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Diffstat (limited to 'source/blender/draw/engines/gpencil/gpencil_draw_data.c')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c502
1 files changed, 502 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
new file mode 100644
index 00000000000..77baadfc83a
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -0,0 +1,502 @@
+/*
+ * 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.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "DNA_light_types.h"
+
+#include "BKE_image.h"
+
+#include "BLI_hash.h"
+#include "BLI_math_color.h"
+#include "BLI_memblock.h"
+
+#include "GPU_uniformbuffer.h"
+
+#include "IMB_imbuf_types.h"
+
+#include "gpencil_engine.h"
+
+/* -------------------------------------------------------------------- */
+/** \name Material
+ * \{ */
+
+static GPENCIL_MaterialPool *gpencil_material_pool_add(GPENCIL_PrivateData *pd)
+{
+ GPENCIL_MaterialPool *matpool = BLI_memblock_alloc(pd->gp_material_pool);
+ matpool->next = NULL;
+ matpool->used_count = 0;
+ if (matpool->ubo == NULL) {
+ matpool->ubo = GPU_uniformbuffer_create(sizeof(matpool->mat_data), NULL, NULL);
+ }
+ pd->last_material_pool = matpool;
+ return matpool;
+}
+
+static struct GPUTexture *gpencil_image_texture_get(Image *image, bool *r_alpha_premult)
+{
+ ImBuf *ibuf;
+ ImageUser iuser = {NULL};
+ struct GPUTexture *gpu_tex = NULL;
+ void *lock;
+
+ iuser.ok = true;
+ ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
+
+ if (ibuf != NULL && ibuf->rect != NULL) {
+ gpu_tex = GPU_texture_from_blender(image, &iuser, ibuf, GL_TEXTURE_2D);
+ *r_alpha_premult = (image->alpha_mode == IMA_ALPHA_PREMUL);
+ }
+ BKE_image_release_ibuf(image, ibuf, lock);
+
+ return gpu_tex;
+}
+
+static void gpencil_uv_transform_get(const float ofs[2],
+ const float scale[2],
+ const float rotation,
+ float r_uvmat[3][2])
+{
+ /* OPTI this could use 3x2 matrices and reduce the number of operations drastically. */
+ float mat[4][4];
+ unit_m4(mat);
+ /* Offset to center. */
+ translate_m4(mat, 0.5f, 0.5f, 0.0f);
+ /* Reversed order. */
+ rescale_m4(mat, (float[3]){1.0f / scale[0], 1.0f / scale[1], 0.0});
+ rotate_m4(mat, 'Z', -rotation);
+ translate_m4(mat, ofs[0], ofs[1], 0.0f);
+ /* Convert to 3x2 */
+ copy_v2_v2(r_uvmat[0], mat[0]);
+ copy_v2_v2(r_uvmat[1], mat[1]);
+ copy_v2_v2(r_uvmat[2], mat[3]);
+}
+
+#define HSV_SATURATION 0.5
+#define HSV_VALUE 0.8
+
+static void gpencil_object_random_color_get(const Object *ob, float r_color[3])
+{
+ /* Duplicated from workbench_material.c */
+ 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 hue = BLI_hash_int_01(hash);
+ float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
+ hsv_to_rgb_v(hsv, r_color);
+}
+
+static void gpencil_shade_color(float color[3])
+{
+ /* This is scene refered color, not gamma corrected and not per perceptual.
