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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-22 15:12:47 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-22 15:55:50 +0300
commitdfe088c5d9c819e7266e8e88fb31e92ac2ee8592 (patch)
tree893d823c1957624257c3ef128422c3fa132e9049 /source
parentff19b527e85ec5144efbd663bf9b4c338e179358 (diff)
Workbench: SeeThrough draw option
Option to see through all meshes (transparency) Works for OB_SOLID and OB_TEXTURED. Does not work for V3D_SHADING_SHADOW. TODO: Fresnel effect
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenloader/intern/versioning_280.c13
-rw-r--r--source/blender/draw/CMakeLists.txt17
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl (renamed from source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl)9
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl34
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl54
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_object_overlap_lib.glsl12
-rw-r--r--source/blender/draw/engines/workbench/solid_mode.c14
-rw-r--r--source/blender/draw/engines/workbench/transparent_mode.c96
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c49
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c585
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.h1
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c456
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c721
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h65
-rw-r--r--source/blender/draw/intern/draw_manager.c11
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c1
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c39
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h1
-rw-r--r--source/blender/editors/space_view3d/view3d_ops.c8
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h4
-rw-r--r--source/blender/makesrna/intern/rna_space.c23
24 files changed, 1518 insertions, 717 deletions
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 63fe9642ee7..be0ae64faa4 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -1479,6 +1479,19 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
+ if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "see_through_transparency")) {
+ for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
+ for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
+ for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
+ if (sl->spacetype == SPACE_VIEW3D) {
+ View3D *v3d = (View3D *)sl;
+ v3d->shading.see_through_transparency = 0.3f;
+ }
+ }
+ }
+ }
+ }
+
for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
switch (scene->toolsettings->snap_mode) {
case 0: scene->toolsettings->snap_mode = SCE_SNAP_MODE_INCREMENT; break;
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 9478d41f6db..71bdcc7496c 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -105,10 +105,14 @@ set(SRC
engines/eevee/eevee_subsurface.c
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
+ engines/workbench/workbench_data.c
engines/workbench/workbench_engine.c
+ engines/workbench/workbench_deferred.c
+ engines/workbench/workbench_forward.c
engines/workbench/workbench_materials.c
engines/workbench/workbench_studiolight.c
engines/workbench/solid_mode.c
+ engines/workbench/transparent_mode.c
engines/external/external_engine.c
DRW_engine.h
@@ -208,17 +212,20 @@ 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/workbench_background_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.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_shadow_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_caps_geom.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_shadow_debug_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_common_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)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index a698a5afeaa..e72ee1c2eac 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -7,4 +7,6 @@ struct WorldData {
vec4 diffuse_light_z_neg;
vec4 background_color_low;
vec4 background_color_high;
+ vec4 object_outline_color;
+ float see_through_transparency;
};
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 17477e56b40..35867a566f1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -5,7 +5,6 @@ uniform sampler2D colorBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform vec2 invertedViewportSize;
-uniform vec3 objectOverlapColor = vec3(0.0);
uniform float shadowMultiplier;
uniform float lightMultiplier;
uniform float shadowShift = 0.1;
@@ -29,15 +28,15 @@ void main()
return;
}
#else /* !V3D_SHADING_OBJECT_OUTLINE */
- float object_overlap = calculate_object_overlap(objectId, texel, object_id);
+ float object_outline = calculate_object_outline(objectId, texel, object_id);
if (object_id == NO_OBJECT_ID) {
vec3 background = background_color(world_data, uv_viewport.y);
- if (object_overlap == 0.0) {
+ if (object_outline == 0.0) {
fragColor = vec4(background, 0.0);
}
else {
- fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
+ fragColor = vec4(mix(world_data.object_outline_color.rgb, background, object_outline), 1.0-object_outline);
}
return;
}
@@ -84,7 +83,7 @@ void main()
shaded_color *= light_multiplier;
#ifdef V3D_SHADING_OBJECT_OUTLINE
- shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
+ shaded_color = mix(world_data.object_outline_color.rgb, shaded_color, object_outline);
#endif /* V3D_SHADING_OBJECT_OUTLINE */
fragColor = vec4(shaded_color, 1.0);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
new file mode 100644
index 00000000000..054e8d308cb
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
@@ -0,0 +1,34 @@
+out vec4 fragColor;
+
+uniform usampler2D objectId;
+uniform sampler2D transparentAccum;
+uniform sampler2D transparentRevealage;
+uniform vec2 invertedViewportSize;
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
+ uint object_id = texelFetch(objectId, texel, 0).r;
+ vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
+ float revealage = texelFetch(transparentRevealage, texel, 0).r;
+ vec4 color;
+
+#ifdef V3D_SHADING_OBJECT_OUTLINE
+ float outline = calculate_object_outline(objectId, texel, object_id);
+#else /* V3D_SHADING_OBJECT_OUTLINE */
+ float outline = 1.0;
+#endif /* V3D_SHADING_OBJECT_OUTLINE */
+
+ if (object_id == NO_OBJECT_ID) {
+ color = vec4(background_color(world_data, uv_viewport.y), 0.0);
+ } else {
+ color = transparent_accum;
+ }
+
+ fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
new file mode 100644
index 00000000000..450cb3e680b
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
@@ -0,0 +1,8 @@
+uniform int object_id = 0;
+layout(location=0) out uint objectId;
+
+void main()
+{
+ objectId = uint(object_id);
+}
+
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
new file mode 100644
index 00000000000..7eb5336e303
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -0,0 +1,54 @@
+uniform vec4 color = vec4(0.0, 0.0, 1.0, 1.0);
+#ifdef OB_TEXTURE
+uniform sampler2D image;
+#endif
+uniform mat3 normalWorldMatrix;
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 normal_viewport;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef OB_TEXTURE
+in vec2 uv_interp;
+#endif
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+layout(location=0) out vec4 transparentAccum;
+
+vec4 calculate_transparent_accum(vec4 premultiplied) {
+ float a = min(1.0, premultiplied.a) * 8.0 + 0.01;
+ float b = -gl_FragCoord.z * 0.95 + 1.0;
+ float w = clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e2);
+ return vec4(premultiplied.rgb, premultiplied.a);
+}
+void main()
+{
+ vec4 diffuse_color;
+#ifdef OB_SOLID
+ diffuse_color = color;
+#endif /* OB_SOLID */
+#ifdef OB_TEXTURE
+ diffuse_color = texture(image, uv_interp);
+#endif /* OB_TEXTURE */
+
+#ifdef V3D_LIGHTING_STUDIO
+#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+ vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+#endif
+#ifdef STUDIOLIGHT_ORIENTATION_WORLD
+ vec3 normal_world = normalWorldMatrix * normal_viewport;
+ vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
+#endif
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb;
+
+#else /* V3D_LIGHTING_STUDIO */
+ vec3 shaded_color = diffuse_color.rgb;
+#endif /* V3D_LIGHTING_STUDIO */
+
+ float alpha = world_data.see_through_transparency;
+ vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
+ transparentAccum = calculate_transparent_accum(premultiplied);
+}
+
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl
new file mode 100644
index 00000000000..3e925ba023f
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_object_outline_lib.glsl
@@ -0,0 +1,12 @@
+#define OBJECT_OUTLINE_OFFSET 1
+
+float calculate_object_outline(usampler2D objectId, ivec2 texel, uint object_id)
+{
+ uvec4 oid_offset = uvec4(
+ texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OUTLINE_OFFSET)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OUTLINE_OFFSET)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OUTLINE_OFFSET, 0)).r,
+ texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OUTLINE_OFFSET, 0)).r);
+
+ return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));
+}
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
deleted file mode 100644
index e1ae9b93144..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_object_overlap_lib.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-#define OBJECT_OVERLAP_OFFSET 1
-
-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(0.25));
-}
