data.next_object_id = 1;
#ifdef DEBUG_SHADOW_VOLUME
const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
#else
const char *shadow_frag = NULL;
#endif
e_data.shadow_pass_sh = DRW_shader_create(
datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_PASS\n");
e_data.shadow_fail_sh = DRW_shader_create(
datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_geom_glsl,
shadow_frag,
"#define SHADOW_FAIL\n");
e_data.shadow_caps_sh = DRW_shader_create(
datatoc_workbench_shadow_vert_glsl,
datatoc_workbench_shadow_caps_geom_glsl,
shadow_frag,
NULL);
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
workbench_private_data_init(vedata);
{
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
if (NORMAL_ENCODING_ENABLED()) {
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
}
else {
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
}
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
});
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
}
/* Prepass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->prepass_pass = DRW_pass_create("Prepass", state);
}
}
void workbench_materials_engine_free()
{
for (int index = 0; index < MAX_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
}
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
{
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
}
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
float view_matrix_inverse[4][4];
float rot_matrix[4][4];
@@ -412,340 +126,7 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z);
DRW_viewport_matrix_get(view_matrix_inverse, DRW_MAT_VIEWINV);
mul_m4_m4m4(matrix, rot_matrix, view_matrix_inverse);
copy_m3_m4(e_data.normal_world_matrix, matrix);
DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", e_data.normal_world_matrix);
copy_m3_m4(persistent_matrix, matrix);
DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", persistent_matrix);
}
}
void workbench_materials_cache_init(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
static float light_multiplier = 1.0f;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
Scene *scene = draw_ctx->scene;
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
{
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
negate_v3(e_data.display.light_direction);
#if 0
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
float rot_matrix[3][3];
// float dir[3] = {0.57, 0.57, -0.57};
axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
}
#endif
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
e_data.display.shadow_shift = scene->display.shadow_shift;
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_stencil_mask(grp, 0x00);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#ifdef DEBUG_SHADOW_VOLUME
psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Debug Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Debug Fail", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
#else
psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Depth Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS);
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
DRW_shgroup_stencil_mask(grp, 0xFF);
psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Depth Fail", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
DRW_shgroup_stencil_mask(grp, 0xFF);
psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
DRW_shgroup_stencil_mask(grp, 0xFF);
psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
DRW_shgroup_stencil_mask(grp, 0x00);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#endif
}
else {
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
WORKBENCH_MaterialData material_template;
const float hsv_saturation = 0.5;
const float hsv_value = 0.9;
/* Solid */
get_material_solid_color(wpd, ob, mat, material_template.color, hsv_saturation, hsv_value);
material_template.object_id = engine_object_data->object_id;
material_template.drawtype = drawtype;
material_template.ima = ima;
uint hash = get_material_hash(&material_template);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = engine_object_data->object_id;
copy_v3_v3(material->color, material_template.color);
switch (drawtype) {
case OB_SOLID:
DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
break;
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
break;
}
}
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
return material;
}
static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
return;
}
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
static float mat[4][4];
unit_m4(mat);
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp, geom, mat);
}
}
}
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
if (!DRW_object_is_renderable(ob))
return;
if (ob->type == OB_MESH) {
workbench_cache_populate_particles(vedata, ob);
}
WORKBENCH_MaterialData *material;
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);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
if (materials_len > 0 && geom_array) {
for (int i = 0; i < materials_len; i++) {
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
}
}
}
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || 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, ob, NULL, NULL, OB_SOLID);
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, NULL, NULL, NULL);
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, ob, mat, NULL, OB_SOLID);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}
if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob);
if (geom_shadow) {
if (is_sculpt_mode) {
/* Currently unsupported in sculpt mode. We could revert to the slow
* method in this case but i'm not sure if it's a good idea given that
* sculped meshes are heavy to begin with. */
// DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
}
else {
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
invert_m4_m4(ob->imat, ob->obmat);
mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
DRWShadingGroup *grp;
if (true) {
grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
DRW_shgroup_call_object_add(grp, geom_shadow, ob);
}
else {
struct Gwn_Batch *geom_caps = DRW_cache_object_surface_get(ob);
if (geom_caps) {
grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
DRW_shgroup_call_object_add(grp, geom_caps, ob);
}
grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
DRW_shgroup_call_object_add(grp, geom_shadow, ob);
}
}
}
}
}
}
void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata))
{
}
void workbench_materials_draw_background(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
const float clear_depth = 1.0f;
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
uint clear_stencil = 0xFF;
DRW_stats_group_start("Clear Background");
GPU_framebuffer_bind(fbl->prepass_fb);
int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
DRW_stats_group_end();
}
void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* clear in background */
GPU_framebuffer_bind(fbl->prepass_fb);
DRW_draw_pass(psl->prepass_pass);
if (SHADOW_ENABLED(wpd)) {
#ifdef DEBUG_SHADOW_VOLUME
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->shadow_depth_pass_pass);
DRW_draw_pass(psl->shadow_depth_fail_pass);
DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
#else
GPU_framebuffer_bind(dfbl->depth_only_fb);
DRW_draw_pass(psl->shadow_depth_pass_pass);
DRW_draw_pass(psl->shadow_depth_fail_pass);
DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->composite_shadow_pass);
#endif
}
else {
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
}
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}

