/* * 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_materials.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_node.h" #include "BKE_particle.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 *********** */ // #define DEBUG_SHADOW_VOLUME #define MAX_SHADERS 255 static struct { struct GPUShader *prepass_sh_cache[MAX_SHADERS]; struct GPUShader *composite_sh_cache[MAX_SHADERS]; struct GPUShader *shadow_sh; struct GPUTexture *object_id_tx; /* ref only, not alloced */ struct GPUTexture *color_buffer_tx; /* ref only, not alloced */ struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */ struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */ float light_direction[3]; /* world light direction for shadows */ int next_object_id; } e_data = {{NULL}}; /* Shaders */ extern char datatoc_workbench_prepass_vert_glsl[]; extern char datatoc_workbench_prepass_frag_glsl[]; extern char datatoc_workbench_composite_frag_glsl[]; extern char datatoc_workbench_shadow_vert_glsl[]; extern char datatoc_workbench_shadow_geom_glsl[]; extern char datatoc_workbench_background_lib_glsl[]; extern char datatoc_workbench_common_lib_glsl[]; extern char datatoc_workbench_data_lib_glsl[]; extern char datatoc_workbench_object_overlap_lib_glsl[]; extern char datatoc_workbench_world_light_lib_glsl[]; extern DrawEngineType draw_engine_workbench_solid; #define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) #define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO) #define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW) static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); if (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) { BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OVERLAP\n"); } if (wpd->shading.light & V3D_LIGHTING_STUDIO) { BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n"); } switch (drawtype) { case OB_SOLID: BLI_dynstr_appendf(ds, "#define OB_SOLID\n"); break; case OB_TEXTURE: BLI_dynstr_appendf(ds, "#define OB_TEXTURE\n"); break; } #ifdef WORKBENCH_ENCODE_NORMALS BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n"); #endif str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd) { 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); if (wpd->shading.light & V3D_LIGHTING_STUDIO) { BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); } if (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) { BLI_dynstr_append(ds, datatoc_workbench_object_overlap_lib_glsl); } BLI_dynstr_append(ds, datatoc_workbench_composite_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static char *workbench_build_prepass_frag(void) { char *str = NULL; DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl); str = BLI_dynstr_get_cstring(ds); BLI_dynstr_free(ds); return str; } static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype) { const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OVERLAP; int index = (wpd->shading.flag & DRAWOPTIONS_MASK); index = (index << 2) + wpd->shading.light; /* set the drawtype flag 0 = OB_SOLID, 1 = OB_TEXTURE */ index = index << 1; SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1); return index; } static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype) { if (e_data.prepass_sh_cache[index] == NULL) { char *defines = workbench_build_defines(wpd, drawtype); char *composite_frag = workbench_build_composite_frag(wpd); char *prepass_frag = workbench_build_prepass_frag(); e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines); if (drawtype == OB_SOLID) { e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines); } MEM_freeN(prepass_frag); MEM_freeN(composite_frag); MEM_freeN(defines); } } static void select_deferred_shaders(WORKBENCH_PrivateData *wpd) { int index_solid = get_shader_index(wpd, OB_SOLID); int index_texture = get_shader_index(wpd, OB_TEXTURE); ensure_deferred_shaders(wpd, index_solid, OB_SOLID); ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE); wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid]; wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture]; wpd->composite_sh = e_data.composite_sh_cache[index_solid]; } /* Functions */ static uint get_material_hash(WORKBENCH_MaterialData *material_template) { /* TODO: make a C-string with settings and hash the string */ uint input[4]; uint result; float *color = material_template->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); if (material_template->drawtype == OB_TEXTURE) { /* add texture reference */ result += BLI_ghashutil_inthash_p_murmur(material_template->ima); } return result; } static void workbench_init_object_data(ObjectEngineData *engine_data) { WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data; data->object_id = e_data.next_object_id++; } static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value) { /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */ int color_type = wpd->drawtype == OB_SOLID ? wpd->shading.color_type : V3D_SHADING_MATERIAL_COLOR; static float default_color[] = {0.8f, 0.8f, 0.8f}; if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) { copy_v3_v3(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, color); } else if (color_type == V3D_SHADING_OBJECT_COLOR) { copy_v3_v3(color, ob->col); } else { /* V3D_SHADING_MATERIAL_COLOR */ if (mat) { copy_v3_v3(color, &mat->r); } else { copy_v3_v3(color, default_color); } } } void workbench_materials_engine_init(WORKBENCH_Data *vedata) { WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); if (!e_data.next_object_id) { memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS); e_data.next_object_id = 1; e_data.shadow_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, NULL, NULL); } if (!stl->g_data) { /* Alloc transient pointers */ stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__); } { 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_solid); e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid); e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); #ifdef WORKBENCH_ENCODE_NORMALS e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_workbench_solid); #else e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid); #endif GPU_framebuffer_ensure_config(&fbl->prepass_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx), GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx), GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx), }); GPU_framebuffer_ensure_config(&fbl->composite_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx), }); } /* Prepass */ { int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; psl->prepass_pass = DRW_pass_create("Prepass", state); } } void workbench_materials_engine_free() { for (int index = 0; index < MAX_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]); DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } DRW_SHADER_FREE_SAFE(e_data.shadow_sh); } static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp) { DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx); DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx); if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx); } DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo); DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } void workbench_materials_cache_init(WORKBENCH_Data *vedata) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_PrivateData *wpd = stl->g_data; DRWShadingGroup *grp; const DRWContextState *draw_ctx = DRW_context_state_get(); static float shadow_multiplier = 0.0f; wpd->material_hash = BLI_ghash_ptr_new(__func__); View3D *v3d = draw_ctx->v3d; Scene *scene = draw_ctx->scene; if (v3d) { wpd->shading = v3d->shading; wpd->drawtype = v3d->drawtype; } else { /* XXX: We should get the default shading from the view layer, after we implemented the render callback */ memset(&wpd->shading, 0, sizeof(wpd->shading)); wpd->shading.light = V3D_LIGHTING_STUDIO; wpd->shading.shadow_intensity = 0.5; copy_v3_fl(wpd->shading.single_color, 0.8f); wpd->drawtype = OB_SOLID; } select_deferred_shaders(wpd); /* Deferred Mix Pass */ { WORKBENCH_UBO_World *wd = &wpd->world_data; UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low); UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high); /* XXX: Really quick conversion to avoid washed out background. * Needs to be adressed properly (color managed using ocio). */ srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high); srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low); studiolight_update_world(wpd->shading.studio_light, wd); wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL); DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data); copy_v3_v3(e_data.light_direction, scene->display.light_direction); negate_v3(e_data.light_direction); if (SHADOW_ENABLED(wpd)) { psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); workbench_composite_uniforms(wpd, grp); DRW_shgroup_stencil_mask(grp, 0x00); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &shadow_multiplier, 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #ifdef DEBUG_SHADOW_VOLUME psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK | DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass); DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction, 1); DRW_shgroup_stencil_mask(grp, 0xFF); wpd->shadow_shgrp = grp; #else psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_GREATER | DRW_STATE_WRITE_STENCIL_SHADOW); grp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass); DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction, 1); DRW_shgroup_stencil_mask(grp, 0xFF); wpd->shadow_shgrp = grp; psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass); DRW_shgroup_stencil_mask(grp, 0x00); workbench_composite_uniforms(wpd, grp); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shading.shadow_intensity, 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); #endif } else { psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR); grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass); workbench_composite_uniforms(wpd, grp); DRW_shgroup_uniform_float(grp, "shadowMultiplier", &shadow_multiplier, 1); DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); } } } static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype) { 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_object_engine_data_ensure( ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL); WORKBENCH_MaterialData material_template; const