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:
@@ -3516,12 +3516,24 @@ class VIEW3D_PT_shading(Panel):
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col.separator()
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row = col.row()
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row.prop(shading, "show_see_through")
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sub = row.row()
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sub.active = shading.show_see_through
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sub.prop(shading, "see_through_transparency", text="")
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row = col.row()
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row.active = not shading.show_see_through
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row.prop(shading, "show_shadows")
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sub = row.row()
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sub.active = shading.show_shadows
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sub.active = shading.show_shadows and not shading.show_see_through
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sub.prop(shading, "shadow_intensity", text="")
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col.prop(shading, "show_object_outline")
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row = col.row()
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row.prop(shading, "show_object_outline")
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sub = row.row()
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sub.active = shading.show_object_outline
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sub.prop(shading, "object_outline_color", text="")
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class VIEW3D_PT_overlay(Panel):
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@@ -1479,6 +1479,19 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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}
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}
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if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "see_through_transparency")) {
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for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
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for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
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for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
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if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
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v3d->shading.see_through_transparency = 0.3f;
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}
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}
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}
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}
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}
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for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
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switch (scene->toolsettings->snap_mode) {
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case 0: scene->toolsettings->snap_mode = SCE_SNAP_MODE_INCREMENT; break;
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@@ -105,10 +105,14 @@ set(SRC
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engines/eevee/eevee_subsurface.c
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engines/eevee/eevee_temporal_sampling.c
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engines/eevee/eevee_volumes.c
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engines/workbench/workbench_data.c
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engines/workbench/workbench_engine.c
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engines/workbench/workbench_deferred.c
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engines/workbench/workbench_forward.c
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engines/workbench/workbench_materials.c
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engines/workbench/workbench_studiolight.c
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engines/workbench/solid_mode.c
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engines/workbench/transparent_mode.c
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engines/external/external_engine.c
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DRW_engine.h
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@@ -208,17 +212,20 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
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@@ -7,4 +7,6 @@ struct WorldData {
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vec4 diffuse_light_z_neg;
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vec4 background_color_low;
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vec4 background_color_high;
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vec4 object_outline_color;
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float see_through_transparency;
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};
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@@ -5,7 +5,6 @@ uniform sampler2D colorBuffer;
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uniform sampler2D normalBuffer;
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/* normalBuffer contains viewport normals */
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uniform vec2 invertedViewportSize;
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uniform vec3 objectOverlapColor = vec3(0.0);
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uniform float shadowMultiplier;
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uniform float lightMultiplier;
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uniform float shadowShift = 0.1;
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@@ -29,15 +28,15 @@ void main()
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return;
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}
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#else /* !V3D_SHADING_OBJECT_OUTLINE */
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float object_overlap = calculate_object_overlap(objectId, texel, object_id);
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float object_outline = calculate_object_outline(objectId, texel, object_id);
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if (object_id == NO_OBJECT_ID) {
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vec3 background = background_color(world_data, uv_viewport.y);
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if (object_overlap == 0.0) {
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if (object_outline == 0.0) {
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fragColor = vec4(background, 0.0);
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}
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else {
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fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
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fragColor = vec4(mix(world_data.object_outline_color.rgb, background, object_outline), 1.0-object_outline);
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}
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return;
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}
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@@ -84,7 +83,7 @@ void main()
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shaded_color *= light_multiplier;
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#ifdef V3D_SHADING_OBJECT_OUTLINE
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shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
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shaded_color = mix(world_data.object_outline_color.rgb, shaded_color, object_outline);
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#endif /* V3D_SHADING_OBJECT_OUTLINE */
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fragColor = vec4(shaded_color, 1.0);
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}
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@@ -0,0 +1,34 @@
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out vec4 fragColor;
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uniform usampler2D objectId;
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uniform sampler2D transparentAccum;
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uniform sampler2D transparentRevealage;
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uniform vec2 invertedViewportSize;
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layout(std140) uniform world_block {
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WorldData world_data;
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};
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
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uint object_id = texelFetch(objectId, texel, 0).r;
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vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
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float revealage = texelFetch(transparentRevealage, texel, 0).r;
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vec4 color;
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#ifdef V3D_SHADING_OBJECT_OUTLINE
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float outline = calculate_object_outline(objectId, texel, object_id);
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#else /* V3D_SHADING_OBJECT_OUTLINE */
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float outline = 1.0;
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#endif /* V3D_SHADING_OBJECT_OUTLINE */
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if (object_id == NO_OBJECT_ID) {
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color = vec4(background_color(world_data, uv_viewport.y), 0.0);
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} else {
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color = transparent_accum;
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}
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fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
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}
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@@ -0,0 +1,8 @@
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uniform int object_id = 0;
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layout(location=0) out uint objectId;
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void main()
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{
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objectId = uint(object_id);
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}
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@@ -0,0 +1,54 @@
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uniform vec4 color = vec4(0.0, 0.0, 1.0, 1.0);
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#ifdef OB_TEXTURE
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uniform sampler2D image;
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#endif
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uniform mat3 normalWorldMatrix;
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#ifdef NORMAL_VIEWPORT_PASS_ENABLED
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in vec3 normal_viewport;
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#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
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#ifdef OB_TEXTURE
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in vec2 uv_interp;
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#endif
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layout(std140) uniform world_block {
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WorldData world_data;
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};
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layout(location=0) out vec4 transparentAccum;