View File

@@ -37,11 +37,24 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_SHADERS 255
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || SHADOW_ENABLED(wpd))
#define NORMAL_ENCODING_ENABLED() (true)
#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
typedef struct WORKBENCH_FramebufferList {
/* Deferred render buffers */
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *composite_fb;
/* Forward render buffers */
struct GPUFrameBuffer *depth_fb;
struct GPUFrameBuffer *transparent_accum_fb;
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
@@ -49,13 +62,17 @@ typedef struct WORKBENCH_StorageList {
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
/* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_fail_pass;
struct DRWPass *shadow_depth_fail_caps_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
struct DRWPass *composite_light_pass;
/* forward rendering */
struct DRWPass *transparent_accum_pass;
struct DRWPass *depth_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
@@ -75,6 +92,9 @@ typedef struct WORKBENCH_UBO_World {
float diffuse_light_z_neg[4];
float background_color_low[4];
float background_color_high[4];
float object_outline_color[4];
float see_through_transparency;
float pad[3];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@@ -83,6 +103,8 @@ typedef struct WORKBENCH_PrivateData {
struct GPUShader *prepass_solid_sh;
struct GPUShader *prepass_texture_sh;
struct GPUShader *composite_sh;
struct GPUShader *transparent_accum_sh;
struct GPUShader *transparent_accum_texture_sh;
View3DShading shading;
StudioLight *studio_light;
int drawtype;
@@ -94,13 +116,15 @@ typedef struct WORKBENCH_PrivateData {
typedef struct WORKBENCH_MaterialData {
/* Solid color */
float color[3];
float color[4];
int object_id;
int drawtype;
Image *ima;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
/* forward rendering */
DRWShadingGroup *shgrp_depth;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {
@@ -124,16 +148,39 @@ void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_solid_materials_free(void);
/* workbench_deferred.c */
void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
void workbench_deferred_engine_free(void);
void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
/* workbench_forward.c */
void workbench_forward_engine_init(WORKBENCH_Data *vedata);
void workbench_forward_engine_free(void);
void workbench_forward_draw_background(WORKBENCH_Data *vedata);
void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
void workbench_forward_cache_init(WORKBENCH_Data *vedata);
void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* workbench_materials.c */
void workbench_materials_engine_init(WORKBENCH_Data *vedata);
void workbench_materials_engine_free(void);
void workbench_materials_draw_background(WORKBENCH_Data *vedata);
void workbench_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype);
void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype);
void workbench_material_set_normal_world_matrix(DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
/* workbench_studiolight.c */
void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
/* workbench_data.c */
void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
extern DrawEngineType draw_engine_workbench_solid;
extern DrawEngineType draw_engine_workbench_transparent;
#endif

View File

@@ -1015,7 +1015,7 @@ static void drw_engines_enable_external(void)
/* TODO revisit this when proper layering is implemented */
/* Gather all draw engines needed and store them in DST.enabled_engines
* That also define the rendering order of engines */
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype)
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int shading_flags)
{
switch (drawtype) {
case OB_WIRE:
@@ -1023,7 +1023,12 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
case OB_SOLID:
case OB_TEXTURE:
use_drw_engine(&draw_engine_workbench_solid);
if (shading_flags & V3D_SHADING_SEE_THROUGH) {
use_drw_engine(&draw_engine_workbench_transparent);
}
else {
use_drw_engine(&draw_engine_workbench_solid);
}
break;
case OB_MATERIAL:
@@ -1118,7 +1123,7 @@ static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_t
View3D * v3d = DST.draw_ctx.v3d;
const int drawtype = v3d->drawtype;
drw_engines_enable_from_engine(engine_type, drawtype);
drw_engines_enable_from_engine(engine_type, drawtype, v3d->shading.flag);
if (DRW_state_draw_support()) {
drw_engines_enable_from_overlays(v3d->overlay.flag);

View File

@@ -324,6 +324,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->drawtype = OB_SOLID;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.shadow_intensity = 0.5;
v3d->shading.see_through_transparency = 0.3f;
copy_v3_fl(v3d->shading.single_color, 0.8f);
v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;