diff --git a/source/blender/draw/engines/workbench/solid_mode.c b/source/blender/draw/engines/workbench/solid_mode.c
index e2db345d8b0..1e49d1ae573 100644
--- a/source/blender/draw/engines/workbench/solid_mode.c
+++ b/source/blender/draw/engines/workbench/solid_mode.c
@@ -37,43 +37,43 @@
static void workbench_solid_engine_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
- workbench_materials_engine_init(data);
+ workbench_deferred_engine_init(data);
}
static void workbench_solid_cache_init(void *vedata)
{
WORKBENCH_Data *data = vedata;
- workbench_materials_cache_init(data);
+ workbench_deferred_cache_init(data);
}
static void workbench_solid_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data *data = vedata;
- workbench_materials_solid_cache_populate(data, ob);
+ workbench_deferred_solid_cache_populate(data, ob);
}
static void workbench_solid_cache_finish(void *vedata)
{
WORKBENCH_Data *data = vedata;
- workbench_materials_cache_finish(data);
+ workbench_deferred_cache_finish(data);
}
static void workbench_solid_draw_background(void *vedata)
{
WORKBENCH_Data *data = vedata;
- workbench_materials_draw_background(data);
+ workbench_deferred_draw_background(data);
}
static void workbench_solid_draw_scene(void *vedata)
{
WORKBENCH_Data *data = vedata;
- workbench_materials_draw_scene(data);
+ workbench_deferred_draw_scene(data);
}
static void workbench_solid_engine_free(void)
{
- workbench_materials_engine_free();
+ workbench_deferred_engine_free();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
diff --git a/source/blender/draw/engines/workbench/transparent_mode.c b/source/blender/draw/engines/workbench/transparent_mode.c
new file mode 100644
index 00000000000..c5d3db4b390
--- /dev/null
+++ b/source/blender/draw/engines/workbench/transparent_mode.c
@@ -0,0 +1,96 @@
+/*
+ * 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 transparent_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"
+
+/* Functions */
+
+static void workbench_transparent_engine_init(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_engine_init(data);
+}
+
+static void workbench_transparent_cache_init(void *vedata)
+{
+
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_cache_init(data);
+}
+
+static void workbench_transparent_cache_populate(void *vedata, Object *ob)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_cache_populate(data, ob);
+}
+
+static void workbench_transparent_cache_finish(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_cache_finish(data);
+}
+
+static void workbench_transparent_draw_background(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_draw_background(data);
+}
+
+static void workbench_transparent_draw_scene(void *vedata)
+{
+ WORKBENCH_Data *data = vedata;
+ workbench_forward_draw_scene(data);
+}
+
+static void workbench_transparent_engine_free(void)
+{
+ workbench_forward_engine_free();
+}
+
+static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
+
+DrawEngineType draw_engine_workbench_transparent = {
+ NULL, NULL,
+ N_("Workbench"),
+ &workbench_data_size,
+ &workbench_transparent_engine_init,
+ &workbench_transparent_engine_free,
+ &workbench_transparent_cache_init,
+ &workbench_transparent_cache_populate,
+ &workbench_transparent_cache_finish,
+ &workbench_transparent_draw_background,
+ &workbench_transparent_draw_scene,
+ NULL,
+ NULL,
+ NULL,
+};
+
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
new file mode 100644
index 00000000000..c3671fa37b1
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -0,0 +1,49 @@
+#include "workbench_private.h"
+
+#include "UI_resources.h"
+
+void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ wpd->material_hash = BLI_ghash_ptr_new(__func__);
+
+ View3D *v3d = draw_ctx->v3d;
+ if (v3d) {
+ wpd->shading = v3d->shading;
+ wpd->drawtype = v3d->drawtype;
+ wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
+ }
+ else {
+ memset(&wpd->shading, 0, sizeof(wpd->shading));
+ wpd->shading.light = V3D_LIGHTING_STUDIO;
+ wpd->shading.shadow_intensity = 0.5;
+ copy_v3_fl(wpd->shading.single_color, 0.8f);
+ wpd->drawtype = OB_SOLID;
+ wpd->studio_light = BKE_studiolight_findindex(0);
+ wpd->shading.see_through_transparency = 0.3f;
+ }
+ wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
+
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ 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);
+
+ /* XXX: Really quick conversion to avoid washed out background.
+ * Needs to be adressed properly (color managed using ocio). */
+ srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
+ srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
+
+ studiolight_update_world(wpd->studio_light, wd);
+
+ wd->see_through_transparency = wpd->shading.see_through_transparency;
+ copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
+ wd->object_outline_color[3] = 1.0f;
+
+ wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
+}
+
+void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
+{
+ 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_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
new file mode 100644
index 00000000000..70de6f71ae8
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -0,0 +1,585 @@
+/*
+ * 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 workbench_deferred.c
+ * \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_alloca.h"
+#include "BLI_dynstr.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_node.h"
+#include "BKE_particle.h"
+
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+
+#include "ED_uvedit.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+
+/* *********** STATIC *********** */
+
+// #define DEBUG_SHADOW_VOLUME
+
+static struct {
+ struct GPUShader *prepass_sh_cache[MAX_SHADERS];
+ struct GPUShader *composite_sh_cache[MAX_SHADERS];
+ struct GPUShader *shadow_fail_sh;
+ struct GPUShader *shadow_pass_sh;
+ struct GPUShader *shadow_caps_sh;
+
+ struct GPUTexture *object_id_tx; /* ref only, not alloced */
+ struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
+ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
+
+ SceneDisplay display; /* world light direction for shadows */
+ float light_direction_vs[3];
+ int next_object_id;
+ float normal_world_matrix[3][3];
+} e_data = {NULL};
+
+/* Shaders */
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_prepass_frag_glsl[];
+extern char datatoc_workbench_deferred_composite_frag_glsl[];
+
+extern char datatoc_workbench_shadow_vert_glsl[];
+extern char datatoc_workbench_shadow_geom_glsl[];
+extern char datatoc_workbench_shadow_caps_geom_glsl[];
+extern char datatoc_workbench_shadow_debug_frag_glsl[];
+
+extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_object_outline_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+
+
+static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
+
+ if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
+ BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
+ }
+ if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
+ BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
+ }
+
+ BLI_dynstr_append(ds, datatoc_workbench_deferred_composite_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_prepass_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+
+
+static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
+{
+ if (e_data.prepass_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *composite_frag = workbench_build_composite_frag(wpd);
+ char *prepass_frag = workbench_build_prepass_frag();
+ e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
+ if (drawtype == OB_SOLID) {
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ }
+ MEM_freeN(prepass_frag);
+ MEM_freeN(composite_frag);
+ MEM_freeN(defines);
+ }
+}
+
+static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
+ int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
+
+ ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
+ ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
+
+ wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
+ wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
+ wpd->composite_sh = e_data.composite_sh_cache[index_solid];
+}
+
+/* Functions */
+
+
+static void workbench_init_object_data(ObjectEngineData *engine_data)
+{
+ WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
+ data->object_id = e_data.next_object_id++;
+}
+
+void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ 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;
+ #ifdef DEBUG_SHADOW_VOLUME
+ const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
+ #else
+ const char *shadow_frag = NULL;
+ #endif
+ e_data.shadow_pass_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_PASS\n");
+ e_data.shadow_fail_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_geom_glsl,
+ shadow_frag,
+ "#define SHADOW_FAIL\n");
+ e_data.shadow_caps_sh = DRW_shader_create(
+ datatoc_workbench_shadow_vert_glsl,
+ datatoc_workbench_shadow_caps_geom_glsl,
+ shadow_frag,
+ NULL);
+ }
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+
+ workbench_private_data_init(stl->g_data);
+
+ {
+ 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], GPU_R32UI, &draw_engine_workbench_solid);
+ e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
+ e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
+
+ if (NORMAL_ENCODING_ENABLED()) {
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
+ } else {
