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authorClément Foucault <foucault.clem@gmail.com>2019-05-31 02:45:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-17 16:16:43 +0300
commit3a08153d7a842b7ab1e40a9048730e1a3ddab5f7 (patch)
tree37e7c902ceb35c5626644ccbbc7e0376e169e56c /source/blender/draw/engines/workbench/workbench_forward.c
parent41299bce936afb5e7da9c332d1140c5a77d49317 (diff)
DRW: Refactor to support draw call batching
Reviewers: brecht Differential Revision: D4997
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c50
1 files changed, 24 insertions, 26 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 1cbc60ef858..890359e8fda 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -63,8 +63,6 @@ static struct {
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 */
-
- int next_object_id;
} e_data = {{{{NULL}}}};
/* Shaders */
@@ -98,6 +96,18 @@ static char *workbench_build_forward_vert(bool is_hair)
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();
@@ -129,12 +139,6 @@ static char *workbench_build_forward_composite_frag(void)
return str;
}
-static void workbench_init_object_data(DrawData *dd)
-{
- WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd;
- data->object_id = ((e_data.next_object_id++) & 0xff) + 1;
-}
-
WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata,
Object *ob,
Material *mat,
@@ -149,18 +153,11 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_MaterialData *material;
- WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure(
- &ob->id,
- &draw_engine_workbench_solid,
- sizeof(WORKBENCH_ObjectData),
- &workbench_init_object_data,
- NULL);
WORKBENCH_MaterialData material_template;
DRWShadingGroup *grp;
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template, color_type);
- material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
material_template.color_type = color_type;
material_template.ima = ima;
material_template.iuser = iuser;
@@ -205,7 +202,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
}
- workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp);
+ workbench_material_shgroup_uniform(wpd, grp, material, ob, false, interp);
material->shgrp = grp;
/* Depth */
@@ -219,8 +216,6 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_sh,
psl->object_outline_pass);
}
- material->object_id = engine_object_data->object_id;
- DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1);
if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_state_enable(material->shgrp_object_outline, DRW_STATE_CLIP_PLANES);
}
@@ -292,26 +287,30 @@ void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUSh
char *defines_texture = workbench_material_build_defines(wpd, true, false, false);
char *defines_hair = workbench_material_build_defines(wpd, false, true, false);
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 *[]){datatoc_workbench_forward_depth_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, defines, 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 *[]){datatoc_workbench_forward_depth_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, defines_texture, 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 *[]){datatoc_workbench_forward_depth_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg_data->def, defines_hair, 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);
@@ -527,7 +526,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
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);
+ workbench_material_shgroup_uniform(wpd, shgrp, material, ob, 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. */
@@ -551,7 +550,6 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
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);
- DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
}
}
}