diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-08-27 09:42:50 +0300 |
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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_private.h | |
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_private.h')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_private.h | 17 |
1 files changed, 12 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 255b036eebb..d880d5d58b5 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -36,9 +36,9 @@ #define WORKBENCH_ENGINE "BLENDER_WORKBENCH" #define M_GOLDEN_RATION_CONJUGATE 0.618033988749895 -#define MAX_COMPOSITE_SHADERS (1 << 6) +#define MAX_COMPOSITE_SHADERS (1 << 7) #define MAX_PREPASS_SHADERS (1 << 7) -#define MAX_ACCUM_SHADERS (1 << 6) +#define MAX_ACCUM_SHADERS (1 << 7) #define MAX_CAVITY_SHADERS (1 << 3) #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) @@ -77,9 +77,6 @@ #define IS_NAVIGATING(wpd) \ ((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING)) -#define SPECULAR_HIGHLIGHT_ENABLED(wpd) \ - (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && \ - (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd))) #define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) #define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) #define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) \ @@ -316,6 +313,16 @@ typedef struct WORKBENCH_ObjectData { } WORKBENCH_ObjectData; /* inline helper functions */ +BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd) +{ + if ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) { + if (STUDIOLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { + return (wpd->studio_light->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS) != 0; + } + } + return false; +} + BLI_INLINE bool workbench_is_taa_enabled(WORKBENCH_PrivateData *wpd) { if (DRW_state_is_image_render()) { |