Workbench: Shadows
Initial review of the shard shadows in the workbench engine. Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged. @fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not. Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP Reviewers: fclem Reviewed By: fclem Tags: #code_quest Differential Revision: https://developer.blender.org/D3198
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@ -755,17 +755,7 @@ class RENDER_PT_workbench_environment_light(RenderButtonsPanel, Panel):
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layout = self.layout
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scene = context.scene
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props = scene.layer_properties['BLENDER_WORKBENCH']
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row = layout.row(align=True)
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col = row.column(align=True)
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col.prop(props, "diffuse_light_x_neg", text="Left/Right")
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col.prop(props, "diffuse_light_x_pos", text="")
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col = row.column(align=True)
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col.prop(props, "diffuse_light_y_pos", text="Up/Down")
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col.prop(props, "diffuse_light_y_neg", text="")
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col = row.column(align=True)
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col.prop(props, "diffuse_light_z_pos", text="Front/Back")
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col.prop(props, "diffuse_light_z_neg", text="")
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layout.prop(props, "light_direction", text="")
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classes = (
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@ -3552,8 +3552,13 @@ class VIEW3D_PT_shading(Panel):
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col.row().prop(shading, "light", expand=True)
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if shading.light == 'STUDIO':
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col.row().template_icon_view(shading, "studiolight")
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col.separator()
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col.prop(shading, "show_shadows")
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if shading.show_shadows:
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col.prop(shading, "ambient_light_intensity")
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col.separator()
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col.separator()
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col.prop(shading, "show_object_overlap")
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@ -1068,6 +1068,11 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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}
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}
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}
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if (sl->spacetype == SPACE_VIEW3D) {
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View3D *v3d = (View3D *)sl;
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v3d->drawtype_ambient_intensity = 0.5;
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v3d->overlays |= V3D_OVERLAY_HIDE_CURSOR;
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}
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}
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}
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}
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@ -212,6 +212,8 @@ data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_shadow_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_shadow_geom.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
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@ -6,8 +6,8 @@ uniform sampler2D colorBuffer;
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uniform sampler2D normalBuffer;
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/* normalBuffer contains viewport normals */
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uniform vec2 invertedViewportSize;
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uniform vec3 objectOverlapColor = vec3(0.0);
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uniform float lightMultiplier;
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layout(std140) uniform world_block {
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WorldData world_data;
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@ -52,11 +52,11 @@ void main()
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vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb;
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#endif /* WORKBENCH_ENCODE_NORMALS */
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vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
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vec3 shaded_color = diffuse_light * diffuse_color.rgb;
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vec3 shaded_color = diffuse_light * diffuse_color.rgb * lightMultiplier;
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#else /* V3D_LIGHTING_STUDIO */
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vec3 diffuse_color = texelFetch(colorBuffer, texel, 0).rgb;
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vec3 shaded_color = diffuse_color;
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vec3 shaded_color = diffuse_color * lightMultiplier;