+ * So we lower the threshold a bit. (1.0 / 3.0) */
+ if (color[0] + color[1] + color[2] > 1.1) {
+ add_v3_fl(color, -0.25f);
+ }
+ else {
+ add_v3_fl(color, 0.15f);
+ }
+ CLAMP3(color, 0.0f, 1.0f);
+}
+
+/* Apply all overrides from the solid viewport mode to the GPencil material. */
+static MaterialGPencilStyle *gpencil_viewport_material_overrides(GPENCIL_PrivateData *pd,
+ Object *ob,
+ int color_type,
+ MaterialGPencilStyle *gp_style)
+{
+ static MaterialGPencilStyle gp_style_tmp;
+
+ switch (color_type) {
+ case V3D_SHADING_MATERIAL_COLOR:
+ copy_v4_v4(gp_style_tmp.stroke_rgba, gp_style->stroke_rgba);
+ copy_v4_v4(gp_style_tmp.fill_rgba, gp_style->fill_rgba);
+ gp_style = &gp_style_tmp;
+ gp_style->stroke_style = GP_MATERIAL_STROKE_STYLE_SOLID;
+ gp_style->fill_style = GP_MATERIAL_FILL_STYLE_SOLID;
+ break;
+ case V3D_SHADING_TEXTURE_COLOR:
+ memcpy(&gp_style_tmp, gp_style, sizeof(*gp_style));
+ gp_style = &gp_style_tmp;
+ if ((gp_style->stroke_style == GP_MATERIAL_STROKE_STYLE_TEXTURE) && (gp_style->sima)) {
+ copy_v4_fl(gp_style->stroke_rgba, 1.0f);
+ gp_style->mix_stroke_factor = 0.0f;
+ }
+
+ if ((gp_style->fill_style == GP_MATERIAL_FILL_STYLE_TEXTURE) && (gp_style->ima)) {
+ copy_v4_fl(gp_style->fill_rgba, 1.0f);
+ gp_style->mix_factor = 0.0f;
+ }
+ else if (gp_style->fill_style == GP_MATERIAL_FILL_STYLE_GRADIENT) {
+ /* gp_style->fill_rgba is needed for correct gradient. */
+ gp_style->mix_factor = 0.0f;
+ }
+ break;
+ case V3D_SHADING_RANDOM_COLOR:
+ gp_style = &gp_style_tmp;
+ gp_style->stroke_style = GP_MATERIAL_STROKE_STYLE_SOLID;
+ gp_style->fill_style = GP_MATERIAL_FILL_STYLE_SOLID;
+ gpencil_object_random_color_get(ob, gp_style->fill_rgba);
+ gp_style->fill_rgba[3] = 1.0f;
+ copy_v4_v4(gp_style->stroke_rgba, gp_style->fill_rgba);
+ gpencil_shade_color(gp_style->stroke_rgba);
+ break;
+ case V3D_SHADING_SINGLE_COLOR:
+ gp_style = &gp_style_tmp;
+ gp_style->stroke_style = GP_MATERIAL_STROKE_STYLE_SOLID;
+ gp_style->fill_style = GP_MATERIAL_FILL_STYLE_SOLID;
+ copy_v3_v3(gp_style->fill_rgba, pd->v3d_single_color);
+ gp_style->fill_rgba[3] = 1.0f;
+ copy_v4_v4(gp_style->stroke_rgba, gp_style->fill_rgba);
+ gpencil_shade_color(gp_style->stroke_rgba);
+ break;
+ case V3D_SHADING_OBJECT_COLOR:
+ gp_style = &gp_style_tmp;
+ gp_style->stroke_style = GP_MATERIAL_STROKE_STYLE_SOLID;
+ gp_style->fill_style = GP_MATERIAL_FILL_STYLE_SOLID;
+ copy_v4_v4(gp_style->fill_rgba, ob->color);
+ copy_v4_v4(gp_style->stroke_rgba, ob->color);
+ gpencil_shade_color(gp_style->stroke_rgba);
+ break;
+ case V3D_SHADING_VERTEX_COLOR:
+ gp_style = &gp_style_tmp;
+ gp_style->stroke_style = GP_MATERIAL_STROKE_STYLE_SOLID;
+ gp_style->fill_style = GP_MATERIAL_FILL_STYLE_SOLID;
+ copy_v4_fl(gp_style->fill_rgba, 1.0f);
+ copy_v4_fl(gp_style->stroke_rgba, 1.0f);
+ break;
+ default:
+ break;
+ }
+ return gp_style;
+}
+
+/**
+ * Creates a linked list of material pool containing all materials assigned for a given object.
+ * We merge the material pools together if object does not contain a huge amount of materials.
+ * Also return an offset to the first material of the object in the ubo.
+ **/
+GPENCIL_MaterialPool *gpencil_material_pool_create(GPENCIL_PrivateData *pd, Object *ob, int *ofs)
+{
+ GPENCIL_MaterialPool *matpool = pd->last_material_pool;
+
+ int mat_len = max_ii(1, ob->totcol);
+
+ bool reuse_matpool = matpool && ((matpool->used_count + mat_len) <= GP_MATERIAL_BUFFER_LEN);
+
+ if (reuse_matpool) {
+ /* Share the matpool with other objects. Return offset to first material. */
+ *ofs = matpool->used_count;
+ }
+ else {
+ matpool = gpencil_material_pool_add(pd);
+ *ofs = 0;
+ }
+
+ /* Force vertex color in solid mode with vertex paint mode. Same behavior as meshes. */
+ bGPdata *gpd = (bGPdata *)ob->data;
+ int color_type = (pd->v3d_color_type != -1 && GPENCIL_VERTEX_MODE(gpd)) ?
