Workbench: Basic Solid Studio

Currently uses static lighting. Will become HDRI lighting.
Added do_versions to set default drawtype_solid and drawtype_texture to
OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and
drawtype_texture are also set to OB_LIGHTING_STUDIO.

Current studio lighting uses a dot product to simulate static lighting.
Will need to be changed in the future with different lighting models.
This commit is contained in:
Jeroen Bakker 2018-04-18 08:20:12 +02:00
parent 3f762dd764
commit ccb104b9c2
10 changed files with 202 additions and 8 deletions

View File

@ -948,4 +948,22 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
if (!MAIN_VERSION_ATLEAST(main, 280, 6)) {
bScreen *sc;
ScrArea *sa;
SpaceLink *sl;
for (sc = main->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->drawtype_solid = OB_LIGHTING_STUDIO;
v3d->drawtype_wireframe = OB_LIGHTING_STUDIO;
}
}
}
}
}
}

View File

@ -106,6 +106,7 @@ set(SRC
engines/eevee/eevee_volumes.c
engines/workbench/workbench_engine.c
engines/workbench/solid_flat_mode.c
engines/workbench/solid_studio_mode.c
engines/external/external_engine.c
DRW_engine.h
@ -206,7 +207,9 @@ 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_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)

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@ -0,0 +1,11 @@
uniform vec3 color;
in vec3 normal;
out vec4 fragColor;
void main()
{
float intensity = dot(normal, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = color * intensity;
fragColor = vec4(shaded_color, 1.0);
}

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@ -0,0 +1,14 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 nor;
out vec3 normal;
void main()
{
normal = normalize(NormalMatrix * nor);
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}

View File

@ -84,12 +84,6 @@ static void workbench_solid_flat_cache_init(void *vedata)
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
/* Flat Lighting Pass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->lighting_pass = DRW_pass_create("Lighting Pass", state);
}
}
static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)

View File

@ -0,0 +1,149 @@
/*
* 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_studio_mode.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple studio shaders.
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "workbench_private.h"
/* Shaders */
extern char datatoc_solid_studio_frag_glsl[];
extern char datatoc_workbench_studio_vert_glsl[];
/* *********** STATIC *********** */
static struct {
struct GPUShader *depth_sh;
/* Shading Pass */
struct GPUShader *solid_sh;
} e_data = {NULL};
/* Functions */
static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
{
if (!e_data.depth_sh) {
/* Depth pass */
e_data.depth_sh = DRW_shader_create_3D_depth_only();
/* Shading pass */
e_data.solid_sh = DRW_shader_create(
datatoc_workbench_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, "\n");
}
}
static void workbench_solid_studio_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);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Solid Pass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
}
static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
const float* color = BKE_collection_engine_property_value_get_float_array(props, "object_color");
if (!DRW_object_is_renderable(ob))
return;
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
DRWShadingGroup *grp;
if (geom) {
/* Depth */
DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
/* Solid */
grp = DRW_shgroup_create(e_data.solid_sh, psl->solid_pass);
DRW_shgroup_uniform_vec3(grp, "color", color, 1);
DRW_shgroup_call_add(grp, geom, ob->obmat);
}
}
static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
{
}
static void workbench_solid_studio_draw_scene(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
}
static void workbench_solid_studio_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.solid_sh);
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
DrawEngineType draw_engine_workbench_solid_studio = {
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,
NULL,
NULL,
NULL,
};

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@ -27,6 +27,7 @@
#define __WORKBENCH_ENGINE_H__
extern DrawEngineType draw_engine_workbench_solid_flat;
extern DrawEngineType draw_engine_workbench_solid_studio;
extern RenderEngineType DRW_engine_viewport_workbench_type;
#endif /* __WORKBENCH_ENGINE_H__ */

View File

@ -38,9 +38,7 @@ typedef struct WORKBENCH_StorageList {
typedef struct WORKBENCH_PassList {
struct DRWPass *depth_pass;
struct DRWPass *solid_pass;
struct DRWPass *lighting_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_FrameBufferList {

View File

@ -905,6 +905,10 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
case OB_SOLID:
if (draw_mode_solid == OB_LIGHTING_FLAT) {
use_drw_engine(&draw_engine_workbench_solid_flat);
} else if (draw_mode_solid == OB_LIGHTING_STUDIO) {
use_drw_engine(&draw_engine_workbench_solid_studio);
}
break;

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@ -333,6 +333,8 @@ static SpaceLink *view3d_new(const bContext *C)
v3d->gridlines = 16;
v3d->gridsubdiv = 10;
v3d->drawtype = OB_SOLID;
v3d->drawtype_solid = OB_LIGHTING_STUDIO;
v3d->drawtype_texture = OB_LIGHTING_STUDIO;
v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;