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#endif /* V3D_LIGHTING_STUDIO */
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@ -0,0 +1,51 @@
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layout(triangles) in;
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layout(triangle_strip, max_vertices=9) out;
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uniform mat4 ModelMatrix;
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
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in VertexData {
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flat vec4 lightDirectionMS;
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vec4 frontPosition;
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vec4 backPosition;
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} vertexData[];
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vec3 face_normal(vec3 v1, vec3 v2, vec3 v3) {
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return normalize(cross(v2 - v1, v3 - v1));
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}
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void main()
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{
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vec4 light_direction = vertexData[0].lightDirectionMS;
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vec4 v1 = gl_in[0].gl_Position;
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vec4 v2 = gl_in[1].gl_Position;
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vec4 v3 = gl_in[2].gl_Position;
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bool backface = dot(face_normal(v1.xyz, v2.xyz, v3.xyz), light_direction.xyz) > 0.0;
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int index0 = backface?0:2;
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int index2 = backface?2:0;
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/* back cap */
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gl_Position = vertexData[index0].backPosition;
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EmitVertex();
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gl_Position = vertexData[1].backPosition;
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EmitVertex();
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gl_Position = vertexData[index2].backPosition;
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EmitVertex();
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/* sides */
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gl_Position = vertexData[index2].frontPosition;
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EmitVertex();
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gl_Position = vertexData[index0].backPosition;
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EmitVertex();
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gl_Position = vertexData[index0].frontPosition;
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EmitVertex();
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gl_Position = vertexData[1].backPosition;
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EmitVertex();
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gl_Position = vertexData[1].frontPosition;
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EmitVertex();
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gl_Position = vertexData[index2].frontPosition;
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EmitVertex();
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EndPrimitive();
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}
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@ -0,0 +1,23 @@
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#define EPSILON 0.000001
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#define INFINITE 100.0
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uniform mat4 ModelMatrixInverse;
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
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in vec4 pos;
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out VertexData {
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flat vec4 lightDirectionMS;
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vec4 frontPosition;
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vec4 backPosition;
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} vertexData;
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void main()
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{
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gl_Position = pos;
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vertexData.lightDirectionMS = normalize(ModelMatrixInverse * vec4(lightDirection, 0.0));
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vertexData.lightDirectionMS.w = 0.0;
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vertexData.frontPosition = ModelViewProjectionMatrix * (pos + vertexData.lightDirectionMS * EPSILON);
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vertexData.backPosition = ModelViewProjectionMatrix * (pos + vertexData.lightDirectionMS * INFINITE);
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}
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@ -59,8 +59,10 @@ static void workbench_solid_cache_finish(void *vedata)
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workbench_materials_cache_finish(data);
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}
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static void workbench_solid_draw_background(void *UNUSED(vedata))
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static void workbench_solid_draw_background(void *vedata)
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{
