Silhouette Overlap Overlay
Added Object Overlap Overlay - Added R32UI support to GPU_framebuffer - Added R32U support to draw manager - The overlay mode has a object data pass that will render 'needed' data to specific buffers so we can mix them together via a deferred rendering. In future will also add UV's and other data - Overlap is implemented as an overlay so it could be used on top of the Scene lighted Solid mode (that will be rendered by Eevee. Reviewers: fclem, brecht Reviewed By: fclem Subscribers: sergey Tags: #code_quest Maniphest Tasks: T54726 Differential Revision: https://developer.blender.org/D3174
This commit is contained in:
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fc8d903000
commit
35220ccde0
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@ -3534,6 +3534,10 @@ class VIEW3D_PT_view3d_display(Panel):
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col.prop(view, "show_only_render")
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col.prop(view, "show_world")
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if view.viewport_shade == "SOLID":
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col.prop(view, "show_random_object_colors")
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col.prop(view, "show_object_overlap")
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if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
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col.prop(view, "show_mode_shade_override")
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@ -3544,7 +3548,6 @@ class VIEW3D_PT_view3d_display(Panel):
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col.prop(view, "show_all_objects_origin")
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col.prop(view, "show_relationship_lines")
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col.prop(view, "show_face_orientation_overlay")
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col.prop(view, "show_random_object_colors")
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col = layout.column()
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col.active = display_all
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@ -107,8 +107,7 @@ set(SRC
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engines/eevee/eevee_volumes.c
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engines/workbench/workbench_engine.c
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engines/workbench/workbench_materials.c
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engines/workbench/solid_flat_mode.c
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engines/workbench/solid_studio_mode.c
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engines/workbench/solid_mode.c
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engines/external/external_engine.c
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DRW_engine.h
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@ -209,11 +208,13 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
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data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/solid_flat_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/solid_studio_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_diffuse_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
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@ -1,8 +0,0 @@
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uniform vec3 color;
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out vec4 fragColor;
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void main()
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{
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fragColor = vec4(color, 1.0);
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}
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@ -1,29 +0,0 @@
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uniform vec3 color;
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uniform vec3 light_direction = vec3(0.0, 0.0, 1.0);
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uniform vec3 world_diffuse_light_xp = vec3(0.5, 0.5, 0.6);
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uniform vec3 world_diffuse_light_xn = vec3(0.5, 0.5, 0.6);
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uniform vec3 world_diffuse_light_yp = vec3(0.5, 0.5, 0.6);
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uniform vec3 world_diffuse_light_yn = vec3(0.5, 0.5, 0.6);
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uniform vec3 world_diffuse_light_zp = vec3(0.8, 0.8, 0.8);
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uniform vec3 world_diffuse_light_zn = vec3(0.0, 0.0, 0.0);
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in vec3 normal_viewport;
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out vec4 fragColor;
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#define USE_WORLD_DIFFUSE
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#define AMBIENT_COLOR vec3(0.2, 0.2, 0.2)
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void main()
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{
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#ifdef USE_WORLD_DIFFUSE
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vec3 diffuse_light_color = get_world_diffuse_light(normal_viewport, world_diffuse_light_xp, world_diffuse_light_xn, world_diffuse_light_yp, world_diffuse_light_yn, world_diffuse_light_zp, world_diffuse_light_zn);
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vec3 shaded_color = (AMBIENT_COLOR + diffuse_light_color) * color;
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#else
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float intensity = lambert_diffuse(light_direction, normal_viewport);
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vec3 shaded_color = color * intensity;
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#endif
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fragColor = vec4(shaded_color, 1.0);
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}
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@ -0,0 +1,3 @@
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vec3 background_color(WorldData world_data, float y) {
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return mix(world_data.background_color_low, world_data.background_color_high, y).xyz;
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}
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@ -0,0 +1,59 @@
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out vec4 fragColor;
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uniform usampler2D objectId;
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uniform sampler2D depth;
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uniform sampler2D diffuseColor;