+ e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &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.color_buffer_tx),
+ GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->composite_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
+ });
+ }
+
+ /* Prepass */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ psl->prepass_pass = DRW_pass_create("Prepass", state);
+ }
+}
+
+void workbench_deferred_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]);
+ }
+ DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
+ DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
+}
+
+static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
+{
+ DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
+ if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
+ }
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
+
+ workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
+}
+
+void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ DRWShadingGroup *grp;
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ static float light_multiplier = 1.0f;
+
+
+ Scene *scene = draw_ctx->scene;
+
+ select_deferred_shaders(wpd);
+ /* Deferred Mix Pass */
+ {
+ copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
+ negate_v3(e_data.display.light_direction);
+#if 0
+ if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
+ BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
+ float rot_matrix[3][3];
+ // float dir[3] = {0.57, 0.57, -0.57};
+ axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
+ mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
+ }
+#endif
+ float view_matrix[4][4];
+ DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
+ mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
+
+ e_data.display.shadow_shift = scene->display.shadow_shift;
+
+ if (SHADOW_ENABLED(wpd)) {
+ psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
+ DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+
+#ifdef DEBUG_SHADOW_VOLUME
+ psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Debug Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Debug Fail", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+#else
+ psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Depth Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS);
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Depth Fail", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+ psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ DRW_shgroup_stencil_mask(grp, 0xFF);
+
+ psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
+ DRW_shgroup_stencil_mask(grp, 0x00);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
+ DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
+ DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+#endif
+ }
+ else {
+ psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ workbench_composite_uniforms(wpd, grp);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ }
+}
+static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ WORKBENCH_MaterialData *material;
+ 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;
+
+ /* Solid */
+ workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
+ material_template.object_id = engine_object_data->object_id;
+ material_template.drawtype = drawtype;
+ material_template.ima = ima;
+ uint hash = workbench_material_get_hash(&material_template);
+
+ material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
+ if (material == NULL) {
+ material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+ material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
+ DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
+ material->object_id = engine_object_data->object_id;
+ copy_v4_v4(material->color, material_template.color);
+ switch (drawtype) {
+ case OB_SOLID:
+ DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
+ break;
+
+ case OB_TEXTURE:
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
+ DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
+ break;
+ }
+ }
+ DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
+ BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
+ }
+ return material;
+}
+
+static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+ for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ DRW_shgroup_call_add(material->shgrp, geom, mat);
+ }
+ }
+}
+
+void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ if (ob->type == OB_MESH) {
+ workbench_cache_populate_particles(vedata, ob);
+ }
+
+ WORKBENCH_MaterialData *material;
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ bool is_drawn = false;
+ if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
+ const Mesh *me = ob->data;
+ if (me->mloopuv) {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
+ if (materials_len > 0 && geom_array) {
+ for (int i = 0; i < materials_len; i++) {
+ Material *mat = give_current_material(ob, i + 1);
+ Image *image;
+ ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
+ /* use OB_SOLID when no texture could be determined */
+ int mat_drawtype = OB_SOLID;
+ if (image) {
+ mat_drawtype = OB_TEXTURE;
+ }
+ material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+ DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
+ }
+ is_drawn = true;
+ }
+ }
+ }
+
+ /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
+ if (!is_drawn) {
+ if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
+ /* No material split needed */
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(material->shgrp, geom, ob);
+ }
+ }
+ }
+ else { /* MATERIAL colors */
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ for (int i = 0; i < materials_len; i++) {
+ gpumat_array[i] = NULL;
+ }
+
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ Material *mat = give_current_material(ob, i + 1);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+ DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
+ }
+ }
+ }
+ }
+
+ if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
+ struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob);
+ if (geom_shadow) {
+ if (is_sculpt_mode) {
+ /* Currently unsupported in sculpt mode. We could revert to the slow
+ * method in this case but i'm not sure if it's a good idea given that
+ * sculped meshes are heavy to begin with. */
+ // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
+ }
+ else {
+ 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);
+
+ invert_m4_m4(ob->imat, ob->obmat);
+ mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
+
+ DRWShadingGroup *grp;
+ if (true) {
+ grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_call_object_add(grp, geom_shadow, ob);
+ }
+ else {
+ struct Gwn_Batch *geom_caps = DRW_cache_object_surface_get(ob);
+ if (geom_caps) {
+ grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_call_object_add(grp, geom_caps, ob);
+ }
+
+ grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
+ DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
+ DRW_shgroup_call_object_add(grp, geom_shadow, ob);
+ }
+ }
+ }
+ }
+ }
+}
+
+void workbench_deferred_cache_finish(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+void workbench_deferred_draw_background(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ const float clear_depth = 1.0f;
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ uint clear_stencil = 0xFF;
+
+ DRW_stats_group_start("Clear Background");
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
+ SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
+ GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
+ DRW_stats_group_end();
+}
+
+void workbench_deferred_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();
+
+ /* clear in background */
+ GPU_framebuffer_bind(fbl->prepass_fb);
+ DRW_draw_pass(psl->prepass_pass);
+ if (SHADOW_ENABLED(wpd)) {
+#ifdef DEBUG_SHADOW_VOLUME
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ DRW_draw_pass(psl->shadow_depth_pass_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
+#else
+ GPU_framebuffer_bind(dfbl->depth_only_fb);
+ DRW_draw_pass(psl->shadow_depth_pass_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_pass);
+ DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ DRW_draw_pass(psl->composite_shadow_pass);
+#endif
+ }
+ else {
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+ }
+
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_transform_to_display(e_data.composite_buffer_tx);
+
+ workbench_private_data_free(wpd);
+}
diff --git a/source/blender/draw/engines/workbench/workbench_engine.h b/source/blender/draw/engines/workbench/workbench_engine.h
index 0cbbe8df4af..a7f168db093 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;
+extern DrawEngineType draw_engine_workbench_transparent;
extern RenderEngineType DRW_engine_viewport_workbench_type;
#endif /* __WORKBENCH_ENGINE_H__ */
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
new file mode 100644
index 00000000000..02d2e3bde38
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -0,0 +1,456 @@
+/*
+ * 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 workbench_forward.c
+ * \ingroup draw_engine
+ */
+
+#include "workbench_private.h"
+
+#include "BIF_gl.h"
+
+#include "BLI_alloca.h"
+#include "BLI_dynstr.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_node.h"
+#include "BKE_particle.h"
+
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+
+#include "ED_uvedit.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "UI_resources.h"
+
+/* *********** STATIC *********** */
