/* * Copyright 2016, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Blender Institute * */ /** \file workbench_forward.c * \ingroup draw_engine */ #include "workbench_private.h" #include "BIF_gl.h" #include "BLI_alloca.h" #include "BLI_dynstr.h" #include "BLI_utildefines.h" #include "BKE_image.h" #include "BKE_node.h" #include "BKE_particle.h" #include "BKE_modifier.h" #include "DNA_image_types.h" #include "DNA_mesh_types.h" #include "DNA_modifier_types.h" #include "DNA_node_types.h" #include "ED_uvedit.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "UI_resources.h" /* *********** STATIC *********** */ static struct { struct GPUShader *composite_sh_cache[MAX_SHADERS]; struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS]; struct GPUShader *object_outline_sh; struct GPUShader *object_outline_texture_sh; struct GPUShader *object_outline_hair_sh; struct GPUShader *checker_depth_sh; struct GPUTexture *object_id_tx; /* ref only, not alloced */ 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; float normal_world_matrix[3][3]; } e_data = {{NULL}}; /* Shaders */ extern char datatoc_common_hair_lib_glsl[]; extern char datatoc_workbench_forward_composite_frag_glsl[]; extern char datatoc_workbench_forward_depth_frag_glsl[]; extern char datatoc_workbench_forward_transparent_accum_frag_glsl[]; extern char datatoc_workbench_data_lib_glsl[]; extern char datatoc_workbench_background_lib_glsl[]; extern char datatoc_workbench_checkerboard_depth_frag_glsl[]; extern char datatoc_workbench_object_outline_lib_glsl[]; extern char datatoc_workbench_prepass_vert_glsl[]; extern char datatoc_workbench_common_lib_glsl[]; extern char datatoc_workbench_world_light_lib_glsl[]; /* static functions */ static char *workbench_build_forward_vert(bool is_hair) { char *str = NULL; if (!is_hair) { return BLI_strdup(datatoc_workbench_prepass_vert_glsl); } DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_forward_transparent_accum_frag(void) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_forward_transparent_accum_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_forward_composite_frag(void) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_object_outline_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_forward_composite_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); 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; } static WORKBENCH_MaterialData *get_or_create_material_data( WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int color_type, int image_tile) { WORKBENCH_StorageList *stl = vedata->stl; 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); 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.image_tile = image_tile; uint hash = workbench_material_get_hash(&material_template); material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash)); if (material == NULL) { material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__); /* transparent accum */ grp = DRW_shgroup_create( color_type == V3D_SHADING_TEXTURE_COLOR ? wpd->transparent_accum_texture_sh: wpd->transparent_accum_sh, psl->transparent_accum_pass); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix); workbench_material_copy(material, &material_template); if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE); DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } workbench_material_shgroup_uniform(wpd, grp, material); material->shgrp = grp; /* Depth */ if (workbench_material_determine_color_type(wpd, material->ima) == V3D_SHADING_TEXTURE_COLOR) { ImageUser iuser = {NULL}; iuser.ok = 1; iuser.tile = material->image_tile; material->shgrp_object_outline = DRW_shgroup_create( e_data.object_outline_texture_sh, psl->object_outline_pass); GPUTexture *tex = GPU_texture_from_blender(material->ima, &iuser, GL_TEXTURE_2D, false, 0.0f); DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex); } else { material->shgrp_object_outline = DRW_shgroup_create( e_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); BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material); } return material; } static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, bool use_textures, bool is_hair) { if (e_data.composite_sh_cache[index] == NULL && !use_textures && !is_hair) { char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); char *composite_frag = workbench_build_forward_composite_frag(); e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); MEM_freeN(composite_frag); MEM_freeN(defines); } if (e_data.transparent_accum_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); char *transparent_accum_vert = workbench_build_forward_vert(is_hair); char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag(); e_data.transparent_accum_sh_cache[index] = DRW_shader_create( transparent_accum_vert, NULL, transparent_accum_frag, defines); MEM_freeN(transparent_accum_vert); MEM_freeN(transparent_accum_frag); MEM_freeN(defines); } } static void select_forward_shaders(WORKBENCH_PrivateData *wpd) { int index_solid = workbench_material_get_shader_index(wpd, false, false); int index_solid_hair = workbench_material_get_shader_index(wpd, false, true); int index_texture = workbench_material_get_shader_index(wpd, true, false); int index_texture_hair = workbench_material_get_shader_index(wpd, true, true); ensure_forward_shaders(wpd, index_solid, false, false); ensure_forward_shaders(wpd, index_solid_hair, false, true); ensure_forward_shaders(wpd, index_texture, true, false); ensure_forward_shaders(wpd, index_texture_hair, true, true); wpd->composite_sh = e_data.composite_sh_cache[index_solid]; wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid]; wpd->transparent_accum_hair_sh = e_data.transparent_accum_sh_cache[index_solid_hair]; wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture]; wpd->transparent_accum_texture_hair_sh = e_data.transparent_accum_sh_cache[index_texture_hair]; } /* public functions */ void workbench_forward_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_StorageList *stl = vedata->stl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); DRWShadingGroup *grp; if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__); } if (!stl->effects) { stl->effects = MEM_callocN(sizeof(*stl->effects), __func__); workbench_effect_info_init(stl->effects); } WORKBENCH_PrivateData *wpd = stl->g_data; workbench_private_data_init(wpd); float light_direction[3]; workbench_private_data_get_light_direction(wpd, light_direction); if (!e_data.next_object_id) { e_data.next_object_id = 1; memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); char *defines = workbench_material_build_defines(wpd, false, false); char *defines_texture = workbench_material_build_defines(wpd, true, false); char *defines_hair = workbench_material_build_defines(wpd, false, true); char *forward_vert = workbench_build_forward_vert(false); char *forward_hair_vert = workbench_build_forward_vert(true); e_data.object_outline_sh = DRW_shader_create( forward_vert, NULL, datatoc_workbench_forward_depth_frag_glsl, defines); e_data.object_outline_texture_sh = DRW_shader_create( forward_vert, NULL, datatoc_workbench_forward_depth_frag_glsl, defines_texture); e_data.object_outline_hair_sh = DRW_shader_create( forward_hair_vert, NULL, datatoc_workbench_forward_depth_frag_glsl, defines_hair); e_data.checker_depth_sh = DRW_shader_create_fullscreen( datatoc_workbench_checkerboard_depth_frag_glsl, NULL); MEM_freeN(forward_hair_vert); MEM_freeN(forward_vert); MEM_freeN(defines); MEM_freeN(defines_texture); MEM_freeN(defines_hair); } workbench_volume_engine_init(); workbench_fxaa_engine_init(); workbench_taa_engine_init(vedata); select_forward_shaders(wpd); const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; e_data.object_id_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent); e_data.transparent_accum_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent); e_data.transparent_revealage_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent); e_data.composite_buffer_tx = DRW_texture_pool_query_2D( size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_transparent); GPU_framebuffer_ensure_config(&fbl->object_outline_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), }); GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx), GPU_ATTACHMENT_TEXTURE(e_data.transparent_revealage_tx), }); GPU_framebuffer_ensure_config(&fbl->composite_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), }); GPU_framebuffer_ensure_config(&fbl->effect_fb, { GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(e_data.transparent_accum_tx), }); workbench_volume_cache_init(vedata); const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING)); const int cull_state = (do_cull) ? DRW_STATE_CULL_BACK : 0; /* Transparency Accum */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_OIT | cull_state; psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state); } /* Depth */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | cull_state; psl->object_outline_pass = DRW_pass_create("Object Outline Pass", state); } /* Composite */ { int state = DRW_STATE_WRITE_COLOR; psl->composite_pass = DRW_pass_create("Composite", state); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); if (OBJECT_ID_PASS_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); } DRW_shgroup_uniform_texture_ref(grp, "transparentAccum", &e_data.transparent_accum_tx); DRW_shgroup_uniform_texture_ref(grp, "transparentRevealage", &e_data.transparent_revealage_tx); DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } { workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx); } /* Checker Depth */ { int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS; psl->checker_depth_pass = DRW_pass_create("Checker Depth", state); grp = DRW_shgroup_create(e_data.checker_depth_sh, psl->checker_depth_pass); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); DRW_shgroup_uniform_float_copy(grp, "threshold", 0.75f - wpd->shading.xray_alpha * 0.5f); } } void workbench_forward_engine_free() { for (int index = 0; index < MAX_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); DRW_SHADER_FREE_SAFE(e_data.transparent_accum_sh_cache[index]); } DRW_SHADER_FREE_SAFE(e_data.object_outline_sh); DRW_SHADER_FREE_SAFE(e_data.object_outline_texture_sh); DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh); DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh); workbench_volume_engine_free(); workbench_fxaa_engine_free(); workbench_taa_engine_free(); } void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata)) { } static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob == draw_ctx->object_edit) { return; } for (ModifierData *md = ob->modifiers.first; md; md = md->next) { if (md->type != eModifierType_ParticleSystem) { continue; } ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (!psys_check_enabled(ob, psys, false)) { continue; } if (!DRW_check_psys_visible_within_active_context(ob, psys)) { continue; } ParticleSettings *part = psys->part; const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH) { Image *image = NULL; Material *mat = give_current_material(ob, part->omat); ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL); int color_type = workbench_material_determine_color_type(wpd, image); WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type, 0); struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ? wpd->transparent_accum_hair_sh : wpd->transparent_accum_texture_hair_sh; DRWShadingGroup *shgrp = DRW_shgroup_hair_create( ob, psys, md, psl->transparent_accum_pass, shader); workbench_material_set_normal_world_matrix(shgrp, wpd, e_data.normal_world_matrix); DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo); workbench_material_shgroup_uniform(wpd, shgrp, material); 