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WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
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workbench_materials_draw_background(data);
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}
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static void workbench_solid_draw_scene(void *vedata)
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@ -58,7 +58,9 @@ static void workbench_view_layer_settings_create(RenderEngine *UNUSED(engine), I
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BLI_assert(props &&
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props->type == IDP_GROUP &&
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props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
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UNUSED_VARS_NDEBUG(props);
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const float light_direction[3] = {-0.577350269, -0.577350269, 0.577350269};
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BKE_collection_engine_property_add_float_array(props, "light_direction", light_direction, 3); UNUSED_VARS_NDEBUG(props);
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}
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/* Note: currently unused, we may want to register so we can see this when debugging the view. */
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@ -25,8 +25,9 @@
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#include "workbench_private.h"
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#include "BLI_dynstr.h"
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#include "BLI_alloca.h"
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#include "BLI_dynstr.h"
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#include "BLI_utildefines.h"
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#include "BKE_particle.h"
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@ -37,23 +38,31 @@
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#include "UI_resources.h"
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/* *********** STATIC *********** */
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// #define DEBUG_SHADOW_VOLUME
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#define MAX_SHADERS 255
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static struct {
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struct GPUShader *prepass_sh_cache[MAX_SHADERS];
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struct GPUShader *composite_sh_cache[MAX_SHADERS];
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struct GPUShader *shadow_sh;
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struct GPUTexture *object_id_tx; /* ref only, not alloced */
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struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
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struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
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float light_direction[3]; /* world light direction for shadows */
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int next_object_id;
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} e_data = {{NULL}};
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} e_data = {NULL};
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/* Shaders */
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extern char datatoc_workbench_prepass_vert_glsl[];
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extern char datatoc_workbench_prepass_frag_glsl[];
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extern char datatoc_workbench_composite_frag_glsl[];
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extern char datatoc_workbench_shadow_vert_glsl[];
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extern char datatoc_workbench_shadow_geom_glsl[];
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extern char datatoc_workbench_background_lib_glsl[];
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extern char datatoc_workbench_common_lib_glsl[];
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extern char datatoc_workbench_data_lib_glsl[];
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@ -64,7 +73,7 @@ extern DrawEngineType draw_engine_workbench_solid;
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#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->drawtype_options & V3D_DRAWOPTION_OBJECT_OVERLAP)
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#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO)
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#define SHADOW_ENABLED(wpd) (wpd->drawtype_options & V3D_DRAWOPTION_SHADOW)
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static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
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{
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char *str = NULL;
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@ -127,7 +136,8 @@ static char *workbench_build_prepass_frag(void)
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static int get_shader_index(WORKBENCH_PrivateData *wpd)
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{
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return (wpd->drawtype_options << 2) + wpd->drawtype_lighting;
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const int DRAWOPTIONS_MASK = V3D_DRAWOPTION_OBJECT_OVERLAP;
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return ((wpd->drawtype_options & DRAWOPTIONS_MASK) << 2) + wpd->drawtype_lighting;
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}
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static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
