/* * 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. * * Copyright 2016, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "workbench_private.h" #include "BIF_gl.h" #include "BLI_alloca.h" #include "BLI_dynstr.h" #include "BLI_string_utils.h" #include "BLI_utildefines.h" #include "BKE_particle.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "DNA_image_types.h" #include "DNA_mesh_types.h" #include "DNA_modifier_types.h" #include "DNA_node_types.h" #include "GPU_shader.h" #include "GPU_texture.h" /* *********** STATIC *********** */ static struct { struct GPUShader *composite_sh_cache[2]; struct GPUShader *transparent_accum_sh_cache[MAX_ACCUM_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; } e_data = {{NULL}}; /* Shaders */ extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[]; 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_curvature_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_string_joinN( datatoc_gpu_shader_cfg_world_clip_lib_glsl, datatoc_workbench_prepass_vert_glsl); } DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl); BLI_dynstr_append(ds, datatoc_gpu_shader_cfg_world_clip_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_curvature_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; } WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, ImageUser *iuser, int color_type, int interp) { 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.iuser = iuser; material_template.interp = interp; uint hash = workbench_material_get_hash(&material_template, false); material = BLI_ghash_lookup(wpd->material_transp_hash, POINTER_FROM_UINT(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_copy(grp, "alpha", wpd->shading.xray_alpha); 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); DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture ); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } if (SHADOW_ENABLED(wpd)) { DRW_shgroup_uniform_float_copy(grp, "shadowMultiplier", wpd->shadow_multiplier); DRW_shgroup_uniform_float_copy(grp, "shadowShift", wpd->shadow_shift); DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); } workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp); material->shgrp = grp; /* Depth */ if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) { 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, material->iuser, GL_TEXTURE_2D, false); 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); if (wpd->world_clip_planes) { const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; DRW_shgroup_world_clip_planes_from_rv3d(material->shgrp_object_outline, rv3d); } BLI_ghash_insert(wpd->material_transp_hash, POINTER_FROM_UINT(hash), material); } return material; } static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) { int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair); 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); } return e_data.transparent_accum_sh_cache[index]; } static GPUShader *ensure_forward_composite_shaders(WORKBENCH_PrivateData *wpd) { int index = OBJECT_OUTLINE_ENABLED(wpd) ? 1 : 0; if (e_data.composite_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, false, false); 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); } return e_data.composite_sh_cache[index]; } void workbench_forward_choose_shaders(WORKBENCH_PrivateData *wpd) { wpd->composite_sh = ensure_forward_composite_shaders(wpd); wpd->transparent_accum_sh = ensure_forward_accum_shaders(wpd, false, false); wpd->transparent_accum_hair_sh = ensure_forward_accum_shaders(wpd, false, true); wpd->transparent_accum_texture_sh = ensure_forward_accum_shaders(wpd, true, false); wpd->transparent_accum_texture_hair_sh = ensure_forward_accum_shaders(wpd, true, true); } void workbench_forward_outline_shaders_ensure(WORKBENCH_PrivateData *wpd) { if (e_data.object_outline_sh == NULL) { 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); MEM_freeN(forward_hair_vert); MEM_freeN(forward_vert); MEM_freeN(defines); MEM_freeN(defines_texture); MEM_freeN(defines_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.checker_depth_sh) { workbench_forward_outline_shaders_ensure(wpd); e_data.checker_depth_sh = DRW_shader_create_fullscreen( datatoc_workbench_checkerboard_depth_frag_glsl, NULL); } workbench_volume_engine_init(); workbench_fxaa_engine_init(); workbench_taa_engine_init(vedata); workbench_forward_choose_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 = CULL_BACKFACE_ENABLED(wpd); 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); } /* TODO(campbell): displays but masks geometry, only use with wire for now. */ if ((wpd->shading.type == OB_WIRE) && (draw_ctx->rv3d && (draw_ctx->rv3d->rflag & RV3D_CLIPPING) && draw_ctx->rv3d->clipbb)) { psl->background_pass = DRW_pass_create( "Background", DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND); grp = DRW_shgroup_create(shader, psl->background_pass); wpd->world_clip_planes_batch = DRW_draw_background_clipping_batch_from_rv3d(draw_ctx->rv3d); DRW_shgroup_call_add(grp, wpd->world_clip_planes_batch, NULL); DRW_shgroup_uniform_vec4(grp, "color", &wpd->world_clip_planes_color[0], 1); } { workbench_aa_create_pass(vedata, &e_data.transparent_accum_tx); } /* Checker Depth */ { static float noise_offset = 0.0f; float blend_threshold = 0.0f; if (DRW_state_is_image_render()) { /* TODO: Should be based on the number of samples used for render. */ noise_offset = fmodf(noise_offset + 1.0f / 8.0f, 1.0f); } if (wpd->shading.flag & XRAY_FLAG(wpd)) { blend_threshold = 1.0f - XRAY_ALPHA(wpd) * 0.9f; } if (wpd->shading.type == OB_WIRE) { wpd->shading.xray_alpha = 0.0f; wpd->shading.xray_alpha_wire = 0.0f; } 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", blend_threshold); DRW_shgroup_uniform_float_copy(grp, "offset", noise_offset); } } void workbench_forward_engine_free() { for (int index = 0; index < 2; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } for (int index = 0; index < MAX_ACCUM_SHADERS; 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(); workbench_dof_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; for (ModifierData *md = ob->modifiers.first; md; md = md->next) { if (md->type != eModifierType_ParticleSystem) { continue; } ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys; if (!DRW_object_is_visible_psys_in_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) { Material *mat; Image *image; ImageUser *iuser; int interp; workbench_material_get_image_and_mat(ob, part->omat, &image, &iuser, &interp, &mat); int color_type = workbench_material_determine_color_type(wpd, image, ob); WORKBENCH_MaterialData *material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp); 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); DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo); workbench_material_shgroup_uniform(wpd, shgrp, material, ob, false, 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); DRW_shgroup_uniform_texture(shgrp, "matcapImage", wpd->studio_light->equirect_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; const bool is_wire = (ob->dt == OB_WIRE); 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_FROM_DUPLI) == 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_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF)) { return; } if (ob->dt < OB_WIRE) { 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)); struct GPUBatch **geom_array = DRW_cache_mesh_surface_texpaint_get(ob); for (int i = 0; i < materials_len; i++) { Material *mat; Image *image; ImageUser *iuser; int interp; workbench_material_get_image_and_mat(ob, i + 1, &image, &iuser, &interp, &mat); int color_type = workbench_material_determine_color_type(wpd, image, ob); material = workbench_forward_get_or_create_material_data(vedata, ob, mat, image, iuser, color_type, interp); DRW_shgroup_call_object_add(material->shgrp_object_outline, geom_array[i], ob); DRW_shgroup_call_object_add(material->shgrp, geom_array[i], 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_OBJECT_COLOR, V3D_SHADING_RANDOM_COLOR)) { /* No material split needed */ struct GPUBatch *geom = DRW_cache_object_surface_get(ob); if (geom) { material = workbench_forward_get_or_create_material_data(vedata, ob, NULL, NULL, NULL, wpd->shading.color_type, 0); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat); if (!is_wire) { DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } } else { DRW_shgroup_call_object_add(material->shgrp_object_outline, geom, ob); if (!is_wire) { 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 = workbench_forward_get_or_create_material_data(vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp_object_outline, ob, ob->obmat); if (!is_wire) { DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } } else { DRW_shgroup_call_object_add(material->shgrp_object_outline, mat_geom[i], ob); if (!is_wire) { 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 (XRAY_ALPHA(wpd) > 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 unnecessary 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); /* Only when clipping is enabled. */ if (psl->background_pass) { DRW_draw_pass(psl->background_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); } void workbench_forward_draw_finish(WORKBENCH_Data *vedata) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; workbench_private_data_free(wpd); workbench_volume_smoke_textures_free(wpd); }