+ V3D_SHADING_VERTEX_COLOR :
+ pd->v3d_color_type;
+
+ GPENCIL_MaterialPool *pool = matpool;
+ for (int i = 0; i < mat_len; i++) {
+ if ((i > 0) && (pool->used_count == GP_MATERIAL_BUFFER_LEN)) {
+ pool->next = gpencil_material_pool_add(pd);
+ pool = pool->next;
+ }
+ int mat_id = pool->used_count++;
+
+ gpMaterial *mat_data = &pool->mat_data[mat_id];
+ MaterialGPencilStyle *gp_style = BKE_gpencil_material_settings(ob, i + 1);
+
+ if (gp_style->mode == GP_MATERIAL_MODE_LINE) {
+ mat_data->flag = 0;
+ }
+ else {
+ switch (gp_style->alignment_mode) {
+ case GP_MATERIAL_FOLLOW_PATH:
+ mat_data->flag = GP_STROKE_ALIGNMENT_STROKE;
+ break;
+ case GP_MATERIAL_FOLLOW_OBJ:
+ mat_data->flag = GP_STROKE_ALIGNMENT_OBJECT;
+ break;
+ case GP_MATERIAL_FOLLOW_FIXED:
+ default:
+ mat_data->flag = GP_STROKE_ALIGNMENT_FIXED;
+ break;
+ }
+
+ if (gp_style->mode == GP_MATERIAL_MODE_DOT) {
+ mat_data->flag |= GP_STROKE_DOTS;
+ }
+ }
+
+ if ((gp_style->mode != GP_MATERIAL_MODE_LINE) ||
+ (gp_style->flag & GP_MATERIAL_DISABLE_STENCIL)) {
+ mat_data->flag |= GP_STROKE_OVERLAP;
+ }
+
+ gp_style = gpencil_viewport_material_overrides(pd, ob, color_type, gp_style);
+
+ /* Stroke Style */
+ if ((gp_style->stroke_style == GP_MATERIAL_STROKE_STYLE_TEXTURE) && (gp_style->sima)) {
+ bool premul;
+ pool->tex_stroke[mat_id] = gpencil_image_texture_get(gp_style->sima, &premul);
+ mat_data->flag |= pool->tex_stroke[mat_id] ? GP_STROKE_TEXTURE_USE : 0;
+ mat_data->flag |= premul ? GP_STROKE_TEXTURE_PREMUL : 0;
+ copy_v4_v4(mat_data->stroke_color, gp_style->stroke_rgba);
+ mat_data->stroke_texture_mix = 1.0f - gp_style->mix_stroke_factor;
+ mat_data->stroke_u_scale = 500.0f / gp_style->texture_pixsize;
+ }
+ else /* if (gp_style->stroke_style == GP_MATERIAL_STROKE_STYLE_SOLID) */ {
+ pool->tex_stroke[mat_id] = NULL;
+ mat_data->flag &= ~GP_STROKE_TEXTURE_USE;
+ copy_v4_v4(mat_data->stroke_color, gp_style->stroke_rgba);
+ mat_data->stroke_texture_mix = 0.0f;
+ }
+
+ /* Fill Style */
+ if ((gp_style->fill_style == GP_MATERIAL_FILL_STYLE_TEXTURE) && (gp_style->ima)) {
+ bool use_clip = (gp_style->flag & GP_MATERIAL_TEX_CLAMP) != 0;
+ bool premul;
+ pool->tex_fill[mat_id] = gpencil_image_texture_get(gp_style->ima, &premul);
+ mat_data->flag |= pool->tex_fill[mat_id] ? GP_FILL_TEXTURE_USE : 0;
+ mat_data->flag |= premul ? GP_FILL_TEXTURE_PREMUL : 0;
+ mat_data->flag |= use_clip ? GP_FILL_TEXTURE_CLIP : 0;
+ gpencil_uv_transform_get(gp_style->texture_offset,
+ gp_style->texture_scale,
+ gp_style->texture_angle,
+ mat_data->fill_uv_transform);
+ copy_v4_v4(mat_data->fill_color, gp_style->fill_rgba);
+ mat_data->fill_texture_mix = 1.0f - gp_style->mix_factor;
+ }
+ else if (gp_style->fill_style == GP_MATERIAL_FILL_STYLE_GRADIENT) {
+ bool use_radial = (gp_style->gradient_type == GP_MATERIAL_GRADIENT_RADIAL);
+ pool->tex_fill[mat_id] = NULL;
+ mat_data->flag |= GP_FILL_GRADIENT_USE;
+ mat_data->flag |= use_radial ? GP_FILL_GRADIENT_RADIAL : 0;
+ gpencil_uv_transform_get(gp_style->texture_offset,
+ gp_style->texture_scale,
+ gp_style->texture_angle,
+ mat_data->fill_uv_transform);
+ copy_v4_v4(mat_data->fill_color, gp_style->fill_rgba);
+ copy_v4_v4(mat_data->fill_mix_color, gp_style->mix_rgba);
+ mat_data->fill_texture_mix = 1.0f - gp_style->mix_factor;
+ if (gp_style->flag & GP_MATERIAL_FLIP_FILL) {
+ swap_v4_v4(mat_data->fill_color, mat_data->fill_mix_color);
+ }
+ }