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uniform sampler2D normalViewport;
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uniform vec2 invertedViewportSize;
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uniform vec3 objectOverlapColor = vec3(0.0);
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layout(std140) uniform world_block {
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WorldData world_data;
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};
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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vec2 uvViewport = gl_FragCoord.xy * invertedViewportSize;
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float depth = texelFetch(depth, texel, 0).r;
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#ifndef V3D_DRAWOPTION_OBJECT_OVERLAP
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if (depth == 1.0) {
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fragColor = vec4(background_color(world_data, uvViewport.y), 0.0);
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return;
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}
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#else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
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uint object_id = depth == 1.0? NO_OBJECT_ID: texelFetch(objectId, texel, 0).r;
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float object_overlap = calculate_object_overlap(objectId, texel, object_id);
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if (object_id == NO_OBJECT_ID) {
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vec3 background = background_color(world_data, uvViewport.y);
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if (object_overlap == 0.0) {
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fragColor = vec4(background, 0.0);
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} else {
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fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
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}
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return;
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}
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#endif /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
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vec3 diffuse_color = texelFetch(diffuseColor, texel, 0).rgb;
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#ifdef V3D_LIGHTING_STUDIO
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vec3 normal_viewport = texelFetch(normalViewport, texel, 0).rgb;
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vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
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vec3 shaded_color = diffuse_light * diffuse_color;
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#else /* V3D_LIGHTING_STUDIO */
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vec3 shaded_color = diffuse_color;
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#endif /* V3D_LIGHTING_STUDIO */
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#ifdef V3D_DRAWOPTION_OBJECT_OVERLAP
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shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
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#endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */
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fragColor = vec4(shaded_color, 1.0);
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}
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@ -0,0 +1,10 @@
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struct WorldData {
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vec4 diffuse_light_xp;
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vec4 diffuse_light_xn;
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vec4 diffuse_light_yp;
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vec4 diffuse_light_yn;
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vec4 diffuse_light_zp;
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vec4 diffuse_light_zn;
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vec4 background_color_low;
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vec4 background_color_high;
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};
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@ -1,21 +0,0 @@
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float normalized_dot(vec3 v1, vec3 v2)
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{
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return max(0.0, dot(v1, v2));
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}
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float lambert_diffuse(vec3 light_direction, vec3 surface_normal)
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{
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return normalized_dot(light_direction, surface_normal);
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}
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vec3 get_world_diffuse_light(vec3 N, vec3 xp, vec3 xn, vec3 yp, vec3 yn, vec3 zp, vec3 zn)
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{
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vec3 result = vec3(0.0, 0.0, 0.0);
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result = mix(result, xp, normalized_dot(vec3( 1.0, 0.0, 0.0), N));
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result = mix(result, xn, normalized_dot(vec3(-1.0, 0.0, 0.0), N));
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result = mix(result, yp, normalized_dot(vec3( 0.0, 1.0, 0.0), N));
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result = mix(result, yn, normalized_dot(vec3( 0.0, -1.0, 0.0), N));
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result = mix(result, zp, normalized_dot(vec3( 0.0, 0.0, 1.0), N));
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result = mix(result, zn, normalized_dot(vec3( 0.0, 0.0, -1.0), N));
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return result;
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}
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@ -0,0 +1,13 @@
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#define OBJECT_OVERLAP_OFFSET 1
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#define NO_OBJECT_ID uint(0)
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float calculate_object_overlap(usampler2D objectId, ivec2 texel, uint object_id)
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{
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uvec4 oid_offset = uvec4(
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texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OVERLAP_OFFSET)).r,
