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:
Jeroen Bakker 2018-04-25 10:59:48 +02:00
parent fc8d903000
commit 35220ccde0
28 changed files with 494 additions and 335 deletions

View File

@ -3534,6 +3534,10 @@ class VIEW3D_PT_view3d_display(Panel):
col.prop(view, "show_only_render")
col.prop(view, "show_world")
if view.viewport_shade == "SOLID":
col.prop(view, "show_random_object_colors")
col.prop(view, "show_object_overlap")
if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
col.prop(view, "show_mode_shade_override")
@ -3544,7 +3548,6 @@ class VIEW3D_PT_view3d_display(Panel):
col.prop(view, "show_all_objects_origin")
col.prop(view, "show_relationship_lines")
col.prop(view, "show_face_orientation_overlay")
col.prop(view, "show_random_object_colors")
col = layout.column()
col.active = display_all

View File

@ -107,8 +107,7 @@ set(SRC
engines/eevee/eevee_volumes.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_materials.c
engines/workbench/solid_flat_mode.c
engines/workbench/solid_studio_mode.c
engines/workbench/solid_mode.c
engines/external/external_engine.c
DRW_engine.h
@ -209,11 +208,13 @@ data_to_c_simple(engines/eevee/shaders/volumetric_resolve_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_scatter_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_flat_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_studio_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_diffuse_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)

View File

@ -1,8 +0,0 @@
uniform vec3 color;
out vec4 fragColor;
void main()
{
fragColor = vec4(color, 1.0);
}

View File

@ -1,29 +0,0 @@
uniform vec3 color;
uniform vec3 light_direction = vec3(0.0, 0.0, 1.0);
uniform vec3 world_diffuse_light_xp = vec3(0.5, 0.5, 0.6);
uniform vec3 world_diffuse_light_xn = vec3(0.5, 0.5, 0.6);
uniform vec3 world_diffuse_light_yp = vec3(0.5, 0.5, 0.6);
uniform vec3 world_diffuse_light_yn = vec3(0.5, 0.5, 0.6);
uniform vec3 world_diffuse_light_zp = vec3(0.8, 0.8, 0.8);
uniform vec3 world_diffuse_light_zn = vec3(0.0, 0.0, 0.0);
in vec3 normal_viewport;
out vec4 fragColor;
#define USE_WORLD_DIFFUSE
#define AMBIENT_COLOR vec3(0.2, 0.2, 0.2)
void main()
{
#ifdef USE_WORLD_DIFFUSE
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);
vec3 shaded_color = (AMBIENT_COLOR + diffuse_light_color) * color;
#else
float intensity = lambert_diffuse(light_direction, normal_viewport);
vec3 shaded_color = color * intensity;
#endif
fragColor = vec4(shaded_color, 1.0);
}

View File

@ -0,0 +1,3 @@
vec3 background_color(WorldData world_data, float y) {
return mix(world_data.background_color_low, world_data.background_color_high, y).xyz;
}

View File

@ -0,0 +1,59 @@
out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D depth;
uniform sampler2D diffuseColor;
uniform sampler2D normalViewport;
uniform vec2 invertedViewportSize;
uniform vec3 objectOverlapColor = vec3(0.0);
layout(std140) uniform world_block {
WorldData world_data;
};
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uvViewport = gl_FragCoord.xy * invertedViewportSize;
float depth = texelFetch(depth, texel, 0).r;
#ifndef V3D_DRAWOPTION_OBJECT_OVERLAP
if (depth == 1.0) {
fragColor = vec4(background_color(world_data, uvViewport.y), 0.0);
return;
}
#else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
uint object_id = depth == 1.0? NO_OBJECT_ID: texelFetch(objectId, texel, 0).r;
float object_overlap = calculate_object_overlap(objectId, texel, object_id);
if (object_id == NO_OBJECT_ID) {
vec3 background = background_color(world_data, uvViewport.y);
if (object_overlap == 0.0) {
fragColor = vec4(background, 0.0);
} else {
fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
}
return;
}
#endif /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
vec3 diffuse_color = texelFetch(diffuseColor, texel, 0).rgb;
#ifdef V3D_LIGHTING_STUDIO
vec3 normal_viewport = texelFetch(normalViewport, texel, 0).rgb;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
vec3 shaded_color = diffuse_light * diffuse_color;
#else /* V3D_LIGHTING_STUDIO */
vec3 shaded_color = diffuse_color;
#endif /* V3D_LIGHTING_STUDIO */
#ifdef V3D_DRAWOPTION_OBJECT_OVERLAP
shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
#endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */
fragColor = vec4(shaded_color, 1.0);
}

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@ -0,0 +1,10 @@
struct WorldData {
vec4 diffuse_light_xp;
vec4 diffuse_light_xn;
vec4 diffuse_light_yp;
vec4 diffuse_light_yn;
vec4 diffuse_light_zp;
vec4 diffuse_light_zn;
vec4 background_color_low;
vec4 background_color_high;
};

