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/*
 * 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 "GPU_shader.h"

/* *********** STATIC *********** */
static struct {
	struct GPUShader *depth_sh;

	/* Solid flat mode */
	struct GPUShader *solid_flat_sh;

	/* Solid studio mode */
	struct GPUShader *solid_studio_sh;

} e_data = {NULL};

/* Shaders */
extern char datatoc_solid_flat_frag_glsl[];
extern char datatoc_solid_studio_frag_glsl[];
extern char datatoc_workbench_vert_glsl[];
extern char datatoc_workbench_studio_vert_glsl[];
extern char datatoc_workbench_diffuse_lib_glsl[];

/* Functions */
static uint get_material_hash(const float color[3])
{
	uint r = (uint)(color[0] * 512);
	uint g = (uint)(color[1] * 512);
	uint b = (uint)(color[2] * 512);

	return r + g * 4096 + b * 4096 * 4096;
}

static const float* get_material_solid_color(WORKBENCH_PrivateData *UNUSED(wpd), Object *ob)
{
	return ob->col;
}

void workbench_materials_engine_init(void)
{
	if (!e_data.depth_sh) {
		/* Depth pass */
		e_data.depth_sh = DRW_shader_create_3D_depth_only();

		/* Solid flat */
		e_data.solid_flat_sh = DRW_shader_create(datatoc_workbench_vert_glsl, NULL, datatoc_solid_flat_frag_glsl, "\n");
		e_data.solid_studio_sh = DRW_shader_create(datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, datatoc_workbench_diffuse_lib_glsl);
	}
}

void workbench_materials_engine_free()
{
	DRW_SHADER_FREE_SAFE(e_data.solid_flat_sh);
	DRW_SHADER_FREE_SAFE(e_data.solid_studio_sh);

}

void workbench_materials_draw_scene_finish(WORKBENCH_Data *vedata)
{
	WORKBENCH_StorageList *stl = vedata->stl;
	WORKBENCH_PrivateData *wpd = stl->g_data;

	BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
}


void workbench_materials_cache_init(WORKBENCH_Data *vedata)
{
	WORKBENCH_StorageList *stl = vedata->stl;
	WORKBENCH_PassList *psl = vedata->psl;
	WORKBENCH_PrivateData *wpd = stl->g_data;

	const DRWContextState *DCS = DRW_context_state_get();

	wpd->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
	wpd->material_hash = BLI_ghash_ptr_new("Workbench material_hash");

	View3D *v3d = DCS->v3d;
	if (v3d) {
#if 0
		/* TODO: switch implementation when OB_TEXTURE is implemented */
		switch (v3d->drawtype) {
			default:
			case OB_SOLID:
				wpd->drawtype_lighting = v3d->drawtype_solid;
				break;
		}
#else
		wpd->drawtype_lighting = v3d->drawtype_solid;
#endif
	}
	else {
		wpd->drawtype_lighting = V3D_LIGHTING_STUDIO;
	}
}

void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
	WORKBENCH_StorageList *stl = vedata->stl;
	WORKBENCH_PassList *psl = vedata->psl;
	WORKBENCH_PrivateData *wpd = stl->g_data;

	if (!DRW_object_is_renderable(ob))
		return;

	struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
	WORKBENCH_MaterialData *material;
	if (geom) {
		/* Depth */
		DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);

		/* Solid */
		GPUShader *shader = wpd->drawtype_lighting == V3D_LIGHTING_FLAT?e_data.solid_flat_sh:e_data.solid_studio_sh;

		const float *color = get_material_solid_color(wpd, ob);
		uint hash = get_material_hash(color);

		material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
		if (material == NULL) {
			material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), "WORKBENCH_MaterialData");
			material->shgrp = DRW_shgroup_create(shader, psl->solid_pass);
			copy_v3_v3(material->color, color);
			DRW_shgroup_uniform_vec3(material->shgrp, "color", material->color, 1);
			BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
		}

		DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
	}

}