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authorJeroen Bakker <j.bakker@atmind.nl>2018-04-25 11:59:48 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-04-25 12:09:49 +0300
commit35220ccde0cf77ee11f01ebd2c3d7b3f60d72903 (patch)
treeaf5ace5652995b3b355286639a5b67e784859f33 /source/blender/draw
parentfc8d9030000aa77dc26b8ff4c442672894e28ffc (diff)
Silhouette Overlap Overlay
Added Object Overlap Overlay - Added R32UI support to GPU_framebuffer - Added R32U support to draw manager - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee. Reviewers: fclem, brecht Reviewed By: fclem Subscribers: sergey Tags: #code_quest Maniphest Tasks: T54726 Differential Revision: https://developer.blender.org/D3174
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt15
-rw-r--r--source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl29
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl3
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl59
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl21
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_object_overlap_lib.glsl13
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl15
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl (renamed from source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl)0
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_vert.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl9
-rw-r--r--source/blender/draw/engines/workbench/solid_flat_mode.c110
-rw-r--r--source/blender/draw/engines/workbench/solid_mode.c (renamed from source/blender/draw/engines/workbench/solid_studio_mode.c)63
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c5
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.h3
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c299
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h48
-rw-r--r--source/blender/draw/intern/DRW_render.h1
-rw-r--r--source/blender/draw/intern/draw_manager.c14
-rw-r--r--source/blender/draw/intern/draw_manager_texture.c2
-rw-r--r--source/blender/draw/modes/overlay_mode.c38
22 files changed, 449 insertions, 324 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 22106c55bda..f0687b543b2 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -107,8 +107,7 @@ set(SRC
engines/eevee/eevee_volumes.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_materials.c
- engines/workbench/solid_flat_mode.c
- engines/workbench/solid_studio_mode.c
+ engines/workbench/solid_mode.c
engines/external/external_engine.c
DRW_engine.h
@@ -209,11 +208,13 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/solid_flat_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/solid_studio_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_diffuse_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
diff --git a/source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl b/source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl
deleted file mode 100644
index 3a6700bdadc..00000000000
--- a/source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-uniform vec3 color;
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = vec4(color, 1.0);
-}
diff --git a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl
deleted file mode 100644
index 96e65e2919e..00000000000
--- a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl
+++ /dev/null
@@ -1,29 +0,0 @@
-uniform vec3 color;
-uniform vec3 light_direction = vec3(0.0, 0.0, 1.0);
-
-uniform vec3 world_diffuse_light_xp = vec3(0.5, 0.5, 0.6);
-uniform vec3 world_diffuse_light_xn = vec3(0.5, 0.5, 0.6);
-uniform vec3 world_diffuse_light_yp = vec3(0.5, 0.5, 0.6);
-uniform vec3 world_diffuse_light_yn = vec3(0.5, 0.5, 0.6);
-uniform vec3 world_diffuse_light_zp = vec3(0.8, 0.8, 0.8);
-uniform vec3 world_diffuse_light_zn = vec3(0.0, 0.0, 0.0);
-
-in vec3 normal_viewport;
-out vec4 fragColor;
-#define USE_WORLD_DIFFUSE
-#define AMBIENT_COLOR vec3(0.2, 0.2, 0.2)
-
-void main()
-{
-
-#ifdef USE_WORLD_DIFFUSE
- vec3 diffuse_light_color = get_world_diffuse_light(normal_viewport, world_diffuse_light_xp, world_diffuse_light_xn, world_diffuse_light_yp, world_diffuse_light_yn, world_diffuse_light_zp, world_diffuse_light_zn);
- vec3 shaded_color = (AMBIENT_COLOR + diffuse_light_color) * color;
-
-#else
- float intensity = lambert_diffuse(light_direction, normal_viewport);
- vec3 shaded_color = color * intensity;
-
-#endif
- fragColor = vec4(shaded_color, 1.0);