float hsv_saturation = 0.5; const float hsv_value = 0.9; /* Solid */ get_material_solid_color(wpd, ob, mat, material_template.color, hsv_saturation, hsv_value); material_template.object_id = engine_object_data->object_id; material_template.drawtype = drawtype; material_template.ima = ima; uint hash = get_material_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__); material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass); DRW_shgroup_stencil_mask(material->shgrp, 0xFF); material->object_id = engine_object_data->object_id; copy_v3_v3(material->color, material_template.color); switch (drawtype) { case OB_SOLID: DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1); break; case OB_TEXTURE: { GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false); DRW_shgroup_uniform_texture(material->shgrp, "image", tex); break; } } DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1); BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material); } return material; } static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob) { const DRWContextState *draw_ctx = DRW_context_state_get(); if (ob == draw_ctx->object_edit) { return; } for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) { if (!psys_check_enabled(ob, psys, false)) { continue; } ParticleSettings *part = psys->part; int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as; if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) { draw_as = PART_DRAW_DOT; } static float mat[4][4]; unit_m4(mat); if (draw_as == PART_DRAW_PATH) { struct Gwn_Batch *geom = DRW_cache_particles_get_hair(psys, NULL); WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID); DRW_shgroup_call_add(material->shgrp, geom, mat); } } } void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; if (!DRW_object_is_renderable(ob)) return; if (ob->type == OB_MESH) { workbench_cache_populate_particles(vedata, ob); } WORKBENCH_MaterialData *material; if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) { const DRWContextState *draw_ctx = DRW_context_state_get(); const bool is_active = (ob == draw_ctx->obact); const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0; const bool is_edit_mode = is_active && (draw_ctx->object_mode & OB_MODE_EDIT) != 0; bool is_drawn = false; if (!is_edit_mode && !is_sculpt_mode && wpd->drawtype == OB_TEXTURE && 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 GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL; if (materials_len > 0 && geom_array) { for (int i = 0; i < materials_len; i++) { Material *mat = give_current_material(ob, i + 1); Image *image; ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL); /* use OB_SOLID when no texture could be determined */ int mat_drawtype = OB_SOLID; if (image) { mat_drawtype = OB_TEXTURE; } material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype); 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 ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) { /* No material split needed */ struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob); if (geom) { material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID); if (is_sculpt_mode) { DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat); } else { DRW_shgroup_call_object_add(material->shgrp, geom, ob); } } } else { /* MATERIAL colors */ 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 Gwn_Batch **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) { Material *mat = give_current_material(ob, i + 1); material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID); DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob); } } } } if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) { struct Gwn_Batch *geom_shadow = DRW_cache_object_surface_get(ob); if (geom_shadow) { DRW_shgroup_call_object_add(wpd->shadow_shgrp, geom_shadow, ob); } } } } void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata)) { } void workbench_materials_draw_background(WORKBENCH_Data *vedata) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PrivateData *wpd = stl->g_data; const float clear_depth = 1.0f; const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; uint clear_stencil = 0xFF; GPU_framebuffer_bind(fbl->prepass_fb); int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT; SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT); GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil); } void workbench_materials_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(); /* clear in background */ GPU_framebuffer_bind(fbl->prepass_fb); DRW_draw_pass(psl->prepass_pass); if (SHADOW_ENABLED(wpd)) { #ifdef DEBUG_SHADOW_VOLUME GPU_framebuffer_bind(dfbl->default_fb); DRW_draw_pass(psl->composite_pass); DRW_draw_pass(psl->shadow_pass); #else GPU_framebuffer_bind(dfbl->depth_only_fb); DRW_draw_pass(psl->shadow_pass); GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); DRW_draw_pass(psl->composite_shadow_pass); #endif } else { GPU_framebuffer_bind(fbl->composite_fb); DRW_draw_pass(psl->composite_pass); } GPU_framebuffer_bind(dfbl->color_only_fb); DRW_transform_to_display(e_data.composite_buffer_tx); BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN); DRW_UBO_FREE_SAFE(wpd->world_ubo); }