Workbench: Switching Draw engines based on draw mode

This commit is contained in:
Jeroen Bakker 2018-04-17 16:34:41 +02:00
parent 3759b2aa59
commit d26b7592b8
8 changed files with 150 additions and 76 deletions

View File

@ -46,6 +46,7 @@ class VIEW3D_HT_header(Header):
# Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
row = layout
layout.template_header_3D()
row.prop(view, "viewport_shade")
if obj:
mode = obj.mode

View File

@ -104,8 +104,9 @@ set(SRC
engines/eevee/eevee_subsurface.c
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/workbench/workbench_materials_solid.c
engines/workbench/workbench_engine.c
engines/workbench/workbench_materials.c
engines/workbench/solid_flat_mode.c
engines/external/external_engine.c
DRW_engine.h
@ -205,7 +206,7 @@ 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/silhouette_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)

View File

@ -0,0 +1,95 @@
/*
* 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 workbench_engine.c
* \ingroup draw_engine
*
* Simple engine for drawing color and/or depth.
* When we only need simple flat shaders.
*/
#include "DRW_render.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_main.h"
#include "GPU_shader.h"
#include "workbench_engine.h"
#include "workbench_private.h"
/* Shaders */
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
/* Functions */
static void workbench_engine_init(void *UNUSED(vedata))
{
workbench_solid_materials_init();
}
static void workbench_cache_init(void *vedata)
{
workbench_solid_materials_cache_init((WORKBENCH_Data *)vedata);
}
static void workbench_cache_populate(void *vedata, Object *ob)
{
workbench_solid_materials_cache_populate((WORKBENCH_Data *)vedata, ob);
}
static void workbench_cache_finish(void *vedata)
{
workbench_solid_materials_cache_finish((WORKBENCH_Data *)vedata);
}
static void workbench_draw_scene(void *vedata)
{
workbench_solid_materials_draw_scene((WORKBENCH_Data *)vedata);
}
static void workbench_engine_free(void)
{
workbench_solid_materials_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_engine_init,
&workbench_engine_free,
&workbench_cache_init,
&workbench_cache_populate,
&workbench_cache_finish,
NULL,
&workbench_draw_scene,
NULL,
NULL,
NULL,
};
#undef WORKBENCH_ENGINE

View File

@ -43,36 +43,6 @@
/* Functions */
static void workbench_engine_init(void *UNUSED(vedata))
{
workbench_materials_init();
}
static void workbench_cache_init(void *vedata)
{
workbench_materials_cache_init((WORKBENCH_Data *)vedata);
}
static void workbench_cache_populate(void *vedata, Object *ob)
{
workbench_materials_cache_populate((WORKBENCH_Data *)vedata, ob);
}
static void workbench_cache_finish(void *vedata)
{
workbench_materials_cache_finish((WORKBENCH_Data *)vedata);
}
static void workbench_draw_scene(void *vedata)
{
workbench_materials_draw_scene((WORKBENCH_Data *)vedata);
}
static void workbench_engine_free(void)
{
workbench_materials_free();
}
static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
{
BLI_assert(props &&
@ -82,24 +52,6 @@ static void workbench_layer_collection_settings_create(RenderEngine *UNUSED(engi
BKE_collection_engine_property_add_float_array(props, "object_color", default_object_color, 3);
}
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_engine_init,
&workbench_engine_free,
&workbench_cache_init,
&workbench_cache_populate,
&workbench_cache_finish,
NULL,
&workbench_draw_scene,
NULL,
NULL,
NULL,
};
/* Note: currently unused, we may want to register so we can see this when debugging the view. */
RenderEngineType DRW_engine_viewport_workbench_type = {

