Workbench: Rework hair support.

Now hairs are shaded properly in workbench and support texturing.

I also added a 10% random normal direction per hair to have a bit more
variation in the shading. This is hardcoded for now.
This commit is contained in:
Clément Foucault 2018-06-03 12:13:19 +02:00
parent 38bf3b8d23
commit 32c5972653
Notes: blender-bot 2023-02-14 06:49:54 +01:00
Referenced by commit c924f6f53f, Workbench: Fix missing geometry on Iris 640/630 GPUs
8 changed files with 266 additions and 84 deletions

View File

@ -47,7 +47,7 @@ void main()
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
#ifdef WORKBENCH_ENCODE_NORMALS
vec3 normal_viewport = normal_decode(texelFetch(normalBuffer, texel, 0).rg);
if (diffuse_color.a == 1.0) {
if (diffuse_color.a == 0.0) {
normal_viewport = -normal_viewport;
}
#else /* WORKBENCH_ENCODE_NORMALS */
@ -81,9 +81,13 @@ void main()
#endif /* V3D_LIGHTING_STUDIO */
#ifdef V3D_SHADING_SHADOW
float shadow_mix = step(-shadowShift, dot(normal_viewport, world_data.light_direction_vs.xyz));
float light_multiplier;
light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
float light_factor = -dot(normal_viewport, world_data.light_direction_vs.xyz);
/* The step function might be ok for meshes but it's
* clearly not the case for hairs. Do smoothstep in this case. */
float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0)
? step(-shadowShift, -light_factor)
: smoothstep(1.0, shadowShift, light_factor);
float light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
#else /* V3D_SHADING_SHADOW */
float light_multiplier = 1.0;

View File

@ -39,20 +39,17 @@ void main()
#endif
#ifdef V3D_LIGHTING_STUDIO
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
# ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
#endif
#ifdef STUDIOLIGHT_ORIENTATION_WORLD
# endif
# ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
# endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
#else
vec3 shaded_color = diffuse_color.rgb + specular_color;
#endif /* V3D_LIGHTING_STUDIO */
#endif
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);

View File

@ -9,12 +9,17 @@ uniform sampler2D image;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 position_viewport;
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
in vec2 uv_interp;
#endif /* OB_TEXTURE */
#ifdef HAIR_SHADER
flat in float hair_rand;
#endif
layout(location=0) out uint objectId;
layout(location=1) out vec4 diffuseColor;
layout(location=2) out vec4 specularColor;
@ -35,23 +40,29 @@ void main()
#ifdef OB_TEXTURE
diffuseColor = texture(image, uv_interp);
#endif /* OB_TEXTURE */
#ifdef HAIR_SHADER
float hair_color_variation = hair_rand * 0.1;
diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0);
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
specularColor = vec4(material_data.specular_color.rgb, material_data.roughness);
#ifdef HAIR_SHADER
specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0);
#endif
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
#ifdef WORKBENCH_ENCODE_NORMALS
if (!gl_FrontFacing) {
normalViewport = normal_encode(normalize(-normal_viewport));
diffuseColor.a = 1.0;
}
else {
normalViewport = normal_encode(normalize(normal_viewport));
diffuseColor.a = 0.0;
}
#else /* WORKBENCH_ENCODE_NORMALS */
normalViewport = normal_viewport;
#endif /* WORKBENCH_ENCODE_NORMALS */
vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
n = normalize(n);
# ifdef WORKBENCH_ENCODE_NORMALS
diffuseColor.a = float(gl_FrontFacing);
normalViewport = normal_encode(n);
# else /* WORKBENCH_ENCODE_NORMALS */
normalViewport = n;
# endif /* WORKBENCH_ENCODE_NORMALS */
# ifdef HAIR_SHADER
diffuseColor.a = 0.5;
# endif
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
}

View File

@ -1,30 +1,66 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
uniform mat4 ProjectionMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrixInverse;
uniform mat3 NormalMatrix;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifndef HAIR_SHADER
in vec3 pos;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 nor;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
in vec2 uv;
#endif
#else /* HAIR_SHADER */
# ifdef OB_TEXTURE
uniform samplerBuffer u; /* active texture layer */
# endif
flat out float hair_rand;
#endif /* HAIR_SHADER */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
out vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#endif
#ifdef OB_TEXTURE
out vec2 uv_interp;
#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
{
n = (n >> 13) ^ n;
int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return (float(nn) / 1073741824.0);
}
void main()
{
#ifdef HAIR_SHADER
# ifdef OB_TEXTURE
vec2 uv = hair_get_customdata_vec2(u);
# endif
float time, thick_time, thickness;
vec3 pos, tan, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),
ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
pos, tan, binor, time, thickness, thick_time);
/* To "simulate" anisotropic shading, randomize hair normal per strand. */
hair_rand = integer_noise(hair_get_strand_id());
tan = normalize(tan);
vec3 nor = normalize(cross(binor, tan));
nor = normalize(mix(nor, -tan, hair_rand * 0.10));
float cos_theta = (hair_rand*2.0 - 1.0) * 0.20;
float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));
nor = nor * sin_theta + binor * cos_theta;
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#endif
#ifdef OB_TEXTURE
uv_interp = uv;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
normal_viewport = normalize(NormalMatrix * nor);
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
normal_viewport = NormalMatrix * nor;
# ifndef HAIR_SHADER
normal_viewport = normalize(normal_viewport);
# endif
#endif
}

