/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. */ #include "workbench_private.hh" #include "BKE_camera.h" #include "BKE_editmesh.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_particle.h" #include "BKE_pbvh.h" #include "DEG_depsgraph_query.h" #include "DNA_fluid_types.h" #include "ED_paint.h" #include "ED_view3d.h" #include "GPU_capabilities.h" namespace blender::workbench { void SceneState::init() { bool reset_taa = reset_taa_next_sample; reset_taa_next_sample = false; const DRWContextState *context = DRW_context_state_get(); View3D *v3d = context->v3d; RegionView3D *rv3d = context->rv3d; scene = DEG_get_evaluated_scene(context->depsgraph); GPUTexture *viewport_tx = DRW_viewport_texture_list_get()->color; resolution = int2(GPU_texture_width(viewport_tx), GPU_texture_height(viewport_tx)); camera_object = nullptr; if (v3d && rv3d) { camera_object = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : nullptr; } else { /*TODO(Miguel Pozo)*/ // camera = wpd->cam_original_ob; } camera = camera_object && camera_object->type == OB_CAMERA ? static_cast(camera_object->data) : nullptr; object_mode = CTX_data_mode_enum_ex(context->object_edit, context->obact, context->object_mode); /* TODO(Miguel Pozo): * Check why Workbench Next exposes OB_MATERIAL, and Workbench exposes OB_RENDER */ bool is_render_mode = !v3d || ELEM(v3d->shading.type, OB_RENDER, OB_MATERIAL); const View3DShading previous_shading = shading; shading = is_render_mode ? scene->display.shading : v3d->shading; cull_state = shading.flag & V3D_SHADING_BACKFACE_CULLING ? DRW_STATE_CULL_BACK : DRW_STATE_NO_DRAW; /* FIXME: This reproduce old behavior when workbench was separated in 2 engines. * But this is a workaround for a missing update tagging. */ DRWState new_clip_state = RV3D_CLIPPING_ENABLED(v3d, rv3d) ? DRW_STATE_CLIP_PLANES : DRW_STATE_NO_DRAW; DRWState old_clip_state = clip_planes.size() > 0 ? DRW_STATE_CLIP_PLANES : DRW_STATE_NO_DRAW; if (new_clip_state != old_clip_state) { reset_taa = true; } clip_planes.clear(); if (new_clip_state & DRW_STATE_CLIP_PLANES) { int plane_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6; for (auto i : IndexRange(plane_len)) { clip_planes.append(rv3d->clip[i]); } } if (!is_render_mode) { if (shading.type < OB_SOLID) { shading.light = V3D_LIGHTING_FLAT; shading.color_type = V3D_SHADING_OBJECT_COLOR; shading.xray_alpha = 0.0f; } else if (SHADING_XRAY_ENABLED(shading)) { shading.xray_alpha = SHADING_XRAY_ALPHA(shading); } else { shading.xray_alpha = 1.0f; } } xray_mode = !is_render_mode && shading.xray_alpha != 1.0f; if (SHADING_XRAY_FLAG_ENABLED(shading)) { /* Disable shading options that aren't supported in transparency mode. */ shading.flag &= ~(V3D_SHADING_SHADOW | V3D_SHADING_CAVITY | V3D_SHADING_DEPTH_OF_FIELD); } if (SHADING_XRAY_ENABLED(shading) != SHADING_XRAY_ENABLED(previous_shading) || shading.flag != previous_shading.flag) { reset_taa = true; } lighting_type = lighting_type_from_v3d_lighting(shading.light); material_override = Material(shading.single_color); background_color = float4(0.0f); if (is_render_mode && scene->r.alphamode != R_ALPHAPREMUL) { if (World *w = scene->world) { background_color = float4(w->horr, w->horg, w->horb, 1.0f); } } if (rv3d && rv3d->rflag & RV3D_GPULIGHT_UPDATE) { reset_taa = true; /* FIXME: This reproduce old behavior when workbench was separated in 2 engines. * But this is a workaround for a missing update tagging. */ rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE; } float4x4 matrix; /*TODO(Miguel Pozo): New API ?*/ DRW_view_persmat_get(nullptr, matrix.ptr(), false); if (matrix != view_projection_matrix) { view_projection_matrix = matrix; reset_taa = true; } bool is_playback = DRW_state_is_playback(); bool is_navigating = DRW_state_is_navigating(); /* Reset complete drawing when navigating or during viewport playback or when * leaving one of those states. In case of multires modifier the navigation * mesh differs from the viewport mesh, so we need to be sure to restart. */ if (is_playback || is_navigating) { reset_taa = true; reset_taa_next_sample = true; } int _samples_len = U.viewport_aa; if (v3d && ELEM(v3d->shading.type, OB_RENDER, OB_MATERIAL)) { _samples_len = scene->display.viewport_aa; } else if (DRW_state_is_image_render()) { _samples_len = scene->display.render_aa; } if (is_navigating || is_playback) { /* Only draw using SMAA or no AA when navigating. */ _samples_len = min_ii(_samples_len, 1); } /* 0 samples means no AA */ draw_aa = _samples_len > 0; _samples_len = max_ii(_samples_len, 1); /* Reset the TAA when we have already draw a sample, but the sample count differs from previous * time. This removes render artifacts when the viewport anti-aliasing in the user preferences * is set to a lower value. */ if (samples_len != _samples_len) { samples_len = _samples_len; reset_taa = true; } if (reset_taa || samples_len <= 1) { sample = 0; } else { sample++; } render_finished = sample >= samples_len && samples_len > 1; /* TODO(Miguel Pozo) volumes_do */ draw_cavity = shading.flag & V3D_SHADING_CAVITY && ELEM(shading.cavity_type, V3D_SHADING_CAVITY_SSAO, V3D_SHADING_CAVITY_BOTH); draw_curvature = shading.flag & V3D_SHADING_CAVITY && ELEM(shading.cavity_type, V3D_SHADING_CAVITY_CURVATURE, V3D_SHADING_CAVITY_BOTH); draw_outline = shading.flag & V3D_SHADING_OBJECT_OUTLINE; draw_dof = camera && camera->dof.flag & CAM_DOF_ENABLED && shading.flag & V3D_SHADING_DEPTH_OF_FIELD; draw_transparent_depth = draw_outline || draw_dof; draw_object_id = draw_outline || draw_curvature; }; static const CustomData *get_loop_custom_data(const Mesh *mesh) { if (mesh->runtime->wrapper_type == ME_WRAPPER_TYPE_BMESH) { BLI_assert(mesh->edit_mesh != nullptr); BLI_assert(mesh->edit_mesh->bm != nullptr); return &mesh->edit_mesh->bm->ldata; } return &mesh->ldata; } static const CustomData *get_vert_custom_data(const Mesh *mesh) { if (mesh->runtime->wrapper_type == ME_WRAPPER_TYPE_BMESH) { BLI_assert(mesh->edit_mesh != nullptr); BLI_assert(mesh->edit_mesh->bm != nullptr); return &mesh->edit_mesh->bm->vdata; } return &mesh->vdata; } ObjectState::ObjectState(const SceneState &scene_state, Object *ob) { sculpt_pbvh = false; texture_paint_mode = false; image_paint_override = nullptr; override_sampler_state = GPU_SAMPLER_DEFAULT; draw_shadow = false; const DRWContextState *draw_ctx = DRW_context_state_get(); const Mesh *me = (ob->type == OB_MESH) ? static_cast(ob->data) : nullptr; const bool is_active = (ob == draw_ctx->obact); /* TODO(Miguel Pozo) Is the double check needed? * If it is, wouldn't be needed for sculpt_pbvh too? */ const bool is_render = DRW_state_is_image_render() && (draw_ctx->v3d == nullptr); color_type = (eV3DShadingColorType)scene_state.shading.color_type; if (!(is_active && DRW_object_use_hide_faces(ob))) { draw_shadow = (ob->dtx & OB_DRAW_NO_SHADOW_CAST) == 0 && scene_state.shading.flag & V3D_SHADING_SHADOW; } if (me == nullptr) { if (color_type == V3D_SHADING_TEXTURE_COLOR) { color_type = V3D_SHADING_MATERIAL_COLOR; } else if (color_type == V3D_SHADING_VERTEX_COLOR) { color_type = V3D_SHADING_OBJECT_COLOR; } use_per_material_batches = color_type == V3D_SHADING_MATERIAL_COLOR; /* Early return */ return; } sculpt_pbvh = BKE_sculptsession_use_pbvh_draw(ob, draw_ctx->rv3d) && !DRW_state_is_image_render(); if (sculpt_pbvh) { /* Shadows are unsupported in sculpt mode. We could revert to the slow * method in this case but I'm not sure if it's a good idea given that * sculpted meshes are heavy to begin with. */ draw_shadow = false; if (color_type == V3D_SHADING_TEXTURE_COLOR && BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES) { /* Force use of material color for sculpt. */ color_type = V3D_SHADING_MATERIAL_COLOR; } /* Bad call C is required to access the tool system that is context aware. Cast to non-const * due to current API. */ bContext *C = (bContext *)DRW_context_state_get()->evil_C; if (C != NULL) { color_type = ED_paint_shading_color_override( C, &scene_state.scene->toolsettings->paint_mode, ob, color_type); } } else { const CustomData *cd_vdata = get_vert_custom_data(me); const CustomData *cd_ldata = get_loop_custom_data(me); bool has_color = (CustomData_has_layer(cd_vdata, CD_PROP_COLOR) || CustomData_has_layer(cd_vdata, CD_PROP_BYTE_COLOR) || CustomData_has_layer(cd_ldata, CD_PROP_COLOR) || CustomData_has_layer(cd_ldata, CD_PROP_BYTE_COLOR)); if (color_type == V3D_SHADING_TEXTURE_COLOR) { if (ob->dt < OB_TEXTURE || !CustomData_has_layer(cd_ldata, CD_MLOOPUV)) { color_type = V3D_SHADING_MATERIAL_COLOR; } } else if (color_type == V3D_SHADING_VERTEX_COLOR && !has_color) { color_type = V3D_SHADING_OBJECT_COLOR; } if (!is_render) { /* Force texture or vertex mode if object is in paint mode. */ const bool is_vertpaint_mode = is_active && (scene_state.object_mode == CTX_MODE_PAINT_VERTEX); const bool is_texpaint_mode = is_active && (scene_state.object_mode == CTX_MODE_PAINT_TEXTURE); if (is_vertpaint_mode && has_color) { color_type = V3D_SHADING_VERTEX_COLOR; } else if (is_texpaint_mode && CustomData_has_layer(cd_ldata, CD_MLOOPUV)) { color_type = V3D_SHADING_TEXTURE_COLOR; texture_paint_mode = true; const ImagePaintSettings *imapaint = &scene_state.scene->toolsettings->imapaint; if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) { image_paint_override = imapaint->canvas; override_sampler_state = GPU_SAMPLER_REPEAT; SET_FLAG_FROM_TEST(override_sampler_state, imapaint->interp == IMAGEPAINT_INTERP_LINEAR, GPU_SAMPLER_FILTER); } } } } use_per_material_batches = image_paint_override == nullptr && ELEM(color_type, V3D_SHADING_TEXTURE_COLOR, V3D_SHADING_MATERIAL_COLOR); } } // namespace blender::workbench