#include "workbench_private.h" #include "BIF_gl.h" #include "BLI_dynstr.h" #define HSV_SATURATION 0.5 #define HSV_VALUE 0.9 void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data) { /* When V3D_SHADING_TEXTURE_COLOR is active, use V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */ int color_type = wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR ? V3D_SHADING_MATERIAL_COLOR : wpd->shading.color_type; static float default_diffuse_color[] = {0.8f, 0.8f, 0.8f, 1.0f}; static float default_specular_color[] = {0.5f, 0.5f, 0.5f, 0.5f}; copy_v4_v4(data->diffuse_color, default_diffuse_color); copy_v4_v4(data->specular_color, default_specular_color); data->roughness = 0.5f; if (color_type == V3D_SHADING_SINGLE_COLOR) { copy_v3_v3(data->diffuse_color, wpd->shading.single_color); } else if (color_type == V3D_SHADING_RANDOM_COLOR) { uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name); if (ob->id.lib) { hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name); } float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0); float hsv[3] = {offset, HSV_SATURATION, HSV_VALUE}; hsv_to_rgb_v(hsv, data->diffuse_color); } else { /* V3D_SHADING_MATERIAL_COLOR */ if (mat) { copy_v3_v3(data->diffuse_color, &mat->r); copy_v3_v3(data->specular_color, &mat->specr); data->roughness = mat->roughness; } } } char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) { BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n"); } if (wpd->shading.flag & V3D_SHADING_SHADOW) { BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n"); } if (CAVITY_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define V3D_SHADING_CAVITY\n"); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n"); } if (STUDIOLIGHT_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n"); } if (FLAT_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_FLAT\n"); } if (MATCAP_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_MATCAP\n"); } if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_WORLD\n"); } if (STUDIOLIGHT_ORIENTATION_CAMERA_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_CAMERA\n"); } if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_ORIENTATION_VIEWNORMAL\n"); } if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { BLI_dynstr_appendf(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n"); } if (use_textures) { BLI_dynstr_appendf(ds, "#define V3D_SHADING_TEXTURE_COLOR\n"); } if (NORMAL_ENCODING_ENABLED()) { BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); } if (is_hair) { BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n"); } #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 0 BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL 0\n"); #endif #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 1 BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL 1\n"); #endif #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 2 BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL 2\n"); #endif #if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL == 4 BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL 4\n"); #endif BLI_dynstr_appendf(ds, "#define STUDIOLIGHT_SPHERICAL_HARMONICS_MAX_COMPONENTS 18\n"); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template) { 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); /* add texture reference */ if (material_template->ima) { result += BLI_ghashutil_inthash_p_murmur(material_template->ima); } return result; } int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) { /* NOTE: change MAX_SHADERS accordingly when modifying this function. */ int index = 0; /* 1 bit V3D_SHADING_TEXTURE_COLOR */ SET_FLAG_FROM_TEST(index, use_textures, 1 << 0); /* 2 bits FLAT/STUDIO/MATCAP/SCENE */ SET_FLAG_FROM_TEST(index, wpd->shading.light, wpd->shading.light << 1); /* 1 bit V3D_SHADING_SPECULAR_HIGHLIGHT */ SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT, 1 << 3); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 4); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 5); SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 6); /* 2 bits STUDIOLIGHT_ORIENTATION */ SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 1 << 7); SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_VIEWNORMAL, 1 << 8); /* 1 bit for hair */ SET_FLAG_FROM_TEST(index, is_hair, 1 << 9); return index; } void workbench_material_set_normal_world_matrix( DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]) { if (STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) { float view_matrix_inverse[4][4]; float rot_matrix[4][4]; float matrix[4][4]; axis_angle_to_mat4_single(rot_matrix, 'Z', -wpd->shading.studiolight_rot_z); DRW_viewport_matrix_get(view_matrix_inverse, DRW_MAT_VIEWINV); mul_m4_m4m4(matrix, rot_matrix, view_matrix_inverse); copy_m3_m4(persistent_matrix, matrix); DRW_shgroup_uniform_mat3(grp, "normalWorldMatrix", persistent_matrix); } } int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima) { int color_type = wpd->shading.color_type; if (color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) { color_type = V3D_SHADING_MATERIAL_COLOR; } return color_type; } void workbench_material_shgroup_uniform( WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material) { if (workbench_material_determine_color_type(wpd, material->ima) == V3D_SHADING_TEXTURE_COLOR) { GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f); DRW_shgroup_uniform_texture(grp, "image", tex); } else { DRW_shgroup_uniform_vec4(grp, "materialDiffuseColor", material->diffuse_color, 1); } if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) { DRW_shgroup_uniform_vec4(grp, "materialSpecularColor", material->specular_color, 1); DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1); } } void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material) { dest_material->object_id = source_material->object_id; copy_v4_v4(dest_material->diffuse_color, source_material->diffuse_color); copy_v4_v4(dest_material->specular_color, source_material->specular_color); dest_material->roughness = source_material->roughness; dest_material->ima = source_material->ima; }