+static struct {
+ struct GPUShader *composite_sh_cache[MAX_SHADERS];
+ struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
+ struct GPUShader *depth_sh;
+
+ struct GPUTexture *object_id_tx; /* ref only, not alloced */
+ struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */
+ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
+ int next_object_id;
+ float normal_world_matrix[3][3];
+} e_data = {NULL};
+
+/* Shaders */
+extern char datatoc_workbench_forward_composite_frag_glsl[];
+extern char datatoc_workbench_forward_depth_frag_glsl[];
+extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_object_outline_lib_glsl[];
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+/* static functions */
+static char *workbench_build_forward_depth_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_depth_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_forward_transparent_accum_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_accum_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static char *workbench_build_forward_composite_frag(void)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl);
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static void workbench_init_object_data(ObjectEngineData *engine_data)
+{
+ WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
+ data->object_id = e_data.next_object_id++;
+}
+
+static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ WORKBENCH_MaterialData *material;
+ 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;
+ DRWShadingGroup *grp;
+
+ /* Solid */
+ workbench_material_get_solid_color(wpd, ob, mat, material_template.color);
+ material_template.object_id = engine_object_data->object_id;
+ material_template.drawtype = drawtype;
+ material_template.ima = ima;
+ uint hash = workbench_material_get_hash(&material_template);
+
+ material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
+ if (material == NULL) {
+ material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
+
+ /* transparent accum */
+ grp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->transparent_accum_sh : wpd->transparent_accum_texture_sh, psl->transparent_accum_pass);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
+ copy_v4_v4(material->color, material_template.color);
+ switch (drawtype) {
+ case OB_SOLID:
+ DRW_shgroup_uniform_vec4(grp, "color", material->color, 1);
+ break;
+
+ case OB_TEXTURE:
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ break;
+ }
+ }
+ material->shgrp = grp;
+
+ /* Depth */
+ material->shgrp_depth = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
+ material->object_id = engine_object_data->object_id;
+ DRW_shgroup_uniform_int(material->shgrp_depth, "object_id", &material->object_id, 1);
+ BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
+ }
+ return material;
+}
+
+static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
+{
+ if (e_data.composite_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *composite_frag = workbench_build_forward_composite_frag();
+ if (drawtype == OB_SOLID) {
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ }
+ MEM_freeN(composite_frag);
+ MEM_freeN(defines);
+ }
+
+ if (e_data.transparent_accum_sh_cache[index] == NULL) {
+ char *defines = workbench_material_build_defines(wpd, drawtype);
+ char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
+ e_data.transparent_accum_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, transparent_accum_frag, defines);
+ MEM_freeN(transparent_accum_frag);
+
+ MEM_freeN(defines);
+ }
+}
+
+static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
+ int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
+
+ ensure_forward_shaders(wpd, index_solid, OB_SOLID);
+ ensure_forward_shaders(wpd, index_texture, OB_TEXTURE);
+
+ wpd->composite_sh = e_data.composite_sh_cache[index_solid];
+ wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
+ wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture];
+}
+
+/* public functions */
+void workbench_forward_engine_init(WORKBENCH_Data *vedata)
+{
+ WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_PassList *psl = vedata->psl;
+ WORKBENCH_StorageList *stl = vedata->stl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ DRWShadingGroup *grp;
+
+ if (!stl->g_data) {
+ /* Alloc transient pointers */
+ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
+ }
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+ workbench_private_data_init(wpd);
+
+ if (!e_data.next_object_id) {
+ e_data.next_object_id = 1;
+ memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+ memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
+
+ /* XXX: forward depth does not use any defines ATM. */
+ char *defines = workbench_material_build_defines(wpd, OB_SOLID);
+ char *forward_depth_frag = workbench_build_forward_depth_frag();
+ e_data.depth_sh = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
+ MEM_freeN(forward_depth_frag);
+ MEM_freeN(defines);
+ }
+ select_forward_shaders(wpd);
+
+ 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], GPU_R32UI, &draw_engine_workbench_transparent);
+ e_data.transparent_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
+ e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent);
+ GPU_framebuffer_ensure_config(&fbl->depth_fb, {
+ GPU_ATTACHMENT_TEXTURE(dtxl->depth),
+ GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx),
+ });
+ GPU_framebuffer_ensure_config(&fbl->composite_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
+ });
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ DRW_stats_group_start("Clear Buffers");
+ GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color);
+ GPU_framebuffer_bind(fbl->depth_fb);
+ GPU_framebuffer_clear_color(fbl->depth_fb, clear_color);
+ DRW_stats_group_end();
+
+
+ /* Treansparecy Accum */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;// | DRW_STATE_CULL_BACK;
+ psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
+ }
+ /* Depth */
+ {
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ psl->depth_pass = DRW_pass_create("Depth", state);
+ }
+ /* Composite */
+ {
+ int state = DRW_STATE_WRITE_COLOR;
+ psl->composite_pass = DRW_pass_create("Composite", state);
+
+ grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
+ DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
+ 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_forward_engine_free()
+{
+ for (int index = 0; index < MAX_SHADERS; index++) {
+ DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
+ DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]);
+ }
+ DRW_SHADER_FREE_SAFE(e_data.depth_sh);
+}
+
+void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ if (ob == draw_ctx->object_edit) {
+ return;
+ }
+ for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
+ if (!psys_check_enabled(ob, psys, false)) {
+ continue;
+ }
+ if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
+ return;
+ }
+ ParticleSettings *part = psys->part;
+ const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
+
+ static float mat[4][4];
+ unit_m4(mat);
+
+ if (draw_as == PART_DRAW_PATH) {
+ struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ DRW_shgroup_call_add(material->shgrp, geom, mat);
+ }
+ }
+}
+
+void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob)
+{
+ WORKBENCH_StorageList *stl = vedata->stl;
+ WORKBENCH_PrivateData *wpd = stl->g_data;
+
+ if (!DRW_object_is_renderable(ob))
+ return;
+
+ if (ob->type == OB_MESH) {
+ workbench_forward_cache_populate_particles(vedata, ob);
+ }
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const bool is_active = (ob == draw_ctx->obact);
+ const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
+ bool is_drawn = false;
+
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
+ if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
+ const Mesh *me = ob->data;
+ if (me->mloopuv) {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
+ if (materials_len > 0 && geom_array) {
+ for (int i = 0; i < materials_len; i++) {
+ Material *mat = give_current_material(ob, i + 1);
+ Image *image;
+ ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
+ /* use OB_SOLID when no texture could be determined */
+ int mat_drawtype = OB_SOLID;
+ if (image) {
+ mat_drawtype = OB_TEXTURE;
+ }
+ material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+ DRW_shgroup_call_object_add(material->shgrp_depth, geom_array[i], ob);
+ DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
+ }
+ is_drawn = true;
+ }
+ }
+ }
+
+ /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
+ if (!is_drawn) {
+ if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
+ /* No material split needed */
+ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
+ if (geom) {
+ if (is_sculpt_mode) {
+ DRW_shgroup_call_sculpt_add(material->shgrp_depth, ob, ob->obmat);
+ DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
+ }
+ else {
+ DRW_shgroup_call_object_add(material->shgrp_depth, geom, ob);
+ DRW_shgroup_call_object_add(material->shgrp, geom, ob);
+ }
+ }
+ }
+ else {
+ const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
+ struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
+ for (int i = 0; i < materials_len; i++) {
+ gpumat_array[i] = NULL;
+ }
+
+ struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
+ if (mat_geom) {
+ for (int i = 0; i < materials_len; ++i) {