View File

@ -26,7 +26,8 @@
#include "workbench_private.h"
#include "GPU_shader.h"
extern char datatoc_silhouette_frag_glsl[];
extern char datatoc_solid_frag_glsl[];
extern char datatoc_flat_lighting_frag_glsl[];
extern char datatoc_workbench_vert_glsl[];
/* *********** STATIC *********** */
@ -34,22 +35,23 @@ static struct {
struct GPUShader *depth_sh;
/* Shading Pass */
struct GPUShader *silhouette_sh;
struct GPUShader *solid_sh;
} e_data = {NULL};
void workbench_materials_init() {
void workbench_solid_materials_init() {
if (!e_data.depth_sh) {
/* Depth pass */
e_data.depth_sh = DRW_shader_create_3D_depth_only();
/* Shading pass */
e_data.silhouette_sh = DRW_shader_create(
datatoc_workbench_vert_glsl, NULL, datatoc_silhouette_frag_glsl, "\n");
e_data.solid_sh = DRW_shader_create(
datatoc_workbench_vert_glsl, NULL, datatoc_solid_frag_glsl, "\n");
}
}
void workbench_materials_cache_init(WORKBENCH_Data* vedata)
void workbench_solid_materials_cache_init(WORKBENCH_Data* vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
@ -66,14 +68,20 @@ void workbench_materials_cache_init(WORKBENCH_Data* vedata)
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.depth_sh, psl->depth_pass);
}
/* Shadeless Pass */
/* Solid Pass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->silhouette_pass = DRW_pass_create("Silhouette Pass", state);
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);
}
}
void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object *ob)
void workbench_solid_materials_cache_populate(WORKBENCH_Data* vedata, Object *ob)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
@ -90,32 +98,45 @@ void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object *ob)
/* Depth */
DRW_shgroup_call_add(stl->g_data->depth_shgrp, geom, ob->obmat);
/* Silhouette */
grp = DRW_shgroup_create(e_data.silhouette_sh, psl->silhouette_pass);
/* 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);
/* Lighting */
// if studio lighting
}
}
void workbench_materials_cache_finish(WORKBENCH_Data *vedata)
void workbench_solid_materials_cache_finish(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = ((WORKBENCH_Data *)vedata)->stl;
UNUSED_VARS(stl);
}
void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
void workbench_solid_materials_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->silhouette_pass);
// if (studio lighting) {
// DRW_draw_pass(psl->lighting_pass);
// DRW_draw_pass(psl->solid_pass);
// TODO: COMPOSITE
// }
// if (flat lighting) {
DRW_draw_pass(psl->solid_pass);
// }
}
void workbench_materials_free(void)
void workbench_solid_materials_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.silhouette_sh);
DRW_SHADER_FREE_SAFE(e_data.solid_sh);
}

View File

@ -29,6 +29,8 @@
#include "DRW_render.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
typedef struct WORKBENCH_StorageList {
struct WORKBENCH_PrivateData *g_data;
@ -37,7 +39,8 @@ typedef struct WORKBENCH_StorageList {
typedef struct WORKBENCH_PassList {
struct DRWPass *depth_pass;
struct DRWPass *silhouette_pass;
struct DRWPass *solid_pass;
struct DRWPass *lighting_pass;
} WORKBENCH_PassList;
typedef struct WORKBENCH_FrameBufferList {
@ -59,16 +62,19 @@ typedef struct WORKBENCH_PrivateData {
DRWShadingGroup *depth_shgrp;
DRWShadingGroup *shadeless_shgrp;
// Lighting passes
DRWShadingGroup *flat_lighting_shgrp;
} WORKBENCH_PrivateData; /* Transient data */
/* workbench_materials.c */
void workbench_materials_init(void);
void workbench_materials_cache_init(WORKBENCH_Data* vedata);
void workbench_materials_cache_populate(WORKBENCH_Data* vedata, Object* ob);
void workbench_materials_cache_finish(WORKBENCH_Data* vedata);
void workbench_materials_draw_scene(WORKBENCH_Data* vedata);
void workbench_materials_free(void);
void workbench_solid_materials_init(void);
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);
void workbench_solid_materials_draw_scene(WORKBENCH_Data* vedata);
void workbench_solid_materials_free(void);
#endif

View File

@ -187,16 +187,14 @@ static const EnumPropertyItem autosnap_items[] = {
#endif
const EnumPropertyItem rna_enum_viewport_shade_items[] = {
{OB_BOUNDBOX, "BOUNDBOX", ICON_BBOX, "Bounding Box", "Display the object's local bounding boxes only"},
{OB_WIRE, "WIREFRAME", ICON_WIRE, "Wireframe", "Display the object as wire edges"},
{OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display the object solid, lit with default OpenGL lights"},
{OB_SOLID, "SOLID", ICON_SOLID, "Solid", "Display the object solid"},
{OB_TEXTURE, "TEXTURED", ICON_POTATO, "Texture", "Display the object solid, with a texture"},
{OB_MATERIAL, "MATERIAL", ICON_MATERIAL_DATA, "Material", "Display objects solid, with GLSL material"},
{OB_RENDER, "RENDERED", ICON_SMOOTH, "Rendered", "Display render preview"},
{0, NULL, 0, NULL, NULL}
};
const EnumPropertyItem rna_enum_clip_editor_mode_items[] = {
{SC_MODE_TRACKING, "TRACKING", ICON_ANIM_DATA, "Tracking", "Show tracking and solving tools"},
{SC_MODE_MASKEDIT, "MASK", ICON_MOD_MASK, "Mask", "Show mask editing tools"},