-}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
new file mode 100644
index 00000000000..fb8c8fb95e4
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
@@ -0,0 +1,3 @@
+vec3 background_color(WorldData world_data, float y) {
+ return mix(world_data.background_color_low, world_data.background_color_high, y).xyz;
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
new file mode 100644
index 00000000000..ccb94f56db8
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -0,0 +1,59 @@
+out vec4 fragColor;
+
+uniform usampler2D objectId;
+uniform sampler2D depth;
+uniform sampler2D diffuseColor;
+uniform sampler2D normalViewport;
+uniform vec2 invertedViewportSize;
+
+uniform vec3 objectOverlapColor = vec3(0.0);
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uvViewport = gl_FragCoord.xy * invertedViewportSize;
+ float depth = texelFetch(depth, texel, 0).r;
+
+#ifndef V3D_DRAWOPTION_OBJECT_OVERLAP
+ if (depth == 1.0) {
+ fragColor = vec4(background_color(world_data, uvViewport.y), 0.0);
+ return;
+ }
+#else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
+ uint object_id = depth == 1.0? NO_OBJECT_ID: texelFetch(objectId, texel, 0).r;
+ float object_overlap = calculate_object_overlap(objectId, texel, object_id);
+
+ if (object_id == NO_OBJECT_ID) {
+ vec3 background = background_color(world_data, uvViewport.y);
+ if (object_overlap == 0.0) {
+ fragColor = vec4(background, 0.0);
+ } else {
+ fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
+ }
+ return;
+ }
+#endif /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
+
+ vec3 diffuse_color = texelFetch(diffuseColor, texel, 0).rgb;
+
+#ifdef V3D_LIGHTING_STUDIO
+ vec3 normal_viewport = texelFetch(normalViewport, texel, 0).rgb;
+ vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
+ vec3 shaded_color = diffuse_light * diffuse_color;
+
+#else /* V3D_LIGHTING_STUDIO */
+ vec3 shaded_color = diffuse_color;
+#endif /* V3D_LIGHTING_STUDIO */
+
+
+#ifdef V3D_DRAWOPTION_OBJECT_OVERLAP
+ shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
+#endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */
+
+ fragColor = vec4(shaded_color, 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
new file mode 100644
index 00000000000..11497778fa4
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -0,0 +1,10 @@
+struct WorldData {
+ vec4 diffuse_light_xp;
+ vec4 diffuse_light_xn;
+ vec4 diffuse_light_yp;
+ vec4 diffuse_light_yn;
+ vec4 diffuse_light_zp;
+ vec4 diffuse_light_zn;
+ vec4 background_color_low;
+ vec4 background_color_high;
+};
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl
deleted file mode 100644
index ab060745060..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-float normalized_dot(vec3 v1, vec3 v2)
-{
- return max(0.0, dot(v1, v2));
-}
-
-float lambert_diffuse(vec3 light_direction, vec3 surface_normal)
-{
- return normalized_dot(light_direction, surface_normal);
-}
-
-vec3 get_world_diffuse_light(vec3 N, vec3 xp, vec3 xn, vec3 yp, vec3 yn, vec3 zp, vec3 zn)
-{
- vec3 result = vec3(0.0, 0.0, 0.0);
- result = mix(result, xp, normalized_dot(vec3( 1.0, 0.0, 0.0), N));
- result = mix(result, xn, normalized_dot(vec3(-1.0, 0.0, 0.0), N));
- result = mix(result, yp, normalized_dot(vec3( 0.0, 1.0, 0.0), N));
- result = mix(result, yn, normalized_dot(vec3( 0.0, -1.0, 0.0), N));
- result = mix(result, zp, normalized_dot(vec3( 0.0, 0.0, 1.0), N));
- result = mix(result, zn, normalized_dot(vec3( 0.0, 0.0, -1.0), N));
- return result;
-}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_object_overlap_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_object_overlap_lib.glsl
new file mode 100644
index 00000000000..f4c7c896d17
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_object_overlap_lib.glsl
@@ -0,0 +1,13 @@
+#define OBJECT_OVERLAP_OFFSET 1
+#define NO_OBJECT_ID uint(0)
+
+float calculate_object_overlap(usampler2D objectId, ivec2 texel, uint object_id)
+{
+ uvec4 oid_offset = uvec4(
+ texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OVERLAP_OFFSET)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OVERLAP_OFFSET)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OVERLAP_OFFSET, 0)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OVERLAP_OFFSET, 0)).r);
+
+ return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(1.0/4.0));
+} \ No newline at end of file
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
new file mode 100644