+ Material *mat = give_current_material(ob, i + 1);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+ DRW_shgroup_call_object_add(material->shgrp_depth, mat_geom[i], ob);
+ DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
+ }
+ }
+ }
+ }
+ }
+}
+
+void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata))
+{
+}
+
+void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata))
+{
+ const float clear_depth = 1.0f;
+ uint clear_stencil = 0xFF;
+
+ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DRW_stats_group_start("Clear Background");
+ GPU_framebuffer_bind(dfbl->default_fb);
+ int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
+ GPU_framebuffer_clear(dfbl->default_fb, clear_bits, clear_color, clear_depth, clear_stencil);
+ DRW_stats_group_end();
+}
+
+void workbench_forward_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();
+
+ /* Write Depth + Object ID */
+ GPU_framebuffer_bind(fbl->depth_fb);
+ DRW_draw_pass(psl->depth_pass);
+
+ /* Shade */
+ GPU_framebuffer_bind(fbl->transparent_accum_fb);
+ DRW_draw_pass(psl->transparent_accum_pass);
+
+ /* Composite */
+ GPU_framebuffer_bind(fbl->composite_fb);
+ DRW_draw_pass(psl->composite_pass);
+
+ /* Color correct */
+ GPU_framebuffer_bind(dfbl->color_only_fb);
+ DRW_transform_to_display(e_data.composite_buffer_tx);
+
+ workbench_private_data_free(wpd);
+}
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 116bf809f1f..9b364d8ff09 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -1,100 +1,46 @@
-/*
- * 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 workbench_materials.c
- * \ingroup draw_engine
- */
#include "workbench_private.h"
-#include "BIF_gl.h"
-
-#include "BLI_alloca.h"
#include "BLI_dynstr.h"
-#include "BLI_utildefines.h"
-
-#include "BKE_node.h"
-#include "BKE_particle.h"
-
-#include "DNA_image_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_modifier_types.h"
-#include "DNA_node_types.h"
-
-#include "ED_uvedit.h"
-
-#include "GPU_shader.h"
-#include "GPU_texture.h"
-
-#include "UI_resources.h"
-
-/* *********** STATIC *********** */
-
-// #define DEBUG_SHADOW_VOLUME
-#define MAX_SHADERS 255
-static struct {
- struct GPUShader *prepass_sh_cache[MAX_SHADERS];
- struct GPUShader *composite_sh_cache[MAX_SHADERS];
- struct GPUShader *shadow_fail_sh;
- struct GPUShader *shadow_pass_sh;
- struct GPUShader *shadow_caps_sh;
+#define HSV_SATURATION 0.5
+#define HSV_VALUE 0.9
- struct GPUTexture *object_id_tx; /* ref only, not alloced */
- struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
- struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
- struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
-
- SceneDisplay display; /* world light direction for shadows */
- float light_direction_vs[3];
- int next_object_id;
- float normal_world_matrix[3][3];
-} e_data = {{NULL}};
-
-/* Shaders */
-extern char datatoc_workbench_prepass_vert_glsl[];
-extern char datatoc_workbench_prepass_frag_glsl[];
-extern char datatoc_workbench_composite_frag_glsl[];
-
-extern char datatoc_workbench_shadow_vert_glsl[];
-extern char datatoc_workbench_shadow_geom_glsl[];
-extern char datatoc_workbench_shadow_caps_geom_glsl[];
-extern char datatoc_workbench_shadow_debug_frag_glsl[];
-
-extern char datatoc_workbench_background_lib_glsl[];
-extern char datatoc_workbench_common_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->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
-#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
-#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || SHADOW_ENABLED(wpd))
-#define NORMAL_ENCODING_ENABLED() (true)
-#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
+void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color)
+{
+ /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
+ int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
+ static float default_color[] = {0.8f, 0.8f, 0.8f, 1.0f};
+ color[3] = 1.0f;
+ if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
+ copy_v3_v3(color, wpd->shading.single_color);
+ }
+ else if (color_type == V3D_SHADING_RANDOM_COLOR) {
+ uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
+ if (ob->id.lib) {
+ hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
+ }
+ float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0);
+ float hsv[3] = {offset, HSV_SATURATION, HSV_VALUE};
+ hsv_to_rgb_v(hsv, color);
+ }
+ else if (color_type == V3D_SHADING_OBJECT_COLOR) {
+ copy_v3_v3(color, ob->col);
+ }
+ else {
+ /* V3D_SHADING_MATERIAL_COLOR */
+ if (mat) {
+ copy_v3_v3(color, &mat->r);
+ }
+ else {
+ copy_v3_v3(color, default_color);
+ }
+ }
+}
-static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
{
char *str = NULL;
@@ -136,91 +82,7 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
return str;
}
-static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
-{
- char *str = NULL;
-
- DynStr *ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
- BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
- BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
-
- if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
- BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
- }
- if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
- 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 char *workbench_build_prepass_frag(void)
-{
- char *str = NULL;
-
- DynStr *ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
- BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
-
- str = BLI_dynstr_get_cstring(ds);
- BLI_dynstr_free(ds);
- return str;
-}
-
-static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
-{
- const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
- int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
- index = (index << 2) + wpd->shading.light;
- index = (index << 2);
- /* set the drawtype flag
- 0 = OB_SOLID,
- 1 = OB_TEXTURE
- 2 = STUDIOLIGHT_ORIENTATION_WORLD
- */
- SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
- SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
- return index;
-}
-
-static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
-{
- if (e_data.prepass_sh_cache[index] == NULL) {
- char *defines = workbench_build_defines(wpd, drawtype);
- char *composite_frag = workbench_build_composite_frag(wpd);
- char *prepass_frag = workbench_build_prepass_frag();
- e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
- if (drawtype == OB_SOLID) {
- e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
- }
- MEM_freeN(prepass_frag);
- MEM_freeN(composite_frag);
- MEM_freeN(defines);
- }
-}
-
-static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
-{
- int index_solid = get_shader_index(wpd, OB_SOLID);
- int index_texture = get_shader_index(wpd, OB_TEXTURE);
-
- ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
- ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
-
- wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
- wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
- wpd->composite_sh = e_data.composite_sh_cache[index_solid];
-}
-
-/* Functions */
-static uint get_material_hash(WORKBENCH_MaterialData *material_template)
+uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
{
/* TODO: make a C-string with settings and hash the string */
uint input[4];
@@ -239,172 +101,24 @@ static uint get_material_hash(WORKBENCH_MaterialData *material_template)
return result;
}
-static void workbench_init_object_data(ObjectEngineData *engine_data)
-{
- WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
- data->object_id = e_data.next_object_id++;
-}
-
-static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
-{
- /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
- int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR;
- static float default_color[] = {0.8f, 0.8f, 0.8f};
- if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
- copy_v3_v3(color, wpd->shading.single_color);
- }
- else if (color_type == V3D_SHADING_RANDOM_COLOR) {
- uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
- if (ob->id.lib) {
- hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
- }
- float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0);
-
- float hsv[3] = {offset, hsv_saturation, hsv_value};
- hsv_to_rgb_v(hsv, color);
- }
- else if (color_type == V3D_SHADING_OBJECT_COLOR) {
- copy_v3_v3(color, ob->col);
- }
- else {
- /* V3D_SHADING_MATERIAL_COLOR */
- if (mat) {
- copy_v3_v3(color, &mat->r);
- }
- else {
- copy_v3_v3(color, default_color);
- }
- }
-}
-static void workbench_private_data_init(WORKBENCH_Data *vedata)
-{
- WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_PrivateData *wpd = stl->g_data;
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- View3D *v3d = draw_ctx->v3d;
- if (v3d) {
- wpd->shading = v3d->shading;
- wpd->drawtype = v3d->drawtype;
- wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
- }
- else {
- /* XXX: We should get the default shading from the view layer, after we implemented the render callback */
- memset(&wpd->shading, 0, sizeof(wpd->shading));
- wpd->shading.light = V3D_LIGHTING_STUDIO;
- wpd->shading.shadow_intensity = 0.5;
- copy_v3_fl(wpd->shading.single_color, 0.8f);
- wpd->drawtype = OB_SOLID;
- wpd->studio_light = BKE_studiolight_findindex(0);
- }
- wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
-
- WORKBENCH_UBO_World *wd = &wpd->world_data;
- 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);
-
- /* XXX: Really quick conversion to avoid washed out background.
