/* * 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 2018, Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "workbench_private.h" #include "BIF_gl.h" #include "BKE_image.h" #include "BKE_node.h" #include "BLI_dynstr.h" #include "BLI_hash.h" #include "DNA_node_types.h" #include "DNA_mesh_types.h" #include "ED_uvedit.h" #define HSV_SATURATION 0.5 #define HSV_VALUE 0.8 void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, 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); } 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); } 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 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); } 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]; } else { /* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */ if (mat) { data->alpha *= mat->a; if (workbench_is_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)); 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); } } } } char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool is_uniform_color, bool is_hair, bool is_texture_painting) { char *str = NULL; bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color; bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) && !is_uniform_color; if (is_texture_painting) { use_textures = true; use_vertex_colors = false; } DynStr *ds = BLI_dynstr_new(); if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) { BLI_dynstr_append(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n"); } if (wpd->shading.flag & V3D_SHADING_SHADOW) { BLI_dynstr_append(ds, "#define V3D_SHADING_SHADOW\n"); } if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define WB_CAVITY\n"); } if (workbench_is_specular_highlight_enabled(wpd)) { BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n"); } if (STUDIOLIGHT_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n"); } if (FLAT_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n"); } if (MATCAP_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n"); } if (OBJECT_ID_PASS_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define OBJECT_ID_PASS_ENABLED\n"); } if (workbench_is_matdata_pass_enabled(wpd)) { BLI_dynstr_append(ds, "#define MATDATA_PASS_ENABLED\n"); } if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n"); } if (use_vertex_colors) { BLI_dynstr_append(ds, "#define V3D_SHADING_VERTEX_COLOR\n"); } if (use_textures) { BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n"); } if (NORMAL_ENCODING_ENABLED()) { BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); } if (is_hair) { BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); } str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, 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; } 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 = 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; } int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd, bool is_uniform_color, bool is_hair, bool is_texture_painting) { bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color; bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) && !is_uniform_color; if (is_texture_painting) { use_textures = true; use_vertex_colors = false; } /* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */ int index = 0; SET_FLAG_FROM_TEST(index, is_hair, 1 << 0); SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 1); SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2); SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3); SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4); SET_FLAG_FROM_TEST(index, use_textures, 1 << 5); SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 6); BLI_assert(index < MAX_PREPASS_SHADERS); return index; } int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool is_uniform_color, bool is_hair, bool is_texture_painting) { bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color; bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) && !is_uniform_color; if (is_texture_painting) { use_textures = true; use_vertex_colors = false; is_hair = false; } /* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */ int index = 0; /* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */ 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; } int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob, bool use_sculpt_pbvh) { 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)) { color_type = V3D_SHADING_MATERIAL_COLOR; } if (color_type == V3D_SHADING_VERTEX_COLOR && (me == NULL || me->mloopcol == NULL)) { color_type = V3D_SHADING_OBJECT_COLOR; } /* Force V3D_SHADING_TEXTURE_COLOR for active object when in texture painting * no matter the shading color that the user has chosen, when there is no * texture we will render the object with the error color */ if (workbench_is_object_in_texture_paint_mode(ob)) { color_type = ima ? V3D_SHADING_TEXTURE_COLOR : V3D_SHADING_ERROR_COLOR; } return color_type; } void workbench_material_get_image_and_mat( Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat) { bNode *node; *r_mat = give_current_material(ob, mat_nr); ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL); if (node && *r_image) { switch (node->type) { case SH_NODE_TEX_IMAGE: { NodeTexImage *storage = node->storage; *r_interp = storage->interpolation; break; } case SH_NODE_TEX_ENVIRONMENT: { NodeTexEnvironment *storage = node->storage; *r_interp = storage->interpolation; break; } default: BLI_assert(!"Node type not supported by workbench"); *r_interp = 0; } } else { *r_interp = 0; } } 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 (workbench_is_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); } } if (WORLD_CLIPPING_ENABLED(wpd)) { DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); } } 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; dest_material->iuser = source_material->iuser; }