Welcome to mirror list, hosted at ThFree Co, Russian Federation.

workbench_data.c « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: b4a2330f173361c9be84f0f28689a3d84729a917 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
#include "workbench_private.h"

#include "DNA_userdef_types.h"

#include "UI_resources.h"


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;
		wpd->drawtype = v3d->drawtype;
		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->drawtype = OB_SOLID;
		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];
		float dfdyfacs[2];
		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();

		DRW_state_dfdy_factors_get(dfdyfacs);

		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] = dfdyfacs[1]; /* dfdy sign for offscreen */

		/* 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];
		}
	}
}

void workbench_private_data_get_light_direction(WORKBENCH_PrivateData *wpd, float 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);

	{
		WORKBENCH_UBO_Light *light = &wd->lights[0];
		mul_v3_mat3_m4v3(light->light_direction_vs, view_matrix, 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->light_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;
	}

	copy_v3_v3(light_direction, scene->display.light_direction);
	negate_v3(light_direction);

	DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
}

static void workbench_private_material_free(void *data)
{
	WORKBENCH_MaterialData *material_data = data;
	DRW_UBO_FREE_SAFE(material_data->material_ubo);
	MEM_freeN(material_data);
}

void workbench_private_data_free(WORKBENCH_PrivateData *wpd)
{
	BLI_ghash_free(wpd->material_hash, NULL, workbench_private_material_free);
	DRW_UBO_FREE_SAFE(wpd->world_ubo);
}