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Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl14
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl6
-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.glsl38
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl10
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl7
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c42
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c6
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_taa.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c84
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c147
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h32
-rw-r--r--source/blender/draw/engines/workbench/workbench_render.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_studiolight.c18
-rw-r--r--source/blender/draw/engines/workbench/workbench_volume.c10
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);