index 00000000000..208c684f722
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -0,0 +1,15 @@
+uniform int object_id = 0;
+uniform vec3 object_color = vec3(1.0, 0.0, 1.0);
+
+in vec3 normal_viewport;
+
+out uint objectId;
+out vec3 diffuseColor;
+out vec3 normalViewport;
+
+void main()
+{
+ objectId = uint(object_id);
+ diffuseColor = object_color;
+ normalViewport = normal_viewport;
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 2da5deabfc2..2da5deabfc2 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_vert.glsl
deleted file mode 100644
index 97639f03734..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_vert.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec3 pos;
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
new file mode 100644
index 00000000000..9257cae3e1d
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -0,0 +1,9 @@
+vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
+{
+ vec4 result = world_data.diffuse_light_xp * clamp(N.x, 0.0, 1.0);
+ result = mix(result, world_data.diffuse_light_xn, clamp(-N.x, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_yp, clamp( N.y, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_yn, clamp(-N.y, 0.0, 1.0));
+ result = mix(result, world_data.diffuse_light_zp, clamp( N.z, 0.0, 1.0));
+ return mix(result, world_data.diffuse_light_zn, clamp(-N.z, 0.0, 1.0)).xyz;
+}
diff --git a/source/blender/draw/engines/workbench/solid_flat_mode.c b/source/blender/draw/engines/workbench/solid_flat_mode.c
deleted file mode 100644
index 7b096ad7a25..00000000000
--- a/source/blender/draw/engines/workbench/solid_flat_mode.c
+++ /dev/null
@@ -1,110 +0,0 @@
-/*
- * 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_flat_mode.c
- * \ingroup draw_engine
- *
- * Simple engine for drawing color and/or depth.
- * When we only need simple flat shaders.
- */
-
-#include "DRW_render.h"
-
-#include "GPU_shader.h"
-
-#include "workbench_private.h"
-/* Functions */
-
-static void workbench_solid_flat_engine_init(void *UNUSED(vedata))
-{
- workbench_materials_engine_init();
-}
-
-static void workbench_solid_flat_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);
- }
-
- /* Solid Pass */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- psl->solid_pass = DRW_pass_create("Solid Pass", state);
- }
-
- workbench_materials_cache_init(data);
-}
-
-
-static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
-{
- WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
- workbench_materials_solid_cache_populate(data, ob);
-}
-
-static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
-{
-}
-
-static void workbench_solid_flat_draw_scene(void *vedata)
-{
- WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
- WORKBENCH_PassList *psl = data->psl;
-
- DRW_draw_pass(psl->depth_pass);
- DRW_draw_pass(psl->solid_pass);
-
- workbench_materials_draw_scene_finish(data);
-}
-
-static void workbench_solid_flat_engine_free(void)
-{
- workbench_materials_engine_free();
-}
-
-static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
-
-DrawEngineType draw_engine_workbench_solid_flat = {
- NULL, NULL,
- N_("Workbench"),
- &workbench_data_size,
- &workbench_solid_flat_engine_init,
- &workbench_solid_flat_engine_free,
- &workbench_solid_flat_cache_init,
- &workbench_solid_flat_cache_populate,
- &workbench_solid_flat_cache_finish,
- NULL,
- &workbench_solid_flat_draw_scene,
- NULL,
- NULL,
- NULL,
-};
diff --git a/source/blender/draw/engines/workbench/solid_studio_mode.c b/source/blender/draw/engines/workbench/solid_mode.c
index 046ad38fa91..7b5900cab39 100644
--- a/source/blender/draw/engines/workbench/solid_studio_mode.c
+++ b/source/blender/draw/engines/workbench/solid_mode.c
@@ -34,76 +34,59 @@
/* Functions */
-static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
+static void workbench_solid_engine_init(void *vedata)
{
- workbench_materials_engine_init();
+ WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+ workbench_materials_engine_init(data);
}
-static void workbench_solid_studio_cache_init(void *vedata)
+static void workbench_solid_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);
- }
-
- /* Solid Pass */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- psl->solid_pass = DRW_pass_create("Solid Pass", state);
- }
workbench_materials_cache_init(data);
}
-static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