View File

@ -76,6 +76,8 @@ static struct {
} e_data = {{NULL}};
/* Shaders */
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_deferred_composite_frag_glsl[];
@ -130,15 +132,31 @@ static char *workbench_build_prepass_frag(void)
return str;
}
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
static char *workbench_build_prepass_vert(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
{
if (e_data.prepass_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype);
char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_vert = workbench_build_prepass_vert();
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(
datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
if (drawtype == OB_SOLID) {
prepass_vert, NULL,
prepass_frag, defines);
if (drawtype == OB_SOLID && !is_hair) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_frag);
@ -149,14 +167,20 @@ static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int d
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
ensure_deferred_shaders(wpd, index_solid, OB_SOLID, false);
ensure_deferred_shaders(wpd, index_solid_hair, OB_SOLID, true);
ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE, false);
ensure_deferred_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_solid_hair_sh = e_data.prepass_sh_cache[index_solid_hair];
wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
wpd->prepass_texture_hair_sh = e_data.prepass_sh_cache[index_texture_hair];
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
}
@ -263,6 +287,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
psl->prepass_pass = DRW_pass_create("Prepass", state);
psl->prepass_hair_pass = DRW_pass_create("Prepass", state);
}
}
@ -449,11 +474,18 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
if (md->type != eModifierType_ParticleSystem) {
continue;
}
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
@ -463,13 +495,35 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
static float mat[4][4];
unit_m4(mat);
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp, geom, mat);
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
int mat_drawtype = OB_SOLID;
if (wpd->drawtype == OB_TEXTURE) {
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
if (image) {
mat_drawtype = OB_TEXTURE;
}
}
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
struct GPUShader *shader = (mat_drawtype == OB_SOLID)
? wpd->prepass_solid_hair_sh
: wpd->prepass_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
ob, psys, md,
psl->prepass_hair_pass,
shader);
DRW_shgroup_stencil_mask(shgrp, 0xFF);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
if (image) {
GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(shgrp, "image", tex);
}
}
}
}
@ -658,6 +712,7 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata)
/* clear in background */
GPU_framebuffer_bind(fbl->prepass_fb);
DRW_draw_pass(psl->prepass_pass);
DRW_draw_pass(psl->prepass_hair_pass);
if (SHADOW_ENABLED(wpd)) {
#ifdef DEBUG_SHADOW_VOLUME
GPU_framebuffer_bind(fbl->composite_fb);

