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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/workbench/workbench_data.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_data.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c383
1 files changed, 189 insertions, 194 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 38b05133487..7728b3f998b 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -28,214 +28,209 @@
#include "GPU_batch.h"
-
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
- effect_info->jitter_index = 0;
- effect_info->view_updated = true;
+ effect_info->jitter_index = 0;
+ effect_info->view_updated = true;
}
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const Scene *scene = draw_ctx->scene;
- wpd->material_hash = BLI_ghash_ptr_new(__func__);
- wpd->material_transp_hash = BLI_ghash_ptr_new(__func__);
- wpd->preferences = &U;
-
- View3D *v3d = draw_ctx->v3d;
- if (!v3d) {
- wpd->shading = scene->display.shading;
- wpd->use_color_render_settings = true;
- }
- else if (v3d->shading.type == OB_RENDER &&
- BKE_scene_uses_blender_workbench(scene))
- {
- wpd->shading = scene->display.shading;
- wpd->use_color_render_settings = true;
- }
- else {
- wpd->shading = v3d->shading;
- wpd->use_color_render_settings = false;
- }
-
- wpd->use_color_management = BKE_scene_check_color_management_enabled(scene);
-
- if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
- wpd->studio_light = BKE_studiolight_find(
- wpd->shading.matcap, STUDIOLIGHT_TYPE_MATCAP);
- }
- else {
- wpd->studio_light = BKE_studiolight_find(
- wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
- }
-
- /* If matcaps are missing, use this as fallback. */
- if (UNLIKELY(wpd->studio_light == NULL)) {
- wpd->studio_light = BKE_studiolight_find(
- wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
- }
-
-
- float shadow_focus = scene->display.shadow_focus;
- /* Clamp to avoid overshadowing and shading errors. */
- CLAMP(shadow_focus, 0.0001f, 0.99999f);
- wpd->shadow_shift = scene->display.shadow_shift;
- wpd->shadow_focus = 1.0f - shadow_focus * (1.0f - wpd->shadow_shift);
- wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
-
- WORKBENCH_UBO_World *wd = &wpd->world_data;
- wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
- wd->background_alpha = (DRW_state_is_image_render() && scene->r.alphamode == R_ALPHAPREMUL) ? 0.0f : 1.0f;
-
- if ((scene->world != NULL) &&
- (!v3d || (v3d && ((v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD) ||
- (v3d->shading.type == OB_RENDER)))))
- {
- copy_v3_v3(wd->background_color_low, &scene->world->horr);
- copy_v3_v3(wd->background_color_high, &scene->world->horr);
- }
- else if (v3d && (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT)) {
- copy_v3_v3(wd->background_color_low, v3d->shading.background_color);
- copy_v3_v3(wd->background_color_high, v3d->shading.background_color);
- }
- else if (v3d) {
- UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK, wd->background_color_low);
- UI_GetThemeColor3fv(TH_BACK, wd->background_color_high);
-
- /* XXX: Really quick conversion to avoid washed out background.
- * Needs to be addressed properly (color managed using ocio). */
- if (wpd->use_color_management) {
- 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);
- }
- else {
- copy_v3_v3(wd->background_color_high, wd->background_color_high);
- copy_v3_v3(wd->background_color_low, wd->background_color_low);
- }
- }
- else {
- zero_v3(wd->background_color_low);
- zero_v3(wd->background_color_high);
- }
-
- studiolight_update_world(wpd, wpd->studio_light, wd);
-
- copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
- wd->object_outline_color[3] = 1.0f;
-
- wd->curvature_ridge = 0.5f / max_ff(SQUARE(wpd->shading.curvature_ridge_factor), 1e-4f);
- wd->curvature_valley = 0.7f / max_ff(SQUARE(wpd->shading.curvature_valley_factor), 1e-4f);
-
- /* Will be NULL when rendering. */
- if (draw_ctx->rv3d != NULL) {
- RegionView3D *rv3d = draw_ctx->rv3d;
- if (rv3d->rflag & RV3D_CLIPPING) {
- wpd->world_clip_planes = rv3d->clip;
- DRW_state_clip_planes_set_from_rv3d(rv3d);
- UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, wpd->world_clip_planes_color);
- if (wpd->use_color_management) {
- srgb_to_linearrgb_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
- }
- else {
- copy_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
- }
- }
- else {
- wpd->world_clip_planes = NULL;
- }
- }
-
- wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
-
- /* Cavity settings */
- {
- const int ssao_samples = scene->display.matcap_ssao_samples;
-
- float invproj[4][4];
- const bool is_persp = DRW_viewport_is_persp_get();
- /* view vectors for the corners of the view frustum.
