diff options
author | Julian Eisel <julian@blender.org> | 2020-03-12 17:58:03 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-03-12 17:58:03 +0300 |
commit | b86be9b2145458037fd0b17433b7af0efa7b6472 (patch) | |
tree | f333625555402992ebb35d258f93eda1130389e6 /source/blender/draw/engines/workbench/workbench_forward.c | |
parent | 00f83ec125207e90bf180b3eb7752d8cb6482a86 (diff) | |
parent | cb6cec904fa14ce0ab10a2a53af5c936d56376cf (diff) |
Merge branch 'temp-openxr-ghostxr' into temp-openxr-blenderside
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_forward.c | 817 |
1 files changed, 0 insertions, 817 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c deleted file mode 100644 index 7e09016cf61..00000000000 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ /dev/null @@ -1,817 +0,0 @@ -/* - * 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. - * - * Copyright 2016, Blender Foundation. - */ - -/** \file - * \ingroup draw_engine - */ - -#include "workbench_private.h" - -#include "BLI_alloca.h" -#include "BLI_dynstr.h" -#include "BLI_string_utils.h" -#include "BLI_utildefines.h" - -#include "BKE_modifier.h" -#include "BKE_object.h" -#include "BKE_paint.h" -#include "BKE_particle.h" - -#include "DNA_image_types.h" -#include "DNA_fluid_types.h" -#include "DNA_mesh_types.h" -#include "DNA_modifier_types.h" -#include "DNA_node_types.h" - -#include "ED_view3d.h" - -#include "GPU_shader.h" -#include "GPU_texture.h" - -/* *********** STATIC *********** */ - -typedef struct WORKBENCH_FORWARD_Shaders { - struct GPUShader *transparent_accum_sh_cache[MAX_ACCUM_SHADERS]; - struct GPUShader *object_outline_sh; - struct GPUShader *object_outline_texture_sh; - struct GPUShader *object_outline_hair_sh; -} WORKBENCH_FORWARD_Shaders; - -static struct { - WORKBENCH_FORWARD_Shaders sh_data[GPU_SHADER_CFG_LEN]; - - struct GPUShader *composite_sh_cache[2]; - - struct GPUTexture *object_id_tx; /* ref only, not alloced */ - struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */ - struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */ - struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ -} e_data = {{{{NULL}}}}; - -/* Shaders */ -extern char datatoc_common_hair_lib_glsl[]; -extern char datatoc_common_view_lib_glsl[]; - -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_object_outline_lib_glsl[]; -extern char datatoc_workbench_curvature_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_vert(bool is_hair) -{ - DynStr *ds = BLI_dynstr_new(); - if (is_hair) { - BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); - } - BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl); - - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; -} - -static char *workbench_build_forward_outline_frag(void) -{ - DynStr *ds = BLI_dynstr_new(); - - BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_forward_depth_frag_glsl); - - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; -} - -static char *workbench_build_forward_transparent_accum_frag(void) -{ - DynStr *ds = BLI_dynstr_new(); - - BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); - 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); - - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; -} - -static char *workbench_build_forward_composite_frag(void) -{ - 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_object_outline_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_curvature_lib_glsl); - BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl); - - char *str = BLI_dynstr_get_cstring(ds); - BLI_dynstr_free(ds); - return str; -} - -WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( - WORKBENCH_Data *vedata, - Object *ob, - Material *mat, - Image *ima, - ImageUser *iuser, - eV3DShadingColorType color_type, - int interp) -{ - const DRWContextState *draw_ctx = DRW_context_state_get(); - WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_PrivateData *wpd = stl->g_data; - WORKBENCH_MaterialData *material; - WORKBENCH_MaterialData material_template; - DRWShadingGroup *grp; - - /* Solid */ - workbench_material_update_data(wpd, ob, mat, &material_template, color_type); - material_template.color_type = color_type; - material_template.ima = ima; - material_template.iuser = iuser; - material_template.interp = interp; - uint hash = workbench_material_get_hash(&material_template, false); - - material = BLI_ghash_lookup(wpd->material_transp_hash, POINTER_FROM_UINT(hash)); - if (material == NULL) { - material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); - - /* transparent accum */ - /* select the correct