Workbench: XFlip Matcap per 3D View

Note: Icons are not yet updated.
This commit is contained in:
Jeroen Bakker 2018-06-08 16:12:25 +02:00
parent fc85096dc8
commit cbbf8bbbb4
11 changed files with 48 additions and 10 deletions

View File

@ -3520,14 +3520,16 @@ class VIEW3D_PT_shading(Panel):
if shading.light == 'STUDIO':
row = col.row()
row.template_icon_view(shading, "studio_light")
op = row.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='ZOOMIN')
row.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='ZOOMIN')
if shading.studio_light_orientation == 'WORLD':
col.row().prop(shading, "studiolight_rot_z")
elif shading.light == 'MATCAP':
row = col.row()
row.template_icon_view(shading, "matcap")
op = row.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='ZOOMIN')
sub = row.column()
sub.operator('VIEW3D_OT_toggle_matcap_flip', emboss=False, text="", icon='ARROW_LEFTRIGHT')
sub.operator('wm.studiolight_userpref_show', emboss=False, text="", icon='ZOOMIN')
if shading.type == 'SOLID':
col.separator()

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@ -16,12 +16,12 @@ struct WorldData {
vec4 light_direction_vs;
LightData lights[3];
int num_lights;
int pad[3];
int matcap_orientation;
int pad[2];
};
struct MaterialData {
vec4 diffuse_color;
vec4 specular_color;
float roughness;
int matcap_texture_index;
};

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@ -62,7 +62,11 @@ void main()
#endif
#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
diffuse_color = texture(matcapImage, normal_viewport.xy / 2.0 + 0.5);
vec2 matcap_uv = normal_viewport.xy / 2.0 + 0.5;
if (world_data.matcap_orientation != 0) {
matcap_uv.x = 1.0 - matcap_uv.x;
}
diffuse_color = texture(matcapImage, matcap_uv);
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT

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@ -43,7 +43,8 @@ void main()
#ifdef OB_SOLID
diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
# ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
specularColor = vec4(material_data.diffuse_color.rgb, material_data.matcap_texture_index);
specularColor = vec4(material_data.diffuse_color.rgb, 0.0);
# endif
#endif /* OB_SOLID */

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@ -35,6 +35,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
wpd->shadow_multiplier = 1.0 - wpd->shading.shadow_intensity;
WORKBENCH_UBO_World *wd = &wpd->world_data;
wd->matcap_orientation = (wpd->shading.flag & V3D_SHADING_MATCAP_FLIP_X) > 0;
if ((v3d->flag3 & V3D_SHOW_WORLD) &&
(scene->world != NULL))

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@ -464,7 +464,7 @@ static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingG
if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) {
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture); DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
}
workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);

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@ -128,7 +128,8 @@ typedef struct WORKBENCH_UBO_World {
float light_direction_vs[4];
WORKBENCH_UBO_Light lights[3];
int num_lights;
int pad[3];
int matcap_orientation;
int pad[2];
} WORKBENCH_UBO_World;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
@ -136,8 +137,7 @@ typedef struct WORKBENCH_UBO_Material {
float diffuse_color[4];
float specular_color[4];
float roughness;
int matcap_texture_index;
float pad[2];
float pad[3];
} WORKBENCH_UBO_Material;
BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16)

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@ -259,6 +259,33 @@ void VIEW3D_OT_toggle_xray_draw_option(wmOperatorType *ot)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Toggle Bone selection Overlay Operator
* \{ */
static int toggle_matcap_flip(bContext *C, wmOperator *UNUSED(op))
{
View3D *v3d = CTX_wm_view3d(C);
v3d->shading.flag ^= V3D_SHADING_MATCAP_FLIP_X;
ED_view3d_shade_update(CTX_data_main(C), v3d, CTX_wm_area(C));
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
return OPERATOR_FINISHED;
}
void VIEW3D_OT_toggle_matcap_flip(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Flip MatCap";
ot->description = "Flip MatCap";
ot->idname = "VIEW3D_OT_toggle_matcap_flip";
/* api callbacks */
ot->exec = toggle_matcap_flip;
// ot->poll = toggle_show_xray_poll;
}
/** \} */
static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
{

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@ -66,6 +66,7 @@ enum {
/* view3d_header.c */
void VIEW3D_OT_layers(struct wmOperatorType *ot);
void VIEW3D_OT_toggle_xray_draw_option(struct wmOperatorType *ot);
void VIEW3D_OT_toggle_matcap_flip(struct wmOperatorType *ot);
/* view3d_ops.c */
void view3d_operatortypes(void);

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@ -223,6 +223,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(VIEW3D_OT_toggle_render);
WM_operatortype_append(VIEW3D_OT_toggle_xray_draw_option);
WM_operatortype_append(VIEW3D_OT_toggle_matcap_flip);
WM_operatortype_append(VIEW3D_OT_ruler_add);

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@ -352,6 +352,7 @@ enum {
V3D_SHADING_SCENE_LIGHT = (1 << 3),
V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
V3D_SHADING_CAVITY = (1 << 5),
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
};
/* View3DShading->single_color_type */