diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-04-18 09:20:12 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-04-18 09:20:12 +0300 |
commit | ccb104b9c26085d799a207046edd6d38be32629b (patch) | |
tree | fbe5005935cc7b12d6ceb0708da9e2304d321a31 /source/blender/draw/engines | |
parent | 3f762dd76409a285bc0f40df0ff8a6bae6d065b0 (diff) |
Workbench: Basic Solid Studio
Currently uses static lighting. Will become HDRI lighting.
Added do_versions to set default drawtype_solid and drawtype_texture to
OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and
drawtype_texture are also set to OB_LIGHTING_STUDIO.
Current studio lighting uses a dot product to simulate static lighting.
Will need to be changed in the future with different lighting models.
Diffstat (limited to 'source/blender/draw/engines')
6 files changed, 175 insertions, 8 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl new file mode 100644 index 00000000000..1093e543010 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl @@ -0,0 +1,11 @@ +uniform vec3 color; + +in vec3 normal; +out vec4 fragColor; + +void main() +{ + float intensity = dot(normal, vec3(0.0, 0.0, 1.0)); + vec3 shaded_color = color * intensity; + fragColor = vec4(shaded_color, 1.0); +} diff --git a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl new file mode 100644 index 00000000000..1ff53691e80 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl @@ -0,0 +1,14 @@ +uniform mat4 ModelViewProjectionMatrix; +uniform mat3 NormalMatrix; + +in vec3 pos; +in vec3 nor; + +out vec3 normal; + + +void main() +{ + normal = normalize(NormalMatrix * nor); + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); +} diff --git a/source/blender/draw/engines/workbench/solid_flat_mode.c b/source/blender/draw/engines/workbench/solid_flat_mode.c index e8d2c61152e..b60792113dd 100644 --- a/source/blender/draw/engines/workbench/solid_flat_mode.c +++ b/source/blender/draw/engines/workbench/solid_flat_mode.c @@ -84,12 +84,6 @@ static void workbench_solid_flat_cache_init(void *vedata) int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; psl->solid_pass = DRW_pass_create("Solid Pass", state); } - - /* Flat Lighting Pass */ - { - int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; - psl->lighting_pass = DRW_pass_create("Lighting Pass", state); - } } static void workbench_solid_flat_cache_populate(void *vedata, Object *ob) diff --git a/source/blender/draw/engines/workbench/solid_studio_mode.c b/source/blender/draw/engines/workbench/solid_studio_mode.c new file mode 100644 index 00000000000..386b5b0c690 --- /dev/null +++ b/source/blender/draw/engines/workbench/solid_studio_mode.c @@ -0,0 +1,149 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/** \file solid_studio_mode.c + * \ingroup draw_engine + * + * Simple engine for drawing color and/or depth. + * When we only need simple studio shaders. + */ + +#include "DRW_render.h" + +#include "GPU_shader.h" + +#include "workbench_private.h" +/* Shaders */ + +extern char datatoc_solid_studio_frag_glsl[]; +extern char datatoc_workbench_studio_vert_glsl[]; + +/* *********** STATIC *********** */ +static struct { + struct GPUShader *depth_sh; + + /* Shading Pass */ + struct GPUShader *solid_sh; + +} e_data = {NULL}; + + +/* Functions */ + +static void workbench_solid_studio_engine_init(void *UNUSED(vedata)) +{ + if (!e_data.depth_sh) { + /* Depth pass */ + e_data.depth_sh = DRW_shader_create_3D_depth_only(); + + /* Shading pass */ + e_data.solid_sh = DRW_shader_create( + datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, "\n"); + } +} + +static void workbench_solid_studio_cache_init(void *vedata) +{ + + WORKBENCH_Data * data = (WORKBENCH_Data *)vedata; + WORKBENCH_PassList *psl = data->psl; + WORKBENCH_StorageList *stl = data->stl; + + if (!stl->g_data) { + /* Alloc transient pointers */ + stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); + } + + /* Depth Pass */ + { + int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; + psl->depth_pass = DRW_pass_create("Depth Pass", state); + stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass); + } + + /* Solid Pass */ + { + int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; + psl->solid_pass = DRW_pass_create("Solid Pass", state); + } +} + +static void workbench_solid_studio_cache_populate(void *vedata, Object *ob) +{ + WORKBENCH_Data * data = (WORKBENCH_Data *)vedata; + + WORKBENCH_PassList *psl = data->psl; + WORKBENCH_StorageList *stl = data->stl; + + IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH); + const float* color = BKE_collection_engine_property_value_get_float_array(props, "object_color"); + + if (!DRW_object_is_renderable(ob)) + return; + + struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob); + DRWShadingGroup *grp; + if (geom) { + /* Depth */ + DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat); + + /* Solid */ + grp = DRW_shgroup_create(e_data.solid_sh, psl->solid_pass); + DRW_shgroup_uniform_vec3(grp, "color", color, 1); + DRW_shgroup_call_add(grp, geom, ob->obmat); + } +} + +static void workbench_solid_studio_cache_finish(void *UNUSED(vedata)) +{ +} + +static void workbench_solid_studio_draw_scene(void *vedata) +{ + WORKBENCH_Data * data = (WORKBENCH_Data *)vedata; + WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl; + + DRW_draw_pass(psl->depth_pass); + DRW_draw_pass(psl->solid_pass); +} + +static void workbench_solid_studio_engine_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.solid_sh); +} + +static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data); + +DrawEngineType draw_engine_workbench_solid_studio = { + NULL, NULL, + N_("Workbench"), + &workbench_data_size, + &workbench_solid_studio_engine_init, + &workbench_solid_studio_engine_free, + &workbench_solid_studio_cache_init, + &workbench_solid_studio_cache_populate, + &workbench_solid_studio_cache_finish, + NULL, + &workbench_solid_studio_draw_scene, + NULL, + NULL, + NULL, +}; diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h index 347633b83e2..306579880ca 100644 --- a/source/blender/draw/engines/workbench/workbench_engine.h +++ b/source/blender/draw/engines/workbench/workbench_engine.h @@ -27,6 +27,7 @@ #define __WORKBENCH_ENGINE_H__ extern DrawEngineType draw_engine_workbench_solid_flat; +extern DrawEngineType draw_engine_workbench_solid_studio; extern RenderEngineType DRW_engine_viewport_workbench_type; #endif /* __WORKBENCH_ENGINE_H__ */ diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 500943319cc..1fa7812f4c3 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -38,9 +38,7 @@ typedef struct WORKBENCH_StorageList { typedef struct WORKBENCH_PassList { struct DRWPass *depth_pass; - struct DRWPass *solid_pass; - struct DRWPass *lighting_pass; } WORKBENCH_PassList; typedef struct WORKBENCH_FrameBufferList { |