+static void workbench_solid_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
workbench_materials_solid_cache_populate(data, ob);
}
-static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
+static void workbench_solid_cache_finish(void *vedata)
{
+ WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+ workbench_materials_cache_finish(data);
}
-static void workbench_solid_studio_draw_scene(void *vedata)
+static void workbench_solid_draw_background(void *UNUSED(vedata))
{
- WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
- WORKBENCH_PassList *psl = data->psl;
-
- DRW_draw_pass(psl->depth_pass);
- DRW_draw_pass(psl->solid_pass);
+}
- workbench_materials_draw_scene_finish(data);
+static void workbench_solid_draw_scene(void *vedata)
+{
+ WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
+ workbench_materials_draw_scene(data);
}
-static void workbench_solid_studio_engine_free(void)
+static void workbench_solid_engine_free(void)
{
workbench_materials_engine_free();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
-DrawEngineType draw_engine_workbench_solid_studio = {
+DrawEngineType draw_engine_workbench_solid = {
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,
+ &workbench_solid_engine_init,
+ &workbench_solid_engine_free,
+ &workbench_solid_cache_init,
+ &workbench_solid_cache_populate,
+ &workbench_solid_cache_finish,
+ &workbench_solid_draw_background,
+ &workbench_solid_draw_scene,
NULL,
NULL,
NULL,
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index c93ff5cb2e9..689bdd4111b 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -48,6 +48,9 @@ static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engi
BLI_assert(props &&
props->type == IDP_GROUP &&
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
+
+ BKE_collection_engine_property_add_float(props, "random_object_color_saturation", 0.5f);
+ BKE_collection_engine_property_add_float(props, "random_object_color_value", 0.9f);
}
/* Note: currently unused, we may want to register so we can see this when debugging the view. */
@@ -56,7 +59,7 @@ RenderEngineType DRW_engine_viewport_workbench_type = {
NULL, NULL,
WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, &workbench_layer_collection_settings_create, NULL,
- &draw_engine_workbench_solid_flat,
+ &draw_engine_workbench_solid,
{NULL, NULL, NULL}
};
diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h
index 306579880ca..0cbbe8df4af 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.h
+++ b/source/blender/draw/engines/workbench/workbench_engine.h
@@ -26,8 +26,7 @@
#ifndef __WORKBENCH_ENGINE_H__
#define __WORKBENCH_ENGINE_H__
-extern DrawEngineType draw_engine_workbench_solid_flat;
-extern DrawEngineType draw_engine_workbench_solid_studio;
+extern DrawEngineType draw_engine_workbench_solid;
extern RenderEngineType DRW_engine_viewport_workbench_type;
#endif /* __WORKBENCH_ENGINE_H__ */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 97d370795bc..388720ba8ec 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -24,107 +24,240 @@
*/
#include "workbench_private.h"
+
+#include "BLI_dynstr.h"
+#include "UI_resources.h"
#include "GPU_shader.h"
/* *********** STATIC *********** */
+#define MAX_SHADERS 255
static struct {
- struct GPUShader *depth_sh;
-
- /* Solid flat mode */
- struct GPUShader *solid_flat_sh;
+ struct GPUShader *prepass_sh_cache[MAX_SHADERS];
+ struct GPUShader *composite_sh_cache[MAX_SHADERS];
- /* Solid studio mode */
- struct GPUShader *solid_studio_sh;
+ struct GPUTexture *object_id_tx; /* ref only, not alloced */
+ struct GPUTexture *diffuse_color_tx; /* ref only, not alloced */
+ struct GPUTexture *normal_viewport_tx; /* ref only, not alloced */
+ int next_object_id;
} e_data = {NULL};
/* Shaders */
-extern char datatoc_solid_flat_frag_glsl[];
-extern char datatoc_solid_studio_frag_glsl[];
-extern char datatoc_workbench_vert_glsl[];
-extern char datatoc_workbench_studio_vert_glsl[];
-extern char datatoc_workbench_diffuse_lib_glsl[];
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_prepass_frag_glsl[];
+extern char datatoc_workbench_composite_frag_glsl[];
-/* Functions */
-static uint get_material_hash(const float color[3])
+extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_object_overlap_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+extern DrawEngineType draw_engine_workbench_solid;
+
+#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP)