- * Needs to be adressed properly (color managed using ocio). */
- srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
- srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
-
- studiolight_update_world(wpd->studio_light, wd);
-
-}
-void workbench_materials_engine_init(WORKBENCH_Data *vedata)
+int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
- WORKBENCH_FramebufferList *fbl = vedata->fbl;
- WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_PassList *psl = vedata->psl;
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
-
- 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;
-#ifdef DEBUG_SHADOW_VOLUME
- const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
-#else
- const char *shadow_frag = NULL;
-#endif
- e_data.shadow_pass_sh = DRW_shader_create(
- datatoc_workbench_shadow_vert_glsl,
- datatoc_workbench_shadow_geom_glsl,
- shadow_frag,
- "#define SHADOW_PASS\n");
- e_data.shadow_fail_sh = DRW_shader_create(
- datatoc_workbench_shadow_vert_glsl,
- datatoc_workbench_shadow_geom_glsl,
- shadow_frag,
- "#define SHADOW_FAIL\n");
- e_data.shadow_caps_sh = DRW_shader_create(
- datatoc_workbench_shadow_vert_glsl,
- datatoc_workbench_shadow_caps_geom_glsl,
- shadow_frag,
- NULL);
- }
-
- if (!stl->g_data) {
- /* Alloc transient pointers */
- stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
- }
-
- workbench_private_data_init(vedata);
-
- {
- 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], GPU_R32UI, &draw_engine_workbench_solid);
- e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
- e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
-
- if (NORMAL_ENCODING_ENABLED()) {
- e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG16, &draw_engine_workbench_solid);
- }
- else {
- e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &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.color_buffer_tx),
- GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
- });
- GPU_framebuffer_ensure_config(&fbl->composite_fb, {
- GPU_ATTACHMENT_TEXTURE(dtxl->depth),
- GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
- });
- }
-
- /* Prepass */
- {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
- 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]);
- }
- DRW_SHADER_FREE_SAFE(e_data.shadow_pass_sh);
- DRW_SHADER_FREE_SAFE(e_data.shadow_fail_sh);
- DRW_SHADER_FREE_SAFE(e_data.shadow_caps_sh);
+ const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW;
+ int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
+ index = (index << 2) + wpd->shading.light;
+ index = (index << 2);
+ /* set the drawtype flag
+ 0 = OB_SOLID,
+ 1 = OB_TEXTURE
+ 2 = STUDIOLIGHT_ORIENTATION_WORLD
+ */
+ SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
+ SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
+ return index;
}
-static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
+void workbench_material_set_normal_world_matrix(DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3])
{
- DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
- DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
- if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
- DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
- }
- DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
- DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
-
if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
float view_matrix_inverse[4][4];
float rot_matrix[4][4];
@@ -412,340 +126,7 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z);
DRW_viewport_matrix_get(view_matrix_inverse, DRW_MAT_VIEWINV);
mul_m4_m4m4(matrix, rot_matrix, view_matrix_inverse);
- copy_m3_m4(e_data.normal_world_matrix, matrix);
- DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", e_data.normal_world_matrix);
- }
-}
-
-void workbench_materials_cache_init(WORKBENCH_Data *vedata)
-{
- WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_PassList *psl = vedata->psl;
- WORKBENCH_PrivateData *wpd = stl->g_data;
- DRWShadingGroup *grp;
- const DRWContextState *draw_ctx = DRW_context_state_get();
- static float light_multiplier = 1.0f;
-
- wpd->material_hash = BLI_ghash_ptr_new(__func__);
-
- Scene *scene = draw_ctx->scene;
-
- select_deferred_shaders(wpd);
- /* Deferred Mix Pass */
- {
- wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
- DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
-
- copy_v3_v3(e_data.display.light_direction, scene->display.light_direction);
- negate_v3(e_data.display.light_direction);
-#if 0
- if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
- BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED);
- float rot_matrix[3][3];
- // float dir[3] = {0.57, 0.57, -0.57};
- axis_angle_to_mat3_single(rot_matrix, 'Z', wpd->shading.studiolight_rot_z);
- mul_v3_m3v3(e_data.display.light_direction, rot_matrix, wpd->studio_light->light_direction);
+ copy_m3_m4(persistent_matrix, matrix);
+ DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", persistent_matrix);
}
-#endif
- float view_matrix[4][4];
- DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
- mul_v3_mat3_m4v3(e_data.light_direction_vs, view_matrix, e_data.display.light_direction);
-
- e_data.display.shadow_shift = scene->display.shadow_shift;
-
- if (SHADOW_ENABLED(wpd)) {
- psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
- grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
- workbench_composite_uniforms(wpd, grp);
- DRW_shgroup_stencil_mask(grp, 0x00);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
- DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
- DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
- DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
- DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
-
-#ifdef DEBUG_SHADOW_VOLUME
- psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Debug Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
- grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
- psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Debug Fail", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
- grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
- psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_GREATER_EQUAL | DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
- grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
-#else
- psl->shadow_depth_pass_pass = DRW_pass_create("Shadow Depth Pass", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_PASS);
- grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
- DRW_shgroup_stencil_mask(grp, 0xFF);
- psl->shadow_depth_fail_pass = DRW_pass_create("Shadow Depth Fail", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
- grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
- DRW_shgroup_stencil_mask(grp, 0xFF);
- psl->shadow_depth_fail_caps_pass = DRW_pass_create("Shadow Depth Fail Caps", DRW_STATE_DEPTH_LESS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL);
- grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
- DRW_shgroup_stencil_mask(grp, 0xFF);
-
- psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
- grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
- DRW_shgroup_stencil_mask(grp, 0x00);
- workbench_composite_uniforms(wpd, grp);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction_vs, 1);
- DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
- DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
- DRW_shgroup_uniform_float(grp, "shadowShift", &scene->display.shadow_shift, 1);
- DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
-#endif
- }
- else {
- psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
- workbench_composite_uniforms(wpd, grp);
- DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
- }
- }
-}
-static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
-{
- WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_PassList *psl = vedata->psl;
- WORKBENCH_PrivateData *wpd = stl->g_data;
- WORKBENCH_MaterialData *material;
- 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;
- const float hsv_saturation = 0.5;
- const float hsv_value = 0.9;
-
- /* Solid */
- get_material_solid_color(wpd, ob, mat, material_template.color, hsv_saturation, hsv_value);
- material_template.object_id = engine_object_data->object_id;
- material_template.drawtype = drawtype;
- material_template.ima = ima;
- uint hash = get_material_hash(&material_template);
-
- material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
- if (material == NULL) {
- material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
- material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
- DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
- material->object_id = engine_object_data->object_id;
- copy_v3_v3(material->color, material_template.color);
- switch (drawtype) {
- case OB_SOLID:
- DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
- break;
-
- case OB_TEXTURE:
- {
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
- DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
