Workbench: Revealage buffer
This commit is contained in:
@@ -220,6 +220,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.gls
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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_forward_transparent_revealage_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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@@ -1,5 +1,5 @@
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#define NO_OBJECT_ID uint(0)
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#define EPSILON 0.00001
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/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
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#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
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const vec4 dither_mat4x4[4] = vec4[4](
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@@ -62,3 +62,10 @@ void fresnel(vec3 I, vec3 N, float ior, out float kr)
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// As a consequence of the conservation of energy, transmittance is given by:
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// kt = 1 - kr;
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}
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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 premultiplied * w;
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}
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@@ -15,6 +15,7 @@ void main()
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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 transparent_revealage = texelFetch(transparentRevealage, texel, 0).r;
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float revealage = texelFetch(transparentRevealage, texel, 0).r;
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vec4 color;
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@@ -27,7 +28,8 @@ void main()
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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 / transparent_accum.a;
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color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0);
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// color = vec4(transparent_revealage);
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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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@@ -17,12 +17,7 @@ layout(std140) uniform world_block {
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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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@@ -47,7 +42,7 @@ void main()
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vec3 shaded_color = diffuse_color.rgb;
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#endif /* V3D_LIGHTING_STUDIO */
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float alpha = 0.1;
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float alpha = 1.0;
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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 +1,7 @@
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layout(location=0) out float transparentRevealage;
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void main()
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{
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transparentRevealage = 1.0;
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}
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@@ -50,12 +50,14 @@
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static struct {
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struct GPUShader *composite_sh_cache[MAX_SHADERS];
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struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
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struct GPUShader *transparent_revealage_sh;
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struct GPUShader *object_outline_sh;
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struct GPUShader *depth_sh;
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struct GPUShader *checker_depth_sh;
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struct GPUTexture *object_id_tx; /* ref only, not alloced */
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struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
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struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */
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struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
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int next_object_id;
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float normal_world_matrix[3][3];
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@@ -65,6 +67,7 @@ static struct {
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extern char datatoc_workbench_forward_composite_frag_glsl[];
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extern char datatoc_workbench_forward_depth_frag_glsl[];
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extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
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extern char datatoc_workbench_forward_transparent_revealage_frag_glsl[];
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extern char datatoc_workbench_data_lib_glsl[];
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extern char datatoc_workbench_background_lib_glsl[];
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extern char datatoc_workbench_checkerboard_depth_frag_glsl[];
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@@ -104,6 +107,20 @@ static char *workbench_build_forward_transparent_accum_frag(void)
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return str;
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}
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static char *workbench_build_forward_transparent_revealage_frag(void)
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{
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char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_revealage_frag_glsl);
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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return str;
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}
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static char *workbench_build_forward_composite_frag(void)
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{
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char *str = NULL;
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@@ -234,9 +251,12 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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/* XXX: forward depth does not use any defines ATM. */
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char *defines = workbench_material_build_defines(wpd, OB_SOLID);
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char *forward_depth_frag = workbench_build_forward_depth_frag();
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char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
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e_data.object_outline_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
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e_data.transparent_revealage_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_transparent_revealage_frag, defines);
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e_data.depth_sh = DRW_shader_create_3D_depth_only();
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e_data.checker_depth_sh = DRW_shader_create_fullscreen(datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
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MEM_freeN(forward_transparent_revealage_frag);
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MEM_freeN(forward_depth_frag);
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MEM_freeN(defines);
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}
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@@ -247,6 +267,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent);
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e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
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e_data.transparent_revealage_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent);
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e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
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GPU_framebuffer_ensure_config(&fbl->object_outline_fb, {
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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@@ -256,6 +277,10 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
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});
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GPU_framebuffer_ensure_config(&fbl->transparent_revealage_fb, {
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx),
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});
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GPU_framebuffer_ensure_config(&fbl->composite_fb, {
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
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@@ -264,6 +289,9 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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DRW_stats_group_start("Clear Buffers");
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GPU_framebuffer_bind(fbl->transparent_accum_fb);
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GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
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const float clear_color1[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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GPU_framebuffer_bind(fbl->transparent_revealage_fb);
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GPU_framebuffer_clear_color(fbl->transparent_revealage_fb, clear_color1);
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GPU_framebuffer_bind(fbl->object_outline_fb);
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GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
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DRW_stats_group_end();
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@@ -273,6 +301,14 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
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psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
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}
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/* Treansparecy Revealage */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
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psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
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grp = DRW_shgroup_create(e_data.transparent_revealage_sh, psl->transparent_revealage_pass);
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wpd->transparent_revealage_shgrp = grp;
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}
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/* Depth */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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@@ -286,6 +322,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
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DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
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DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
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DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx);
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DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
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DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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@@ -305,6 +342,7 @@ void workbench_forward_engine_free()
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DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
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DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
