Workbench: Texture Shading mode

This commit is contained in:
Jeroen Bakker 2018-05-07 14:59:27 +02:00
parent e3d30ffb92
commit f09d3a7a40
7 changed files with 161 additions and 46 deletions

View File

@ -3554,6 +3554,7 @@ class VIEW3D_PT_shading(Panel):
col.separator()
col.row().prop(shading, "single_color", text="")
if shading.type in ('SOLID', 'TEXTURED'):
col.separator()
col.row().prop(shading, "light", expand=True)
if shading.light == 'STUDIO':

View File

@ -1,9 +1,15 @@
uniform int object_id = 0;
uniform vec3 object_color = vec3(1.0, 0.0, 1.0);
#ifdef OB_TEXTURE
uniform sampler2D image;
#endif
#ifdef V3D_LIGHTING_STUDIO
in vec3 normal_viewport;
#endif /* V3D_LIGHTING_STUDIO */
#ifdef OB_TEXTURE
in vec2 uv_interp;
#endif /* OB_TEXTURE */
layout(location=0) out uint objectId;
layout(location=1) out vec4 diffuseColor;
@ -18,7 +24,13 @@ layout(location=2) out vec3 normalViewport;
void main()
{
objectId = uint(object_id);
#ifdef OB_SOLID
diffuseColor = vec4(object_color, 0.0);
#endif /* OB_SOLID */
#ifdef OB_TEXTURE
diffuseColor = texture(image, uv_interp);
#endif /* OB_TEXTURE */
#ifdef V3D_LIGHTING_STUDIO
#ifdef WORKBENCH_ENCODE_NORMALS
if (!gl_FrontFacing) {
@ -26,6 +38,7 @@ void main()
diffuseColor.a = 1.0;
} else {
normalViewport = normal_encode(normal_viewport);
diffuseColor.a = 0.0;
}
#else /* WORKBENCH_ENCODE_NORMALS */
normalViewport = normal_viewport;

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@ -7,13 +7,22 @@ in vec3 pos;
#ifdef V3D_LIGHTING_STUDIO
in vec3 nor;
#endif /* V3D_LIGHTING_STUDIO */
#ifdef OB_TEXTURE
in vec2 uv;
#endif
#ifdef V3D_LIGHTING_STUDIO
out vec3 normal_viewport;
#endif /* V3D_LIGHTING_STUDIO */
#ifdef OB_TEXTURE
out vec2 uv_interp;
#endif
void main()
{
#ifdef OB_TEXTURE
uv_interp = uv;
#endif
#ifdef V3D_LIGHTING_STUDIO
normal_viewport = normalize(NormalMatrix * nor);
#endif /* V3D_LIGHTING_STUDIO */

