diff options
Diffstat (limited to 'source/blender/draw/engines/workbench')
17 files changed, 242 insertions, 208 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl index a1f80440404..fd4cea4279a 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl @@ -5,7 +5,8 @@ uniform sampler2D materialBuffer; uniform sampler2D normalBuffer; /* normalBuffer contains viewport normals */ uniform sampler2D cavityBuffer; -uniform sampler2D matcapImage; +uniform sampler2D matcapDiffuseImage; +uniform sampler2D matcapSpecularImage; uniform vec2 invertedViewportSize; uniform vec4 viewvecs[3]; @@ -55,8 +56,15 @@ void main() normal_viewport = (metallic > 0.0) ? normal_viewport : -normal_viewport; bool flipped = world_data.matcap_orientation != 0; vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped); - vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb; - vec3 shaded_color = matcap * base_color; + vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb; + +# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT + vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb; +# else + vec3 matcap_specular = vec3(0.0); +# endif + + vec3 shaded_color = matcap_diffuse * base_color + matcap_specular; #elif defined(V3D_LIGHTING_STUDIO) diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0428b0d408c..bd16189db32 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -256,7 +256,7 @@ void main() float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg); float max_radius = coc; vec2 noise = get_random_vector(noiseOffset) * 0.2 * clamp(max_radius * 0.2 - 4.0, 0.0, 1.0); - for (int i = 0; i < NUM_SAMPLES; ++i) { + for (int i = 0; i < NUM_SAMPLES; i++) { vec2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius; /* decode_signed_coc return biggest coc. */ @@ -359,8 +359,8 @@ void main() vec v[9]; /* Add the pixels which make up our window to the pixel array. */ - for (int dX = -1; dX <= 1; ++dX) { - for (int dY = -1; dY <= 1; ++dY) { + for (int dX = -1; dX <= 1; dX++) { + for (int dY = -1; dY <= 1; dY++) { vec2 offset = vec2(float(dX), float(dY)); /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + * (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of 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 index 505b4822ad6..abd8c1f6579 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl @@ -1,5 +1,6 @@ -uniform int object_id = 0; + layout(location = 0) out uint objectId; + uniform float ImageTransparencyCutoff = 0.1; #ifdef V3D_SHADING_TEXTURE_COLOR uniform sampler2D image; @@ -10,11 +11,10 @@ in vec2 uv_interp; void main() { #ifdef V3D_SHADING_TEXTURE_COLOR - vec4 diffuse_color = texture(image, uv_interp); - if (diffuse_color.a < ImageTransparencyCutoff) { + if (texture(image, uv_interp).a < ImageTransparencyCutoff) { discard; } #endif - objectId = uint(object_id); + objectId = uint(resource_id + 1) & 0xFFu; } 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 index c78b2182d04..f799ce41cb2 100644 --- 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 @@ -8,8 +8,7 @@ uniform float alpha = 0.5; uniform vec2 invertedViewportSize; uniform vec4 viewvecs[3]; -uniform vec3 materialDiffuseColor; -uniform vec3 materialSpecularColor; +uniform vec4 materialColorAndMetal; uniform float materialRoughness; uniform float shadowMultiplier = 0.5; @@ -27,7 +26,8 @@ in vec2 uv_interp; in vec3 vertexColor; #endif #ifdef V3D_LIGHTING_MATCAP -uniform sampler2D matcapImage; +uniform sampler2D matcapDiffuseImage; +uniform sampler2D matcapSpecularImage; #endif layout(std140) uniform world_block @@ -41,17 +41,17 @@ layout(location = 1) out void main() { - vec4 diffuse_color; + vec4 base_color; #if defined(V3D_SHADING_TEXTURE_COLOR) - diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied); - if (diffuse_color.a < ImageTransparencyCutoff) { + base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied); + if (base_color.a < ImageTransparencyCutoff) { discard; } #elif defined(V3D_SHADING_VERTEX_COLOR) - diffuse_color = vec4(vertexColor, 1.0); + base_color.rgb = vertexColor; #else - diffuse_color = vec4(materialDiffuseColor, 1.0); + base_color.rgb = materialColorAndMetal.rgb; #endif /* V3D_SHADING_TEXTURE_COLOR */ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; @@ -63,17 +63,31 @@ void main() /* -------- SHADING --------- */ #ifdef V3D_LIGHTING_FLAT - vec3 shaded_color = diffuse_color.rgb; + vec3 shaded_color = base_color.rgb; #elif defined(V3D_LIGHTING_MATCAP) bool flipped = world_data.matcap_orientation != 0; vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped); - vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb; - vec3 shaded_color = matcap * diffuse_color.rgb; + vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb; +# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT + vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb; +# else + vec3 matcap_specular = vec3(0.0); +# endif + vec3 shaded_color = matcap_diffuse * base_color.rgb + matcap_specular; #elif