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authorClément Foucault <foucault.clem@gmail.com>2018-06-03 13:13:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-03 13:36:03 +0300
commit32c5972653041a3423122b5a5ae791ef536b87ed (patch)
tree281dd3678d964369d9f87ebee300630a3c585d32 /source/blender/draw/engines/workbench/workbench_forward.c
parent38bf3b8d23041c547186fee5633782384c8ab384 (diff)
Workbench: Rework hair support.
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c125
1 files changed, 97 insertions, 28 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index dc7d80d51ce..cf7a7858f7a 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -51,8 +51,9 @@ static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_revealage_sh;
+ struct GPUShader *transparent_revealage_hair_sh;
struct GPUShader *object_outline_sh;
- struct GPUShader *depth_sh;
+ struct GPUShader *object_outline_hair_sh;
struct GPUShader *checker_depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
@@ -66,6 +67,7 @@ static struct {
} e_data = {{NULL}};
/* Shaders */
+extern char datatoc_common_hair_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[];
@@ -95,6 +97,20 @@ static char *workbench_build_forward_depth_frag(void)
return str;
}
+static char *workbench_build_forward_vert(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_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;
@@ -208,10 +224,10 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
return material;
}
-static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
+static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
{
- if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID) {
- char *defines = workbench_material_build_defines(wpd, drawtype);
+ if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID && !is_hair) {
+ char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
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);
@@ -219,27 +235,35 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int dr
}
if (e_data.transparent_accum_sh_cache[index] == NULL) {
- char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
+ char *transparent_accum_vert = workbench_build_forward_vert();
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);
+ transparent_accum_vert, NULL,
+ transparent_accum_frag, defines);
+ MEM_freeN(transparent_accum_vert);
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);
+ int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
+ int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
+ int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
+ int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
- ensure_forward_shaders(wpd, index_solid, OB_SOLID);
- ensure_forward_shaders(wpd, index_texture, OB_TEXTURE);
+ ensure_forward_shaders(wpd, index_solid, OB_SOLID, false);
+ ensure_forward_shaders(wpd, index_solid_hair, OB_SOLID, true);
+ ensure_forward_shaders(wpd, index_texture, OB_TEXTURE, false);
+ ensure_forward_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
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_hair_sh = e_data.transparent_accum_sh_cache[index_solid_hair];
wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture];
+ wpd->transparent_accum_texture_hair_sh = e_data.transparent_accum_sh_cache[index_texture_hair];
}
/* public functions */
@@ -265,21 +289,31 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
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);
- char *defines = workbench_material_build_defines(wpd, OB_SOLID);
+ char *defines = workbench_material_build_defines(wpd, OB_SOLID, false);
+ char *defines_hair = workbench_material_build_defines(wpd, OB_SOLID, true);
+ char *forward_vert = workbench_build_forward_vert();
char *forward_depth_frag = workbench_build_forward_depth_frag();
e_data.object_outline_sh = DRW_shader_create(
- datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
+ forward_vert, NULL,
+ forward_depth_frag, defines);
+ e_data.object_outline_hair_sh = DRW_shader_create(
+ forward_vert, NULL,
+ forward_depth_frag, defines_hair);
#ifdef WORKBENCH_REVEALAGE_ENABLED
char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
e_data.transparent_revealage_sh = DRW_shader_create(
- datatoc_workbench_prepass_vert_glsl, NULL, forward_transparent_revealage_frag, defines);
+ forward_vert, NULL,
+ forward_transparent_revealage_frag, defines);
+ e_data.transparent_revealage_hair_sh = DRW_shader_create(
+ forward_vert, NULL,
+ forward_transparent_revealage_frag, defines_hair);
MEM_freeN(forward_transparent_revealage_frag);
#endif
- e_data.depth_sh = DRW_shader_create_3D_depth_only();
e_data.checker_depth_sh = DRW_shader_create_fullscreen(
datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
+ MEM_freeN(forward_vert);
MEM_freeN(forward_depth_frag);
MEM_freeN(defines);
}
@@ -332,14 +366,14 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
DRW_stats_group_end();
- /* Treansparecy Accum */
+ /* Transparency Accum */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
- /* Treansparecy Revealage */
+ /* Transparency Revealage */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
@@ -386,8 +420,10 @@ void workbench_forward_engine_free()
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
+ DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_hair_sh);
#endif
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
+ DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
}
@@ -397,15 +433,19 @@ void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
{
-#ifdef WORKBENCH_REVEALAGE_ENABLED
WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
-#endif
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) {
+ for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
+ if (md->type != eModifierType_ParticleSystem) {
+ continue;
+ }
+ ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
@@ -415,17 +455,46 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
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);
+ Image *image = NULL;
+ Material *mat = give_current_material(ob, part->omat);
+ int mat_drawtype = OB_SOLID;
+
+ if (wpd->drawtype == OB_TEXTURE) {
+ ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
+ /* use OB_SOLID when no texture could be determined */
+ if (image) {
+ mat_drawtype = OB_TEXTURE;
+ }
+ }
+
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+
+ struct GPUShader *shader = (mat_drawtype == OB_SOLID)
+ ? wpd->transparent_accum_hair_sh
+ : wpd->transparent_accum_texture_hair_sh;
+ DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
+ ob, psys, md,
+ psl->transparent_accum_pass,
+ shader);
+ workbench_material_set_normal_world_matrix(shgrp, wpd, e_data.normal_world_matrix);
+ DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
+ DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
+ if (image) {
+ GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
+ DRW_shgroup_uniform_texture(shgrp, "image", tex);
+ }
#ifdef WORKBENCH_REVEALAGE_ENABLED
- DRW_shgroup_call_add(wpd->transparent_revealage_shgrp, geom, mat);
+ shgrp = DRW_shgroup_hair_create(ob, psys, md,
+ psl->transparent_revealage_pass,
+ e_data.transparent_revealage_hair_sh);
+ DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
#endif
- DRW_shgroup_call_add(material->shgrp_object_outline, geom, mat);
- DRW_shgroup_call_add(material->shgrp, geom, mat);
+ shgrp = DRW_shgroup_hair_create(ob, psys, md,
+ vedata->psl->object_outline_pass,
+ e_data.object_outline_hair_sh);
+ DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
}
}
}