- break;
- }
- }
- DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
- BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
- }
- return material;
-}
-
-static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
-{
- const DRWContextState *draw_ctx = DRW_context_state_get();
- if (ob == draw_ctx->object_edit) {
- return;
- }
- for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
- if (!psys_check_enabled(ob, psys, false)) {
- continue;
- }
- if (!DRW_check_psys_visible_within_active_context(ob, psys)) {
- return;
- }
- ParticleSettings *part = psys->part;
- const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
-
- static float mat[4][4];
- unit_m4(mat);
-
- if (draw_as == PART_DRAW_PATH) {
- struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
- WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
- DRW_shgroup_call_add(material->shgrp, geom, mat);
- }
- }
-}
-
-void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
-{
- WORKBENCH_PassList *psl = vedata->psl;
- WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_PrivateData *wpd = stl->g_data;
-
- if (!DRW_object_is_renderable(ob))
- return;
-
- if (ob->type == OB_MESH) {
- workbench_cache_populate_particles(vedata, ob);
- }
-
- WORKBENCH_MaterialData *material;
- if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
- const DRWContextState *draw_ctx = DRW_context_state_get();
- const bool is_active = (ob == draw_ctx->obact);
- const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
- bool is_drawn = false;
- if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
- const Mesh *me = ob->data;
- if (me->mloopuv) {
- const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
- struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
- struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
- if (materials_len > 0 && geom_array) {
- for (int i = 0; i < materials_len; i++) {
- Material *mat = give_current_material(ob, i + 1);
- Image *image;
- ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
- /* use OB_SOLID when no texture could be determined */
- int mat_drawtype = OB_SOLID;
- if (image) {
- mat_drawtype = OB_TEXTURE;
- }
- material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
- DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
- }
- is_drawn = true;
- }
- }
- }
-
- /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
- if (!is_drawn) {
- if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
- /* No material split needed */
- struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
- if (geom) {
- material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
- if (is_sculpt_mode) {
- DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
- }
- else {
- DRW_shgroup_call_object_add(material->shgrp, geom, ob);
- }
- }
- }
- else { /* MATERIAL colors */
- const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
- struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
- for (int i = 0; i < materials_len; i++) {
- gpumat_array[i] = NULL;
- }
-
- struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
- if (mat_geom) {
- for (int i = 0; i < materials_len; ++i) {
- Material *mat = give_current_material(ob, i + 1);
- material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
- DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
- }
- }
- }
- }
-
- if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
- struct Gwn_Batch *geom_shadow = DRW_cache_object_edge_detection_get(ob);
- if (geom_shadow) {
- if (is_sculpt_mode) {
- /* Currently unsupported in sculpt mode. We could revert to the slow
- * method in this case but i'm not sure if it's a good idea given that
- * sculped meshes are heavy to begin with. */
- // DRW_shgroup_call_sculpt_add(wpd->shadow_shgrp, ob, ob->obmat);
- }
- else {
- 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);
-
- invert_m4_m4(ob->imat, ob->obmat);
- mul_v3_mat3_m4v3(engine_object_data->shadow_dir, ob->imat, e_data.display.light_direction);
-
- DRWShadingGroup *grp;
- if (true) {
- grp = DRW_shgroup_create(e_data.shadow_pass_sh, psl->shadow_depth_pass_pass);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
- DRW_shgroup_call_object_add(grp, geom_shadow, ob);
- }
- else {
- struct Gwn_Batch *geom_caps = DRW_cache_object_surface_get(ob);
- if (geom_caps) {
- grp = DRW_shgroup_create(e_data.shadow_caps_sh, psl->shadow_depth_fail_caps_pass);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
- DRW_shgroup_call_object_add(grp, geom_caps, ob);
- }
-
- grp = DRW_shgroup_create(e_data.shadow_fail_sh, psl->shadow_depth_fail_pass);
- DRW_shgroup_uniform_vec3(grp, "lightDirection", engine_object_data->shadow_dir, 1);
- DRW_shgroup_call_object_add(grp, geom_shadow, ob);
- }
- }
- }
- }
- }
-}
-
-void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata))
-{
-}
-
-void workbench_materials_draw_background(WORKBENCH_Data *vedata)
-{
- WORKBENCH_StorageList *stl = vedata->stl;
- WORKBENCH_FramebufferList *fbl = vedata->fbl;
- WORKBENCH_PrivateData *wpd = stl->g_data;
- const float clear_depth = 1.0f;
- const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- uint clear_stencil = 0xFF;
-
- DRW_stats_group_start("Clear Background");
- GPU_framebuffer_bind(fbl->prepass_fb);
- int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
- SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
- GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
- DRW_stats_group_end();
-}
-
-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();
-
- /* clear in background */
- GPU_framebuffer_bind(fbl->prepass_fb);
- DRW_draw_pass(psl->prepass_pass);
- if (SHADOW_ENABLED(wpd)) {
-#ifdef DEBUG_SHADOW_VOLUME
- GPU_framebuffer_bind(fbl->composite_fb);
- DRW_draw_pass(psl->composite_pass);
- DRW_draw_pass(psl->shadow_depth_pass_pass);
- DRW_draw_pass(psl->shadow_depth_fail_pass);
- DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
-#else
- GPU_framebuffer_bind(dfbl->depth_only_fb);
- DRW_draw_pass(psl->shadow_depth_pass_pass);
- DRW_draw_pass(psl->shadow_depth_fail_pass);
- DRW_draw_pass(psl->shadow_depth_fail_caps_pass);
- GPU_framebuffer_bind(fbl->composite_fb);
- DRW_draw_pass(psl->composite_pass);
- DRW_draw_pass(psl->composite_shadow_pass);
-#endif
- }
- else {
- GPU_framebuffer_bind(fbl->composite_fb);
- DRW_draw_pass(psl->composite_pass);
- }
-
- GPU_framebuffer_bind(dfbl->color_only_fb);
- DRW_transform_to_display(e_data.composite_buffer_tx);
-
- 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 5c3db3e0d57..714314a3d09 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -37,11 +37,24 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
+#define MAX_SHADERS 255
+
+
+#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
+#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
+#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO || SHADOW_ENABLED(wpd))
+#define NORMAL_ENCODING_ENABLED() (true)
+#define STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd) (wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD)
typedef struct WORKBENCH_FramebufferList {
+ /* Deferred render buffers */
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *composite_fb;
+
+ /* Forward render buffers */
+ struct GPUFrameBuffer *depth_fb;
+ struct GPUFrameBuffer *transparent_accum_fb;
} WORKBENCH_FramebufferList;
typedef struct WORKBENCH_StorageList {
@@ -49,13 +62,17 @@ typedef struct WORKBENCH_StorageList {
} WORKBENCH_StorageList;
typedef struct WORKBENCH_PassList {
+ /* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_fail_pass;
struct DRWPass *shadow_depth_fail_caps_pass;
struct DRWPass *composite_pass;
struct DRWPass *composite_shadow_pass;
- struct DRWPass *composite_light_pass;
+
+ /* forward rendering */
+ struct DRWPass *transparent_accum_pass;
+ struct DRWPass *depth_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_Data {
@@ -75,6 +92,9 @@ typedef struct WORKBENCH_UBO_World {
float diffuse_light_z_neg[4];
float background_color_low[4];
float background_color_high[4];
+ float object_outline_color[4];
+ float see_through_transparency;
+ float pad[3];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@@ -83,6 +103,8 @@ typedef struct WORKBENCH_PrivateData {
struct GPUShader *prepass_solid_sh;
struct GPUShader *prepass_texture_sh;
struct GPUShader *composite_sh;
+ struct GPUShader *transparent_accum_sh;
+ struct GPUShader *transparent_accum_texture_sh;
View3DShading shading;
StudioLight *studio_light;
int drawtype;
@@ -94,13 +116,15 @@ typedef struct WORKBENCH_PrivateData {
typedef struct WORKBENCH_MaterialData {
/* Solid color */
- float color[3];
+ float color[4];
int object_id;
int drawtype;
Image *ima;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;
+ /* forward rendering */
+ DRWShadingGroup *shgrp_depth;
} WORKBENCH_MaterialData;
typedef struct WORKBENCH_ObjectData {
@@ -124,16 +148,39 @@ void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
void workbench_solid_materials_free(void);
+/* workbench_deferred.c */
+void workbench_deferred_engine_init(WORKBENCH_Data *vedata);