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texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OVERLAP_OFFSET)).r,
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texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OVERLAP_OFFSET, 0)).r,
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texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OVERLAP_OFFSET, 0)).r);
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return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(1.0/4.0));
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}
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@ -0,0 +1,15 @@
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uniform int object_id = 0;
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uniform vec3 object_color = vec3(1.0, 0.0, 1.0);
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in vec3 normal_viewport;
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out uint objectId;
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out vec3 diffuseColor;
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out vec3 normalViewport;
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void main()
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{
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objectId = uint(object_id);
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diffuseColor = object_color;
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normalViewport = normal_viewport;
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}
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@ -1,8 +0,0 @@
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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@ -0,0 +1,9 @@
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vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
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{
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vec4 result = world_data.diffuse_light_xp * clamp(N.x, 0.0, 1.0);
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result = mix(result, world_data.diffuse_light_xn, clamp(-N.x, 0.0, 1.0));
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result = mix(result, world_data.diffuse_light_yp, clamp( N.y, 0.0, 1.0));
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result = mix(result, world_data.diffuse_light_yn, clamp(-N.y, 0.0, 1.0));
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result = mix(result, world_data.diffuse_light_zp, clamp( N.z, 0.0, 1.0));
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return mix(result, world_data.diffuse_light_zn, clamp(-N.z, 0.0, 1.0)).xyz;
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}
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@ -1,110 +0,0 @@
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/*
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* Copyright 2016, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Blender Institute
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*
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*/
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/** \file solid_flat_mode.c
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* \ingroup draw_engine
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*
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* Simple engine for drawing color and/or depth.
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* When we only need simple flat shaders.
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "workbench_private.h"
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/* Functions */
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static void workbench_solid_flat_engine_init(void *UNUSED(vedata))
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{
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workbench_materials_engine_init();
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}
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static void workbench_solid_flat_cache_init(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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WORKBENCH_StorageList *stl = data->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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/* Depth Pass */
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{
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int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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psl->depth_pass = DRW_pass_create("Depth Pass", state);
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}
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/* Solid Pass */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->solid_pass = DRW_pass_create("Solid Pass", state);
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}
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workbench_materials_cache_init(data);
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}
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static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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workbench_materials_solid_cache_populate(data, ob);
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}
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static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
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{
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}
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static void workbench_solid_flat_draw_scene(void *vedata)
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{
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WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->solid_pass);
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workbench_materials_draw_scene_finish(data);
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}
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static void workbench_solid_flat_engine_free(void)
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{
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workbench_materials_engine_free();
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}
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static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
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DrawEngineType draw_engine_workbench_solid_flat = {
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NULL, NULL,
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N_("Workbench"),
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&workbench_data_size,
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&workbench_solid_flat_engine_init,
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&workbench_solid_flat_engine_free,