- * Can be used to recreate the world space position easily */
- float viewvecs[3][4] = {
- {-1.0f, -1.0f, -1.0f, 1.0f},
- {1.0f, -1.0f, -1.0f, 1.0f},
- {-1.0f, 1.0f, -1.0f, 1.0f},
- };
- int i;
- const float *size = DRW_viewport_size_get();
-
- wpd->ssao_params[0] = ssao_samples;
- wpd->ssao_params[1] = size[0] / 64.0;
- wpd->ssao_params[2] = size[1] / 64.0;
- wpd->ssao_params[3] = 0;
-
- /* distance, factor, factor, attenuation */
- copy_v4_fl4(
- wpd->ssao_settings,
- scene->display.matcap_ssao_distance,
- wpd->shading.cavity_valley_factor,
- wpd->shading.cavity_ridge_factor,
- scene->display.matcap_ssao_attenuation);
-
- /* invert the view matrix */
- DRW_viewport_matrix_get(wpd->winmat, DRW_MAT_WIN);
- invert_m4_m4(invproj, wpd->winmat);
-
- /* convert the view vectors to view space */
- for (i = 0; i < 3; i++) {
- mul_m4_v4(invproj, viewvecs[i]);
- /* normalized trick see:
- * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
- mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
- if (is_persp) {
- mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
- }
- viewvecs[i][3] = 1.0;
-
- copy_v4_v4(wpd->viewvecs[i], viewvecs[i]);
- }
-
- /* we need to store the differences */
- wpd->viewvecs[1][0] -= wpd->viewvecs[0][0];
- wpd->viewvecs[1][1] = wpd->viewvecs[2][1] - wpd->viewvecs[0][1];
-
- /* calculate a depth offset as well */
- if (!is_persp) {
- float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
- mul_m4_v4(invproj, vec_far);
- mul_v3_fl(vec_far, 1.0f / vec_far[3]);
- wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
- }
- }
-
- wpd->volumes_do = false;
- BLI_listbase_clear(&wpd->smoke_domains);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene = draw_ctx->scene;
+ wpd->material_hash = BLI_ghash_ptr_new(__func__);
+ wpd->material_transp_hash = BLI_ghash_ptr_new(__func__);
+ wpd->preferences = &U;
+
+ View3D *v3d = draw_ctx->v3d;
+ if (!v3d) {
+ wpd->shading = scene->display.shading;
+ wpd->use_color_render_settings = true;
+ }
+ else if (v3d->shading.type == OB_RENDER && BKE_scene_uses_blender_workbench(scene)) {
+ wpd->shading = scene->display.shading;
+ wpd->use_color_render_settings = true;
+ }
+ else {
+ wpd->shading = v3d->shading;
+ wpd->use_color_render_settings = false;
+ }
+
+ wpd->use_color_management = BKE_scene_check_color_management_enabled(scene);
+
+ if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
+ wpd->studio_light = BKE_studiolight_find(wpd->shading.matcap, STUDIOLIGHT_TYPE_MATCAP);
+ }
+ else {
+ wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
+ }
+
+ /* If matcaps are missing, use this as fallback. */
+ if (UNLIKELY(wpd->studio_light == NULL)) {
+ wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light, STUDIOLIGHT_TYPE_STUDIO);
+ }
+
+ float shadow_focus = scene->display.shadow_focus;
+ /* Clamp to avoid overshadowing and shading errors. */
+ CLAMP(shadow_focus, 0.0001f, 0.99999f);
+ wpd->shadow_shift = scene->display.shadow_shift;
+ wpd->shadow_focus = 1.0f - shadow_focus * (1.0f - wpd->shadow_shift);
+ wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
+
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
+ wd->background_alpha = (DRW_state_is_image_render() && scene->r.alphamode == R_ALPHAPREMUL) ?
+ 0.0f :
+ 1.0f;
+
+ if ((scene->world != NULL) &&
+ (!v3d || (v3d && ((v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD) ||
+ (v3d->shading.type == OB_RENDER))))) {
+ copy_v3_v3(wd->background_color_low, &scene->world->horr);
+ copy_v3_v3(wd->background_color_high, &scene->world->horr);
+ }
+ else if (v3d && (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT)) {
+ copy_v3_v3(wd->background_color_low, v3d->shading.background_color);
+ copy_v3_v3(wd->background_color_high, v3d->shading.background_color);
+ }
+ else if (v3d) {
+ UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_BACK_GRAD : TH_BACK,
+ wd->background_color_low);
+ UI_GetThemeColor3fv(TH_BACK, wd->background_color_high);
+
+ /* XXX: Really quick conversion to avoid washed out background.
