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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c74
1 files changed, 28 insertions, 46 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 9b1a17a372a..39a4197bdf3 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -175,17 +175,17 @@ static char *workbench_build_cavity_frag(void)
return str;
}
-static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
+static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair)
{
if (e_data.prepass_sh_cache[index] == NULL) {
- char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
+ char *defines = workbench_material_build_defines(wpd, use_textures, is_hair);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_vert = workbench_build_prepass_vert();
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(
prepass_vert, NULL,
prepass_frag, defines);
- if (drawtype == OB_SOLID && !is_hair) {
+ if (!use_textures && !is_hair) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_vert);
@@ -197,15 +197,15 @@ static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int d
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
- int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
- int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
- int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
- int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
+ int index_solid = workbench_material_get_shader_index(wpd, false, false);
+ int index_solid_hair = workbench_material_get_shader_index(wpd, false, true);
+ int index_texture = workbench_material_get_shader_index(wpd, true, false);
+ int index_texture_hair = workbench_material_get_shader_index(wpd, true, true);
- ensure_deferred_shaders(wpd, index_solid, OB_SOLID, false);
- ensure_deferred_shaders(wpd, index_solid_hair, OB_SOLID, true);
- ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE, false);
- ensure_deferred_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
+ ensure_deferred_shaders(wpd, index_solid, false, false);
+ ensure_deferred_shaders(wpd, index_solid_hair, false, true);
+ ensure_deferred_shaders(wpd, index_texture, true, false);
+ ensure_deferred_shaders(wpd, index_texture_hair, true, true);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
@@ -557,7 +557,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
}
static WORKBENCH_MaterialData *get_or_create_material_data(
- WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
+ WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -570,7 +570,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
/* Solid */
workbench_material_update_data(wpd, ob, mat, &material_template);
material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1;
- material_template.drawtype = drawtype;
+ material_template.color_type = color_type;
material_template.ima = ima;
uint hash = workbench_material_get_hash(&material_template);
@@ -578,22 +578,16 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
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);
+ color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->prepass_texture_sh: wpd->prepass_solid_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
material->object_id = material_template.object_id;
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
copy_v4_v4(material->material_data.specular_color, material_template.material_data.specular_color);
material->material_data.roughness = material_template.material_data.roughness;
- switch (drawtype) {
- case OB_SOLID:
- break;
-
- case OB_TEXTURE:
- {
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
- DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
- break;
- }
+ if (color_type == V3D_SHADING_TEXTURE_COLOR)
+ {
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0);
+ DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
}
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
material->material_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_Material), &material->material_data);
@@ -630,19 +624,11 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
if (draw_as == PART_DRAW_PATH) {
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
- int mat_drawtype = OB_SOLID;
-
- if (wpd->drawtype == OB_TEXTURE) {
- ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
- /* use OB_SOLID when no texture could be determined */
- if (image) {
- mat_drawtype = OB_TEXTURE;
- }
- }
-
- WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
+ ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
- struct GPUShader *shader = (mat_drawtype == OB_SOLID)
+ struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
? wpd->prepass_solid_hair_sh
: wpd->prepass_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
@@ -682,7 +668,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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 && ELEM(ob->type, OB_MESH)) {
+ if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) {
const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
@@ -697,12 +683,8 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
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);
+ int color_type = workbench_material_determine_color_type(wpd, image);
+ material = get_or_create_material_data(vedata, ob, mat, image, color_type);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}
is_drawn = true;
@@ -712,11 +694,11 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
- if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR)) {
+ if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
/* 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);
+ material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
@@ -741,7 +723,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
}
Material *mat = give_current_material(ob, i + 1);
- material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
+ material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}