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&workbench_solid_flat_cache_init,
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&workbench_solid_flat_cache_populate,
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&workbench_solid_flat_cache_finish,
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NULL,
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&workbench_solid_flat_draw_scene,
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NULL,
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NULL,
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NULL,
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};
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@ -34,76 +34,59 @@
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/* Functions */
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static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
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static void workbench_solid_engine_init(void *vedata)
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{
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workbench_materials_engine_init();
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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workbench_materials_engine_init(data);
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}
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static void workbench_solid_studio_cache_init(void *vedata)
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static void workbench_solid_cache_init(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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WORKBENCH_StorageList *stl = data->stl;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
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}
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/* Depth Pass */
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{
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int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
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psl->depth_pass = DRW_pass_create("Depth Pass", state);
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}
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/* Solid Pass */
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{
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int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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psl->solid_pass = DRW_pass_create("Solid Pass", state);
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}
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workbench_materials_cache_init(data);
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}
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static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
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static void workbench_solid_cache_populate(void *vedata, Object *ob)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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workbench_materials_solid_cache_populate(data, ob);
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}
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static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
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{
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}
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static void workbench_solid_studio_draw_scene(void *vedata)
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static void workbench_solid_cache_finish(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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WORKBENCH_PassList *psl = data->psl;
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DRW_draw_pass(psl->depth_pass);
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DRW_draw_pass(psl->solid_pass);
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workbench_materials_draw_scene_finish(data);
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workbench_materials_cache_finish(data);
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}
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static void workbench_solid_studio_engine_free(void)
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static void workbench_solid_draw_background(void *UNUSED(vedata))
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{
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}
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static void workbench_solid_draw_scene(void *vedata)
|
||||
{
|
||||
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
|
||||
workbench_materials_draw_scene(data);
|
||||
}
|
||||
|
||||
static void workbench_solid_engine_free(void)
|
||||
{
|
||||
workbench_materials_engine_free();
|
||||
}
|
||||
|
||||
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
|
||||
|
||||
DrawEngineType draw_engine_workbench_solid_studio = {
|
||||
DrawEngineType draw_engine_workbench_solid = {
|
||||
NULL, NULL,
|
||||
N_("Workbench"),
|
||||
&workbench_data_size,
|
||||
&workbench_solid_studio_engine_init,
|
||||
&workbench_solid_studio_engine_free,
|
||||
&workbench_solid_studio_cache_init,
|
||||
&workbench_solid_studio_cache_populate,
|
||||
&workbench_solid_studio_cache_finish,
|
||||
NULL,
|
||||
&workbench_solid_studio_draw_scene,
|
||||
&workbench_solid_engine_init,
|
||||
&workbench_solid_engine_free,
|
||||
&workbench_solid_cache_init,
|
||||
&workbench_solid_cache_populate,
|
||||
&workbench_solid_cache_finish,
|
||||
&workbench_solid_draw_background,
|
||||
&workbench_solid_draw_scene,
|
||||
NULL,
|
||||
NULL,
|
||||
NULL,
|
|
@ -48,6 +48,9 @@ static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engi
|
|||
BLI_assert(props &&
|
||||
props->type == IDP_GROUP &&
|
||||
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
|
||||
|
||||
BKE_collection_engine_property_add_float(props, "random_object_color_saturation", 0.5f);
|
||||
BKE_collection_engine_property_add_float(props, "random_object_color_value", 0.9f);
|
||||
}
|
||||
|
||||
/* Note: currently unused, we may want to register so we can see this when debugging the view. */
|
||||
|
@ -56,7 +59,7 @@ RenderEngineType DRW_engine_viewport_workbench_type = {
|
|||
NULL, NULL,
|
||||
WORKBENCH_ENGINE, N_("Workbench"), RE_INTERNAL,
|
||||
NULL, NULL, NULL, NULL, NULL, NULL, NULL, &workbench_layer_collection_settings_create, NULL,
|
||||
&draw_engine_workbench_solid_flat,
|
||||
&draw_engine_workbench_solid,
|
||||
{NULL, NULL, NULL}
|
||||
};
|
||||
|
||||
|
|
|
@ -26,8 +26,7 @@
|
|||
#ifndef __WORKBENCH_ENGINE_H__
|
||||
#define __WORKBENCH_ENGINE_H__
|
||||
|
||||
extern DrawEngineType draw_engine_workbench_solid_flat;
|
||||
extern DrawEngineType draw_engine_workbench_solid_studio;
