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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_data.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c170
1 files changed, 170 insertions, 0 deletions
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..d544e7614ab
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -0,0 +1,170 @@
+#include "workbench_private.h"
+
+#include "DNA_userdef_types.h"
+
+#include "UI_resources.h"
+
+
+void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene = draw_ctx->scene;
+ wpd->material_hash = BLI_ghash_ptr_new(__func__);
+ wpd->user_preferences = &U;
+
+ View3D *v3d = draw_ctx->v3d;
+ if (v3d) {
+ wpd->shading = v3d->shading;
+ if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
+ wpd->studio_light = BKE_studiolight_find(
+ wpd->shading.matcap, STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
+ }
+ else {
+ wpd->studio_light = BKE_studiolight_find(
+ wpd->shading.studio_light, STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD);
+ }
+ }
+ 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->studio_light = BKE_studiolight_find_first(STUDIOLIGHT_INTERNAL);
+ }
+ wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
+
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) > 0;
+ wd->background_alpha = 1.0f;
+
+ if ((v3d->flag3 & V3D_SHOW_WORLD) &&
+ (scene->world != NULL))
+ {
+ copy_v3_v3(wd->background_color_low, &scene->world->horr);
+ copy_v3_v3(wd->background_color_high, &scene->world->horr);
+ }
+ else {
+ 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);
+
+ 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);
+
+ /* Cavity settings */
+ {
+ const int ssao_samples = scene->display.matcap_ssao_samples;
+
+ float invproj[4][4];
+ float dfdyfacs[2];
+ const bool is_persp = DRW_viewport_is_persp_get();
+ /* view vectors for the corners of the view frustum.
+ * Can be used to recreate the world space position easily */
+ float viewvecs[3][4] = {
+ {-1.0f, -1.0f, -1.0f, 1.0f},
+ {1.0f, -1.0f, -1.0f, 1.0f},
+ {-1.0f, 1.0f, -1.0f, 1.0f}
+ };
+ int i;
+ const float *size = DRW_viewport_size_get();
+
+ DRW_state_dfdy_factors_get(dfdyfacs);
+
+ wpd->ssao_params[0] = ssao_samples;
+ wpd->ssao_params[1] = size[0] / 64.0;
+ wpd->ssao_params[2] = size[1] / 64.0;
+ wpd->ssao_params[3] = dfdyfacs[1]; /* dfdy sign for offscreen */
+
+ /* distance, factor, factor, attenuation */
+ copy_v4_fl4(wpd->ssao_settings, scene->display.matcap_ssao_distance, wpd->shading.cavity_valley_factor, wpd->shading.cavity_ridge_factor, scene->display.matcap_ssao_attenuation);
+
+ /* invert the view matrix */
+ DRW_viewport_matrix_get(wpd->winmat, DRW_MAT_WIN);
+ invert_m4_m4(invproj, wpd->winmat);
+
+ /* convert the view vectors to view space */
+ for (i = 0; i < 3; i++) {
+ mul_m4_v4(invproj, viewvecs[i]);
+ /* normalized trick see:
+ * http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
+ if (is_persp)
+ mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
+ viewvecs[i][3] = 1.0;
+
+ copy_v4_v4(wpd->viewvecs[i], viewvecs[i]);
+ }
+
+ /* we need to store the differences */
+ wpd->viewvecs[1][0] -= wpd->viewvecs[0][0];
+ wpd->viewvecs[1][1] = wpd->viewvecs[2][1] - wpd->viewvecs[0][1];
+
+ /* calculate a depth offset as well */
+ if (!is_persp) {
+ float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
+ mul_m4_v4(invproj, vec_far);
+ mul_v3_fl(vec_far, 1.0f / vec_far[3]);
+ wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
+ }
+ }
+}
+
+void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float light_direction[3])
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ WORKBENCH_UBO_World *wd = &wpd->world_data;
+ float view_matrix[4][4];
+ DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
+
+ {
+ WORKBENCH_UBO_Light *light = &wd->lights[0];
+ mul_v3_mat3_m4v3(light->light_direction_vs, view_matrix, light_direction);
+ light->light_direction_vs[3] = 0.0f;
+ copy_v3_fl(light->specular_color, 1.0f);
+ light->energy = 1.0f;
+ copy_v4_v4(wd->light_direction_vs, light->light_direction_vs);
+ wd->num_lights = 1;
+ }
+
+ if (!STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
+ int light_index = 0;
+ for (int index = 0 ; index < 3; index++) {
+ SolidLight *sl = &U.light[index];
+ if (sl->flag) {
+ WORKBENCH_UBO_Light *light = &wd->lights[light_index++];
+ copy_v4_v4(light->light_direction_vs, sl->vec);
+ negate_v3(light->light_direction_vs);
+ copy_v4_v4(light->specular_color, sl->spec);
+ light->energy = 1.0f;
+ }
+ }
+ wd->num_lights = light_index;
+ }
+
+ copy_v3_v3(light_direction, scene->display.light_direction);
+ negate_v3(light_direction);
+ DRW_uniformbuffer_update(wpd->world_ubo, wd);
+}
+
+static void workbench_private_material_free(void *data)
+{
+ WORKBENCH_MaterialData *material_data = data;
+ DRW_UBO_FREE_SAFE(material_data->material_ubo);
+ MEM_freeN(material_data);
+}
+
+void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
+{
+ BLI_ghash_free(wpd->material_hash, NULL, workbench_private_material_free);
+ DRW_UBO_FREE_SAFE(wpd->world_ubo);
+}