+#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO)
+
+static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
{
- uint r = (uint)(color[0] * 512);
- uint g = (uint)(color[1] * 512);
- uint b = (uint)(color[2] * 512);
+ char *str = NULL;
- return r + g * 4096 + b * 4096 * 4096;
+ DynStr *ds = BLI_dynstr_new();
+
+ if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP) {
+ BLI_dynstr_appendf(ds, "#define V3D_DRAWOPTION_OBJECT_OVERLAP\n");
+ }
+ if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) {
+ BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
}
-static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, float *color)
+static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
{
- if (wpd->drawtype_options & V3D_DRAWOPTION_RANDOMIZE) {
- unsigned int obhash = BLI_ghashutil_strhash(ob->id.name);
- cpack_to_rgb(obhash, &color[0], &color[1], &color[2]);
+ char *str = NULL;
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
+
+ if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) {
+ BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
}
- else {
- copy_v3_v3(color, ob->col);
+ if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP) {
+ BLI_dynstr_append(ds, datatoc_workbench_object_overlap_lib_glsl);
+ }
+
+ BLI_dynstr_append(ds, datatoc_workbench_composite_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static int get_shader_index(WORKBENCH_PrivateData *wpd)
+{
+ return (wpd->drawtype_options << 2) + wpd->drawtype_lighting;
+}
+
+static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index = get_shader_index(wpd);
+
+ if (e_data.prepass_sh_cache[index] == NULL) {
+ char *defines = workbench_build_defines(wpd);
+ char *composite_frag = workbench_build_composite_frag(wpd);
+ e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, datatoc_workbench_prepass_frag_glsl, defines);
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ MEM_freeN(defines);
+ MEM_freeN(composite_frag);
}
+
+ wpd->prepass_sh = e_data.prepass_sh_cache[index];
+ wpd->composite_sh = e_data.composite_sh_cache[index];
}
-void workbench_materials_engine_init(void)
+/* Functions */
+static uint get_material_hash(WORKBENCH_PrivateData *wpd, WORKBENCH_MaterialData *material_template)
{
- if (!e_data.depth_sh) {
- /* Depth pass */
- e_data.depth_sh = DRW_shader_create_3D_depth_only();
+ uint input[4];
+ float *color = material_template->color;
+ input[0] = (uint)(color[0] * 512);
+ input[1] = (uint)(color[1] * 512);
+ input[2] = (uint)(color[2] * 512);
- /* Solid flat */
- e_data.solid_flat_sh = DRW_shader_create(datatoc_workbench_vert_glsl, NULL, datatoc_solid_flat_frag_glsl, "\n");
- e_data.solid_studio_sh = DRW_shader_create(datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, datatoc_workbench_diffuse_lib_glsl);
+ /* Only hash object id when needed */
+ input[3] = (uint)0;
+ if (OBJECT_ID_PASS_ENABLED(wpd)) {
+ input[3] = material_template->object_id;
}
+
+ return BLI_ghashutil_uinthash_v4_murmur(input);
}
-void workbench_materials_engine_free()
+static void workbench_init_object_data(ObjectEngineData *engine_data)
{
- DRW_SHADER_FREE_SAFE(e_data.solid_flat_sh);
- DRW_SHADER_FREE_SAFE(e_data.solid_studio_sh);
+ WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData*)engine_data;
+ data->object_id = e_data.next_object_id++;
+}
+static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_ObjectData *engine_object_data, Object *ob, float *color, float hsv_saturation, float hsv_value)
+{
+ if (wpd->drawtype_options & V3D_DRAWOPTION_RANDOMIZE) {
+ float offset = fmodf(engine_object_data->object_id * M_GOLDEN_RATION_CONJUGATE, 1.0);
+ float hsv[3] = {offset, hsv_saturation, hsv_value};
+ hsv_to_rgb_v(hsv, color);
+ }
+ else {
+ copy_v3_v3(color, ob->col);
+ }
}
-void workbench_materials_draw_scene_finish(WORKBENCH_Data *vedata)
+void workbench_materials_engine_init(WORKBENCH_Data *vedata)
{
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_PrivateData *wpd = stl->g_data;
+ WORKBENCH_PassList *psl = vedata->psl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
+ if (!e_data.next_object_id) {
+ memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ e_data.next_object_id = 1;
+ }
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ {
+ const float *viewport_size = DRW_viewport_size_get();
+ const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+ e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_R_32U, &draw_engine_workbench_solid);