|
||||
extern DrawEngineType draw_engine_workbench_solid;
|
||||
extern RenderEngineType DRW_engine_viewport_workbench_type;
|
||||
|
||||
#endif /* __WORKBENCH_ENGINE_H__ */
|
||||
|
|
|
@ -24,107 +24,240 @@
|
|||
*/
|
||||
|
||||
#include "workbench_private.h"
|
||||
|
||||
#include "BLI_dynstr.h"
|
||||
#include "UI_resources.h"
|
||||
#include "GPU_shader.h"
|
||||
|
||||
/* *********** STATIC *********** */
|
||||
#define MAX_SHADERS 255
|
||||
static struct {
|
||||
struct GPUShader *depth_sh;
|
||||
struct GPUShader *prepass_sh_cache[MAX_SHADERS];
|
||||
struct GPUShader *composite_sh_cache[MAX_SHADERS];
|
||||
|
||||
/* Solid flat mode */
|
||||
struct GPUShader *solid_flat_sh;
|
||||
|
||||
/* Solid studio mode */
|
||||
struct GPUShader *solid_studio_sh;
|
||||
struct GPUTexture *object_id_tx; /* ref only, not alloced */
|
||||
struct GPUTexture *diffuse_color_tx; /* ref only, not alloced */
|
||||
struct GPUTexture *normal_viewport_tx; /* ref only, not alloced */
|
||||
|
||||
int next_object_id;
|
||||
} 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[];
|
||||
extern char datatoc_workbench_prepass_vert_glsl[];
|
||||
extern char datatoc_workbench_prepass_frag_glsl[];
|
||||
extern char datatoc_workbench_composite_frag_glsl[];
|
||||
|
||||
/* Functions */
|
||||
static uint get_material_hash(const float color[3])
|
||||
extern char datatoc_workbench_background_lib_glsl[];
|
||||
extern char datatoc_workbench_data_lib_glsl[];
|
||||
extern char datatoc_workbench_object_overlap_lib_glsl[];
|
||||
extern char datatoc_workbench_world_light_lib_glsl[];
|
||||
|
||||
extern DrawEngineType draw_engine_workbench_solid;
|
||||
|
||||
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP)
|
||||
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO)
|
||||
|
||||
static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
|
||||
{
|
||||
uint r = (uint)(color[0] * 512);
|
||||
uint g = (uint)(color[1] * 512);
|
||||
uint b = (uint)(color[2] * 512);
|
||||
char *str = NULL;
|
||||
|
||||
return r + g * 4096 + b * 4096 * 4096;
|
||||
DynStr *ds = BLI_dynstr_new();
|
||||
|
||||
if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP) {
|
||||
BLI_dynstr_appendf(ds, "#define V3D_DRAWOPTION_OBJECT_OVERLAP\n");
|
||||
}
|
||||
if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) {
|
||||
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
|
||||
}
|
||||
|
||||
str = BLI_dynstr_get_cstring(ds);
|
||||
BLI_dynstr_free(ds);
|
||||
return str;
|
||||
}
|
||||
|
||||
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, float *color)
|
||||
static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
|
||||
{
|
||||
char *str = NULL;
|
||||
|
||||
DynStr *ds = BLI_dynstr_new();
|
||||
|
||||
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
|
||||
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
|
||||
|
||||
if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) {
|
||||
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
|
||||
}
|
||||
if (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP) {
|
||||
BLI_dynstr_append(ds, datatoc_workbench_object_overlap_lib_glsl);
|
||||
}
|
||||
|
||||
BLI_dynstr_append(ds, datatoc_workbench_composite_frag_glsl);
|
||||
|
||||
str = BLI_dynstr_get_cstring(ds);
|
||||
BLI_dynstr_free(ds);
|
||||
return str;
|
||||
}
|
||||
|
||||
static int get_shader_index(WORKBENCH_PrivateData *wpd)
|
||||
{
|
||||
return (wpd->drawtype_options << 2) + wpd->drawtype_lighting;
|
||||
}
|
||||
|
||||
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
|
||||
{
|
||||
int index = get_shader_index(wpd);
|
||||
|
||||
if (e_data.prepass_sh_cache[index] == NULL) {
|
||||
char *defines = workbench_build_defines(wpd);
|
||||
char *composite_frag = workbench_build_composite_frag(wpd);
|
||||
e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, datatoc_workbench_prepass_frag_glsl, defines);
|
||||
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
|
||||
MEM_freeN(defines);
|
||||
MEM_freeN(composite_frag);
|
||||
}
|
||||
|
||||
wpd->prepass_sh = e_data.prepass_sh_cache[index];
|
||||
wpd->composite_sh = e_data.composite_sh_cache[index];
|
||||
}
|
||||
|
||||
/* Functions */
|
||||
static uint get_material_hash(WORKBENCH_PrivateData *wpd, WORKBENCH_MaterialData *material_template)
|
||||
{
|
||||
uint input[4];
|
||||
float *color = material_template->color;
|
||||
input[0] = (uint)(color[0] * 512);
|
||||
input[1] = (uint)(color[1] * 512);
|
||||
input[2] = (uint)(color[2] * 512);
|
||||
|
||||
/* Only hash object id when needed */
|
||||
input[3] = (uint)0;
|
||||
if (OBJECT_ID_PASS_ENABLED(wpd)) {
|
||||
input[3] = material_template->object_id;
|
||||
}
|
||||
|
||||
return BLI_ghashutil_uinthash_v4_murmur(input);
|
||||
}
|
||||
|
||||
static void workbench_init_object_data(ObjectEngineData *engine_data)
|
||||
{
|
||||
WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData*)engine_data;
|
||||
data->object_id = e_data.next_object_id++;
|
||||
}
|
||||
|
||||
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, WORKBENCH_ObjectData *engine_object_data, Object *ob, float *color, float hsv_saturation, float hsv_value)
|
||||
{
|
||||
if (wpd->drawtype_options & V3D_DRAWOPTION_RANDOMIZE) {
|
||||
unsigned int obhash = BLI_ghashutil_strhash(ob->id.name);
|
||||
cpack_to_rgb(obhash, &color[0], &color[1], &color[2]);
|
||||
|
||||
float offset = fmodf(engine_object_data->object_id * M_GOLDEN_RATION_CONJUGATE, 1.0);
|
||||
float hsv[3] = {offset, hsv_saturation, hsv_value};
|
||||
hsv_to_rgb_v(hsv, color);
|
||||
}
|
||||
else {
|
||||
copy_v3_v3(color, ob->col);
|
||||
}
|
||||
}
|
||||
|
||||
void workbench_materials_engine_init(void)
|
||||
void workbench_materials_engine_init(WORKBENCH_Data *vedata)
|
||||
{
|
||||
if (!e_data.depth_sh) {
|
||||
/* Depth pass */
|
||||
e_data.depth_sh = DRW_shader_create_3D_depth_only();
|
||||
WORKBENCH_FramebufferList *fbl = vedata->fbl;
|
||||
WORKBENCH_StorageList *stl = vedata->stl;
|
||||
WORKBENCH_PassList *psl = vedata->psl;
|
||||
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
||||
|
||||
/* 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);
|
||||
if (!e_data.next_object_id) {
|
||||
memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
|
||||
memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
|
||||
e_data.next_object_id = 1;
|
||||
}
|
||||
|
||||
if (!stl->g_data) {
|
||||
/* Alloc transient pointers */
|
||||
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
||||
}
|
||||
|
||||
{
|
||||
const float *viewport_size = DRW_viewport_size_get();
|
||||
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
|
||||
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_R_32U, &draw_engine_workbench_solid);
|
||||
e_data.diffuse_color_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_32, &draw_engine_workbench_solid);