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}
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DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
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DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
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DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
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}
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@@ -315,6 +353,8 @@ void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
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static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
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{
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PrivateData *wpd = stl->g_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (ob == draw_ctx->object_edit) {
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return;
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@@ -335,6 +375,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
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if (draw_as == PART_DRAW_PATH) {
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struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
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WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
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DRW_shgroup_call_add(wpd->transparent_revealage_shgrp, geom, mat);
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DRW_shgroup_call_add(material->shgrp_object_outline, geom, mat);
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DRW_shgroup_call_add(material->shgrp, geom, mat);
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}
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@@ -376,6 +417,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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mat_drawtype = OB_TEXTURE;
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}
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material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
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DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom_array[i], ob);
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DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob);
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DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
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}
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@@ -391,10 +433,12 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
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if (geom) {
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if (is_sculpt_mode) {
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DRW_shgroup_call_sculpt_add(wpd->transparent_revealage_shgrp, ob, ob->obmat);
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DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat);
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DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
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}
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else {
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DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, geom, ob);
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DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob);
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DRW_shgroup_call_object_add(material->shgrp, geom, ob);
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}
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@@ -412,6 +456,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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for (int i = 0; i < materials_len; ++i) {
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Material *mat = give_current_material(ob, i + 1);
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material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
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DRW_shgroup_call_object_add(wpd->transparent_revealage_shgrp, mat_geom[i], ob);
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DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob);
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DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
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}
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@@ -450,6 +495,8 @@ void workbench_forward_draw_scene(WORKBENCH_Data *vedata)
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/* Shade */
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GPU_framebuffer_bind(fbl->transparent_accum_fb);
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DRW_draw_pass(psl->transparent_accum_pass);
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GPU_framebuffer_bind(fbl->transparent_revealage_fb);
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DRW_draw_pass(psl->transparent_revealage_pass);
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/* Composite */
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GPU_framebuffer_bind(fbl->composite_fb);
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@@ -55,6 +55,7 @@ typedef struct WORKBENCH_FramebufferList {
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/* Forward render buffers */
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struct GPUFrameBuffer *object_outline_fb;
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struct GPUFrameBuffer *transparent_accum_fb;
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struct GPUFrameBuffer *transparent_revealage_fb;
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} WORKBENCH_FramebufferList;
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typedef struct WORKBENCH_StorageList {
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@@ -72,6 +73,7 @@ typedef struct WORKBENCH_PassList {
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/* forward rendering */
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struct DRWPass *transparent_accum_pass;
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struct DRWPass *transparent_revealage_pass;
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struct DRWPass *object_outline_pass;
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struct DRWPass *depth_pass;
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struct DRWPass *checker_depth_pass;
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@@ -111,6 +113,7 @@ typedef struct WORKBENCH_PrivateData {
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struct GPUUniformBuffer *world_ubo;
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struct DRWShadingGroup *shadow_shgrp;
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struct DRWShadingGroup *depth_shgrp;
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struct DRWShadingGroup *transparent_revealage_shgrp;
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WORKBENCH_UBO_World world_data;
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float shadow_multiplier;
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} WORKBENCH_PrivateData; /* Transient data */
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@@ -280,6 +280,7 @@ typedef enum {
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DRW_STATE_BLEND_PREMUL = (1 << 21), /* Use that if color is already premult by alpha. */
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DRW_STATE_WIRE_SMOOTH = (1 << 22),
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DRW_STATE_TRANS_FEEDBACK = (1 << 23),
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DRW_STATE_TRANSPARENT_REVEALAGE = (1 << 24),
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DRW_STATE_WRITE_STENCIL = (1 << 27),
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DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 28),
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@@ -1023,7 +1023,7 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
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case OB_SOLID:
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case OB_TEXTURE:
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if (shading_flags & V3D_SHADING_SEE_THROUGH) {
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if (shading_flags & V3D_SHADING_XRAY) {
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use_drw_engine(&draw_engine_workbench_transparent);
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}
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else {
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@@ -221,7 +221,8 @@ void drw_state_set(DRWState state)
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int test;
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if (CHANGED_ANY_STORE_VAR(
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DRW_STATE_BLEND | DRW_STATE_BLEND_PREMUL | DRW_STATE_ADDITIVE |
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DRW_STATE_MULTIPLY | DRW_STATE_TRANSMISSION | DRW_STATE_ADDITIVE_FULL,
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DRW_STATE_MULTIPLY | DRW_STATE_TRANSMISSION | DRW_STATE_ADDITIVE_FULL |
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DRW_STATE_TRANSPARENT_REVEALAGE,
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test))
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{
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if (test) {
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@@ -240,6 +241,9 @@ void drw_state_set(DRWState state)
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else if ((state & DRW_STATE_TRANSMISSION) != 0) {
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glBlendFunc(GL_ONE, GL_SRC_ALPHA);
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}
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else if ((state & DRW_STATE_TRANSPARENT_REVEALAGE) != 0) {
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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}
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else if ((state & DRW_STATE_ADDITIVE) != 0) {
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/* Do not let alpha accumulate but premult the source RGB by it. */
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, /* RGB */
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@@ -228,7 +228,7 @@ void VIEW3D_OT_layers(wmOperatorType *ot)
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static int toggle_show_see_through(bContext *C, wmOperator *UNUSED(op))
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{
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View3D *v3d = CTX_wm_view3d(C);
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v3d->shading.flag ^= V3D_SHADING_SEE_THROUGH;
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v3d->shading.flag ^= V3D_SHADING_XRAY;
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ED_view3d_shade_update(CTX_data_main(C), v3d, CTX_wm_area(C));
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WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
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return OPERATOR_FINISHED;
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@@ -338,7 +338,7 @@ enum {
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/* View3DShading->flag */
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enum {
|
||||
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
|
||||
V3D_SHADING_SEE_THROUGH = (1 << 1),
|
||||
V3D_SHADING_XRAY = (1 << 1),
|
||||
V3D_SHADING_SHADOW = (1 << 2),
|
||||
};
|
||||
|
||||
|
||||
@@ -2306,9 +2306,9 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
|
||||
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_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_XRAY);
|
||||
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
|
||||
RNA_def_property_ui_text(prop, "See Through", "Show whole scene transparent");
|
||||
RNA_def_property_ui_text(prop, "X-Ray", "Show whole scene transparent");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
|
||||
|
||||
prop = RNA_def_property(srna, "object_outline_color", PROP_FLOAT, PROP_COLOR);
|
||||
|
||||
Reference in New Issue
Block a user