diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-01-17 18:05:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-01-17 18:29:20 +0300 |
commit | 6eaf51ef3e5b7d37170473449bcda60bad025e67 (patch) | |
tree | 4dff167f66b8d2befe0303fff168573ad943379c /source/blender/draw/engines/workbench | |
parent | 9410e5dc97c4f21e19865ca8a9e1e185fcf5a1d4 (diff) |
DRW: Use USHORT for vertex color and upload them in linear color to the GPU
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower.
I did not benchmark the performance impact.
This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6610
Diffstat (limited to 'source/blender/draw/engines/workbench')
3 files changed, 11 insertions, 15 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl index 04dd9ab85bb..0a3252f0b9b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl @@ -4,13 +4,18 @@ in vec3 pos; in vec3 nor; in vec2 au; /* active texture layer */ # ifdef V3D_SHADING_VERTEX_COLOR -in vec3 ac; /* active color */ +in vec4 ac; /* active color */ # endif # define uv au #else /* HAIR_SHADER */ + # ifdef V3D_SHADING_TEXTURE_COLOR uniform samplerBuffer au; /* active texture layer */ # endif +# ifdef V3D_SHADING_VERTEX_COLOR +uniform samplerBuffer ac; /* active color layer */ +# endif + flat out float hair_rand; #endif /* HAIR_SHADER */ @@ -37,16 +42,6 @@ float integer_noise(int n) return (float(nn) / 1073741824.0); } -#ifdef V3D_SHADING_VERTEX_COLOR -vec3 srgb_to_linear_attr(vec3 c) -{ - c = max(c, vec3(0.0)); - vec3 c1 = c * (1.0 / 12.92); - vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4)); - return mix(c1, c2, step(vec3(0.04045), c)); -} -#endif - vec3 workbench_hair_hair_normal(vec3 tan, vec3 binor, float rand) { /* To "simulate" anisotropic shading, randomize hair normal per strand. */ @@ -90,7 +85,9 @@ void main() #ifdef V3D_SHADING_VERTEX_COLOR # ifndef HAIR_SHADER - vertexColor = srgb_to_linear_attr(ac); + vertexColor = ac.rgb; +# else + vertexColor = hair_get_customdata_vec4(ac).rgb; # endif #endif diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 1af9357e015..86ed1f0b4c3 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -1138,8 +1138,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); - geoms = DRW_cache_object_surface_material_get( - ob, gpumat_array, materials_len, NULL, NULL, NULL); + geoms = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len); for (int i = 0; i < materials_len; i++) { if (geoms != NULL && geoms[i] != NULL) { Material *mat = give_current_material(ob, i + 1); diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index ae001f8d10c..3b588868a94 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -756,7 +756,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get( - ob, gpumat_array, materials_len, NULL, NULL, NULL); + ob, gpumat_array, materials_len); if (mat_geom) { for (int i = 0; i < materials_len; i++) { if (mat_geom[i] == NULL) { |