|
||||
e_data.normal_viewport_tx = DRW_texture_pool_query_2D(size[0], size[1], DRW_TEX_RGBA_32, &draw_engine_workbench_solid);
|
||||
|
||||
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
|
||||
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
|
||||
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
|
||||
GPU_ATTACHMENT_TEXTURE(e_data.diffuse_color_tx),
|
||||
GPU_ATTACHMENT_TEXTURE(e_data.normal_viewport_tx),
|
||||
});
|
||||
}
|
||||
|
||||
/* Prepass */
|
||||
{
|
||||
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
|
||||
psl->prepass_pass = DRW_pass_create("Prepass", state);
|
||||
}
|
||||
}
|
||||
|
||||
void workbench_materials_engine_free()
|
||||
{
|
||||
DRW_SHADER_FREE_SAFE(e_data.solid_flat_sh);
|
||||
DRW_SHADER_FREE_SAFE(e_data.solid_studio_sh);
|
||||
|
||||
for (int index = 0; index < MAX_SHADERS; index ++) {
|
||||
DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
|
||||
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
||||
DRWShadingGroup *grp;
|
||||
|
||||
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");
|
||||
wpd->material_hash = BLI_ghash_ptr_new(__func__);
|
||||
|
||||
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_lighting;
|
||||
break;
|
||||
}
|
||||
#else
|
||||
wpd->drawtype_lighting = v3d->drawtype_lighting;
|
||||
wpd->drawtype_options = v3d->drawtype_options;
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
wpd->drawtype_lighting = V3D_LIGHTING_STUDIO;
|
||||
wpd->drawtype_options = 0;
|
||||
}
|
||||
|
||||
select_deferred_shaders(wpd);
|
||||
/* Deferred Mix Pass */
|
||||
{
|
||||
WORKBENCH_UBO_World *wd = &wpd->world_data;
|
||||
wd->diffuse_light_xp[0] = 0.8; wd->diffuse_light_xp[1] = 0.8; wd->diffuse_light_xp[2] = 1.0;
|
||||
wd->diffuse_light_xn[0] = 0.8; wd->diffuse_light_xn[1] = 0.8; wd->diffuse_light_xn[2] = 1.0;
|
||||
wd->diffuse_light_yp[0] = 0.8; wd->diffuse_light_yp[1] = 0.8; wd->diffuse_light_yp[2] = 1.0;
|
||||
wd->diffuse_light_yn[0] = 0.8; wd->diffuse_light_yn[1] = 0.8; wd->diffuse_light_yn[2] = 1.0;
|
||||
wd->diffuse_light_zp[0] = 1.0; wd->diffuse_light_zp[1] = 1.0; wd->diffuse_light_zp[2] = 1.0;
|
||||
wd->diffuse_light_zn[0] = 0.0; wd->diffuse_light_zn[1] = 0.0; wd->diffuse_light_zn[2] = 0.0;
|
||||
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);
|
||||
|
||||
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
|
||||
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
|
||||
DRW_shgroup_uniform_texture_ref(grp, "depth", &dtxl->depth);
|
||||
DRW_shgroup_uniform_texture_ref(grp, "diffuseColor", &e_data.diffuse_color_tx);
|
||||
if (OBJECT_ID_PASS_ENABLED(wpd)) {
|
||||
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
|
||||
}
|
||||
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
|
||||
DRW_shgroup_uniform_texture_ref(grp, "normalViewport", &e_data.normal_viewport_tx);
|
||||
}
|
||||
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
|
||||
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
|
||||
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
|
||||
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
|
||||
|
||||
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
|
||||
|
@ -136,29 +269,75 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
|
|||
if (!DRW_object_is_renderable(ob))
|
||||
return;
|
||||
|
||||
|
||||
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
|
||||
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
|
||||
|
||||
WORKBENCH_MaterialData *material;
|
||||
if (geom) {
|
||||
/* Depth */
|
||||
DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
|
||||
const DRWContextState *draw_ctx = DRW_context_state_get();
|
||||
const bool is_active = (ob == draw_ctx->obact);
|
||||
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData*)DRW_object_engine_data_ensure(ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
|
||||
WORKBENCH_MaterialData material_template;
|
||||
float color[3];
|
||||
const float hsv_saturation = BKE_collection_engine_property_value_get_float(props, "random_object_color_saturation");
|
||||
const float hsv_value = BKE_collection_engine_property_value_get_float(props, "random_object_color_value");
|
||||
|
||||
/* Solid */
|
||||
GPUShader *shader = wpd->drawtype_lighting == V3D_LIGHTING_FLAT ? e_data.solid_flat_sh : e_data.solid_studio_sh;
|
||||
|
||||
float color[3];
|
||||
get_material_solid_color(wpd, ob, color);
|
||||
unsigned int hash = get_material_hash(color);
|
||||
get_material_solid_color(wpd, engine_object_data, ob, color, hsv_saturation, hsv_value);
|
||||
copy_v3_v3(material_template.color, color);
|
||||
material_template.object_id = engine_object_data->object_id;
|
||||
unsigned int hash = get_material_hash(wpd, &material_template);
|
||||
|
||||
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);
|
||||
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
|
||||
material->shgrp = DRW_shgroup_create(wpd->prepass_sh, psl->prepass_pass);
|
||||
material->object_id = engine_object_data->object_id;
|
||||
copy_v3_v3(material->color, material_template.color);
|
||||
DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
|
||||
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
|
||||
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
|
||||
}
|
||||
|
||||
DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
|
||||
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
|
||||
if(is_sculpt_mode) {
|
||||
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
|
||||
}
|
||||
else {
|
||||
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata))
|
||||
{
|
||||
}
|
||||
|
||||
void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
|
||||
{
|
||||
WORKBENCH_PassList *psl = vedata->psl;
|
||||
WORKBENCH_StorageList *stl = vedata->stl;
|
||||
WORKBENCH_FramebufferList *fbl = vedata->fbl;
|
||||
WORKBENCH_PrivateData *wpd = stl->g_data;
|
||||
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
||||
const float clear_depth = 1.0f;
|
||||
|
||||
GPU_framebuffer_bind(fbl->prepass_fb);
|
||||
if (OBJECT_ID_PASS_ENABLED(wpd)) {
|
||||
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
GPU_framebuffer_clear_color_depth(fbl->prepass_fb, clear_color, clear_depth);
|
||||
}
|
||||
else {
|
||||
GPU_framebuffer_clear_depth(fbl->prepass_fb, clear_depth);
|
||||
}
|
||||
DRW_draw_pass(psl->prepass_pass);
|
||||
|
||||
GPU_framebuffer_bind(dfbl->color_only_fb);
|
||||
DRW_draw_pass(psl->composite_pass);
|
||||
|
||||
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
|
||||
DRW_UBO_FREE_SAFE(wpd->world_ubo);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -31,46 +31,73 @@
|
|||
#include "DNA_view3d_types.h"
|
||||
|
||||
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
|
||||
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
|
||||
|
||||
typedef struct WORKBENCH_FramebufferList {
|
||||
