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#include "workbench_private.h"
#include "DNA_userdef_types.h"
#include "UI_resources.h"
void workbench_effect_info_init(WORKBENCH_EffectInfo *effect_info)
{
effect_info->jitter_index = 0;
effect_info->view_updated = true;
}
void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
wpd->user_preferences = &U;
View3D *v3d = draw_ctx->v3d;
if (v3d) {
wpd->shading = v3d->shading;
if (wpd->shading.light == V3D_LIGHTING_MATCAP) {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.matcap, STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
}
else {
wpd->studio_light = BKE_studiolight_find(
wpd->shading.studio_light, STUDIOLIGHT_ORIENTATION_CAMERA | STUDIOLIGHT_ORIENTATION_WORLD);
}
}
else {
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->studio_light = BKE_studiolight_find_first(STUDIOLIGHT_INTERNAL);
}
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
WORKBENCH_UBO_World *wd = &wpd->world_data;
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) != 0;
wd->background_alpha = 1.0f;
if ((v3d->flag3 & V3D_SHOW_WORLD) &&
(scene->world != NULL))
{
copy_v3_v3(wd->background_color_low, &scene->world->horr);
copy_v3_v3(wd->background_color_high, &scene->world->horr);
}
else {
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->studio_light, wd);
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
/* Cavity settings */
{
const int ssao_samples = scene->display.matcap_ssao_samples;
float invproj[4][4];
const bool is_persp = DRW_viewport_is_persp_get();
/* view vectors for the corners of the view frustum.
* Can be used to recreate the world space position easily */
float viewvecs[3][4] = {
{-1.0f, -1.0f, -1.0f, 1.0f},
{1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f}
};
int i;
const float *size = DRW_viewport_size_get();
wpd->ssao_params[0] = ssao_samples;
wpd->ssao_params[1] = size[0] / 64.0;
wpd->ssao_params[2] = size[1] / 64.0;
wpd->ssao_params[3] = 0;
/* distance, factor, factor, attenuation */
copy_v4_fl4(wpd->ssao_settings, scene->display.matcap_ssao_distance, wpd->shading.cavity_valley_factor, wpd->shading.cavity_ridge_factor, scene->display.matcap_ssao_attenuation);
/* invert the view matrix */
DRW_viewport_matrix_get(wpd->winmat, DRW_MAT_WIN);
invert_m4_m4(invproj, wpd->winmat);
/* convert the view vectors to view space */
for (i = 0; i < 3; i++) {
mul_m4_v4(invproj, viewvecs[i]);
/* normalized trick see:
* http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
if (is_persp)
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
viewvecs[i][3] = 1.0;
copy_v4_v4(wpd->viewvecs[i], viewvecs[i]);
}
/* we need to store the differences */
wpd->viewvecs[1][0] -= wpd->viewvecs[0][0];
wpd->viewvecs[1][1] = wpd->viewvecs[2][1] - wpd->viewvecs[0][1];
/* calculate a depth offset as well */
if (!is_persp) {
float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
mul_m4_v4(invproj, vec_far);
mul_v3_fl(vec_far, 1.0f / vec_far[3]);
wpd->viewvecs[1][2] = vec_far[2] - wpd->viewvecs[0][2];
}
}
wpd->volumes_do = false;
BLI_listbase_clear(&wpd->smoke_domains);
}
void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float r_light_direction[3])
{
const DRWContextState *draw_ctx = DRW_context_state_get();
Scene *scene = draw_ctx->scene;
WORKBENCH_UBO_World *wd = &wpd->world_data;
float view_matrix[4][4];
DRW_viewport_matrix_get(view_matrix, DRW_MAT_VIEW);
copy_v3_v3(r_light_direction, scene->display.light_direction);
negate_v3(r_light_direction);
{
WORKBENCH_UBO_Light *light = &wd->lights[0];
mul_v3_mat3_m4v3(light->light_direction_vs, view_matrix, r_light_direction);
light->light_direction_vs[3] = 0.0f;
copy_v3_fl(light->specular_color, 1.0f);
light->energy = 1.0f;
copy_v4_v4(wd->shadow_direction_vs, light->light_direction_vs);
wd->num_lights = 1;
}
if (!STUDIOLIGHT_ORIENTATION_WORLD_ENABLED(wpd)) {
int light_index = 0;
for (int index = 0 ; index < 3; index++) {
SolidLight *sl = &U.light[index];
if (sl->flag) {
WORKBENCH_UBO_Light *light = &wd->lights[light_index++];
copy_v4_v4(light->light_direction_vs, sl->vec);
negate_v3(light->light_direction_vs);
copy_v4_v4(light->specular_color, sl->spec);
light->energy = 1.0f;
}
}
wd->num_lights = light_index;
}
DRW_uniformbuffer_update(wpd->world_ubo, wd);
}
void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}
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