View File

@ -25,15 +25,24 @@
#include "workbench_private.h"
#include "BIF_gl.h"
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
#include "BKE_node.h"
#include "BKE_particle.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "ED_uvedit.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "UI_resources.h"
@ -75,7 +84,7 @@ extern DrawEngineType draw_engine_workbench_solid;
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP)
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
{
char *str = NULL;
@ -87,6 +96,14 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
}
switch(drawtype) {
case OB_SOLID:
BLI_dynstr_appendf(ds, "#define OB_SOLID\n");
break;
case OB_TEXTURE:
BLI_dynstr_appendf(ds, "#define OB_TEXTURE\n");
break;
}
#ifdef WORKBENCH_ENCODE_NORMALS
BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
@ -135,44 +152,65 @@ static char *workbench_build_prepass_frag(void)
return str;
}
static int get_shader_index(WORKBENCH_PrivateData *wpd)
static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OVERLAP;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
/* set the drawtype flag
0 = OB_SOLID,
1 = OB_TEXTURE */
index = index << 1;
SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
return index;
}
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
int index = get_shader_index(wpd);
static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype) {
if (e_data.prepass_sh_cache[index] == NULL) {
char *defines = workbench_build_defines(wpd);
char *defines = workbench_build_defines(wpd, drawtype);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
if (drawtype == OB_SOLID) {
e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
}
MEM_freeN(prepass_frag);
MEM_freeN(composite_frag);
MEM_freeN(defines);
}
}
wpd->prepass_sh = e_data.prepass_sh_cache[index];
wpd->composite_sh = e_data.composite_sh_cache[index];
static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
{
int index_solid = get_shader_index(wpd, OB_SOLID);
int index_texture = get_shader_index(wpd, OB_TEXTURE);
ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
wpd->composite_sh = e_data.composite_sh_cache[index_solid];
}
/* Functions */
static uint get_material_hash(WORKBENCH_MaterialData *material_template)
{
/* TODO: make a C-string with settings and hash the string */
uint input[4];
uint result;
float *color = material_template->color;
input[0] = (uint)(color[0] * 512);
input[1] = (uint)(color[1] * 512);
input[2] = (uint)(color[2] * 512);
input[3] = material_template->object_id;
result = BLI_ghashutil_uinthash_v4_murmur(input);
return BLI_ghashutil_uinthash_v4_murmur(input);
if (material_template->drawtype == OB_TEXTURE) {
/* add texture reference */
result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
}
return result;
}
static void workbench_init_object_data(ObjectEngineData *engine_data)
@ -183,11 +221,13 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
{
/* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
int color_type = wpd->drawtype == OB_SOLID? wpd->shading.color_type:V3D_SHADING_MATERIAL_COLOR;
static float default_color[] = {0.8f, 0.8f, 0.8f};
if (DRW_object_is_paint_mode(ob) || wpd->shading.color_type == V3D_SHADING_SINGLE_COLOR) {
if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(color, wpd->shading.single_color);
}
else if (wpd->shading.color_type == V3D_SHADING_RANDOM_COLOR) {
else if (color_type == V3D_SHADING_RANDOM_COLOR) {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
if (ob->id.lib) {
hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
@ -197,7 +237,7 @@ static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Mat
float hsv[3] = {offset, hsv_saturation, hsv_value};
hsv_to_rgb_v(hsv, color);
}
else if (wpd->shading.color_type == V3D_SHADING_OBJECT_COLOR) {
else if (color_type == V3D_SHADING_OBJECT_COLOR) {
copy_v3_v3(color, ob->col);
}
else {
@ -299,12 +339,15 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
View3D *v3d = DCS->v3d;
if (v3d) {
wpd->shading = v3d->shading;
wpd->drawtype = v3d->drawtype;
}
else {
/* XXX: We should get the default shading from the view layer, after we implemented the render callback */
memset(&wpd->shading, 0, sizeof(wpd->shading));
wpd->shading.light = V3D_LIGHTING_STUDIO;
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
wpd->drawtype = OB_SOLID;
}
select_deferred_shaders(wpd);
@ -365,7 +408,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
}
}
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat)
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat, Image *ima, int drawtype)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@ -374,24 +417,35 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
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 */
get_material_solid_color(wpd, ob, mat, color, hsv_saturation, hsv_value);
copy_v3_v3(material_template.color, color);
get_material_solid_color(wpd, ob, mat, material_template.color, hsv_saturation, hsv_value);
material_template.object_id = engine_object_data->object_id;
material_template.drawtype = drawtype;
material_template.ima = ima;
unsigned int hash = get_material_hash(&material_template);
material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
material->shgrp = DRW_shgroup_create(wpd->prepass_sh, psl->prepass_pass);
material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID?wpd->prepass_solid_sh:wpd->prepass_texture_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
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);
switch(drawtype) {
case OB_SOLID:
DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
break;
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
break;
}
}
DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
@ -420,7 +474,7 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, IDPropert
if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, props, ob, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, props, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp, geom, mat);
}
}
@ -447,33 +501,62 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
bool is_drawn = false;
if (vedata->stl->g_data->shading.color_type != V3D_SHADING_MATERIAL_COLOR || is_sculpt_mode) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = get_or_create_material_data(vedata, props, ob, NULL);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
if (!is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH)
{
const Mesh *me = ob->data;
if (me->mloopuv) {
struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
if (materials_len > 0 && geom_array) {
for (int i = 0; i < materials_len; i++) {
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, props, ob, mat, image, mat_drawtype);
DRW_shgroup_call_add(material->shgrp, geom_array[i], ob->obmat);
}
is_drawn = true;
}
}
}
else { /* MATERIAL colors */
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
for (int i = 0; i < materials_len; i ++) {
gpumat_array[i] = NULL;
}
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, props, ob, mat);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = get_or_create_material_data(vedata, props, ob, NULL, NULL, OB_SOLID);
if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
}
}
else { /* MATERIAL colors */
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
for (int i = 0; i < materials_len; i ++) {
gpumat_array[i] = NULL;
}
struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, props, ob, mat, NULL, OB_SOLID);
DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}

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@ -27,13 +27,17 @@
#define __WORKBENCH_PRIVATE_H__
#include "DRW_render.h"
#include "DNA_image_types.h"
#include "DNA_view3d_types.h"
#include "DRW_render.h"
#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
#define M_GOLDEN_RATION_CONJUGATE 0.618033988749895
#define WORKBENCH_ENCODE_NORMALS
typedef struct WORKBENCH_FramebufferList {
struct GPUFrameBuffer *prepass_fb;
struct GPUFrameBuffer *composite_fb;
@ -73,9 +77,11 @@ BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
typedef struct WORKBENCH_PrivateData {
struct GHash *material_hash;
struct GPUShader *prepass_sh;
struct GPUShader *prepass_solid_sh;
struct GPUShader *prepass_texture_sh;
struct GPUShader *composite_sh;
View3DShading shading;
int drawtype;
struct GPUUniformBuffer *world_ubo;
struct DRWShadingGroup *shadow_shgrp;
WORKBENCH_UBO_World world_data;
@ -85,6 +91,8 @@ typedef struct WORKBENCH_MaterialData {
/* Solid color */
float color[3];
int object_id;
int drawtype;
Image* ima;
/* Linked shgroup for drawing */
DRWShadingGroup *shgrp;

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@ -987,10 +987,10 @@ static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int dr
break;
case OB_SOLID:
case OB_TEXTURE:
use_drw_engine(&draw_engine_workbench_solid);
break;
case OB_TEXTURE:
case OB_MATERIAL:
case OB_RENDER:
default:

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@ -674,6 +674,7 @@ static const EnumPropertyItem *rna_3DViewShading_type_itemf(
int totitem = 0;
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_SOLID);
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_TEXTURE);
if (BKE_scene_uses_blender_eevee(scene)) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_shading_type_items, OB_RENDER);