+ e_data.diffuse_color_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_32, &draw_engine_workbench_solid);
+ e_data.normal_viewport_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_32, &draw_engine_workbench_solid);
+
+ GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.diffuse_color_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.normal_viewport_tx),
+ });
+ }
+
+ /* Prepass */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ psl->prepass_pass = DRW_pass_create("Prepass", state);
+ }
}
+void workbench_materials_engine_free()
+{
+ for (int index = 0; index < MAX_SHADERS; index ++) {
+ DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
+ DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
+ }
+}
void workbench_materials_cache_init(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DRWShadingGroup *grp;
const DRWContextState *DCS = DRW_context_state_get();
- wpd->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
- wpd->material_hash = BLI_ghash_ptr_new("Workbench material_hash");
+ wpd->material_hash = BLI_ghash_ptr_new(__func__);
View3D *v3d = DCS->v3d;
if (v3d) {
-#if 0
- /* TODO: switch implementation when OB_TEXTURE is implemented */
- switch (v3d->drawtype) {
- default:
- case OB_SOLID:
- wpd->drawtype_lighting = v3d->drawtype_lighting;
- break;
- }
-#else
wpd->drawtype_lighting = v3d->drawtype_lighting;
wpd->drawtype_options = v3d->drawtype_options;
-#endif
}
else {
wpd->drawtype_lighting = V3D_LIGHTING_STUDIO;
wpd->drawtype_options = 0;
}
+
+ select_deferred_shaders(wpd);
+ /* Deferred Mix Pass */
+ {
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ wd->diffuse_light_xp[0] = 0.8; wd->diffuse_light_xp[1] = 0.8; wd->diffuse_light_xp[2] = 1.0;
+ wd->diffuse_light_xn[0] = 0.8; wd->diffuse_light_xn[1] = 0.8; wd->diffuse_light_xn[2] = 1.0;
+ wd->diffuse_light_yp[0] = 0.8; wd->diffuse_light_yp[1] = 0.8; wd->diffuse_light_yp[2] = 1.0;
+ wd->diffuse_light_yn[0] = 0.8; wd->diffuse_light_yn[1] = 0.8; wd->diffuse_light_yn[2] = 1.0;
+ wd->diffuse_light_zp[0] = 1.0; wd->diffuse_light_zp[1] = 1.0; wd->diffuse_light_zp[2] = 1.0;
+ wd->diffuse_light_zn[0] = 0.0; wd->diffuse_light_zn[1] = 0.0; wd->diffuse_light_zn[2] = 0.0;
+ UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD)?TH_LOW_GRAD:TH_HIGH_GRAD, wd->background_color_low);
+ UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
+
+ psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "depth", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "diffuseColor", &e_data.diffuse_color_tx);
+ if (OBJECT_ID_PASS_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
+ }
+ if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "normalViewport", &e_data.normal_viewport_tx);
+ }
+ wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+
+
}
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
@@ -136,29 +269,75 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
if (!DRW_object_is_renderable(ob))
return;
+
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
+
WORKBENCH_MaterialData *material;
if (geom) {
- /* Depth */
- DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData*)DRW_object_engine_data_ensure(ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
+ WORKBENCH_MaterialData material_template;
+ float color[3];
+ const float hsv_saturation = BKE_collection_engine_property_value_get_float(props, "random_object_color_saturation");
+ const float hsv_value = BKE_collection_engine_property_value_get_float(props, "random_object_color_value");
/* Solid */
- GPUShader *shader = wpd->drawtype_lighting == V3D_LIGHTING_FLAT ? e_data.solid_flat_sh : e_data.solid_studio_sh;
-
- float color[3];
- get_material_solid_color(wpd, ob, color);
- unsigned int hash = get_material_hash(color);
+ get_material_solid_color(wpd, engine_object_data, ob, color, hsv_saturation, hsv_value);
+ copy_v3_v3(material_template.color, color);
+ material_template.object_id = engine_object_data->object_id;
+ unsigned int hash = get_material_hash(wpd, &material_template);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
- material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
- material->shgrp = DRW_shgroup_create(shader, psl->solid_pass);
- copy_v3_v3(material->color, color);
- DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
+ material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+ material->shgrp = DRW_shgroup_create(wpd->prepass_sh, psl->prepass_pass);