+ else /* if (gp_style->fill_style == GP_MATERIAL_FILL_STYLE_SOLID) */ {
+ pool->tex_fill[mat_id] = NULL;
+ copy_v4_v4(mat_data->fill_color, gp_style->fill_rgba);
+ mat_data->fill_texture_mix = 0.0f;
+ }
+ }
+
+ return matpool;
+}
+
+void gpencil_material_resources_get(GPENCIL_MaterialPool *first_pool,
+ int mat_id,
+ GPUTexture **r_tex_stroke,
+ GPUTexture **r_tex_fill,
+ GPUUniformBuffer **r_ubo_mat)
+{
+ GPENCIL_MaterialPool *matpool = first_pool;
+ int pool_id = mat_id / GP_MATERIAL_BUFFER_LEN;
+ for (int i = 0; i < pool_id; i++) {
+ matpool = matpool->next;
+ }
+ mat_id = mat_id % GP_MATERIAL_BUFFER_LEN;
+ *r_ubo_mat = matpool->ubo;
+ if (r_tex_fill) {
+ *r_tex_fill = matpool->tex_fill[mat_id];
+ }
+ if (r_tex_stroke) {
+ *r_tex_stroke = matpool->tex_stroke[mat_id];
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Lights
+ * \{ */
+
+GPENCIL_LightPool *gpencil_light_pool_add(GPENCIL_PrivateData *pd)
+{
+ GPENCIL_LightPool *lightpool = BLI_memblock_alloc(pd->gp_light_pool);
+ lightpool->light_used = 0;
+ /* Tag light list end. */
+ lightpool->light_data[0].color[0] = -1.0;
+ if (lightpool->ubo == NULL) {
+ lightpool->ubo = GPU_uniformbuffer_create(sizeof(lightpool->light_data), NULL, NULL);
+ }
+ pd->last_light_pool = lightpool;
+ return lightpool;
+}
+
+void gpencil_light_ambient_add(GPENCIL_LightPool *lightpool, const float color[3])
+{
+ if (lightpool->light_used >= GPENCIL_LIGHT_BUFFER_LEN) {
+ return;
+ }
+
+ gpLight *gp_light = &lightpool->light_data[lightpool->light_used];
+ gp_light->type = GP_LIGHT_TYPE_AMBIENT;
+ copy_v3_v3(gp_light->color, color);
+ lightpool->light_used++;
+
+ if (lightpool->light_used < GPENCIL_LIGHT_BUFFER_LEN) {
+ /* Tag light list end. */
+ gp_light[1].color[0] = -1.0f;
+ }
+}
+
+static float light_power_get(const Light *la)
+{
+ if (la->type == LA_AREA) {
+ return 1.0f / (4.0f * M_PI);
+ }
+ else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
+ return 1.0f / (4.0f * M_PI * M_PI);
+ }
+ else {
+ return 1.0f / M_PI;
+ }
+}
+
+void gpencil_light_pool_populate(GPENCIL_LightPool *lightpool, Object *ob)
+{
+ Light *la = (Light *)ob->data;
+
+ if (lightpool->light_used >= GPENCIL_LIGHT_BUFFER_LEN) {
+ return;
+ }
+
+ gpLight *gp_light = &lightpool->light_data[lightpool->light_used];
+ float(*mat)[4] = (float(*)[4])gp_light->right;
+
+ if (la->type == LA_SPOT) {
+ copy_m4_m4(mat, ob->imat);
+ gp_light->type = GP_LIGHT_TYPE_SPOT;
+ gp_light->spotsize = cosf(la->spotsize * 0.5f);
+ gp_light->spotblend = (1.0f - gp_light->spotsize) * la->spotblend;
+ }
+ else if (la->type == LA_AREA) {
+ /* Simulate area lights using a spot light. */
+ normalize_m4_m4(mat, ob->obmat);
+ invert_m4(mat);
+ gp_light->type = GP_LIGHT_TYPE_SPOT;
+ gp_light->spotsize = cosf(M_PI * 0.5f);
+ gp_light->spotblend = (1.0f - gp_light->spotsize) * 1.0f;
+ }
+ else if (la->type == LA_SUN) {
+ normalize_v3_v3(gp_light->forward, ob->obmat[2]);
+ gp_light->type = GP_LIGHT_TYPE_SUN;
+ }
+ else {
+ gp_light->type = GP_LIGHT_TYPE_POINT;
+ }
+ copy_v4_v4(gp_light->position, ob->obmat[3]);
+ copy_v3_v3(gp_light->color, &la->r);
+ mul_v3_fl(gp_light->color, la->energy * light_power_get(la));
+
+ lightpool->light_used++;
+
+ if (lightpool->light_used < GPENCIL_LIGHT_BUFFER_LEN) {
+ /* Tag light list end. */
+ gp_light[1].color[0] = -1.0f;
+ }
+}
+
+/**
+ * Creates a single pool containing all lights assigned (light linked) for a given object.