transparent accum shader */ - GPUShader *shader = (wpd->shading.color_type == color_type) ? - wpd->transparent_accum_sh : - wpd->transparent_accum_uniform_sh; - const bool is_tiled = (ima && ima->source == IMA_SRC_TILED); - if (color_type == V3D_SHADING_TEXTURE_COLOR) { - shader = is_tiled ? wpd->transparent_accum_textured_array_sh : - wpd->transparent_accum_textured_sh; - } - - grp = DRW_shgroup_create(shader, psl->transparent_accum_pass); - DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); - DRW_shgroup_uniform_float_copy(grp, "alpha", material_template.alpha); - DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); - workbench_material_copy(material, &material_template); - if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - BKE_studiolight_ensure_flag(wpd->studio_light, - STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE | - STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE); - DRW_shgroup_uniform_texture( - grp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture); - if (workbench_is_specular_highlight_enabled(wpd)) { - DRW_shgroup_uniform_texture( - grp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture); - } - } - if (workbench_is_specular_highlight_enabled(wpd) || MATCAP_ENABLED(wpd)) { - DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); - } - if (SHADOW_ENABLED(wpd)) { - DRW_shgroup_uniform_float_copy(grp, "shadowMultiplier", wpd->shadow_multiplier); - DRW_shgroup_uniform_float_copy(grp, "shadowShift", wpd->shadow_shift); - DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); - } - - workbench_material_shgroup_uniform(wpd, grp, material, ob, false, is_tiled, interp); - material->shgrp = grp; - - /* Depth */ - if (color_type == V3D_SHADING_TEXTURE_COLOR) { - material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_texture_sh, - psl->object_outline_pass); - GPUTexture *tex = GPU_texture_from_blender( - material->ima, material->iuser, NULL, GL_TEXTURE_2D); - DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex); - } - else { - material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_sh, - psl->object_outline_pass); - } - if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { - DRW_shgroup_state_enable(material->shgrp_object_outline, DRW_STATE_CLIP_PLANES); - } - BLI_ghash_insert(wpd->material_transp_hash, POINTER_FROM_UINT(hash), material); - } - return material; -} - -static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, - bool is_uniform_color, - bool is_hair, - bool is_tiled, - const WORKBENCH_ColorOverride color_override, - eGPUShaderConfig sh_cfg) -{ - WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_cfg]; - int index = workbench_material_get_accum_shader_index( - wpd, is_uniform_color, is_hair, is_tiled, color_override); - if (sh_data->transparent_accum_sh_cache[index] == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - char *defines = workbench_material_build_defines( - wpd, is_uniform_color, is_hair, is_tiled, color_override); - char *transparent_accum_vert = workbench_build_forward_vert(is_hair); - char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag(); - sh_data->transparent_accum_sh_cache[index] = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, transparent_accum_vert, NULL}, - .frag = (const char *[]){transparent_accum_frag, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines, NULL}, - }); - MEM_freeN(transparent_accum_vert); - MEM_freeN(transparent_accum_frag); - MEM_freeN(defines); - } - return sh_data->transparent_accum_sh_cache[index]; -} - -static GPUShader *ensure_forward_composite_shaders(WORKBENCH_PrivateData *wpd) -{ - int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0; - if (e_data.composite_sh_cache[index] == NULL) { - char *defines = workbench_material_build_defines( - wpd, false, false, false, WORKBENCH_COLOR_OVERRIDE_OFF); - char *composite_frag = workbench_build_forward_composite_frag(); - e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); - MEM_freeN(composite_frag); - MEM_freeN(defines); - } - return e_data.composite_sh_cache[index]; -} - -void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg) -{ - wpd->composite_sh = ensure_forward_composite_shaders(wpd); - wpd->transparent_accum_sh = ensure_forward_accum_shaders( - wpd, false, false, false, WORKBENCH_COLOR_OVERRIDE_OFF, sh_cfg); - wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders( - wpd, false, true, false, WORKBENCH_COLOR_OVERRIDE_OFF, sh_cfg); - wpd->transparent_accum_uniform_sh = ensure_forward_accum_shaders( - wpd, true, false, false, WORKBENCH_COLOR_OVERRIDE_OFF, sh_cfg); - wpd->transparent_accum_uniform_hair_sh = ensure_forward_accum_shaders( - wpd, true, true, false, WORKBENCH_COLOR_OVERRIDE_OFF, sh_cfg); - wpd->transparent_accum_textured_sh = ensure_forward_accum_shaders( - wpd, false, false, false, WORKBENCH_COLOR_OVERRIDE_TEXTURE, sh_cfg); - wpd->transparent_accum_textured_array_sh = ensure_forward_accum_shaders( - wpd, false, false, true, WORKBENCH_COLOR_OVERRIDE_TEXTURE, sh_cfg); - wpd->transparent_accum_vertex_sh = ensure_forward_accum_shaders( - wpd, false, false, false, WORKBENCH_COLOR_OVERRIDE_VERTEX, sh_cfg); -} - -void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg) -{ - WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_cfg]; - - if (sh_data->object_outline_sh == NULL) { - const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[sh_cfg]; - char *defines = workbench_material_build_defines( - wpd, false, false, false, WORKBENCH_COLOR_OVERRIDE_OFF); - char *defines_texture = workbench_material_build_defines( - wpd, true, false, false, WORKBENCH_COLOR_OVERRIDE_OFF); - char *defines_hair = workbench_material_build_defines( - wpd, false, true, false, WORKBENCH_COLOR_OVERRIDE_OFF); - char *forward_vert = workbench_build_forward_vert(false); - char *forward_frag = workbench_build_forward_outline_frag(); - char *forward_hair_vert = workbench_build_forward_vert(true); - - const char *define_id_pass = "#define OBJECT_ID_PASS_ENABLED\n"; - - sh_data->object_outline_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, forward_vert, NULL}, - .frag = (const char *[]){forward_frag, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines, define_id_pass, NULL}, - }); - sh_data->object_outline_texture_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, forward_vert, NULL}, - .frag = (const char *[]){forward_frag, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines_texture, define_id_pass, NULL}, - }); - sh_data->object_outline_hair_sh = GPU_shader_create_from_arrays({ - .vert = (const char *[]){sh_cfg_data->lib, forward_hair_vert, NULL}, - .frag = (const char *[]){forward_frag, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines_hair, define_id_pass, NULL}, - }); - - MEM_freeN(forward_hair_vert); - MEM_freeN(forward_vert); - MEM_freeN(forward_frag); - MEM_freeN(defines); - MEM_freeN(defines_texture); - MEM_freeN(defines_hair); - } -} - -/* 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(); - const DRWContextState *draw_ctx = DRW_context_state_get(); - DRWShadingGroup *grp; - - if (!stl->g_data) { - /* Alloc transient pointers */ - stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); - } - if (!stl->effects) { - stl->effects = MEM_callocN(sizeof(*stl->effects), __func__); - workbench_effect_info_init(stl->effects); - } - WORKBENCH_PrivateData *wpd = stl->g_data; - workbench_private_data_init(wpd); - - workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg); - - workbench_volume_engine_init(); - workbench_fxaa_engine_init(); - workbench_taa_engine_init(vedata); - - workbench_forward_outline_shaders_ensure(wpd, draw_ctx->sh_cfg); - workbench_forward_choose_shaders(wpd, draw_ctx->sh_cfg); - - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - const eGPUTextureFormat comp_tex_format = GPU_RGBA16F; - - 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.transparent_revealage_tx = DRW_texture_pool_query_2d( - size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent); - e_data.composite_buffer_tx = DRW_texture_pool_query_2d( - size[0], size[1], comp_tex_format, &draw_engine_workbench_transparent); - - GPU_framebuffer_ensure_config(&fbl->object_outline_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_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx), - }); - GPU_framebuffer_ensure_config(&fbl->composite_fb, - { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), - }); - GPU_framebuffer_ensure_config(&fbl->effect_fb, - { - GPU_ATTACHMENT_NONE, - GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx), - }); - - workbench_volume_cache_init(vedata); - - DRWState clip_state = WORLD_CLIPPING_ENABLED(wpd) ? DRW_STATE_CLIP_PLANES : 0; - DRWState cull_state = CULL_BACKFACE_ENABLED(wpd) ? DRW_STATE_CULL_BACK : 0; - - /* Transparency Accum */ - { - int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | cull_state | clip_state; - 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 | cull_state | - clip_state; - psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state); - } - /* Composite */ - { - int state = DRW_STATE_WRITE_COLOR; - if (DRW_state_is_scene_render()) { - /* Composite the scene over cleared background. */ - state |= DRW_STATE_BLEND_ALPHA_PREMUL; - } - psl->composite_pass = DRW_pass_create("Composite", state); - - grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); - if (OBJECT_ID_PASS_ENABLED(wpd)) { - 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_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_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(grp, DRW_cache_fullscreen_quad_get(), NULL); - } - - { - workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx); - } - - if (wpd->shading.type == OB_WIRE) { - wpd->shading.xray_alpha = 0.0f; - wpd->shading.xray_alpha_wire = 0.0f; - } -} - -void workbench_forward_engine_free() -{ - for (int sh_data_index = 0; sh_data_index < ARRAY_SIZE(e_data.sh_data); sh_data_index++) { - WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[sh_data_index]; - for (int index = 0; index < MAX_ACCUM_SHADERS; index++) { - DRW_SHADER_FREE_SAFE(sh_data->transparent_accum_sh_cache[index]); - } - DRW_SHADER_FREE_SAFE(sh_data->object_outline_sh); - DRW_SHADER_FREE_SAFE(sh_data->object_outline_texture_sh); - DRW_SHADER_FREE_SAFE(sh_data->object_outline_hair_sh); - } - - for (int index = 0; index < 2; index++) { - DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); - } - - workbench_volume_engine_free(); - workbench_fxaa_engine_free(); - workbench_taa_engine_free(); - workbench_dof_engine_free(); -} - -void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata)) -{ -} - -static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob) -{ - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PassList *psl = vedata->psl; - WORKBENCH_PrivateData *wpd = stl->g_data; - - for (ModifierData *md = ob->modifiers.first; md; md = md->next) { - if (md->type != eModifierType_ParticleSystem) { - continue; - } - ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; - if (!DRW_object_is_visible_psys_in_active_context(ob, psys)) { - continue; - } - ParticleSettings *part = psys->part; - const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; - - if (draw_as == PART_DRAW_PATH) { - const DRWContextState *draw_ctx = DRW_context_state_get(); - Material *mat; - Image *image; - ImageUser *iuser; - int interp; - workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat); - eV3DShadingColorType color_type = workbench_material_determine_color_type( - wpd, image, ob, false); - WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data( - vedata, ob, mat, image, iuser, color_type, interp); - - struct GPUShader *shader = (wpd->shading.color_type == color_type) ? - wpd->transparent_accum_hair_sh : - wpd->transparent_accum_uniform_hair_sh; - DRWShadingGroup *shgrp = DRW_shgroup_hair_create( - ob, psys, md, psl->transparent_accum_pass, shader); - DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo); - workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, false, interp); - DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3); - /* Hairs have lots of layer and can rapidly become the most prominent surface. - * So lower their alpha artificially. */ - float hair_alpha = XRAY_ALPHA(wpd) * 0.33f; - DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha); - if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - BKE_studiolight_ensure_flag(wpd->studio_light, - STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE | - STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE); - DRW_shgroup_uniform_texture( - shgrp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture); - if (workbench_is_specular_highlight_enabled(wpd)) { - DRW_shgroup_uniform_texture( - shgrp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture); - } - } - if (workbench_is_specular_highlight_enabled(wpd) || MATCAP_ENABLED(wpd)) { - DRW_shgroup_uniform_vec2(shgrp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); - } - - WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; - shgrp = DRW_shgroup_hair_create( - ob, psys, md, vedata->psl->object_outline_pass, sh_data->object_outline_hair_sh); - } - } -} -static void workbench_forward_cache_populate_texture_paint_mode(WORKBENCH_Data *vedata, Object *ob) -{ - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PrivateData *wpd = stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - Scene *scene = draw_ctx->scene; - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && - !DRW_state_is_image_render(); - WORKBENCH_MaterialData *material; - - /* Force workbench to render active object textured when in texture paint mode */ - const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; - - /* Single Image mode */ - if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) { - Image *image = imapaint->canvas; - int interp = (imapaint->interp == IMAGEPAINT_INTERP_LINEAR) ? SHD_INTERP_LINEAR : - SHD_INTERP_CLOSEST; - eV3DShadingColorType color_type = workbench_material_determine_color_type( - wpd, image, ob, use_sculpt_pbvh); - struct GPUBatch *geom = DRW_cache_mesh_surface_texpaint_single_get(ob); - material = workbench_forward_get_or_create_material_data( - vedata, ob, NULL, image, NULL, color_type, interp); - - DRW_shgroup_call(material->shgrp, geom, ob); - DRW_shgroup_call(material->shgrp_object_outline, geom, ob); - } - else { - /* IMAGEPAINT_MODE_MATERIAL */ - const int materials_len = DRW_cache_object_material_count_get(ob); - struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); - for (int i = 0; i < materials_len; i++) { - if (geom_array != NULL && geom_array[i] != NULL) { - Material *mat; - Image *image; - ImageUser *iuser; - int interp; - workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); - eV3DShadingColorType color_type = workbench_material_determine_color_type( - wpd, image, ob, use_sculpt_pbvh); - material = workbench_forward_get_or_create_material_data( - vedata, ob, mat, image, iuser, color_type, interp); - - DRW_shgroup_call(material->shgrp, geom_array[i], ob); - DRW_shgroup_call(material->shgrp_object_outline, geom_array[i], ob); - } - } - } -} -static void workbench_forward_cache_populate_vertex_paint_mode(WORKBENCH_Data *vedata, Object *ob) -{ - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PrivateData *wpd = stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && - !DRW_state_is_image_render(); - WORKBENCH_MaterialData *material; - - eV3DShadingColorType color_type = workbench_material_determine_color_type( - wpd, NULL, ob, use_sculpt_pbvh); - struct GPUBatch *geom = DRW_cache_mesh_surface_vertpaint_get(ob); - material = workbench_forward_get_or_create_material_data( - vedata, ob, NULL, NULL, NULL, color_type, false); - DRW_shgroup_call(material->shgrp, geom, ob); - DRW_shgroup_call(material->shgrp_object_outline, geom, ob); -} - -void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) -{ - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PrivateData *wpd = stl->g_data; - const DRWContextState *draw_ctx = DRW_context_state_get(); - Scene *scene = draw_ctx->scene; - const bool is_wire = (ob->dt == OB_WIRE); - - if (!DRW_object_is_renderable(ob)) { - return; - } - - if (ob->type == OB_MESH) { - workbench_forward_cache_populate_particles(vedata, ob); - } - - ModifierData *md; - if (((ob->base_flag & BASE_FROM_DUPLI) == 0) && - (md = modifiers_findByType(ob, eModifierType_Fluid)) && - (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && - (((FluidModifierData *)md)->domain != NULL) && - (((FluidModifierData *)md)->domain->type == FLUID_DOMAIN_TYPE_GAS)) { - workbench_volume_cache_populate(vedata, scene, ob, md); - return; /* Do not draw solid in this case. */ - } - - if (!(DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) { - return; - } - if (ob->dt < OB_WIRE) { - return; - } - - WORKBENCH_MaterialData *material = NULL; - if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && - !DRW_state_is_image_render(); - const int materials_len = DRW_cache_object_material_count_get(ob); - const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL; - const WORKBENCH_ColorOverride color_override = workbench_object_color_override_get(ob); - const bool use_texture_paint_drawing = !(DRW_state_is_image_render() && - draw_ctx->v3d == NULL) && - (color_override == WORKBENCH_COLOR_OVERRIDE_TEXTURE) && - me && me->mloopuv; - const bool use_vertex_paint_drawing = !(DRW_state_is_image_render() && - draw_ctx->v3d == NULL) && - (color_override == WORKBENCH_COLOR_OVERRIDE_VERTEX) && - me && me->mloopcol; - - if (use_texture_paint_drawing) { - workbench_forward_cache_populate_texture_paint_mode(vedata, ob); - } - else if (use_vertex_paint_drawing) { - workbench_forward_cache_populate_vertex_paint_mode(vedata, ob); - } - else if (!use_sculpt_pbvh && TEXTURE_DRAWING_ENABLED(wpd) && me && me->mloopuv) { - struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); - for (int i = 0; i < materials_len; i++) { - Material *mat; - Image *image; - ImageUser *iuser; - int interp; - workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); - eV3DShadingColorType color_type = workbench_material_determine_color_type( - wpd, image, ob, use_sculpt_pbvh); - material = workbench_forward_get_or_create_material_data( - vedata, ob, mat, image, iuser, color_type, interp); - DRW_shgroup_call(material->shgrp_object_outline, geom_array[i], ob); - DRW_shgroup_call(material->shgrp, geom_array[i], ob); - } - } - else