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@ -209,6 +219,7 @@ void workbench_materials_engine_init(WORKBENCH_Data *vedata)
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memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
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memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
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e_data.next_object_id = 1;
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e_data.shadow_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, NULL, NULL);
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}
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if (!stl->g_data) {
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@ -248,6 +259,22 @@ void workbench_materials_engine_free()
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DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
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DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
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}
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DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
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}
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static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
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{
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
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if (OBJECT_ID_PASS_ENABLED(wpd)) {
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DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
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}
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if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
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DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
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}
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DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
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DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
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}
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void workbench_materials_cache_init(WORKBENCH_Data *vedata)
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@ -255,8 +282,12 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
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WORKBENCH_StorageList *stl = vedata->stl;
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_PrivateData *wpd = stl->g_data;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRWShadingGroup *grp;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ViewLayer *view_layer = draw_ctx->view_layer;
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IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_WORKBENCH);
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static float light_multiplier = 1.0f;
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const DRWContextState *DCS = DRW_context_state_get();
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wpd->material_hash = BLI_ghash_ptr_new(__func__);
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@ -266,11 +297,13 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
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wpd->drawtype_lighting = v3d->drawtype_lighting;
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wpd->drawtype_options = v3d->drawtype_options;
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wpd->drawtype_studiolight = v3d->drawtype_studiolight;
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wpd->drawtype_ambient_intensity = v3d->drawtype_ambient_intensity;
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}
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else {
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wpd->drawtype_lighting = V3D_LIGHTING_STUDIO;
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wpd->drawtype_options = 0;
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wpd->drawtype_studiolight = 0;
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wpd->drawtype_ambient_intensity = 0.5;
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}
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select_deferred_shaders(wpd);
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@ -281,25 +314,49 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
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UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
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studiolight_update_world(wpd->drawtype_studiolight, wd);
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psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
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if (OBJECT_ID_PASS_ENABLED(wpd)) {
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DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
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}
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if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
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DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
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}
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wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
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DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
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DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
