diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:42:50 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:56:56 +0300 |
commit | 66700196074ad168f3322f2766846a0a07f7a00f (patch) | |
tree | f3f90a971ad58a78c7618c18e9ac693974c7ee99 /source/blender/draw/engines/workbench/workbench_materials.c | |
parent | bc51250c1fbfe8309e42a4a0b6257e93939346a7 (diff) |
Workbench: Specular Highlighting for MatCaps
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_materials.c | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 6699a1954ba..e050877187e 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -79,7 +79,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, /* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */ if (mat) { data->alpha *= mat->a; - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + 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); @@ -121,7 +121,7 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define WB_CAVITY\n"); } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd)) { BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n"); } if (STUDIOLIGHT_ENABLED(wpd)) { @@ -195,11 +195,12 @@ int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd) /* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */ int index = 0; /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ - index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; + index = wpd->shading.light; SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4); SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 5); + SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6); BLI_assert(index < MAX_COMPOSITE_SHADERS); return index; } @@ -246,12 +247,13 @@ int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, /* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */ int index = 0; /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ - index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; + index = wpd->shading.light; SET_FLAG_FROM_TEST(index, use_textures, 1 << 2); SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3); SET_FLAG_FROM_TEST(index, is_hair, 1 << 4); /* 1 bits SHADOWS (only facing factor) */ SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5); + SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6); BLI_assert(index < MAX_ACCUM_SHADERS); return index; } @@ -333,7 +335,7 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, 1); } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd)) { if (use_metallic) { DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1); } |