+ * Needs to be addressed properly (color managed using ocio). */
+ if (wpd->use_color_management) {
+ 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);
+ }
+ else {
+ copy_v3_v3(wd->background_color_high, wd->background_color_high);
+ copy_v3_v3(wd->background_color_low, wd->background_color_low);
+ }
+ }
+ else {
+ zero_v3(wd->background_color_low);
+ zero_v3(wd->background_color_high);
+ }
+
+ studiolight_update_world(wpd, wpd->studio_light, wd);
+
+ copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
+ wd->object_outline_color[3] = 1.0f;
+
+ wd->curvature_ridge = 0.5f / max_ff(SQUARE(wpd->shading.curvature_ridge_factor), 1e-4f);
+ wd->curvature_valley = 0.7f / max_ff(SQUARE(wpd->shading.curvature_valley_factor), 1e-4f);
+
+ /* Will be NULL when rendering. */
+ if (draw_ctx->rv3d != NULL) {
+ RegionView3D *rv3d = draw_ctx->rv3d;
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ wpd->world_clip_planes = rv3d->clip;
+ DRW_state_clip_planes_set_from_rv3d(rv3d);
+ UI_GetThemeColor4fv(TH_V3D_CLIPPING_BORDER, wpd->world_clip_planes_color);
+ if (wpd->use_color_management) {
+ srgb_to_linearrgb_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
+ }
+ else {
+ copy_v3_v3(wpd->world_clip_planes_color, wpd->world_clip_planes_color);
+ }
+ }
+ else {
+ wpd->world_clip_planes = NULL;
+ }
+ }
+
+ wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
+
+ /* Cavity settings */
+ {
+ const int ssao_samples = scene->display.matcap_ssao_samples;
+
+ float invproj[4][4];
+ const bool is_persp = DRW_viewport_is_persp_get();
+ /* view vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float viewvecs[3][4] = {
+ {-1.0f, -1.0f, -1.0f, 1.0f},
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f},
+ };
+ int i;
+ const float *size = DRW_viewport_size_get();
+
+ wpd->ssao_params[0] = ssao_samples;
+ wpd->ssao_params[1] = size[0] / 64.0;
+ wpd->ssao_params[2] = size[1] / 64.0;
+ wpd->ssao_params[3] = 0;
+
+ /* distance, factor, factor, attenuation */
+ copy_v4_fl4(wpd->ssao_settings,
+ scene->display.matcap_ssao_distance,
+ wpd->shading.cavity_valley_factor,
+ wpd->shading.cavity_ridge_factor,
+ scene->display.matcap_ssao_attenuation);
+
+ /* invert the view matrix */
+ DRW_viewport_matrix_get(wpd->winmat, DRW_MAT_WIN);
+ invert_m4_m4(invproj, wpd->winmat);
+
+ /* convert the view vectors to view space */
+ for (i = 0; i < 3; i++) {
+ mul_m4_v4(invproj, viewvecs[i]);
+ /* normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
+ if (is_persp) {
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
+ }
+ viewvecs[i][3] = 1.0;
+
+ copy_v4_v4(wpd->viewvecs[i], viewvecs[i]);
+ }
+
+ /* we need to store the differences */
+ wpd->viewvecs[1][0] -= wpd->viewvecs[0][0];
+ wpd->viewvecs[1][1] = wpd->viewvecs[2][1] - wpd->viewvecs[0][1];
+
+ /* calculate a depth offset as well */
+ if (!is_persp) {
+ float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
+ mul_m4_v4(invproj, vec_far);
+ mul_v3_fl(vec_far, 1.0f / vec_far[3]);
+ wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
+ }
+ }
+
+ wpd->volumes_do = false;
+ BLI_listbase_clear(&wpd->smoke_domains);
}
-void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3])
+void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd,
+ float r_light_direction[3])
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- Scene *scene = draw_ctx->scene;
- WORKBENCH_UBO_World *wd = &wpd->world_data;
- float view_matrix[4][4];
- DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ float view_matrix[4][4];
+ DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
- copy_v3_v3(r_light_direction, scene->display.light_direction);
- SWAP(float, r_light_direction[2], r_light_direction[1]);
- r_light_direction[2] = -r_light_direction[2];
- r_light_direction[0] = -r_light_direction[0];
+ copy_v3_v3(r_light_direction, scene->display.light_direction);
+ SWAP(float, r_light_direction[2], r_light_direction[1]);
+ r_light_direction[2] = -r_light_direction[2];
+ r_light_direction[0] = -r_light_direction[0];
- /* Shadow direction. */
- mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, r_light_direction);
+ /* Shadow direction. */
+ mul_v3_mat3_m4v3(wd->shadow_direction_vs, view_matrix, r_light_direction);
- DRW_uniformbuffer_update(wpd->world_ubo, wd);
+ DRW_uniformbuffer_update(wpd->world_ubo, wd);
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
- BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
- BLI_ghash_free(wpd->material_transp_hash, NULL, MEM_freeN);
- DRW_UBO_FREE_SAFE(wpd->world_ubo);
- DRW_UBO_FREE_SAFE(wpd->dof_ubo);
- GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
+ BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
+ BLI_ghash_free(wpd->material_transp_hash, NULL, MEM_freeN);
+ DRW_UBO_FREE_SAFE(wpd->world_ubo);
+ DRW_UBO_FREE_SAFE(wpd->dof_ubo);
+ GPU_BATCH_DISCARD_SAFE(wpd->world_clip_planes_batch);
}