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DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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copy_v3_v3(e_data.light_direction, BKE_collection_engine_property_value_get_float_array(props, "light_direction"));
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negate_v3(e_data.light_direction);
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if (SHADOW_ENABLED(wpd)) {
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psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
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grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
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workbench_composite_uniforms(wpd, grp);
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DRW_shgroup_stencil_mask(grp, 0x00);
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DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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#ifdef DEBUG_SHADOW_VOLUME
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psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK | DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
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DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction, 1);
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DRW_shgroup_stencil_mask(grp, 0xFF);
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wpd->shadow_shgrp = grp;
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#else
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psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_GREATER | DRW_STATE_WRITE_STENCIL_SHADOW);
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grp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
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DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction, 1);
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DRW_shgroup_stencil_mask(grp, 0xFF);
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wpd->shadow_shgrp = grp;
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psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
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grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
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DRW_shgroup_stencil_mask(grp, 0x00);
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workbench_composite_uniforms(wpd, grp);
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DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->drawtype_ambient_intensity, 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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#endif
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}
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else {
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psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
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workbench_composite_uniforms(wpd, grp);
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DRW_shgroup_uniform_float(grp, "lightMultiplier", &light_multiplier, 1);
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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}
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|
||||
}
|
||||
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat)
|
||||
{
|
||||
@ -324,6 +381,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
|
||||
if (material == NULL) {
|
||||
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
|
||||
material->shgrp = DRW_shgroup_create(wpd->prepass_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);
|
||||
@ -366,6 +424,9 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, IDPropert
|
||||
|
||||
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
|
||||
{
|
||||
WORKBENCH_StorageList *stl = vedata->stl;
|
||||
WORKBENCH_PrivateData *wpd = stl->g_data;
|
||||
|
||||
if (!DRW_object_is_renderable(ob))
|
||||
return;
|
||||
|
||||
@ -409,6 +470,13 @@ void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (SHADOW_ENABLED(wpd)) {
|
||||
struct Gwn_Batch *geom_shadow = DRW_cache_object_surface_get(ob);
|
||||
if (geom_shadow) {
|
||||
DRW_shgroup_call_object_add(wpd->shadow_shgrp, geom_shadow, ob);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -416,6 +484,22 @@ void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata))
|
||||
{
|
||||
}
|
||||
|
||||
void workbench_materials_draw_background(WORKBENCH_Data *vedata)
|
||||
{
|
||||
WORKBENCH_StorageList *stl = vedata->stl;
|
||||
WORKBENCH_FramebufferList *fbl = vedata->fbl;
|
||||
WORKBENCH_PrivateData *wpd = stl->g_data;
|
||||
const float clear_depth = 1.0f;
|
||||
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
unsigned int clear_stencil = 0xFF;
|
||||
|
||||
GPU_framebuffer_bind(fbl->prepass_fb);
|
||||
int clear_bits = GPU_DEPTH_BIT;
|
||||
SET_FLAG_FROM_TEST(clear_bits, OBJECT_ID_PASS_ENABLED(wpd), GPU_COLOR_BIT);
|
||||
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
|
||||
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
|
||||
}
|
||||
|
||||
void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
|
||||
{
|
||||
WORKBENCH_PassList *psl = vedata->psl;
|
||||
@ -423,20 +507,27 @@ void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
|
||||
WORKBENCH_FramebufferList *fbl = vedata->fbl;
|
||||
WORKBENCH_PrivateData *wpd = stl->g_data;
|
||||
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
||||
const float clear_depth = 1.0f;
|
||||
|
||||
/* clear in background */
|
||||
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);
|
||||
DRW_draw_pass(psl->prepass_pass);
|
||||