struct GPUFrameBuffer *prepass_fb;
|
||||
} WORKBENCH_FramebufferList;
|
||||
|
||||
typedef struct WORKBENCH_StorageList {
|
||||
struct WORKBENCH_PrivateData *g_data;
|
||||
} WORKBENCH_StorageList;
|
||||
|
||||
typedef struct WORKBENCH_PassList {
|
||||
struct DRWPass *depth_pass;
|
||||
struct DRWPass *solid_pass;
|
||||
struct DRWPass *prepass_pass;
|
||||
struct DRWPass *composite_pass;
|
||||
} WORKBENCH_PassList;
|
||||
|
||||
typedef struct WORKBENCH_Data {
|
||||
void *engine_type;
|
||||
DRWViewportEmptyList *fbl;
|
||||
WORKBENCH_FramebufferList *fbl;
|
||||
DRWViewportEmptyList *txl;
|
||||
WORKBENCH_PassList *psl;
|
||||
WORKBENCH_StorageList *stl;
|
||||
} WORKBENCH_Data;
|
||||
|
||||
typedef struct WORKBENCH_UBO_World {
|
||||
float diffuse_light_xp[4];
|
||||
float diffuse_light_xn[4];
|
||||
float diffuse_light_yp[4];
|
||||
float diffuse_light_yn[4];
|
||||
float diffuse_light_zp[4];
|
||||
float diffuse_light_zn[4];
|
||||
float background_color_low[4];
|
||||
float background_color_high[4];
|
||||
} WORKBENCH_UBO_World;
|
||||
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
|
||||
|
||||
typedef struct WORKBENCH_PrivateData {
|
||||
DRWShadingGroup *depth_shgrp;
|
||||
|
||||
DRWShadingGroup *shadeless_shgrp;
|
||||
|
||||
struct GHash *material_hash;
|
||||
struct GPUShader *prepass_sh;
|
||||
struct GPUShader *composite_sh;
|
||||
short drawtype_lighting;
|
||||
short drawtype_options;
|
||||
struct GPUUniformBuffer *world_ubo;
|
||||
WORKBENCH_UBO_World world_data;
|
||||
} WORKBENCH_PrivateData; /* Transient data */
|
||||
|
||||
typedef struct WORKBENCH_MaterialData {
|
||||
/* Solid color */
|
||||
float color[3];
|
||||
int object_id;
|
||||
|
||||
/* Linked shgroup for drawing */
|
||||
DRWShadingGroup *shgrp;
|
||||
} WORKBENCH_MaterialData;
|
||||
|
||||
typedef struct WORKBENCH_ObjectData {
|
||||
struct ObjectEngineData *next, *prev;
|
||||
struct DrawEngineType *engine_type;
|
||||
/* Only nested data, NOT the engine data itself. */
|
||||
ObjectEngineDataFreeCb free;
|
||||
/* Accumulated recalc flags, which corresponds to ID->recalc flags. */
|
||||
int recalc;
|
||||
|
||||
int object_id;
|
||||
} WORKBENCH_ObjectData;
|
||||
|
||||
/* workbench_engine.c */
|
||||
void workbench_solid_materials_init(void);
|
||||
void workbench_solid_materials_init(WORKBENCH_Data *vedata);
|
||||
void workbench_solid_materials_cache_init(WORKBENCH_Data *vedata);
|
||||
void workbench_solid_materials_cache_populate(WORKBENCH_Data *vedata, Object *ob);
|
||||
void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata);
|
||||
|
@ -78,10 +105,11 @@ void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata);
|
|||
void workbench_solid_materials_free(void);
|
||||
|
||||
/* workbench_materials.c */
|
||||
void workbench_materials_engine_init(void);
|
||||
void workbench_materials_engine_init(WORKBENCH_Data *vedata);
|
||||
void workbench_materials_engine_free(void);
|
||||
void workbench_materials_draw_scene_finish(WORKBENCH_Data *vedata);
|
||||
void workbench_materials_draw_scene(WORKBENCH_Data *vedata);
|
||||
void workbench_materials_cache_init(WORKBENCH_Data *vedata);
|
||||
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob);
|
||||
void workbench_materials_cache_finish(WORKBENCH_Data *vedata);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -189,6 +189,7 @@ typedef enum {
|
|||
DRW_TEX_R_16I,
|
||||
DRW_TEX_R_16U,
|
||||
DRW_TEX_R_32,
|
||||
DRW_TEX_R_32U,
|
||||
DRW_TEX_DEPTH_16,
|
||||
DRW_TEX_DEPTH_24,
|
||||
DRW_TEX_DEPTH_24_STENCIL_8,
|
||||
|
|
|
@ -895,21 +895,14 @@ static void drw_engines_enable_external(void)
|
|||
/* TODO revisit this when proper layering is implemented */
|
||||
/* Gather all draw engines needed and store them in DST.enabled_engines
|
||||
* That also define the rendering order of engines */
|
||||
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int drawtype_lighting)
|
||||
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int UNUSED(drawtype_lighting))
|
||||
{
|
||||
switch (drawtype) {
|
||||
case OB_WIRE:
|
||||
break;
|
||||
|
||||
case OB_SOLID:
|
||||
if (drawtype_lighting == V3D_LIGHTING_FLAT) {
|
||||
use_drw_engine(&draw_engine_workbench_solid_flat);
|
||||
|
||||
}
|
||||
else if (drawtype_lighting == V3D_LIGHTING_STUDIO) {
|
||||
use_drw_engine(&draw_engine_workbench_solid_studio);
|
||||
|
||||
}
|
||||
use_drw_engine(&draw_engine_workbench_solid);
|
||||
break;
|
||||
|
||||
case OB_TEXTURE:
|
||||
|
@ -1952,8 +1945,7 @@ void DRW_engines_register(void)
|
|||
RE_engines_register(NULL, &DRW_engine_viewport_eevee_type);
|
||||
RE_engines_register(NULL, &DRW_engine_viewport_workbench_type);
|
||||
|
||||
DRW_engine_register(&draw_engine_workbench_solid_flat);
|
||||
DRW_engine_register(&draw_engine_workbench_solid_studio);
|
||||
DRW_engine_register(&draw_engine_workbench_solid);
|
||||
|
||||
DRW_engine_register(&draw_engine_object_type);
|
||||
DRW_engine_register(&draw_engine_edit_armature_type);
|
||||
|
|
|
@ -38,6 +38,7 @@ void drw_texture_get_format(
|
|||
case DRW_TEX_R_16I:
|
||||
case DRW_TEX_R_16U:
|
||||
case DRW_TEX_R_32:
|
||||
case DRW_TEX_R_32U:
|
||||
case DRW_TEX_RG_8:
|
||||
case DRW_TEX_RG_16:
|
||||
case DRW_TEX_RG_16I:
|
||||
|
@ -75,6 +76,7 @@ void drw_texture_get_format(
|
|||
case DRW_TEX_R_16I: *r_data_type = GPU_R16I; break;
|
||||
case DRW_TEX_R_16U: *r_data_type = GPU_R16UI; break;
|
||||
case DRW_TEX_R_32: *r_data_type = GPU_R32F; break;
|
||||
case DRW_TEX_R_32U: *r_data_type = GPU_R32UI; break;
|
||||
#if 0
|
||||
case DRW_TEX_RGB_8: *r_data_type = GPU_RGB8; break;
|
||||
case DRW_TEX_RGB_32: *r_data_type = GPU_RGB32F; break;
|
||||
|
|
|
@ -23,10 +23,12 @@
|
|||
* \ingroup draw_engine
|
||||
*/
|
||||
|
||||
#include "DRW_render.h"
|
||||
#include "DNA_view3d_types.h"
|
||||
|
||||
#include "GPU_shader.h"
|
||||
#include "DNA_view3d_types.h"
|
||||
#include "DRW_render.h"
|
||||
|
||||
#include "draw_mode_engines.h"
|
||||
|
||||
/* Structures */
|
||||
typedef struct OVERLAY_StorageList {
|
||||
|
@ -50,19 +52,10 @@ typedef struct OVERLAY_PrivateData {
|
|||
int overlays;
|
||||
} OVERLAY_PrivateData; /* Transient data */
|
||||
|
||||
typedef struct OVERLAY_MaterialData {
|
||||
/* Solid color */
|
||||
float color[3];
|
||||
|
||||
/* Linked shgroup for drawing */
|
||||
DRWShadingGroup *shgrp;
|
||||
} OVERLAY_MaterialData;
|
||||
|
||||
/* *********** STATIC *********** */
|
||||
static struct {
|
||||
/* Face orientation shader */
|
||||
struct GPUShader *face_orientation_sh;
|
||||
|
||||
} e_data = {NULL};
|
||||
|
||||
/* Shaders */
|
||||
|
@ -71,8 +64,17 @@ extern char datatoc_overlay_face_orientation_vert_glsl[];
|
|||
|
||||
|
||||
/* Functions */
|
||||
static void overlay_engine_init(void *UNUSED(vedata))
|
||||
static void overlay_engine_init(void *vedata)
|
||||
{
|
||||
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