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 = wpd->shading.xray_alpha * 0.33f; DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha); if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE); DRW_shgroup_uniform_texture(shgrp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(shgrp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } shgrp = DRW_shgroup_hair_create(ob, psys, md, vedata->psl->object_outline_pass, e_data.object_outline_hair_sh); DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); } } } void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; const DRWContextState *draw_ctx = DRW_context_state_get(); Scene *scene = draw_ctx->scene; if (!DRW_object_is_renderable(ob)) return; if (ob->type == OB_MESH) { workbench_forward_cache_populate_particles(vedata, ob); } ModifierData *md; if (((ob->base_flag & BASE_FROMDUPLI) == 0) && (md = modifiers_findByType(ob, eModifierType_Smoke)) && (modifier_isEnabled(scene, md, eModifierMode_Realtime)) && (((SmokeModifierData *)md)->domain != NULL)) { workbench_volume_cache_populate(vedata, scene, ob, md); return; /* Do not draw solid in this case. */ } if (!DRW_check_object_visible_within_active_context(ob)) { return; } WORKBENCH_MaterialData *material; if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_MBALL)) { const bool is_active = (ob == draw_ctx->obact); const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0; bool is_drawn = false; if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && ELEM(ob->type, OB_MESH)) { const Mesh *me = ob->data; if (me->mloopuv) { const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); bool *is_tiled = MEM_mallocN(sizeof(bool)*materials_len, "workbench forward is tiled"); for(int i = 0; i < materials_len; i++) { Image *image; ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL); is_tiled[i] = image && (image->source == IMA_SRC_TILED); } int num_batches = 0; struct TexpaintCacheBatch *geom_batches = DRW_cache_mesh_surface_texpaint_get(ob, is_tiled, &num_batches); for (int i = 0; i < num_batches; i++) { if (geom_batches[i].batch == NULL) { continue; } int matid = geom_batches[i].material + 1; Material *mat = give_current_material(ob, matid); Image *image; ED_object_get_active_image(ob, matid, &image, NULL, NULL, NULL); /* use OB_SOLID when no texture could be determined */ int color_type = wpd->shading.color_type; if (color_type == V3D_SHADING_TEXTURE_COLOR) { /* use OB_SOLID when no texture could be determined */ if (image == NULL) { color_type = V3D_SHADING_MATERIAL_COLOR; } } material = get_or_create_material_data(vedata, ob, mat, image, color_type, geom_batches[i].tile); DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_batches[i].batch, ob); DRW_shgroup_call_object_add(material->shgrp, geom_batches[i].batch, ob); is_drawn = true; } } } /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */ if (!is_drawn) { if (ELEM(wpd->shading.color_type, V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) { /* No material split needed */ struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { material = get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type, 0); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat); DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob); DRW_shgroup_call_object_add(material->shgrp, geom, ob); } } } else { const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol)); struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); for (int i = 0; i < materials_len; i++) { gpumat_array[i] = NULL; } 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) { if (mat_geom[i] == NULL) { continue; } Material *mat = give_current_material(ob, i + 1); material = get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR, 0); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat); DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob); DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob); } } } } } } } void workbench_forward_cache_finish(WORKBENCH_Data *UNUSED(vedata)) { } void workbench_forward_draw_background(WORKBENCH_Data *UNUSED(vedata)) { const float clear_depth = 1.0f; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DRW_stats_group_start("Clear depth"); GPU_framebuffer_bind(dfbl->default_fb); GPU_framebuffer_clear_depth(dfbl->default_fb, clear_depth); DRW_stats_group_end(); } void workbench_forward_draw_scene(WORKBENCH_Data *vedata) { WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PrivateData *wpd = stl->g_data; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); if (TAA_ENABLED(wpd)) { workbench_taa_draw_scene_start(vedata); } /* Write Depth + Object ID */ const float clear_outline[4] = {0.0f}; GPU_framebuffer_bind(fbl->object_outline_fb); GPU_framebuffer_clear_color(fbl->object_outline_fb, clear_outline); DRW_draw_pass(psl->object_outline_pass); if (wpd->shading.xray_alpha > 0.0) { const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPU_framebuffer_bind(fbl->transparent_accum_fb); GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); DRW_draw_pass(psl->transparent_accum_pass); } else { /* TODO(fclem): this is unecessary and takes up perf. * Better change the composite frag shader to not use the tx. */ const float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f}; GPU_framebuffer_bind(fbl->transparent_accum_fb); GPU_framebuffer_clear_color(fbl->transparent_accum_fb, clear_color); } /* Composite */ GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); DRW_draw_pass(psl->volume_pass); /* Color correct and Anti aliasing */ workbench_aa_draw_pass(vedata, e_data.composite_buffer_tx); /* Apply checker pattern */ GPU_framebuffer_bind(dfbl->depth_only_fb); DRW_draw_pass(psl->checker_depth_pass); workbench_private_data_free(wpd); workbench_volume_smoke_textures_free(wpd); }