Wrokbench: Add support for maximum drawtype OB_TEXTURE

This commit is contained in:
Clément Foucault 2018-08-20 16:21:44 +02:00
parent 47d43c5a00
commit 1c7119a336
4 changed files with 15 additions and 14 deletions

View File

@ -625,7 +625,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
workbench_material_copy(material, &material_template);
DRW_shgroup_stencil_mask(material->shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, material->shgrp, material);
workbench_material_shgroup_uniform(wpd, material->shgrp, material, ob);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
@ -659,7 +659,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
int color_type = workbench_material_determine_color_type(wpd, image);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ?
@ -671,7 +671,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
shader);
DRW_shgroup_stencil_mask(shgrp, (ob->dtx & OB_DRAWXRAY) ? 0x00 : 0xFF);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
workbench_material_shgroup_uniform(wpd, shgrp, material);
workbench_material_shgroup_uniform(wpd, shgrp, material, ob);
}
}
}
@ -725,7 +725,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
int color_type = workbench_material_determine_color_type(wpd, image);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
material = get_or_create_material_data(vedata, ob, mat, image, color_type);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
}

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@ -176,11 +176,11 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
workbench_material_shgroup_uniform(wpd, grp, material);
workbench_material_shgroup_uniform(wpd, grp, material, ob);
material->shgrp = grp;
/* Depth */
if (workbench_material_determine_color_type(wpd, material->ima) == V3D_SHADING_TEXTURE_COLOR) {
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(
e_data.object_outline_texture_sh, psl->object_outline_pass);
GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f);
@ -419,7 +419,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
int color_type = workbench_material_determine_color_type(wpd, image);
int color_type = workbench_material_determine_color_type(wpd, image, ob);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type);
struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR)
@ -431,7 +431,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
shader);
workbench_material_set_normal_world_matrix(shgrp, wpd, e_data.normal_world_matrix);
DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
workbench_material_shgroup_uniform(wpd, shgrp, material);
workbench_material_shgroup_uniform(wpd, shgrp, material, ob);
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
/* Hairs have lots of layer and can rapidly become the most prominent surface.
* So lower their alpha artificially. */

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@ -174,19 +174,19 @@ void workbench_material_set_normal_world_matrix(
}
}
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima)
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob)
{
int color_type = wpd->shading.color_type;
if (color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) {
if ((color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) || (ob->dt < OB_TEXTURE)) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
return color_type;
}
void workbench_material_shgroup_uniform(
WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material)
WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob)
{
if (workbench_material_determine_color_type(wpd, material->ima) == V3D_SHADING_TEXTURE_COLOR) {
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f);
DRW_shgroup_uniform_texture(grp, "image", tex);
}

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@ -281,14 +281,15 @@ void workbench_taa_view_updated(WORKBENCH_Data *vedata);
int workbench_taa_calculate_num_iterations(WORKBENCH_Data *vedata);
/* workbench_materials.c */
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima);
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, WORKBENCH_MaterialData *data);
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair);
void workbench_material_set_normal_world_matrix(
DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);
void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material);
void workbench_material_shgroup_uniform(
WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp, WORKBENCH_MaterialData *material, Object *ob);
void workbench_material_copy(WORKBENCH_MaterialData *dest_material, const WORKBENCH_MaterialData *source_material);
/* workbench_studiolight.c */