|
||||
OVERLAY_StorageList *stl = data->stl;
|
||||
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
||||
|
||||
if (!stl->g_data) {
|
||||
/* Alloc transient pointers */
|
||||
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
||||
}
|
||||
|
||||
if (!e_data.face_orientation_sh) {
|
||||
/* Face orientation */
|
||||
e_data.face_orientation_sh = DRW_shader_create(datatoc_overlay_face_orientation_vert_glsl, NULL, datatoc_overlay_face_orientation_frag_glsl, "\n");
|
||||
|
@ -87,11 +89,8 @@ static void overlay_cache_init(void *vedata)
|
|||
OVERLAY_StorageList *stl = data->stl;
|
||||
|
||||
const DRWContextState *DCS = DRW_context_state_get();
|
||||
DRWShadingGroup *grp;
|
||||
|
||||
if (!stl->g_data) {
|
||||
/* Alloc transient pointers */
|
||||
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
|
||||
}
|
||||
|
||||
View3D *v3d = DCS->v3d;
|
||||
if (v3d) {
|
||||
|
@ -112,6 +111,7 @@ static void overlay_cache_init(void *vedata)
|
|||
static void overlay_cache_populate(void *vedata, Object *ob)
|
||||
{
|
||||
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
|
||||
OVERLAY_PassList *psl = data->psl;
|
||||
OVERLAY_StorageList *stl = data->stl;
|
||||
OVERLAY_PrivateData *pd = stl->g_data;
|
||||
|
||||
|
@ -135,8 +135,12 @@ static void overlay_draw_scene(void *vedata)
|
|||
{
|
||||
OVERLAY_Data * data = (OVERLAY_Data *)vedata;
|
||||
OVERLAY_PassList *psl = data->psl;
|
||||
OVERLAY_StorageList *stl = data->stl;
|
||||
OVERLAY_PrivateData *pd = stl->g_data;
|
||||
|
||||
DRW_draw_pass(psl->face_orientation_pass);
|
||||
if (pd->overlays & V3D_OVERLAY_FACE_ORIENTATION) {
|
||||
DRW_draw_pass(psl->face_orientation_pass);
|
||||
}
|
||||
}
|
||||
|
||||
static void overlay_engine_free(void)
|
||||
|
|
|
@ -69,6 +69,7 @@ typedef enum GPUTextureFormat {
|
|||
GPU_RG16F,
|
||||
GPU_RG16I,
|
||||
GPU_R32F,
|
||||
GPU_R32UI,
|
||||
GPU_R16F,
|
||||
GPU_R16I,
|
||||
GPU_R16UI,
|
||||
|
@ -89,7 +90,6 @@ typedef enum GPUTextureFormat {
|
|||
GPU_RG8I,
|
||||
GPU_RG8UI,
|
||||
GPU_R32I,
|
||||
GPU_R32UI,
|
||||
GPU_R16,
|
||||
GPU_R8I,
|
||||
GPU_R8UI,
|
||||
|
|
|
@ -147,8 +147,8 @@ static GLenum gpu_texture_get_format(
|
|||
}
|
||||
else {
|
||||
/* Integer formats */
|
||||
if (ELEM(data_type, GPU_RG16I, GPU_R16I, GPU_R16UI)) {
|
||||
if (ELEM(data_type, GPU_R16UI)) {
|
||||
if (ELEM(data_type, GPU_RG16I, GPU_R16I, GPU_R16UI, GPU_R32UI)) {
|
||||
if (ELEM(data_type, GPU_R16UI, GPU_R32UI)) {
|
||||
*data_format = GL_UNSIGNED_INT;
|
||||
}
|
||||
else {
|
||||
|
@ -197,6 +197,7 @@ static GLenum gpu_texture_get_format(
|
|||
case GPU_RGBA8:
|
||||
case GPU_R11F_G11F_B10F:
|
||||
case GPU_R32F:
|
||||
case GPU_R32UI:
|
||||
*bytesize = 4;
|
||||
break;
|
||||
case GPU_DEPTH_COMPONENT24:
|
||||
|
@ -228,6 +229,7 @@ static GLenum gpu_texture_get_format(
|
|||
case GPU_RG16I: return GL_RG16I;
|
||||
case GPU_RGBA8: return GL_RGBA8;
|
||||
case GPU_R32F: return GL_R32F;
|
||||
case GPU_R32UI: return GL_R32UI;
|
||||
case GPU_R16F: return GL_R16F;
|
||||
case GPU_R16I: return GL_R16I;
|
||||
case GPU_R16UI: return GL_R16UI;
|
||||
|
|
|
@ -82,6 +82,7 @@ enum {
|
|||
|
||||
enum {
|
||||
V3D_DRAWOPTION_RANDOMIZE = (1 << 0),
|
||||
V3D_DRAWOPTION_OBJECT_OVERLAP = (2 << 0),
|
||||
};
|
||||
|
||||
enum {
|
||||
|
|
|
@ -313,6 +313,9 @@ static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_set(PointerRNA *ptr,
|
|||
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(_NAME_, _LEN_) \
|
||||
RNA_LAYER_ENGINE_GET_SET_ARRAY(float, Workbench, COLLECTION_MODE_NONE, _NAME_, _LEN_)
|
||||
|
||||
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(_NAME_) \
|
||||
RNA_LAYER_ENGINE_GET_SET(float, Workbench, COLLECTION_MODE_NONE, _NAME_)
|
||||
|
||||
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_INT(_NAME_) \
|
||||
RNA_LAYER_ENGINE_GET_SET(int, Workbench, COLLECTION_MODE_NONE, _NAME_)
|
||||
|
||||
|
@ -360,6 +363,10 @@ RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(ssao_attenuation)
|
|||
RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(hair_brightness_randomness)
|
||||
#endif /* WITH_CLAY_ENGINE */
|
||||
|
||||
/* workbench engine */
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(random_object_color_saturation)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(random_object_color_value)
|
||||
|
||||
/* eevee engine */
|
||||
/* ViewLayer settings. */
|
||||
RNA_LAYER_ENGINE_EEVEE_GET_SET_BOOL(gtao_enable)
|
||||
|
@ -1675,11 +1682,26 @@ static void rna_def_layer_collection_engine_settings_clay(BlenderRNA *brna)
|
|||
static void rna_def_layer_collection_engine_settings_workbench(BlenderRNA *brna)
|
||||
{
|
||||
StructRNA *srna;
|
||||
PropertyRNA *prop;
|
||||
|
||||
srna = RNA_def_struct(brna, "LayerCollectionEngineSettingsWorkbench", "LayerCollectionSettings");
|
||||
RNA_def_struct_ui_text(srna, "Collections Workbench Engine Settings", "Workbench specific settings for this collection");
|
||||
|
||||
RNA_define_verify_sdna(0); /* not in sdna */
|
||||
|
||||
prop = RNA_def_property(srna, "random_object_color_saturation", PROP_FLOAT, PROP_NONE);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_random_object_color_saturation_get", "rna_LayerEngineSettings_Workbench_random_object_color_saturation_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Random Saturation", "Random Object Color Saturation");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
|
||||
|
||||
prop = RNA_def_property(srna, "random_object_color_value", PROP_FLOAT, PROP_NONE);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_random_object_color_value_get", "rna_LayerEngineSettings_Workbench_random_object_color_value_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Random Value", "Random Object Color Value");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, 0, "rna_LayerCollectionEngineSettings_update");
|
||||
}
|
||||
|
||||
static void rna_def_layer_collection_mode_settings_object(BlenderRNA *brna)
|
||||
|
|
|
@ -2295,6 +2295,12 @@ static void rna_def_space_view3d(BlenderRNA *brna)
|
|||
RNA_def_property_ui_text(prop, "Random Colors", "Show random object colors");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_SpaceView3D_viewport_shade_update");
|
||||
|
||||
prop = RNA_def_property(srna, "show_object_overlap", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "drawtype_options", V3D_DRAWOPTION_OBJECT_OVERLAP);
|
||||
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
|
||||
RNA_def_property_ui_text(prop, "Object Overlap", "Show Object Overlap");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_SpaceView3D_viewport_shade_update");
|
||||
|
||||
prop = RNA_def_property(srna, "local_view", PROP_POINTER, PROP_NONE);
|
||||
RNA_def_property_pointer_sdna(prop, NULL, "localvd");
|
||||
RNA_def_property_ui_text(prop, "Local View",
|
||||
|
|
Loading…
Reference in New Issue