+void workbench_deferred_engine_free(void);
+void workbench_deferred_draw_background(WORKBENCH_Data *vedata);
+void workbench_deferred_draw_scene(WORKBENCH_Data *vedata);
+void workbench_deferred_cache_init(WORKBENCH_Data *vedata);
+void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
+void workbench_deferred_cache_finish(WORKBENCH_Data *vedata);
+
+/* workbench_forward.c */
+void workbench_forward_engine_init(WORKBENCH_Data *vedata);
+void workbench_forward_engine_free(void);
+void workbench_forward_draw_background(WORKBENCH_Data *vedata);
+void workbench_forward_draw_scene(WORKBENCH_Data *vedata);
+void workbench_forward_cache_init(WORKBENCH_Data *vedata);
+void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
+void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
+
/* workbench_materials.c */
-void workbench_materials_engine_init(WORKBENCH_Data *vedata);
-void workbench_materials_engine_free(void);
-void workbench_materials_draw_background(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);
+char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype);
+void workbench_material_get_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color);
+uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template);
+int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype);
+void workbench_material_set_normal_world_matrix(DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
/* workbench_studiolight.c */
void studiolight_update_world(StudioLight *sl, WORKBENCH_UBO_World *wd);
+/* workbench_data.c */
+void workbench_private_data_init(WORKBENCH_PrivateData *wpd);
+void workbench_private_data_free(WORKBENCH_PrivateData *wpd);
+
+extern DrawEngineType draw_engine_workbench_solid;
+extern DrawEngineType draw_engine_workbench_transparent;
+
#endif
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 95256a2b1c8..c91c4536fa4 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1015,7 +1015,7 @@ 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)
+static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int shading_flags)
{
switch (drawtype) {
case OB_WIRE:
@@ -1023,7 +1023,12 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
case OB_SOLID:
case OB_TEXTURE:
- use_drw_engine(&draw_engine_workbench_solid);
+ if (shading_flags & V3D_SHADING_SEE_THROUGH) {
+ use_drw_engine(&draw_engine_workbench_transparent);
+ }
+ else {
+ use_drw_engine(&draw_engine_workbench_solid);
+ }
break;
case OB_MATERIAL:
@@ -1118,7 +1123,7 @@ static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_t
View3D * v3d = DST.draw_ctx.v3d;
const int drawtype = v3d->drawtype;
- drw_engines_enable_from_engine(engine_type, drawtype);
+ drw_engines_enable_from_engine(engine_type, drawtype, v3d->shading.flag);
if (DRW_state_draw_support()) {
drw_engines_enable_from_overlays(v3d->overlay.flag);
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index f26da3ad07e..d52ff1259cf 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -324,6 +324,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
v3d->drawtype = OB_SOLID;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.shadow_intensity = 0.5;
+ v3d->shading.see_through_transparency = 0.3f;
copy_v3_fl(v3d->shading.single_color, 0.8f);
v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index e7f6cf36476..0ee9adfc396 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -221,6 +221,45 @@ void VIEW3D_OT_layers(wmOperatorType *ot)
RNA_def_boolean(ot->srna, "toggle", 1, "Toggle", "Toggle the layer");
}
+/* -------------------------------------------------------------------- */
+/** \name Toggle Bone selection Overlay Operator
+ * \{ */
+
+static int toggle_show_see_through(bContext *C, wmOperator *UNUSED(op))
+{
+ View3D *v3d = CTX_wm_view3d(C);
+ v3d->shading.flag ^= V3D_SHADING_SEE_THROUGH;
+ ED_view3d_shade_update(CTX_data_main(C), v3d, CTX_wm_area(C));
+ WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
+ return OPERATOR_FINISHED;
+}
+
+static int toggle_show_see_through_poll(bContext *C)
+{
+ bool result = (ED_operator_view3d_active(C) && !ED_operator_posemode(C));
+ if (result) {
+ // Additional test for SOLID or TEXTURE mode
+ View3D *v3d = CTX_wm_view3d(C);
+ result = (v3d->drawtype & (OB_SOLID | OB_TEXTURE)) > 0;
+ }
+ return result;
+}
+
+void VIEW3D_OT_toggle_see_through_draw_option(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Toggle Show See Though";
+ ot->description = "Toggle show see through";
+ ot->idname = "VIEW3D_OT_toggle_see_through_draw_option";
+
+ /* api callbacks */
+ ot->exec = toggle_show_see_through;
+ ot->poll = toggle_show_see_through_poll;
+}
+
+/** \} */
+
+
static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
{
wmWindow *win = CTX_wm_window(C);
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 1c86e5ab30b..794ca0dcad9 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -65,6 +65,7 @@ enum {
/* view3d_header.c */
void VIEW3D_OT_layers(struct wmOperatorType *ot);
+void VIEW3D_OT_toggle_see_through_draw_option(struct wmOperatorType *ot);
/* view3d_ops.c */
void view3d_operatortypes(void);
diff --git a/source/blender/editors/space_view3d/view3d_ops.c b/source/blender/editors/space_view3d/view3d_ops.c
index 43ff8af42fb..dd168c26f07 100644
--- a/source/blender/editors/space_view3d/view3d_ops.c
+++ b/source/blender/editors/space_view3d/view3d_ops.c
@@ -222,6 +222,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(VIEW3D_OT_snap_cursor_to_active);
WM_operatortype_append(VIEW3D_OT_toggle_render);
+ WM_operatortype_append(VIEW3D_OT_toggle_see_through_draw_option);
WM_operatortype_append(VIEW3D_OT_ruler_add);
@@ -402,18 +403,13 @@ void view3d_keymap(wmKeyConfig *keyconf)
RNA_int_set(WM_keymap_add_item(keymap, "VIEW3D_OT_layers", ZEROKEY, KM_PRESS, KM_ANY, 0)->ptr, "nr", 10);
/* drawtype */
-
- kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle_enum", ZKEY, KM_PRESS, 0, 0);
- RNA_string_set(kmi->ptr, "data_path", "space_data.shading.type");
- RNA_string_set(kmi->ptr, "value_1", "SOLID");
- RNA_string_set(kmi->ptr, "value_2", "WIREFRAME");
-
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle_enum", ZKEY, KM_PRESS, KM_ALT, 0);
RNA_string_set(kmi->ptr, "data_path", "space_data.shading.type");
RNA_string_set(kmi->ptr, "value_1", "SOLID");
RNA_string_set(kmi->ptr, "value_2", "TEXTURED");
WM_keymap_add_item(keymap, "VIEW3D_OT_toggle_render", ZKEY, KM_PRESS, KM_SHIFT, 0);
+ WM_keymap_add_item(keymap, "VIEW3D_OT_toggle_see_through_draw_option", ZKEY, KM_PRESS, 0, 0);
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle", ZKEY, KM_PRESS, 0, 0);
RNA_string_set(kmi->ptr, "data_path", "space_data.use_occlude_geometry");
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 0df741df031..fd0f78dda2a 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -145,6 +145,9 @@ typedef struct View3DShading {
float single_color[3];
float studiolight_rot_z;
+ float see_through_transparency;
+
+ float object_outline_color[3];
float pad2;
} View3DShading;
@@ -335,6 +338,7 @@ enum {
/* View3DShading->flag */
enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
+ V3D_SHADING_SEE_THROUGH = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
};
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index 3b9adad4957..d90dbd2ad7a 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2293,6 +2293,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_float_sdna(prop, NULL, "shading.single_color");
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Color", "Color for single color mode");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "show_shadows", PROP_BOOLEAN, PROP_NONE);
@@ -2301,6 +2302,28 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Shadow", "Show Shadow");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+ prop = RNA_def_property(srna, "show_see_through", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "shading.flag", V3D_SHADING_SEE_THROUGH);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_ui_text(prop, "See Through", "Show whole scene transparent");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "see_through_transparency", PROP_FLOAT, PROP_FACTOR);
+ RNA_def_property_float_sdna(prop, NULL, "shading.see_through_transparency");
+ RNA_def_property_float_default(prop, 0.3f);
+ RNA_def_property_ui_text(prop, "Transparency", "See through transparency");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_ui_range(prop, 0.1f, 0.5f, 1, 3);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "object_outline_color", PROP_FLOAT, PROP_COLOR);
+ RNA_def_property_float_sdna(prop, NULL, "shading.object_outline_color");
+ RNA_def_property_array(prop, 3);
+ RNA_def_property_ui_text(prop, "Outline Color", "Color for object outline");
+ RNA_def_property_range(prop, 0.0f, 1.0f);
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
prop = RNA_def_property(srna, "shadow_intensity", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_float_sdna(prop, NULL, "shading.shadow_intensity");
RNA_def_property_float_default(prop, 0.5);