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authorClément Foucault <foucault.clem@gmail.com>2019-05-31 02:45:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-13 18:32:18 +0300
commitce34a6b0d727bbde6ae373afa8ec6c42bc8980ce (patch)
treef8cc84f7e2038f2a81ac0141d79205f1df649e4e /source/blender/draw/engines/workbench/workbench_materials.c
parentf7e8b580989ec70d1cf8f15a11d4f09e6b36f407 (diff)
DRW: Refactor to support draw call batching
Reviewers: brecht Differential Revision: D4997
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c133
1 files changed, 59 insertions, 74 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index e050877187e..c90604678db 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -44,20 +44,15 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
WORKBENCH_MaterialData *data,
int color_type)
{
- copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f);
- copy_v3_v3(data->base_color, data->diffuse_color);
- copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */
data->metallic = 0.0f;
data->roughness = 0.632455532f; /* sqrtf(0.4f); */
data->alpha = wpd->shading.xray_alpha;
if (color_type == V3D_SHADING_SINGLE_COLOR) {
- copy_v3_v3(data->diffuse_color, wpd->shading.single_color);
- copy_v3_v3(data->base_color, data->diffuse_color);
+ copy_v3_v3(data->base_color, wpd->shading.single_color);
}
else if (color_type == V3D_SHADING_ERROR_COLOR) {
- copy_v3_fl3(data->diffuse_color, 0.8, 0.0, 0.8);
- copy_v3_v3(data->base_color, data->diffuse_color);
+ copy_v3_fl3(data->base_color, 0.8, 0.0, 0.8);
}
else if (color_type == V3D_SHADING_RANDOM_COLOR) {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
@@ -67,30 +62,24 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
float hue = BLI_hash_int_01(hash);
float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
- hsv_to_rgb_v(hsv, data->diffuse_color);
- copy_v3_v3(data->base_color, data->diffuse_color);
+ hsv_to_rgb_v(hsv, data->base_color);
}
else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) {
- copy_v3_v3(data->diffuse_color, ob->color);
- copy_v3_v3(data->base_color, data->diffuse_color);
data->alpha *= ob->color[3];
+ copy_v3_v3(data->base_color, ob->color);
}
else {
/* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */
if (mat) {
data->alpha *= mat->a;
+ copy_v3_v3(data->base_color, &mat->r);
if (workbench_is_specular_highlight_enabled(wpd)) {
- copy_v3_v3(data->base_color, &mat->r);
- mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic);
- mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic);
- add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic));
data->metallic = mat->metallic;
data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
}
- else {
- copy_v3_v3(data->base_color, &mat->r);
- copy_v3_v3(data->diffuse_color, &mat->r);
- }
+ }
+ else {
+ copy_v3_fl(data->base_color, 0.8f);
}
}
}
@@ -160,34 +149,40 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
return str;
}
-uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost)
+uint workbench_material_get_hash(WORKBENCH_MaterialData *mat, bool is_ghost)
{
- uint input[4];
- uint result;
- float *color = material_template->diffuse_color;
- input[0] = (uint)(color[0] * 512);
- input[1] = (uint)(color[1] * 512);
- input[2] = (uint)(color[2] * 512);
- input[3] = material_template->object_id;
- result = BLI_ghashutil_uinthash_v4_murmur(input);
-
- color = material_template->specular_color;
- input[0] = (uint)(color[0] * 512);
- input[1] = (uint)(color[1] * 512);
- input[2] = (uint)(color[2] * 512);
- input[3] = (uint)(material_template->roughness * 512);
- result += BLI_ghashutil_uinthash_v4_murmur(input);
-
- result += BLI_ghashutil_uinthash((uint)(material_template->alpha * 512));
- result += BLI_ghashutil_uinthash((uint)is_ghost);
- result += BLI_ghashutil_uinthash(material_template->color_type);
-
- /* add texture reference */
- if (material_template->ima) {
- result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
- }
-
- return result;
+ union {
+ struct {
+ /* WHATCH: Keep in sync with View3DShading.color_type max value. */
+ uchar color_type;
+ uchar diff_r;
+ uchar diff_g;
+ uchar diff_b;
+
+ uchar alpha;
+ uchar ghost;
+ uchar metal;
+ uchar roughness;
+
+ void *ima;
+ };
+ /* HACK to ensure input is 4 uint long. */
+ uint a[4];
+ } input = {.color_type = (uchar)(mat->color_type),
+ .diff_r = (uchar)(mat->base_color[0] * 0xFF),
+ .diff_g = (uchar)(mat->base_color[1] * 0xFF),
+ .diff_b = (uchar)(mat->base_color[2] * 0xFF),
+
+ .alpha = (uint)(mat->alpha * 0xFF),
+ .ghost = (uchar)is_ghost,
+ .metal = (uchar)(mat->metallic * 0xFF),
+ .roughness = (uchar)(mat->roughness * 0xFF),
+
+ .ima = mat->ima};
+
+ BLI_assert(sizeof(input) == sizeof(uint) * 4);
+
+ return BLI_ghashutil_uinthash_v4((uint *)&input);
}
int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
@@ -315,35 +310,28 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
WORKBENCH_MaterialData *material,
Object *ob,
- const bool use_metallic,
const bool deferred,
const int interp)
{
- if (!deferred || workbench_is_matdata_pass_enabled(wpd)) {
- if (workbench_material_determine_color_type(wpd, material->ima, ob, false) ==
- V3D_SHADING_TEXTURE_COLOR) {
- GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
- DRW_shgroup_uniform_texture(grp, "image", tex);
- DRW_shgroup_uniform_bool_copy(
- grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
- DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
- }
- else {
- DRW_shgroup_uniform_vec3(grp,
- "materialDiffuseColor",
- (use_metallic) ? material->base_color : material->diffuse_color,
- 1);
- }
+ if (!(!deferred || workbench_is_matdata_pass_enabled(wpd))) {
+ return;
+ }
- if (workbench_is_specular_highlight_enabled(wpd)) {
- if (use_metallic) {
- DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1);
- }
- else {
- DRW_shgroup_uniform_vec3(grp, "materialSpecularColor", material->specular_color, 1);
- }
- DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
- }
+ const bool use_highlight = workbench_is_specular_highlight_enabled(wpd);
+ const bool use_texture = (V3D_SHADING_TEXTURE_COLOR == workbench_material_determine_color_type(
+ wpd, material->ima, ob, false));
+ if (use_texture) {
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ DRW_shgroup_uniform_bool_copy(
+ grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
+ DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
+ }
+
+ DRW_shgroup_uniform_vec4(grp, "materialColorAndMetal", material->base_color, 1);
+
+ if (use_highlight) {
+ DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
}
if (WORLD_CLIPPING_ENABLED(wpd)) {
@@ -354,10 +342,7 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
const WORKBENCH_MaterialData *source_material)
{
- dest_material->object_id = source_material->object_id;
copy_v3_v3(dest_material->base_color, source_material->base_color);
- copy_v3_v3(dest_material->diffuse_color, source_material->diffuse_color);
- copy_v3_v3(dest_material->specular_color, source_material->specular_color);
dest_material->metallic = source_material->metallic;
dest_material->roughness = source_material->roughness;
dest_material->ima = source_material->ima;