if (SHADOW_ENABLED(wpd)) {
|
||||
#ifdef DEBUG_SHADOW_VOLUME
|
||||
GPU_framebuffer_bind(dfbl->default_fb);
|
||||
DRW_draw_pass(psl->composite_pass);
|
||||
DRW_draw_pass(psl->shadow_pass);
|
||||
#else
|
||||
GPU_framebuffer_bind(dfbl->depth_only_fb);
|
||||
DRW_draw_pass(psl->shadow_pass);
|
||||
GPU_framebuffer_bind(dfbl->default_fb);
|
||||
DRW_draw_pass(psl->composite_pass);
|
||||
DRW_draw_pass(psl->composite_shadow_pass);
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
GPU_framebuffer_clear_depth(fbl->prepass_fb, clear_depth);
|
||||
GPU_framebuffer_bind(dfbl->default_fb);
|
||||
DRW_draw_pass(psl->composite_pass);
|
||||
}
|
||||
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);
|
||||
|
@ -44,7 +44,10 @@ typedef struct WORKBENCH_StorageList {
|
||||
|
||||
typedef struct WORKBENCH_PassList {
|
||||
struct DRWPass *prepass_pass;
|
||||
struct DRWPass *shadow_pass;
|
||||
struct DRWPass *composite_pass;
|
||||
struct DRWPass *composite_shadow_pass;
|
||||
struct DRWPass *composite_light_pass;
|
||||
} WORKBENCH_PassList;
|
||||
|
||||
typedef struct WORKBENCH_Data {
|
||||
@ -74,7 +77,10 @@ typedef struct WORKBENCH_PrivateData {
|
||||
short drawtype_lighting;
|
||||
short drawtype_options;
|
||||
short drawtype_studiolight;
|
||||
short pad;
|
||||
float drawtype_ambient_intensity;
|
||||
struct GPUUniformBuffer *world_ubo;
|
||||
struct DRWShadingGroup *shadow_shgrp;
|
||||
WORKBENCH_UBO_World world_data;
|
||||
} WORKBENCH_PrivateData; /* Transient data */
|
||||
|
||||
@ -109,6 +115,7 @@ void workbench_solid_materials_free(void);
|
||||
/* workbench_materials.c */
|
||||
void workbench_materials_engine_init(WORKBENCH_Data *vedata);
|
||||
void workbench_materials_engine_free(void);
|
||||
void workbench_materials_draw_background(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);
|
||||
|
@ -273,10 +273,11 @@ typedef enum {
|
||||
DRW_STATE_ADDITIVE_FULL = (1 << 19), /* Same as DRW_STATE_ADDITIVE but let alpha accumulate without premult. */
|
||||
DRW_STATE_BLEND_PREMUL = (1 << 20), /* Use that if color is already premult by alpha. */
|
||||
|
||||
DRW_STATE_WRITE_STENCIL = (1 << 27),
|
||||
DRW_STATE_STENCIL_EQUAL = (1 << 28),
|
||||
DRW_STATE_WRITE_STENCIL = (1 << 27),
|
||||
DRW_STATE_WRITE_STENCIL_SHADOW = (1 << 28),
|
||||
DRW_STATE_STENCIL_EQUAL = (1 << 29),
|
||||
DRW_STATE_STENCIL_NEQUAL = (1 << 30),
|
||||
} DRWState;
|
||||
|
||||
#define DRW_STATE_DEFAULT (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS)
|
||||
|
||||
typedef enum {
|
||||
|
@ -262,7 +262,7 @@ typedef struct ViewUboStorage {
|
||||
/* ------------- DRAW MANAGER ------------ */
|
||||
|
||||
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
|
||||
|
||||
#define STENCIL_UNDEFINED 256
|
||||
typedef struct DRWManager {
|
||||
/* TODO clean up this struct a bit */
|
||||
/* Cache generation */
|
||||
|
@ -278,21 +278,27 @@ void drw_state_set(DRWState state)
|
||||
DRWState test;
|
||||
if (CHANGED_ANY_STORE_VAR(
|
||||
DRW_STATE_WRITE_STENCIL |
|
||||
DRW_STATE_STENCIL_EQUAL,
|
||||
DRW_STATE_WRITE_STENCIL_SHADOW |
|
||||
DRW_STATE_STENCIL_EQUAL |
|
||||
DRW_STATE_STENCIL_NEQUAL,
|
||||
test))
|
||||
{
|
||||
if (test) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
|
||||
/* Stencil Write */
|
||||
if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
|
||||
glStencilMask(0xFF);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
}
|
||||
else if ((state & DRW_STATE_WRITE_STENCIL_SHADOW) != 0) {
|
||||
glStencilMask(0xFF);
|
||||
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
|
||||
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
|
||||
}
|
||||
/* Stencil Test */
|
||||
else if ((state & DRW_STATE_STENCIL_EQUAL) != 0) {
|
||||
else if ((state & (DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)) != 0) {
|
||||
glStencilMask(0x00); /* disable write */
|
||||
DST.stencil_mask = 0;
|
||||
DST.stencil_mask = STENCIL_UNDEFINED;
|
||||
}
|
||||
else {
|
||||
BLI_assert(0);
|
||||
@ -318,15 +324,17 @@ void drw_state_set(DRWState state)
|
||||
static void drw_stencil_set(unsigned int mask)
|
||||
{
|
||||
if (DST.stencil_mask != mask) {
|
||||
DST.stencil_mask = mask;
|
||||
/* Stencil Write */
|
||||
if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
|
||||
glStencilFunc(GL_ALWAYS, mask, 0xFF);
|
||||
DST.stencil_mask = mask;
|
||||
}
|
||||
/* Stencil Test */
|
||||
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
|
||||
glStencilFunc(GL_EQUAL, mask, 0xFF);
|
||||
DST.stencil_mask = mask;
|
||||
}
|
||||
else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
|
||||
glStencilFunc(GL_NOTEQUAL, mask, 0xFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -323,7 +323,7 @@ static SpaceLink *view3d_new(const ScrArea *UNUSED(sa), const Scene *scene)
|
||||
v3d->gridsubdiv = 10;
|
||||
v3d->drawtype = OB_SOLID;
|
||||
v3d->drawtype_lighting = V3D_LIGHTING_STUDIO;
|
||||
v3d->overlays = 0;
|
||||
v3d->drawtype_ambient_intensity = 0.5;
|
||||
|
||||
v3d->gridflag = V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_FLOOR;
|
||||
|
||||
|
@ -90,6 +90,7 @@ enum {
|
||||
V3D_DRAWOPTION_OBJECT_OVERLAP = (1 << 1),
|
||||
V3D_DRAWOPTION_SINGLE_COLOR = (1 << 2),
|
||||
V3D_DRAWOPTION_OBJECT_COLOR = (1 << 4),
|
||||
V3D_DRAWOPTION_SHADOW = (1 << 5),
|
||||
};
|
||||
#define V3D_DRAWOPTION_SOLID_COLOR_MASK (V3D_DRAWOPTION_SINGLE_COLOR | V3D_DRAWOPTION_RANDOMIZE | V3D_DRAWOPTION_OBJECT_COLOR | V3D_DRAWOPTION_MATERIAL_COLOR)
|
||||
|
||||
@ -259,9 +260,9 @@ typedef struct View3D {
|
||||
short drawtype_lighting;
|
||||
short drawtype_options;
|
||||
short drawtype_studiolight;
|
||||
float drawtype_ambient_intensity;
|
||||
|
||||
int overlays;
|
||||
int pad6;
|
||||
|
||||
View3DDebug debug;
|
||||
} View3D;