+ **/
+GPENCIL_LightPool *gpencil_light_pool_create(GPENCIL_PrivateData *pd, Object *UNUSED(ob))
+{
+ GPENCIL_LightPool *lightpool = pd->last_light_pool;
+
+ if (lightpool == NULL) {
+ lightpool = gpencil_light_pool_add(pd);
+ }
+ /* TODO(fclem) Light linking. */
+ // gpencil_light_pool_populate(lightpool, ob);
+
+ return lightpool;
+}
+
+void gpencil_material_pool_free(void *storage)
+{
+ GPENCIL_MaterialPool *matpool = (GPENCIL_MaterialPool *)storage;
+ DRW_UBO_FREE_SAFE(matpool->ubo);
+}
+
+void gpencil_light_pool_free(void *storage)
+{
+ GPENCIL_LightPool *lightpool = (GPENCIL_LightPool *)storage;
+ DRW_UBO_FREE_SAFE(lightpool->ubo);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Layer Data
+ * \{ */
+
+static void gpencil_view_layer_data_free(void *storage)
+{
+ GPENCIL_ViewLayerData *vldata = (GPENCIL_ViewLayerData *)storage;
+
+ BLI_memblock_destroy(vldata->gp_light_pool, gpencil_light_pool_free);
+ BLI_memblock_destroy(vldata->gp_material_pool, gpencil_material_pool_free);
+ BLI_memblock_destroy(vldata->gp_maskbit_pool, NULL);
+ BLI_memblock_destroy(vldata->gp_object_pool, NULL);
+ BLI_memblock_destroy(vldata->gp_layer_pool, NULL);
+ BLI_memblock_destroy(vldata->gp_vfx_pool, NULL);
+}
+
+GPENCIL_ViewLayerData *GPENCIL_view_layer_data_ensure(void)
+{
+ GPENCIL_ViewLayerData **vldata = (GPENCIL_ViewLayerData **)DRW_view_layer_engine_data_ensure(
+ &draw_engine_gpencil_type, gpencil_view_layer_data_free);
+
+ /* NOTE(fclem) Putting this stuff in viewlayer means it is shared by all viewports.
+ * For now it is ok, but in the future, it could become a problem if we implement
+ * the caching system. */
+ if (*vldata == NULL) {
+ *vldata = MEM_callocN(sizeof(**vldata), "GPENCIL_ViewLayerData");
+
+ (*vldata)->gp_light_pool = BLI_memblock_create(sizeof(GPENCIL_LightPool));
+ (*vldata)->gp_material_pool = BLI_memblock_create(sizeof(GPENCIL_MaterialPool));
+ (*vldata)->gp_maskbit_pool = BLI_memblock_create(BLI_BITMAP_SIZE(GP_MAX_MASKBITS));
+ (*vldata)->gp_object_pool = BLI_memblock_create(sizeof(GPENCIL_tObject));
+ (*vldata)->gp_layer_pool = BLI_memblock_create(sizeof(GPENCIL_tLayer));
+ (*vldata)->gp_vfx_pool = BLI_memblock_create(sizeof(GPENCIL_tVfx));
+ }
+
+ return *vldata;
+}
+
+/** \} */