+ material->object_id = engine_object_data->object_id;
+ copy_v3_v3(material->color, material_template.color);
+ DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
+ DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
- DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ if(is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(material->shgrp, geom, ob);
+ }
}
+}
+void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata))
+{
}
+
+void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ const float clear_depth = 1.0f;
+
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ if (OBJECT_ID_PASS_ENABLED(wpd)) {
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color_depth(fbl->prepass_fb, clear_color, clear_depth);
+ }
+ else {
+ GPU_framebuffer_clear_depth(fbl->prepass_fb, clear_depth);
+ }
+ DRW_draw_pass(psl->prepass_pass);
+
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_draw_pass(psl->composite_pass);
+
+ BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
+ DRW_UBO_FREE_SAFE(wpd->world_ubo);
+
+}
+
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 8e61828f063..079a0759731 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -31,46 +31,73 @@
#include "DNA_view3d_types.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
+#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
+typedef struct WORKBENCH_FramebufferList {
+ struct GPUFrameBuffer *prepass_fb;
+} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *g_data;
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
- struct DRWPass *depth_pass;
- struct DRWPass *solid_pass;
+ struct DRWPass *prepass_pass;
+ struct DRWPass *composite_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
void *engine_type;
- DRWViewportEmptyList *fbl;
+ WORKBENCH_FramebufferList *fbl;
DRWViewportEmptyList *txl;
WORKBENCH_PassList *psl;
WORKBENCH_StorageList *stl;
} WORKBENCH_Data;
-typedef struct WORKBENCH_PrivateData {
- DRWShadingGroup *depth_shgrp;
-
- DRWShadingGroup *shadeless_shgrp;
+typedef struct WORKBENCH_UBO_World {
+ float diffuse_light_xp[4];
+ float diffuse_light_xn[4];
+ float diffuse_light_yp[4];
+ float diffuse_light_yn[4];
+ float diffuse_light_zp[4];
+ float diffuse_light_zn[4];
+ float background_color_low[4];
+ float background_color_high[4];
+} WORKBENCH_UBO_World;
+BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
+typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
+ struct GPUShader *prepass_sh;
+ struct GPUShader *composite_sh;
short drawtype_lighting;
short drawtype_options;
+ struct GPUUniformBuffer *world_ubo;
+ WORKBENCH_UBO_World world_data;
} WORKBENCH_PrivateData; /* Transient data */
typedef struct WORKBENCH_MaterialData {
/* Solid color */
float color[3];
+ int object_id;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
} WORKBENCH_MaterialData;
+typedef struct WORKBENCH_ObjectData {
+ struct ObjectEngineData *next, *prev;
+ struct DrawEngineType *engine_type;
+ /* Only nested data, NOT the engine data itself. */
+ ObjectEngineDataFreeCb free;
+ /* Accumulated recalc flags, which corresponds to ID->recalc flags. */
+ int recalc;
+
+ int object_id;
+} WORKBENCH_ObjectData;
/* workbench_engine.c */
-void workbench_solid_materials_init(void);
+void workbench_solid_materials_init(WORKBENCH_Data *vedata);
void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
@@ -78,10 +105,11 @@ void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_solid_materials_free(void);
/* workbench_materials.c */
-void workbench_materials_engine_init(void);
+void workbench_materials_engine_init(WORKBENCH_Data *vedata);
void workbench_materials_engine_free(void);
-void workbench_materials_draw_scene_finish(WORKBENCH_Data *vedata);
+void workbench_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_materials_cache_init(WORKBENCH_Data *vedata);
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
+void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
#endif
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 5357da466ac..12003adf80a 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -189,6 +189,7 @@ typedef enum {
DRW_TEX_R_16I,
DRW_TEX_R_16U,
DRW_TEX_R_32,
+ DRW_TEX_R_32U,
DRW_TEX_DEPTH_16,
DRW_TEX_DEPTH_24,
DRW_TEX_DEPTH_24_STENCIL_8,
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 38094404db7..0e66fff943f 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -895,21 +895,14 @@ static void drw_engines_enable_external(void)