|
||||
|
@ -319,6 +319,9 @@ static void rna_LayerEngineSettings_##_ENGINE_##_##_NAME_##_set(PointerRNA *ptr,
|
||||
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_INT(_NAME_) \
|
||||
RNA_LAYER_ENGINE_GET_SET(int, Workbench, COLLECTION_MODE_NONE, _NAME_)
|
||||
|
||||
#define RNA_LAYER_ENGINE_WORKBENCH_GET_SET_BOOL(_NAME_) \
|
||||
RNA_LAYER_ENGINE_GET_SET(bool, Workbench, COLLECTION_MODE_NONE, _NAME_)
|
||||
|
||||
/* mode engines */
|
||||
|
||||
#define RNA_LAYER_MODE_OBJECT_GET_SET_FLOAT(_NAME_) \
|
||||
@ -368,12 +371,7 @@ RNA_LAYER_ENGINE_CLAY_GET_SET_FLOAT(hair_brightness_randomness)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(random_object_color_saturation)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT(random_object_color_value)
|
||||
/* View Layer settings */
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_x_pos, 3)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_x_neg, 3)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_y_pos, 3)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_y_neg, 3)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_z_pos, 3)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(diffuse_light_z_neg, 3)
|
||||
RNA_LAYER_ENGINE_WORKBENCH_GET_SET_FLOAT_ARRAY(light_direction, 3)
|
||||
|
||||
/* eevee engine */
|
||||
/* ViewLayer settings. */
|
||||
@ -1709,51 +1707,10 @@ static void rna_def_view_layer_engine_settings_workbench(BlenderRNA *brna)
|
||||
RNA_def_struct_ui_text(srna, "Workbench Scene Layer Settings", "Workbench Engine settings");
|
||||
|
||||
RNA_define_verify_sdna(0); /* not in sdna */
|
||||
|
||||
prop = RNA_def_property(srna, "diffuse_light_x_pos", PROP_FLOAT, PROP_COLOR);
|
||||
prop = RNA_def_property(srna, "light_direction", PROP_FLOAT, PROP_DIRECTION);
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_diffuse_light_x_pos_get", "rna_LayerEngineSettings_Workbench_diffuse_light_x_pos_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Diffuse +X Light", "Diffuse light color in positive X direction");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
|
||||
|
||||
prop = RNA_def_property(srna, "diffuse_light_x_neg", PROP_FLOAT, PROP_COLOR);
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_diffuse_light_x_neg_get", "rna_LayerEngineSettings_Workbench_diffuse_light_x_neg_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Diffuse -X Light", "Diffuse light color in negative X direction");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
|
||||
|
||||
prop = RNA_def_property(srna, "diffuse_light_y_pos", PROP_FLOAT, PROP_COLOR);
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_diffuse_light_y_pos_get", "rna_LayerEngineSettings_Workbench_diffuse_light_y_pos_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Diffuse +Y Light", "Diffuse light color in positive Y direction");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
|
||||
|
||||
prop = RNA_def_property(srna, "diffuse_light_y_neg", PROP_FLOAT, PROP_COLOR);
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_diffuse_light_y_neg_get", "rna_LayerEngineSettings_Workbench_diffuse_light_y_neg_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Diffuse -Y Light", "Diffuse light color in negative Y direction");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
|
||||
|
||||
prop = RNA_def_property(srna, "diffuse_light_z_pos", PROP_FLOAT, PROP_COLOR);
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_diffuse_light_z_pos_get", "rna_LayerEngineSettings_Workbench_diffuse_light_z_pos_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Diffuse +Z Light", "Diffuse light color in positive Z direction");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
|
||||
|
||||
prop = RNA_def_property(srna, "diffuse_light_z_neg", PROP_FLOAT, PROP_COLOR);
|
||||
RNA_def_property_array(prop, 3);
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_diffuse_light_z_neg_get", "rna_LayerEngineSettings_Workbench_diffuse_light_z_neg_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Diffuse -Z Light", "Diffuse light color in negative Z direction");
|
||||
RNA_def_property_float_funcs(prop, "rna_LayerEngineSettings_Workbench_light_direction_get", "rna_LayerEngineSettings_Workbench_light_direction_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Light Direction", "Direction of the light for shadow calculation");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_flag(prop, PROP_CONTEXT_UPDATE);
|
||||
RNA_def_property_update(prop, NC_SCENE | ND_LAYER_CONTENT, "rna_ViewLayerEngineSettings_update");
|
||||
|
@ -2249,6 +2249,21 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
|
||||
NULL);
|
||||
RNA_def_property_ui_text(prop, "Color", "Single Color Mode");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
|
||||
|
||||
prop = RNA_def_property(srna, "show_shadows", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "drawtype_options", V3D_DRAWOPTION_SHADOW);
|
||||
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
|
||||
RNA_def_property_ui_text(prop, "Shadow", "Show Shadow");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
|
||||
|
||||
prop = RNA_def_property(srna, "ambient_light_intensity", PROP_FLOAT, PROP_NONE);
|
||||
RNA_def_property_float_sdna(prop, NULL, "drawtype_ambient_intensity");
|
||||
RNA_def_property_float_default(prop, 0.5);
|
||||
RNA_def_property_ui_text(prop, "Ambient Light", "Intensity of ambient light for shadows");
|
||||
RNA_def_property_range(prop, 0.0f, 1.0f);
|
||||
RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
|
||||
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_3DViewShading_type_update");
|
||||
}
|
||||
|
||||
static void rna_def_space_view3d_overlay(BlenderRNA *brna)
|
||||
|
Loading…
Reference in New Issue
Block a user