View File

@ -51,8 +51,9 @@ static struct {
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_accum_sh_cache[MAX_SHADERS];
struct GPUShader *transparent_revealage_sh;
struct GPUShader *transparent_revealage_hair_sh;
struct GPUShader *object_outline_sh;
struct GPUShader *depth_sh;
struct GPUShader *object_outline_hair_sh;
struct GPUShader *checker_depth_sh;
struct GPUTexture *object_id_tx; /* ref only, not alloced */
@ -66,6 +67,7 @@ static struct {
} e_data = {{NULL}};
/* Shaders */
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_workbench_forward_composite_frag_glsl[];
extern char datatoc_workbench_forward_depth_frag_glsl[];
extern char datatoc_workbench_forward_transparent_accum_frag_glsl[];
@ -95,6 +97,20 @@ static char *workbench_build_forward_depth_frag(void)
return str;
}
static char *workbench_build_forward_vert(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_common_hair_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_prepass_vert_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_forward_transparent_accum_frag(void)
{
char *str = NULL;
@ -208,10 +224,10 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
return material;
}
static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype, bool is_hair)
{
if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID) {
char *defines = workbench_material_build_defines(wpd, drawtype);
if (e_data.composite_sh_cache[index] == NULL && drawtype == OB_SOLID && !is_hair) {
char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
char *composite_frag = workbench_build_forward_composite_frag();
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
MEM_freeN(composite_frag);
@ -219,27 +235,35 @@ static void ensure_forward_shaders(WORKBENCH_PrivateData *wpd, int index, int dr
}
if (e_data.transparent_accum_sh_cache[index] == NULL) {
char *defines = workbench_material_build_defines(wpd, drawtype);
char *defines = workbench_material_build_defines(wpd, drawtype, is_hair);
char *transparent_accum_vert = workbench_build_forward_vert();
char *transparent_accum_frag = workbench_build_forward_transparent_accum_frag();
e_data.transparent_accum_sh_cache[index] = DRW_shader_create(
datatoc_workbench_prepass_vert_glsl, NULL, transparent_accum_frag, defines);
transparent_accum_vert, NULL,
transparent_accum_frag, defines);
MEM_freeN(transparent_accum_vert);
MEM_freeN(transparent_accum_frag);
MEM_freeN(defines);
}
}
static void select_forward_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE);
int index_solid = workbench_material_get_shader_index(wpd, OB_SOLID, false);
int index_solid_hair = workbench_material_get_shader_index(wpd, OB_SOLID, true);
int index_texture = workbench_material_get_shader_index(wpd, OB_TEXTURE, false);
int index_texture_hair = workbench_material_get_shader_index(wpd, OB_TEXTURE, true);
ensure_forward_shaders(wpd, index_solid, OB_SOLID);
ensure_forward_shaders(wpd, index_texture, OB_TEXTURE);
ensure_forward_shaders(wpd, index_solid, OB_SOLID, false);
ensure_forward_shaders(wpd, index_solid_hair, OB_SOLID, true);
ensure_forward_shaders(wpd, index_texture, OB_TEXTURE, false);
ensure_forward_shaders(wpd, index_texture_hair, OB_TEXTURE, true);
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
wpd->transparent_accum_sh = e_data.transparent_accum_sh_cache[index_solid];
wpd->transparent_accum_hair_sh = e_data.transparent_accum_sh_cache[index_solid_hair];
wpd->transparent_accum_texture_sh = e_data.transparent_accum_sh_cache[index_texture];
wpd->transparent_accum_texture_hair_sh = e_data.transparent_accum_sh_cache[index_texture_hair];
}
/* public functions */
@ -265,21 +289,31 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
memset(e_data.transparent_accum_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
char *defines = workbench_material_build_defines(wpd, OB_SOLID);
char *defines = workbench_material_build_defines(wpd, OB_SOLID, false);
char *defines_hair = workbench_material_build_defines(wpd, OB_SOLID, true);
char *forward_vert = workbench_build_forward_vert();
char *forward_depth_frag = workbench_build_forward_depth_frag();
e_data.object_outline_sh = DRW_shader_create(
datatoc_workbench_prepass_vert_glsl, NULL, forward_depth_frag, defines);
forward_vert, NULL,
forward_depth_frag, defines);
e_data.object_outline_hair_sh = DRW_shader_create(
forward_vert, NULL,
forward_depth_frag, defines_hair);
#ifdef WORKBENCH_REVEALAGE_ENABLED
char *forward_transparent_revealage_frag = workbench_build_forward_transparent_revealage_frag();
e_data.transparent_revealage_sh = DRW_shader_create(
datatoc_workbench_prepass_vert_glsl, NULL, forward_transparent_revealage_frag, defines);
forward_vert, NULL,
forward_transparent_revealage_frag, defines);
e_data.transparent_revealage_hair_sh = DRW_shader_create(
forward_vert, NULL,
forward_transparent_revealage_frag, defines_hair);
MEM_freeN(forward_transparent_revealage_frag);
#endif
e_data.depth_sh = DRW_shader_create_3D_depth_only();
e_data.checker_depth_sh = DRW_shader_create_fullscreen(
datatoc_workbench_checkerboard_depth_frag_glsl, NULL);
MEM_freeN(forward_vert);
MEM_freeN(forward_depth_frag);
MEM_freeN(defines);
}
@ -332,14 +366,14 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
GPU_framebuffer_clear_color_depth(fbl->object_outline_fb, clear_color, 1.0f);
DRW_stats_group_end();
/* Treansparecy Accum */
/* Transparency Accum */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL;
psl->transparent_accum_pass = DRW_pass_create("Transparent Accum", state);
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
/* Treansparecy Revealage */
/* Transparency Revealage */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSPARENT_REVEALAGE;
psl->transparent_revealage_pass = DRW_pass_create("Transparent Revealage", state);
@ -386,8 +420,10 @@ void workbench_forward_engine_free()
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_sh);
DRW_SHADER_FREE_SAFE(e_data.transparent_revealage_hair_sh);
#endif
DRW_SHADER_FREE_SAFE(e_data.object_outline_sh);
DRW_SHADER_FREE_SAFE(e_data.object_outline_hair_sh);
DRW_SHADER_FREE_SAFE(e_data.checker_depth_sh);
}
@ -397,15 +433,19 @@ void workbench_forward_cache_init(WORKBENCH_Data *UNUSED(vedata))
static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
{
#ifdef WORKBENCH_REVEALAGE_ENABLED
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
#endif
const DRWContextState *draw_ctx = DRW_context_state_get();
if (ob == draw_ctx->object_edit) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
for (ModifierData *md = ob->modifiers.first; md; md = md->next) {
if (md->type != eModifierType_ParticleSystem) {
continue;
}
ParticleSystem *psys = ((ParticleSystemModifierData *)md)->psys;
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
@ -415,17 +455,46 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
ParticleSettings *part = psys->part;
const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
static float mat[4][4];
unit_m4(mat);
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(ob, psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
Image *image = NULL;
Material *mat = give_current_material(ob, part->omat);
int mat_drawtype = OB_SOLID;
if (wpd->drawtype == OB_TEXTURE) {
ED_object_get_active_image(ob, part->omat, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
if (image) {
mat_drawtype = OB_TEXTURE;
}
}
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
struct GPUShader *shader = (mat_drawtype == OB_SOLID)
? wpd->transparent_accum_hair_sh
: wpd->transparent_accum_texture_hair_sh;
DRWShadingGroup *shgrp = DRW_shgroup_hair_create(
ob, psys, md,
psl->transparent_accum_pass,
shader);
workbench_material_set_normal_world_matrix(shgrp, wpd, e_data.normal_world_matrix);
DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
if (image) {
GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(shgrp, "image", tex);
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
DRW_shgroup_call_add(wpd->transparent_revealage_shgrp, geom, mat);
shgrp = DRW_shgroup_hair_create(ob, psys, md,
psl->transparent_revealage_pass,
e_data.transparent_revealage_hair_sh);
DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
#endif
DRW_shgroup_call_add(material->shgrp_object_outline, geom, mat);
DRW_shgroup_call_add(material->shgrp, geom, mat);
shgrp = DRW_shgroup_hair_create(ob, psys, md,
vedata->psl->object_outline_pass,
e_data.object_outline_hair_sh);
DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1);
}
}
}