View File

@ -1,21 +0,0 @@
float normalized_dot(vec3 v1, vec3 v2)
{
return max(0.0, dot(v1, v2));
}
float lambert_diffuse(vec3 light_direction, vec3 surface_normal)
{
return normalized_dot(light_direction, surface_normal);
}
vec3 get_world_diffuse_light(vec3 N, vec3 xp, vec3 xn, vec3 yp, vec3 yn, vec3 zp, vec3 zn)
{
vec3 result = vec3(0.0, 0.0, 0.0);
result = mix(result, xp, normalized_dot(vec3( 1.0, 0.0, 0.0), N));
result = mix(result, xn, normalized_dot(vec3(-1.0, 0.0, 0.0), N));
result = mix(result, yp, normalized_dot(vec3( 0.0, 1.0, 0.0), N));
result = mix(result, yn, normalized_dot(vec3( 0.0, -1.0, 0.0), N));
result = mix(result, zp, normalized_dot(vec3( 0.0, 0.0, 1.0), N));
result = mix(result, zn, normalized_dot(vec3( 0.0, 0.0, -1.0), N));
return result;
}

View File

@ -0,0 +1,13 @@
#define OBJECT_OVERLAP_OFFSET 1
#define NO_OBJECT_ID uint(0)
float calculate_object_overlap(usampler2D objectId, ivec2 texel, uint object_id)
{
uvec4 oid_offset = uvec4(
texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OVERLAP_OFFSET)).r,
texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OVERLAP_OFFSET)).r,
texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OVERLAP_OFFSET, 0)).r,
texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OVERLAP_OFFSET, 0)).r);
return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(1.0/4.0));
}

View File

@ -0,0 +1,15 @@
uniform int object_id = 0;
uniform vec3 object_color = vec3(1.0, 0.0, 1.0);
in vec3 normal_viewport;
out uint objectId;
out vec3 diffuseColor;
out vec3 normalViewport;
void main()
{
objectId = uint(object_id);
diffuseColor = object_color;
normalViewport = normal_viewport;
}

View File

@ -1,8 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}

View File

@ -0,0 +1,9 @@
vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
{
vec4 result = world_data.diffuse_light_xp * clamp(N.x, 0.0, 1.0);
result = mix(result, world_data.diffuse_light_xn, clamp(-N.x, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_yp, clamp( N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_yn, clamp(-N.y, 0.0, 1.0));
result = mix(result, world_data.diffuse_light_zp, clamp( N.z, 0.0, 1.0));
return mix(result, world_data.diffuse_light_zn, clamp(-N.z, 0.0, 1.0)).xyz;
}

View File

@ -1,110 +0,0 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file solid_flat_mode.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple flat shaders.
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "workbench_private.h"
/* Functions */
static void workbench_solid_flat_engine_init(void *UNUSED(vedata))
{
workbench_materials_engine_init();
}
static void workbench_solid_flat_cache_init(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
/* Depth Pass */
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
}
/* Solid Pass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
workbench_materials_cache_init(data);
}
static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
workbench_materials_solid_cache_populate(data, ob);
}
static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
{
}
static void workbench_solid_flat_draw_scene(void *vedata)
{
WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
workbench_materials_draw_scene_finish(data);
}
static void workbench_solid_flat_engine_free(void)
{
workbench_materials_engine_free();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench_solid_flat = {
NULL, NULL,
N_("Workbench"),
&workbench_data_size,
&workbench_solid_flat_engine_init,
&workbench_solid_flat_engine_free,
&workbench_solid_flat_cache_init,
&workbench_solid_flat_cache_populate,
&workbench_solid_flat_cache_finish,
NULL,
&workbench_solid_flat_draw_scene,
NULL,
NULL,
NULL,
};

View File

@ -34,76 +34,59 @@
/* Functions */
static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
static void workbench_solid_engine_init(void *vedata)
{
workbench_materials_engine_init();
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
workbench_materials_engine_init(data);
}
static void workbench_solid_studio_cache_init(void *vedata)
static void workbench_solid_cache_init(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
/* Depth Pass */
{
int state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
}
/* Solid Pass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
workbench_materials_cache_init(data);
}
static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
static void workbench_solid_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
workbench_materials_solid_cache_populate(data, ob);
}
static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
{
}
static void workbench_solid_studio_draw_scene(void *vedata)
static void workbench_solid_cache_finish(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
workbench_materials_draw_scene_finish(data);
workbench_materials_cache_finish(data);
}
static void workbench_solid_studio_engine_free(void)
static void workbench_solid_draw_background(void *UNUSED(vedata))
{
}
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,

View File

@ -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}
};

View File

@ -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__ */

View File

@ -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);
}

View File

@ -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

View File

@ -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,

View File

@ -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);

View File

@ -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;

View File

@ -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)

View File

@ -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,

View File

@ -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;

View File

@ -82,6 +82,7 @@ enum {
enum {
V3D_DRAWOPTION_RANDOMIZE = (1 << 0),
V3D_DRAWOPTION_OBJECT_OVERLAP = (2 << 0),
};
enum {

View File

@ -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)

View File

@ -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",