if (ELEM(wpd->shading.color_type, - V3D_SHADING_SINGLE_COLOR, - V3D_SHADING_OBJECT_COLOR, - V3D_SHADING_RANDOM_COLOR, - V3D_SHADING_VERTEX_COLOR)) { - /* No material split needed */ - eV3DShadingColorType color_type = workbench_material_determine_color_type( - wpd, NULL, ob, use_sculpt_pbvh); - - if (use_sculpt_pbvh) { - material = workbench_forward_get_or_create_material_data( - vedata, ob, NULL, NULL, NULL, color_type, 0); - bool use_vcol = (color_type == V3D_SHADING_VERTEX_COLOR); - /* TODO(fclem) make this call optional */ - DRW_shgroup_call_sculpt(material->shgrp_object_outline, ob, false, false, false); - if (!is_wire) { - DRW_shgroup_call_sculpt(material->shgrp, ob, false, false, use_vcol); - } - } - else { - struct GPUBatch *geom = (color_type == V3D_SHADING_VERTEX_COLOR) ? - DRW_cache_mesh_surface_vertpaint_get(ob) : - DRW_cache_object_surface_get(ob); - if (geom) { - material = workbench_forward_get_or_create_material_data( - vedata, ob, NULL, NULL, NULL, color_type, 0); - /* TODO(fclem) make this call optional */ - DRW_shgroup_call(material->shgrp_object_outline, geom, ob); - if (!is_wire) { - DRW_shgroup_call(material->shgrp, geom, ob); - } - } - } - } - else { - /* Draw material color */ - if (use_sculpt_pbvh) { - struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - - for (int i = 0; i < materials_len; i++) { - struct Material *mat = BKE_object_material_get(ob, i + 1); - material = workbench_forward_get_or_create_material_data( - vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); - shgrps[i] = material->shgrp; - } - /* TODO(fclem) make this call optional */ - DRW_shgroup_call_sculpt(material->shgrp_object_outline, ob, false, false, false); - if (!is_wire) { - DRW_shgroup_call_sculpt_with_materials(shgrps, ob, false); - } - } - else { - struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); - memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); - - struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get( - ob, gpumat_array, materials_len); - if (mat_geom) { - for (int i = 0; i < materials_len; i++) { - if (mat_geom[i] == NULL) { - continue; - } - - Material *mat = BKE_object_material_get(ob, i + 1); - material = workbench_forward_get_or_create_material_data( - vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); - /* TODO(fclem) make this call optional */ - DRW_shgroup_call(material->shgrp_object_outline, mat_geom[i], ob); - if (!is_wire) { - DRW_shgroup_call(material->shgrp, mat_geom[i], ob); - } - } - } - } - } - } -} - -void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata)) -{ -} - -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(); - - if (dfbl->in_front_fb) { - /* TODO(fclem) This clear should be done in a global place. */ - GPU_framebuffer_bind(dfbl->in_front_fb); - GPU_framebuffer_clear_depth(dfbl->in_front_fb, 1.0f); - } - - if (workbench_is_taa_enabled(wpd)) { - workbench_taa_draw_scene_start(vedata); - } - - /* Write Depth + Object ID */ - const float clear_outline[4] = {0.0f}; - GPU_framebuffer_bind(fbl->object_outline_fb); - GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline); - DRW_draw_pass(psl->object_outline_pass); - - if (XRAY_ALPHA(wpd) > 0.0) { - const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - GPU_framebuffer_bind(fbl->transparent_accum_fb); - GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); - DRW_draw_pass(psl->transparent_accum_pass); - } - else { - /* TODO(fclem): this is unnecessary and takes up perf. - * Better change the composite frag shader to not use the tx. */ - const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - GPU_framebuffer_bind(fbl->transparent_accum_fb); - GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); - } - - /* Composite */ - GPU_framebuffer_bind(fbl->composite_fb); - - if (DRW_state_is_scene_render()) { - float clear_color[4]; - workbench_clear_color_get(clear_color); - GPU_framebuffer_clear_color(fbl->composite_fb, clear_color); - } - - DRW_draw_pass(psl->composite_pass); - DRW_draw_pass(psl->volume_pass); - - /* Only when clipping is enabled. */ - if (psl->background_pass) { - DRW_draw_pass(psl->background_pass); - } - - /* Color correct and Anti aliasing */ - workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx); -} - -void workbench_forward_draw_finish(WORKBENCH_Data *vedata) -{ - WORKBENCH_StorageList *stl = vedata->stl; - WORKBENCH_PrivateData *wpd = stl->g_data; - - workbench_private_data_free(wpd); - workbench_volume_smoke_textures_free(wpd); -} |