/* TODO revisit this when proper layering is implemented */
/* Gather all draw engines needed and store them in DST.enabled_engines
* That also define the rendering order of engines */
-static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int drawtype_lighting)
+static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int UNUSED(drawtype_lighting))
{
switch (drawtype) {
case OB_WIRE:
break;
case OB_SOLID:
- if (drawtype_lighting == V3D_LIGHTING_FLAT) {
- use_drw_engine(&draw_engine_workbench_solid_flat);
-
- }
- else if (drawtype_lighting == V3D_LIGHTING_STUDIO) {
- use_drw_engine(&draw_engine_workbench_solid_studio);
-
- }
+ use_drw_engine(&draw_engine_workbench_solid);
break;
case OB_TEXTURE:
@@ -1952,8 +1945,7 @@ void DRW_engines_register(void)
RE_engines_register(NULL, &DRW_engine_viewport_eevee_type);
RE_engines_register(NULL, &DRW_engine_viewport_workbench_type);
- DRW_engine_register(&draw_engine_workbench_solid_flat);
- DRW_engine_register(&draw_engine_workbench_solid_studio);
+ DRW_engine_register(&draw_engine_workbench_solid);
DRW_engine_register(&draw_engine_object_type);
DRW_engine_register(&draw_engine_edit_armature_type);
diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c
index f083e399ac2..f531f73d3fa 100644
--- a/source/blender/draw/intern/draw_manager_texture.c
+++ b/source/blender/draw/intern/draw_manager_texture.c
@@ -38,6 +38,7 @@ void drw_texture_get_format(
case DRW_TEX_R_16I:
case DRW_TEX_R_16U:
case DRW_TEX_R_32:
+ case DRW_TEX_R_32U:
case DRW_TEX_RG_8:
case DRW_TEX_RG_16:
case DRW_TEX_RG_16I:
@@ -75,6 +76,7 @@ void drw_texture_get_format(
case DRW_TEX_R_16I: *r_data_type = GPU_R16I; break;
case DRW_TEX_R_16U: *r_data_type = GPU_R16UI; break;
case DRW_TEX_R_32: *r_data_type = GPU_R32F; break;
+ case DRW_TEX_R_32U: *r_data_type = GPU_R32UI; break;
#if 0
case DRW_TEX_RGB_8: *r_data_type = GPU_RGB8; break;
case DRW_TEX_RGB_32: *r_data_type = GPU_RGB32F; break;
diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
index e4a137b06f3..01ed0656a65 100644
--- a/source/blender/draw/modes/overlay_mode.c
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -23,10 +23,12 @@
* \ingroup draw_engine
*/
-#include "DRW_render.h"
+ #include "DNA_view3d_types.h"
#include "GPU_shader.h"
-#include "DNA_view3d_types.h"
+#include "DRW_render.h"
+
+#include "draw_mode_engines.h"
/* Structures */
typedef struct OVERLAY_StorageList {
@@ -50,19 +52,10 @@ typedef struct OVERLAY_PrivateData {
int overlays;
} OVERLAY_PrivateData; /* Transient data */
-typedef struct OVERLAY_MaterialData {
- /* Solid color */
- float color[3];
-
- /* Linked shgroup for drawing */
- DRWShadingGroup *shgrp;
-} OVERLAY_MaterialData;
-
/* *********** STATIC *********** */
static struct {
/* Face orientation shader */
struct GPUShader *face_orientation_sh;
-
} e_data = {NULL};
/* Shaders */
@@ -71,8 +64,17 @@ extern char datatoc_overlay_face_orientation_vert_glsl[];
/* Functions */
-static void overlay_engine_init(void *UNUSED(vedata))
+static void overlay_engine_init(void *vedata)
{
+ OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_StorageList *stl = data->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
if (!e_data.face_orientation_sh) {
/* Face orientation */
e_data.face_orientation_sh = DRW_shader_create(datatoc_overlay_face_orientation_vert_glsl, NULL, datatoc_overlay_face_orientation_frag_glsl, "\n");
@@ -87,11 +89,8 @@ static void overlay_cache_init(void *vedata)
OVERLAY_StorageList *stl = data->stl;
const DRWContextState *DCS = DRW_context_state_get();
+ DRWShadingGroup *grp;
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
View3D *v3d = DCS->v3d;
if (v3d) {
@@ -112,6 +111,7 @@ static void overlay_cache_init(void *vedata)
static void overlay_cache_populate(void *vedata, Object *ob)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
+ OVERLAY_PassList *psl = data->psl;
OVERLAY_StorageList *stl = data->stl;
OVERLAY_PrivateData *pd = stl->g_data;
@@ -135,8 +135,12 @@ static void overlay_draw_scene(void *vedata)
{
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
OVERLAY_PassList *psl = data->psl;
+ OVERLAY_StorageList *stl = data->stl;
+ OVERLAY_PrivateData *pd = stl->g_data;
- DRW_draw_pass(psl->face_orientation_pass);
+ if (pd->overlays & V3D_OVERLAY_FACE_ORIENTATION) {
+ DRW_draw_pass(psl->face_orientation_pass);
+ }
}
static void overlay_engine_free(void)