defined(V3D_LIGHTING_STUDIO) +# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT + float metallic = materialColorAndMetal.a; + vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic); + vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic); +# else + vec3 specular_color = vec3(0.0); + vec3 diffuse_color = base_color.rgb; +# endif + vec3 shaded_color = get_world_lighting( - world_data, diffuse_color.rgb, materialSpecularColor, materialRoughness, nor, I_vs); + world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs); #endif #ifdef V3D_SHADING_SHADOW diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl index c673b2484de..b5f95f2dcf8 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -1,7 +1,5 @@ -uniform int object_id = 0; -uniform vec3 materialDiffuseColor; -uniform float materialMetallic; +uniform vec4 materialColorAndMetal; uniform float materialRoughness; uniform sampler2D image; @@ -48,7 +46,7 @@ void main() # elif defined(V3D_SHADING_VERTEX_COLOR) color.rgb = vertexColor; # else - color.rgb = materialDiffuseColor; + color.rgb = materialColorAndMetal.rgb; # endif # ifdef V3D_LIGHTING_MATCAP @@ -56,7 +54,7 @@ void main() metallic = float(gl_FrontFacing); roughness = 0.0; # else - metallic = materialMetallic; + metallic = materialColorAndMetal.a; roughness = materialRoughness; # endif @@ -64,7 +62,7 @@ void main() /* Add some variation to the hairs to avoid uniform look. */ float hair_variation = hair_rand * 0.1; color = clamp(color - hair_variation, 0.0, 1.0); - metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0); + metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0); roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0); # endif @@ -73,7 +71,7 @@ void main() #endif /* MATDATA_PASS_ENABLED */ #ifdef OBJECT_ID_PASS_ENABLED - objectId = uint(object_id); + objectId = uint(resource_id + 1) & 0xFFu; #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl index 7eb12dbdeb9..04dd9ab85bb 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl @@ -25,6 +25,10 @@ out vec2 uv_interp; out vec3 vertexColor; #endif +#ifdef OBJECT_ID_PASS_ENABLED +RESOURCE_ID_VARYING +#endif + /* From http://libnoise.sourceforge.net/noisegen/index.html */ float integer_noise(int n) { @@ -91,12 +95,18 @@ void main() #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED - normal_viewport = normal_object_to_view(nor); # ifndef HAIR_SHADER + normal_viewport = normal_object_to_view(nor); normal_viewport = normalize(normal_viewport); +# else + normal_viewport = normal_world_to_view(nor); # endif #endif +#ifdef OBJECT_ID_PASS_ENABLED + PASS_RESOURCE_ID +#endif + #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index fd06c85747f..c24c335189e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -1,6 +1,4 @@ -uniform vec3 OrcoTexCoFactors[2]; - uniform sampler2D depthBuffer; uniform sampler3D densityTexture; @@ -172,7 +170,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max float noise = fract(dither_mat[tx.x][tx.y] + noiseOfs); float ray_len = noise * ray_inc; - for (int i = 0; i < samplesLen && ray_len < ray_max; ++i, ray_len += ray_inc) { + for (int i = 0; i < samplesLen && ray_len < ray_max; i++, ray_len += ray_inc) { vec3 ls_pos = ray_ori + ray_dir * ray_len; vec3 Lscat; @@ -216,13 +214,13 @@ void main() vs_ray_dir /= abs(vs_ray_dir.z); /* TODO(fclem) Precompute the matrix/ */ - vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0; + vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1].xyz * 2.0; ls_ray_dir = mat3(ModelMatrixInverse) * ls_ray_dir; vec3 ls_ray_ori = point_view_to_object(vs_ray_ori); vec3 ls_ray_end = point_view_to_object(vs_ray_end); - ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0; - ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0; + ls_ray_ori = (OrcoTexCoFactors[0].xyz + ls_ray_ori * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0; + ls_ray_end = (OrcoTexCoFactors[0].xyz + ls_ray_end * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0; /* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl index 6f0bb56fafd..3542a1a91fc 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl @@ -1,10 +1,11 @@ -uniform vec3 OrcoTexCoFactors[2]; uniform float slicePosition; uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ in vec3 pos; +RESOURCE_ID_VARYING + #ifdef VOLUME_SLICE in vec3 uvs; @@ -27,6 +28,8 @@ void main() #else vec3 final_pos = pos; #endif - final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1]; + final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0].xyz) / OrcoTexCoFactors[1].xyz; gl_Position = point_object_to_ndc(final_pos); + + PASS_RESOURCE_ID } diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index add49462de1..15522ba0dfb 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -83,7 +83,6 @@ static struct { struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ SceneDisplay display; /* world light direction for shadows */ - int next_object_id; struct GPUUniformBuffer *sampling_ubo; struct GPUTexture *jitter_tx; @@ -147,6 +146,7 @@ static char *workbench_build_prepass_frag(void) { DynStr *ds = BLI_dynstr_new(); + BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl); @@ -330,7 +330,6 @@ static struct GPUTexture *create_jitter_texture(int num_samples) static void workbench_init_object_data(DrawData *dd) { WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd; - data->object_id = ((e_data.next_object_id++) & 0xff) + 1; data->shadow_bbox_dirty = true; } @@ -379,11 +378,10 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata) workbench_effect_info_init(stl->effects); } - if (!e_data.next_object_id) { + if (!e_data.shadow_pass_sh) { WORKBENCH_DEFERRED_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; memset(sh_data->prepass_sh_cache, 0, sizeof(sh_data->prepass_sh_cache)); memset(e_data.composite_sh_cache, 0, sizeof(e_data.composite_sh_cache)); - e_data.next_object_id = 1; #ifdef DEBUG_SHADOW_VOLUME const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl; #else @@ -652,7 +650,7 @@ void workbench_deferred_engine_free(void) for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } - for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) { + for (int index = 0; index < MAX_CAVITY_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]); } DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh); @@ -694,16 +692,22 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG if (CAVITY_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "cavityBuffer", &e_data.cavity_buffer_tx); } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd) || STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + BKE_studiolight_ensure_flag(wpd->studio_light, + STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE | + STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE); DRW_shgroup_uniform_texture( - grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture); + grp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture); + if (workbench_is_specular_highlight_enabled(wpd)) { + DRW_shgroup_uniform_texture( + grp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture); + } } } @@ -862,18 +866,11 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; WORKBENCH_MaterialData *material; - WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( - &ob->id, - &draw_engine_workbench_solid, - sizeof(WORKBENCH_ObjectData), - &workbench_init_object_data, - NULL); WORKBENCH_MaterialData material_template; const bool is_ghost = (ob->dtx & OB_DRAWXRAY); /* Solid */ workbench_material_update_data(wpd, ob, mat, &material_template, color_type); - material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1; material_template.color_type = color_type; material_template.ima = ima; material_template.iuser = iuser; @@ -893,8 +890,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat shader, (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_pass : psl->prepass_pass); workbench_material_copy(material, &material_template); DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); - DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1); - workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, true, interp); + workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob, true, interp); BLI_ghash_insert(wpd->material_hash, POINTER_FROM_UINT(hash), material); } return material; @@ -937,8 +933,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o (ob->dtx & OB_DRAWXRAY) ? psl->ghost_prepass_hair_pass : psl->prepass_hair_pass, shader); DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF); - DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); - workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, true, interp); + workbench_material_shgroup_uniform(wpd, shgrp, material, ob, true, interp); } } } @@ -950,7 +945,8 @@ static void workbench_cache_populate_texture_paint_mode(WORKBENCH_Data *vedata, const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); + const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && + !DRW_state_is_image_render(); WORKBENCH_MaterialData *material; /* Force workbench to render active object textured when in texture paint mode */ @@ -1099,7 +1095,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { struct Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { material = workbench_forward_get_or_create_material_data( @@ -1121,7 +1117,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) geoms = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { if (geoms != NULL && geoms[i] != NULL) { Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 22840a2a756..169b91a6474 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -94,9 +94,9 @@ static void workbench_dof_setup_samples(struct GPUUniformBuffer **ubo, } float *samp = *data; - for (int i = 0; i <= KERNEL_RAD; ++i) { - for (int j = -KERNEL_RAD; j <= KERNEL_RAD; ++j) { - for (int k = -KERNEL_RAD; k <= KERNEL_RAD; ++k) { + for (int i = 0; i <= KERNEL_RAD; i++) { + for (int j = -KERNEL_RAD; j <= KERNEL_RAD; j++) { + for (int k = -KERNEL_RAD; k <= KERNEL_RAD; k++) { if (abs(j) > i || abs(k) > i) { continue; } diff --git a/source/blender/draw/engines/workbench/workbench_effect_taa.c b/source/blender/draw/engines/workbench/workbench_effect_taa.c index 06442060623..772d859392b 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_taa.c +++ b/source/blender/draw/engines/workbench/workbench_effect_taa.c @@ -139,7 +139,7 @@ void workbench_taa_engine_init(WORKBENCH_Data *vedata) /* reset complete drawing when navigating. */ if (effect_info->jitter_index != 0) { - if (rv3d && rv3d->rflag & RV3D_NAVIGATING) { + if (rv3d && rv3d->rflag & (RV3D_NAVIGATING | RV3D_PAINTING)) { effect_info->jitter_index = 0; } } diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 4c1fce550e8..d731b167c06 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -63,8 +63,6 @@ static struct { struct GPUTexture *transparent_accum_tx; /* ref only, not alloced */ struct GPUTexture *transparent_revealage_tx; /* ref only, not alloced */ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ - - int next_object_id; } e_data = {{{{NULL}}}}; /* Shaders */ @@ -98,6 +96,18 @@ static char *workbench_build_forward_vert(bool is_hair) return str; } +static char *workbench_build_forward_outline_frag(void) +{ + DynStr *ds = BLI_dynstr_new(); + + BLI_dynstr_append(ds, datatoc_common_view_lib_glsl); + BLI_dynstr_append(ds, datatoc_workbench_forward_depth_frag_glsl); + + char *str = BLI_dynstr_get_cstring(ds); + BLI_dynstr_free(ds); + return str; +} + static char *workbench_build_forward_transparent_accum_frag(void) { DynStr *ds = BLI_dynstr_new(); @@ -129,12 +139,6 @@ static char *workbench_build_forward_composite_frag(void) return str; } -static void workbench_init_object_data(DrawData *dd) -{ - WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)dd; - data->object_id = ((e_data.next_object_id++) & 0xff) + 1; -} - WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, @@ -149,18 +153,11 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_ WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; WORKBENCH_MaterialData *material; - WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_drawdata_ensure( - &ob->id, - &draw_engine_workbench_solid, - sizeof(WORKBENCH_ObjectData), - &workbench_init_object_data, - NULL); WORKBENCH_MaterialData material_template; DRWShadingGroup *grp; /* Solid */ workbench_material_update_data(wpd, ob, mat, &material_template, color_type); - material_template.object_id = OBJECT_ID_PASS_ENABLED(wpd) ? engine_object_data->object_id : 1; material_template.color_type = color_type; material_template.ima = ima; material_template.iuser = iuser; @@ -186,11 +183,17 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); workbench_material_copy(material, &material_template); if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + BKE_studiolight_ensure_flag(wpd->studio_light, + STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE | + STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE); DRW_shgroup_uniform_texture( - grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture); + grp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture); + if (workbench_is_specular_highlight_enabled(wpd)) { + DRW_shgroup_uniform_texture( + grp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture); + } } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } if (SHADOW_ENABLED(wpd)) { @@ -199,7 +202,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_ DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); } - workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp); + workbench_material_shgroup_uniform(wpd, grp, material, ob, false, interp); material->shgrp = grp; /* Depth */ @@ -213,8 +216,6 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_ material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_sh, psl->object_outline_pass); } - material->object_id = engine_object_data->object_id; - DRW_shgroup_uniform_int(material->shgrp_object_outline, "object_id", &material->object_id, 1); if (draw_ctx->sh_cfg == GPU_SHADER_CFG_CLIPPED) { DRW_shgroup_state_enable(material->shgrp_object_outline, DRW_STATE_CLIP_PLANES); } @@ -286,26 +287,30 @@ void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd, eGPUSh char *defines_texture = workbench_material_build_defines(wpd, true, false, false); char *defines_hair = workbench_material_build_defines(wpd, false, true, false); char *forward_vert = workbench_build_forward_vert(false); + char *forward_frag = workbench_build_forward_outline_frag(); char *forward_hair_vert = workbench_build_forward_vert(true); + const char *define_id_pass = "#define OBJECT_ID_PASS_ENABLED\n"; + sh_data->object_outline_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, forward_vert, NULL}, - .frag = (const char *[]){datatoc_workbench_forward_depth_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines, NULL}, + .frag = (const char *[]){forward_frag, NULL}, + .defs = (const char *[]){sh_cfg_data->def, defines, define_id_pass, NULL}, }); sh_data->object_outline_texture_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, forward_vert, NULL}, - .frag = (const char *[]){datatoc_workbench_forward_depth_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines_texture, NULL}, + .frag = (const char *[]){forward_frag, NULL}, + .defs = (const char *[]){sh_cfg_data->def, defines_texture, define_id_pass, NULL}, }); sh_data->object_outline_hair_sh = GPU_shader_create_from_arrays({ .vert = (const char *[]){sh_cfg_data->lib, forward_hair_vert, NULL}, - .frag = (const char *[]){datatoc_workbench_forward_depth_frag_glsl, NULL}, - .defs = (const char *[]){sh_cfg_data->def, defines_hair, NULL}, + .frag = (const char *[]){forward_frag, NULL}, + .defs = (const char *[]){sh_cfg_data->def, defines_hair, define_id_pass, NULL}, }); MEM_freeN(forward_hair_vert); MEM_freeN(forward_vert); + MEM_freeN(forward_frag); MEM_freeN(defines); MEM_freeN(defines_texture); MEM_freeN(defines_hair); @@ -521,25 +526,30 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O DRWShadingGroup *shgrp = DRW_shgroup_hair_create( ob, psys, md, psl->transparent_accum_pass, shader); DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo); - workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, false, interp); + workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, interp); DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3); /* Hairs have lots of layer and can rapidly become the most prominent surface. * So lower their alpha artificially. */ float hair_alpha = XRAY_ALPHA(wpd) * 0.33f; DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha); if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { - BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); + BKE_studiolight_ensure_flag(wpd->studio_light, + STUDIOLIGHT_MATCAP_DIFFUSE_GPUTEXTURE | + STUDIOLIGHT_MATCAP_SPECULAR_GPUTEXTURE); DRW_shgroup_uniform_texture( - shgrp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture); + shgrp, "matcapDiffuseImage", wpd->studio_light->matcap_diffuse.gputexture); + if (workbench_is_specular_highlight_enabled(wpd)) { + DRW_shgroup_uniform_texture( + shgrp, "matcapSpecularImage", wpd->studio_light->matcap_specular.gputexture); + } } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(shgrp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } WORKBENCH_FORWARD_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg]; shgrp = DRW_shgroup_hair_create( ob, psys, md, vedata->psl->object_outline_pass, sh_data->object_outline_hair_sh); - DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); } } } @@ -550,7 +560,8 @@ static void workbench_forward_cache_populate_texture_paint_mode(WORKBENCH_Data * const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); + const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && + !DRW_state_is_image_render(); WORKBENCH_MaterialData *material; /* Force workbench to render active object textured when in texture paint mode */ @@ -625,7 +636,8 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) WORKBENCH_MaterialData *material; if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { - const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d); + const bool use_sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->v3d) && + !DRW_state_is_image_render(); const int materials_len = MAX2(1, ob->totcol); const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL; const bool use_texture_paint_drawing = !(DRW_state_is_image_render() && @@ -689,7 +701,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { struct Material *mat = give_current_material(ob, i + 1); material = workbench_forward_get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); @@ -708,7 +720,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) struct GPUBatch **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) { + for (int i = 0; i < materials_len; i++) { if (mat_geom[i] == NULL) { continue; } diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 6699a1954ba..0f9551a8cc9 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -44,20 +44,15 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, WORKBENCH_MaterialData *data, int color_type) { - copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f); - copy_v3_v3(data->base_color, data->diffuse_color); - copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */ data->metallic = 0.0f; data->roughness = 0.632455532f; /* sqrtf(0.4f); */ data->alpha = wpd->shading.xray_alpha; if (color_type == V3D_SHADING_SINGLE_COLOR) { - copy_v3_v3(data->diffuse_color, wpd->shading.single_color); - copy_v3_v3(data->base_color, data->diffuse_color); + copy_v3_v3(data->base_color, wpd->shading.single_color); } else if (color_type == V3D_SHADING_ERROR_COLOR) { - copy_v3_fl3(data->diffuse_color, 0.8, 0.0, 0.8); - copy_v3_v3(data->base_color, data->diffuse_color); + copy_v3_fl3(data->base_color, 0.8, 0.0, 0.8); } else if (color_type == V3D_SHADING_RANDOM_COLOR) { uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); @@ -67,30 +62,24 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, float hue = BLI_hash_int_01(hash); float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE}; - hsv_to_rgb_v(hsv, data->diffuse_color); - copy_v3_v3(data->base_color, data->diffuse_color); + hsv_to_rgb_v(hsv, data->base_color); } else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) { - copy_v3_v3(data->diffuse_color, ob->color); - copy_v3_v3(data->base_color, data->diffuse_color); data->alpha *= ob->color[3]; + copy_v3_v3(data->base_color, ob->color); } else { /* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */ if (mat) { data->alpha *= mat->a; - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { - copy_v3_v3(data->base_color, &mat->r); - mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic); - mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic); - add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic)); + copy_v3_v3(data->base_color, &mat->r); + if (workbench_is_specular_highlight_enabled(wpd)) { data->metallic = mat->metallic; data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */ } - else { - copy_v3_v3(data->base_color, &mat->r); - copy_v3_v3(data->diffuse_color, &mat->r); - } + } + else { + copy_v3_fl(data->base_color, 0.8f); } } } @@ -121,7 +110,7 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define WB_CAVITY\n"); } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { + if (workbench_is_specular_highlight_enabled(wpd)) { BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n"); } if (STUDIOLIGHT_ENABLED(wpd)) { @@ -160,34 +149,40 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, return str; } -uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost) +uint workbench_material_get_hash(WORKBENCH_MaterialData *mat, bool is_ghost) { - uint input[4]; - uint result; - float *color = material_template->diffuse_color; - input[0] = (uint)(color[0] * 512); - input[1] = (uint)(color[1] * 512); - input[2] = (uint)(color[2] * 512); - input[3] = material_template->object_id; - result = BLI_ghashutil_uinthash_v4_murmur(input); - - color = material_template->specular_color; - input[0] = (uint)(color[0] * 512); - input[1] = (uint)(color[1] * 512); - input[2] = (uint)(color[2] * 512); - input[3] = (uint)(material_template->roughness * 512); - result += BLI_ghashutil_uinthash_v4_murmur(input); - - result += BLI_ghashutil_uinthash((uint)(material_template->alpha * 512)); - result += BLI_ghashutil_uinthash((uint)is_ghost); - result += BLI_ghashutil_uinthash(material_template->color_type); - - /* add texture reference */ - if (material_template->ima) { - result += BLI_ghashutil_inthash_p_murmur(material_template->ima); - } - - return result; + union { + struct { + /* WHATCH: Keep in sync with View3DShading.color_type max value. */ + uchar color_type; + uchar diff_r; + uchar diff_g; + uchar diff_b; + + uchar alpha; + uchar ghost; + uchar metal; + uchar roughness; + + void *ima; + }; + /* HACK to ensure input is 4 uint long. */ + uint a[4]; + } input = {.color_type = (uchar)(mat->color_type), + .diff_r = (uchar)(mat->base_color[0] * 0xFF), + .diff_g = (uchar)(mat->base_color[1] * 0xFF), + .diff_b = (uchar)(mat->base_color[2] * 0xFF), + + .alpha = (uint)(mat->alpha * 0xFF), + .ghost = (uchar)is_ghost, + .metal = (uchar)(mat->metallic * 0xFF), + .roughness = (uchar)(mat->roughness * 0xFF), + + .ima = mat->ima}; + + BLI_assert(sizeof(input) == sizeof(uint) * 4); + + return BLI_ghashutil_uinthash_v4((uint *)&input); } int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd) @@ -195,11 +190,12 @@ int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd) /* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */ int index = 0; /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ - index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; + index = wpd->shading.light; SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4); SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 5); + SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6); BLI_assert(index < MAX_COMPOSITE_SHADERS); return index; } @@ -246,12 +242,13 @@ int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, /* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */ int index = 0; /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ - index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light; + index = wpd->shading.light; SET_FLAG_FROM_TEST(index, use_textures, 1 << 2); SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3); SET_FLAG_FROM_TEST(index, is_hair, 1 << 4); /* 1 bits SHADOWS (only facing factor) */ SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5); + SET_FLAG_FROM_TEST(index, workbench_is_specular_highlight_enabled(wpd), 1 << 6); BLI_assert(index < MAX_ACCUM_SHADERS); return index; } @@ -264,8 +261,8 @@ int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, int color_type = wpd->shading.color_type; const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL; - if ((color_type == V3D_SHADING_TEXTURE_COLOR && (ima == NULL || use_sculpt_pbvh)) || - (ob->dt < OB_TEXTURE)) { + if ((color_type == V3D_SHADING_TEXTURE_COLOR) && + (ima == NULL || use_sculpt_pbvh || (ob->dt < OB_TEXTURE))) { color_type = V3D_SHADING_MATERIAL_COLOR; } if (color_type == V3D_SHADING_VERTEX_COLOR && (me == NULL || me->mloopcol == NULL)) { @@ -313,35 +310,28 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob, - const bool use_metallic, const bool deferred, const int interp) { - if (!deferred || workbench_is_matdata_pass_enabled(wpd)) { - if (workbench_material_determine_color_type(wpd, material->ima, ob, false) == - V3D_SHADING_TEXTURE_COLOR) { - GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D); - DRW_shgroup_uniform_texture(grp, "image", tex); - DRW_shgroup_uniform_bool_copy( - grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL)); - DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST)); - } - else { - DRW_shgroup_uniform_vec3(grp, - "materialDiffuseColor", - (use_metallic) ? material->base_color : material->diffuse_color, - 1); - } + if (!(!deferred || workbench_is_matdata_pass_enabled(wpd))) { + return; + } - if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { - if (use_metallic) { - DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1); - } - else { - DRW_shgroup_uniform_vec3(grp, "materialSpecularColor", material->specular_color, 1); - } - DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1); - } + const bool use_highlight = workbench_is_specular_highlight_enabled(wpd); + const bool use_texture = (V3D_SHADING_TEXTURE_COLOR == workbench_material_determine_color_type( + wpd, material->ima, ob, false)); + if (use_texture) { + GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D); + DRW_shgroup_uniform_texture(grp, "image", tex); + DRW_shgroup_uniform_bool_copy( + grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL)); + DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST)); + } + + DRW_shgroup_uniform_vec4(grp, "materialColorAndMetal", material->base_color, 1); + + if (use_highlight) { + DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1); } if (WORLD_CLIPPING_ENABLED(wpd)) { @@ -352,10 +342,7 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material) { - dest_material->object_id = source_material->object_id; copy_v3_v3(dest_material->base_color, source_material->base_color); - copy_v3_v3(dest_material->diffuse_color, source_material->diffuse_color); - copy_v3_v3(dest_material->specular_color, source_material->specular_color); dest_material->metallic = source_material->metallic; dest_material->roughness = source_material->roughness; dest_material->ima = source_material->ima; diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index 255b036eebb..252be3570d7 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -36,9 +36,9 @@ #define WORKBENCH_ENGINE "BLENDER_WORKBENCH" #define M_GOLDEN_RATION_CONJUGATE 0.618033988749895 -#define MAX_COMPOSITE_SHADERS (1 << 6) +#define MAX_COMPOSITE_SHADERS (1 << 7) #define MAX_PREPASS_SHADERS (1 << 7) -#define MAX_ACCUM_SHADERS (1 << 6) +#define MAX_ACCUM_SHADERS (1 << 7) #define MAX_CAVITY_SHADERS (1 << 3) #define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) @@ -75,11 +75,9 @@ V3D_SHADING_VERTEX_COLOR)) #define IS_NAVIGATING(wpd) \ - ((DRW_context_state_get()->rv3d) && (DRW_context_state_get()->rv3d->rflag & RV3D_NAVIGATING)) + ((DRW_context_state_get()->rv3d) && \ + (DRW_context_state_get()->rv3d->rflag & (RV3D_NAVIGATING | RV3D_PAINTING))) -#define SPECULAR_HIGHLIGHT_ENABLED(wpd) \ - (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && \ - (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd))) #define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) #define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) #define NORMAL_VIEWPORT_COMP_PASS_ENABLED(wpd) \ @@ -284,13 +282,8 @@ typedef struct WORKBENCH_EffectInfo { } WORKBENCH_EffectInfo; typedef struct WORKBENCH_MaterialData { - float base_color[3]; - float diffuse_color[3]; - float specular_color[3]; - float alpha; - float metallic; - float roughness; - int object_id; + float base_color[3], metallic; + float roughness, alpha; int color_type; int interp; Image *ima; @@ -311,11 +304,19 @@ typedef struct WORKBENCH_ObjectData { float shadow_min[3], shadow_max[3]; BoundBox shadow_bbox; bool shadow_bbox_dirty; - - int object_id; } WORKBENCH_ObjectData; /* inline helper functions */ +BLI_INLINE bool workbench_is_specular_highlight_enabled(WORKBENCH_PrivateData *wpd) +{ + if ((wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) { + if (STUDIOLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { + return (wpd->studio_light->flag & STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS) != 0; + } + } + return false; +} + BLI_INLINE bool workbench_is_taa_enabled(WORKBENCH_PrivateData *wpd) { if (DRW_state_is_image_render()) { @@ -493,7 +494,6 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob, - const bool use_metallic, const bool deferred, const int interp); void workbench_material_copy(WORKBENCH_MaterialData *dest_material, diff --git a/source/blender/draw/engines/workbench/workbench_render.c b/source/blender/draw/engines/workbench/workbench_render.c index b4e5e98c92b..899fbdc9b71 100644 --- a/source/blender/draw/engines/workbench/workbench_render.c +++ b/source/blender/draw/engines/workbench/workbench_render.c @@ -24,6 +24,8 @@ #include "BLI_rect.h" +#include "DNA_node_types.h" + #include "BKE_report.h" #include "DRW_render.h" diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c index 1a09498b228..ac27ff0b736 100644 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ b/source/blender/draw/engines/workbench/workbench_studiolight.c @@ -77,7 +77,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, /* Use Geomerics non-linear SH. */ mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI); /* Swizzle to make shader code simpler. */ - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { copy_v3_fl3(wd->spherical_harmonics_coefs[i + 1], -sl->spherical_harmonics_coefs[3][i], sl->spherical_harmonics_coefs[2][i], @@ -89,7 +89,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, /* Precompute as much as we can. See shader code for derivation. */ float len_r1[3], lr1_r0[3], p[3], a[3]; - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f); len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]); mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]); @@ -179,7 +179,7 @@ void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_dire mul_v3_mat3_m4v3(wpd->shadow_near_corners[3], wpd->shadow_inv, frustum_corners.vec[4]); INIT_MINMAX(wpd->shadow_near_min, wpd->shadow_near_max); - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { minmax_v3v3_v3(wpd->shadow_near_min, wpd->shadow_near_max, wpd->shadow_near_corners[i]); } @@ -206,7 +206,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, /* From object space to shadow space */ BoundBox *bbox = BKE_object_boundbox_get(ob); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float corner[3]; mul_v3_m4v3(corner, tmp_mat, bbox->vec[i]); minmax_v3v3_v3(oed->shadow_min, oed->shadow_max, corner); @@ -217,7 +217,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, /* Get extended AABB in world space. */ BKE_boundbox_init_from_minmax(&oed->shadow_bbox, oed->shadow_min, oed->shadow_max); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_m4_v3(wpd->shadow_mat, oed->shadow_bbox.vec[i]); } oed->shadow_bbox_dirty = false; @@ -243,7 +243,7 @@ float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, int corners[4] = {0, 3, 4, 7}; float dist = 1e4f, dist_isect; - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { if (isect_ray_plane_v3(shadow_bbox->vec[corners[i]], wpd->cached_shadow_direction, wpd->shadow_far_plane, @@ -284,16 +284,16 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, } /* Test projected near rectangle sides */ - float pts[4][2] = { + const float pts[4][2] = { {oed->shadow_min[0], oed->shadow_min[1]}, {oed->shadow_min[0], oed->shadow_max[1]}, {oed->shadow_max[0], oed->shadow_min[1]}, {oed->shadow_max[0], oed->shadow_max[1]}, }; - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { float min_dst = FLT_MAX, max_dst = -FLT_MAX; - for (int j = 0; j < 4; ++j) { + for (int j = 0; j < 4; j++) { float dst = dot_v2v2(wpd->shadow_near_sides[i], pts[j]); /* Do min max */ if (min_dst > dst) { diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c index 1beb02ea3a0..e017661b6cd 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.c +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -27,6 +27,7 @@ #include "BLI_rand.h" #include "BLI_dynstr.h" +#include "BLI_string_utils.h" #include "DNA_modifier_types.h" #include "DNA_object_force_types.h" @@ -54,6 +55,7 @@ static struct { extern char datatoc_workbench_volume_vert_glsl[]; extern char datatoc_workbench_volume_frag_glsl[]; extern char datatoc_common_view_lib_glsl[]; +extern char datatoc_gpu_shader_common_obinfos_lib_glsl[]; static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic) { @@ -78,12 +80,16 @@ static GPUShader *volume_shader_get(bool slice, bool coba, bool cubic) char *defines = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); + char *libs = BLI_string_joinN(datatoc_common_view_lib_glsl, + datatoc_gpu_shader_common_obinfos_lib_glsl); + e_data.volume_sh[id] = DRW_shader_create_with_lib(datatoc_workbench_volume_vert_glsl, NULL, datatoc_workbench_volume_frag_glsl, - datatoc_common_view_lib_glsl, + libs, defines); + MEM_freeN(libs); MEM_freeN(defines); } @@ -101,7 +107,7 @@ void workbench_volume_engine_init(void) void workbench_volume_engine_free(void) { - for (int i = 0; i < VOLUME_SH_MAX; ++i) { + for (int i = 0; i < VOLUME_SH_MAX; i++) { DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]); } DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex); |