View File

@@ -221,6 +221,45 @@ void VIEW3D_OT_layers(wmOperatorType *ot)
RNA_def_boolean(ot->srna, "toggle", 1, "Toggle", "Toggle the layer");
}
/* -------------------------------------------------------------------- */
/** \name Toggle Bone selection Overlay Operator
* \{ */
static int toggle_show_see_through(bContext *C, wmOperator *UNUSED(op))
{
View3D *v3d = CTX_wm_view3d(C);
v3d->shading.flag ^= V3D_SHADING_SEE_THROUGH;
ED_view3d_shade_update(CTX_data_main(C), v3d, CTX_wm_area(C));
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
return OPERATOR_FINISHED;
}
static int toggle_show_see_through_poll(bContext *C)
{
bool result = (ED_operator_view3d_active(C) && !ED_operator_posemode(C));
if (result) {
// Additional test for SOLID or TEXTURE mode
View3D *v3d = CTX_wm_view3d(C);
result = (v3d->drawtype & (OB_SOLID | OB_TEXTURE)) > 0;
}
return result;
}
void VIEW3D_OT_toggle_see_through_draw_option(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Show See Though";
ot->description = "Toggle show see through";
ot->idname = "VIEW3D_OT_toggle_see_through_draw_option";
/* api callbacks */
ot->exec = toggle_show_see_through;
ot->poll = toggle_show_see_through_poll;
}
/** \} */
static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
{
wmWindow *win = CTX_wm_window(C);

View File

@@ -65,6 +65,7 @@ enum {
/* view3d_header.c */
void VIEW3D_OT_layers(struct wmOperatorType *ot);
void VIEW3D_OT_toggle_see_through_draw_option(struct wmOperatorType *ot);
/* view3d_ops.c */
void view3d_operatortypes(void);

View File

@@ -222,6 +222,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(VIEW3D_OT_snap_cursor_to_active);
WM_operatortype_append(VIEW3D_OT_toggle_render);
WM_operatortype_append(VIEW3D_OT_toggle_see_through_draw_option);
WM_operatortype_append(VIEW3D_OT_ruler_add);
@@ -402,18 +403,13 @@ void view3d_keymap(wmKeyConfig *keyconf)
RNA_int_set(WM_keymap_add_item(keymap, "VIEW3D_OT_layers", ZEROKEY, KM_PRESS, KM_ANY, 0)->ptr, "nr", 10);
/* drawtype */
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle_enum", ZKEY, KM_PRESS, 0, 0);
RNA_string_set(kmi->ptr, "data_path", "space_data.shading.type");
RNA_string_set(kmi->ptr, "value_1", "SOLID");
RNA_string_set(kmi->ptr, "value_2", "WIREFRAME");
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle_enum", ZKEY, KM_PRESS, KM_ALT, 0);
RNA_string_set(kmi->ptr, "data_path", "space_data.shading.type");
RNA_string_set(kmi->ptr, "value_1", "SOLID");
RNA_string_set(kmi->ptr, "value_2", "TEXTURED");
WM_keymap_add_item(keymap, "VIEW3D_OT_toggle_render", ZKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "VIEW3D_OT_toggle_see_through_draw_option", ZKEY, KM_PRESS, 0, 0);
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle", ZKEY, KM_PRESS, 0, 0);
RNA_string_set(kmi->ptr, "data_path", "space_data.use_occlude_geometry");

View File

@@ -145,6 +145,9 @@ typedef struct View3DShading {
float single_color[3];
float studiolight_rot_z;
float see_through_transparency;
float object_outline_color[3];
float pad2;
} View3DShading;
@@ -335,6 +338,7 @@ enum {
/* View3DShading->flag */
enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_SEE_THROUGH = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
};

View File

@@ -2293,6 +2293,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_float_sdna(prop, NULL, "shading.single_color");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Color", "Color for single color mode");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_shadows", PROP_BOOLEAN, PROP_NONE);
@@ -2301,6 +2302,28 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Shadow", "Show Shadow");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_see_through", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SEE_THROUGH);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "See Through", "Show whole scene transparent");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "see_through_transparency", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "shading.see_through_transparency");
RNA_def_property_float_default(prop, 0.3f);
RNA_def_property_ui_text(prop, "Transparency", "See through transparency");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.1f, 0.5f, 1, 3);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "object_outline_color", PROP_FLOAT, PROP_COLOR);
RNA_def_property_float_sdna(prop, NULL, "shading.object_outline_color");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Outline Color", "Color for object outline");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "shadow_intensity", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "shading.shadow_intensity");
RNA_def_property_float_default(prop, 0.5);