View File

@ -40,7 +40,7 @@ void workbench_material_update_data(WORKBENCH_PrivateData *wpd, Object *ob, Mate
}
}
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair)
{
char *str = NULL;
@ -79,6 +79,9 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
if (NORMAL_ENCODING_ENABLED()) {
BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
}
if (is_hair) {
BLI_dynstr_appendf(ds, "#define HAIR_SHADER\n");
}
#ifdef WORKBENCH_REVEALAGE_ENABLED
BLI_dynstr_appendf(ds, "#define WORKBENCH_REVEALAGE_ENABLED\n");
@ -115,12 +118,13 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
return result;
}
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair)
{
/* NOTE: change MAX_SHADERS accordingly when modifying this function. */
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHT;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);
index = (index << 3);
/* set the drawtype flag
0 = OB_SOLID,
1 = OB_TEXTURE
@ -128,6 +132,7 @@ int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype
*/
SET_FLAG_FROM_TEST(index, wpd->studio_light->flag & STUDIOLIGHT_ORIENTATION_WORLD, 2);
SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
SET_FLAG_FROM_TEST(index, is_hair, 4);
return index;
}

View File

@ -38,7 +38,7 @@
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define MAX_SHADERS 512
#define MAX_SHADERS (1 << 10)
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
@ -72,6 +72,7 @@ typedef struct WORKBENCH_StorageList {
typedef struct WORKBENCH_PassList {
/* deferred rendering */
struct DRWPass *prepass_pass;
struct DRWPass *prepass_hair_pass;
struct DRWPass *shadow_depth_pass_pass;
struct DRWPass *shadow_depth_pass_mani_pass;
struct DRWPass *shadow_depth_fail_pass;
@ -133,10 +134,14 @@ BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
struct GPUShader *prepass_solid_sh;
struct GPUShader *prepass_solid_hair_sh;
struct GPUShader *prepass_texture_sh;
struct GPUShader *prepass_texture_hair_sh;
struct GPUShader *composite_sh;
struct GPUShader *transparent_accum_sh;
struct GPUShader *transparent_accum_hair_sh;
struct GPUShader *transparent_accum_texture_sh;
struct GPUShader *transparent_accum_texture_hair_sh;
View3DShading shading;
StudioLight *studio_light;
int drawtype;
@ -216,10 +221,10 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob);
void workbench_forward_cache_finish(WORKBENCH_Data *vedata);
/* workbench_materials.c */
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype);
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype, 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);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype);
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype, bool is_hair);
void workbench_material_set_normal_world_matrix(
DRWShadingGroup *grp, WORKBENCH_PrivateData *wpd, float persistent_matrix[3][3]);