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vec4 calculate_transparent_accum(vec4 premultiplied) {
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float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
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float b = -gl_FragCoord.z * 0.95 + 1.0;
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float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
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return vec4(premultiplied.rgb, premultiplied.a);
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}
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void main()
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{
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vec4 diffuse_color;
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#ifdef OB_SOLID
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diffuse_color = color;
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#endif /* OB_SOLID */
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#ifdef OB_TEXTURE
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diffuse_color = texture(image, uv_interp);
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#endif /* OB_TEXTURE */
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#ifdef V3D_LIGHTING_STUDIO
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#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
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vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
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#endif
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#ifdef STUDIOLIGHT_ORIENTATION_WORLD
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vec3 normal_world = normalWorldMatrix * normal_viewport;
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vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
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#endif
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vec3 shaded_color = diffuse_light * diffuse_color.rgb;
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#else /* V3D_LIGHTING_STUDIO */
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vec3 shaded_color = diffuse_color.rgb;
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#endif /* V3D_LIGHTING_STUDIO */
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float alpha = world_data.see_through_transparency;
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vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
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transparentAccum = calculate_transparent_accum(premultiplied);
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}
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@@ -0,0 +1,12 @@
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#define OBJECT_OUTLINE_OFFSET 1
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float calculate_object_outline(usampler2D objectId, ivec2 texel, uint object_id)
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{
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uvec4 oid_offset = uvec4(
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texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OUTLINE_OFFSET)).r,
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texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OUTLINE_OFFSET)).r,
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texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OUTLINE_OFFSET, 0)).r,
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texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OUTLINE_OFFSET, 0)).r);
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return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));
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}
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@@ -1,12 +0,0 @@
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#define OBJECT_OVERLAP_OFFSET 1
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float calculate_object_overlap(usampler2D objectId, ivec2 texel, uint object_id)
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{
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uvec4 oid_offset = uvec4(
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texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OVERLAP_OFFSET)).r,
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texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OVERLAP_OFFSET)).r,
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texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OVERLAP_OFFSET, 0)).r,
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texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OVERLAP_OFFSET, 0)).r);
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return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));
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}
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@@ -37,43 +37,43 @@
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static void workbench_solid_engine_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_materials_engine_init(data);
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workbench_deferred_engine_init(data);
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}
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static void workbench_solid_cache_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_materials_cache_init(data);
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workbench_deferred_cache_init(data);
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}
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static void workbench_solid_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data *data = vedata;
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workbench_materials_solid_cache_populate(data, ob);
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workbench_deferred_solid_cache_populate(data, ob);
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}
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static void workbench_solid_cache_finish(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_materials_cache_finish(data);
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workbench_deferred_cache_finish(data);
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}
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static void workbench_solid_draw_background(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_materials_draw_background(data);
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workbench_deferred_draw_background(data);
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}
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static void workbench_solid_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_materials_draw_scene(data);
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workbench_deferred_draw_scene(data);
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}
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static void workbench_solid_engine_free(void)
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{
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workbench_materials_engine_free();
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workbench_deferred_engine_free();
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}
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static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
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96
source/blender/draw/engines/workbench/transparent_mode.c
Normal file
96
source/blender/draw/engines/workbench/transparent_mode.c
Normal file
@@ -0,0 +1,96 @@
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
|
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file transparent_mode.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple studio shaders.
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "workbench_private.h"
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/* Functions */
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static void workbench_transparent_engine_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_engine_init(data);
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}
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static void workbench_transparent_cache_init(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_cache_init(data);
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}
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static void workbench_transparent_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_cache_populate(data, ob);
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}
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static void workbench_transparent_cache_finish(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_cache_finish(data);
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}
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static void workbench_transparent_draw_background(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_draw_background(data);
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}
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static void workbench_transparent_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = vedata;
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workbench_forward_draw_scene(data);
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}
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static void workbench_transparent_engine_free(void)
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{
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workbench_forward_engine_free();
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}
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static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
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DrawEngineType draw_engine_workbench_transparent = {
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NULL, NULL,
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N_("Workbench"),
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&workbench_data_size,
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&workbench_transparent_engine_init,
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&workbench_transparent_engine_free,
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&workbench_transparent_cache_init,
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&workbench_transparent_cache_populate,
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&workbench_transparent_cache_finish,
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&workbench_transparent_draw_background,
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&workbench_transparent_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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49
source/blender/draw/engines/workbench/workbench_data.c
Normal file
49
source/blender/draw/engines/workbench/workbench_data.c
Normal file
@@ -0,0 +1,49 @@
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#include "workbench_private.h"
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#include "UI_resources.h"
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void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
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{
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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);
|
||||
}
|
||||
585
source/blender/draw/engines/workbench/workbench_deferred.c
Normal file
585
source/blender/draw/engines/workbench/workbench_deferred.c
Normal 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);
|
||||
}
|
||||
@@ -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__ */
|
||||
|
||||
456
source/blender/draw/engines/workbench/workbench_forward.c
Normal file
456
source/blender/draw/engines/workbench/workbench_forward.c
Normal 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);
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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");
|
||||
|
||||
@@ -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),
|
||||
};
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user