[Bf-blender-cvs] [6b372e3a22] blender2.8: Clay Engine: support for overrides (not working yet)
Clément Foucault
noreply at git.blender.org
Thu Feb 9 11:27:24 CET 2017
Commit: 6b372e3a22cbcdcb17a6239238189d6659418516
Author: Clément Foucault
Date: Wed Feb 8 21:44:13 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB6b372e3a22cbcdcb17a6239238189d6659418516
Clay Engine: support for overrides (not working yet)
===================================================================
M source/blender/draw/engines/clay/clay.c
M source/blender/draw/engines/clay/shaders/clay_frag.glsl
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager.c
M source/blender/editors/space_view3d/view3d_draw.c
M source/blender/gpu/GPU_viewport.h
M source/blender/gpu/intern/gpu_viewport.c
===================================================================
diff --git a/source/blender/draw/engines/clay/clay.c b/source/blender/draw/engines/clay/clay.c
index 3a844d328f..5feac48960 100644
--- a/source/blender/draw/engines/clay/clay.c
+++ b/source/blender/draw/engines/clay/clay.c
@@ -58,8 +58,10 @@ typedef struct CLAY_UBO_Material {
float pad[2]; /* ensure 16 bytes alignement */
} CLAY_UBO_Material; /* 48 bytes */
+#define MAX_CLAY_MAT 512 /* 512 = 9 bit material id */
+
typedef struct CLAY_UBO_Storage {
- CLAY_UBO_Material materials[512]; /* 512 = 9 bit material id */
+ CLAY_UBO_Material materials[MAX_CLAY_MAT];
} CLAY_UBO_Storage;
static struct CLAY_data {
@@ -68,11 +70,6 @@ static struct CLAY_data {
/* Shading Pass */
struct GPUShader *clay_sh;
- /* Materials Parameter UBO */
- struct GPUUniformBuffer *mat_ubo;
- CLAY_UBO_Storage mat_storage;
- short ubo_flag;
-
/* Matcap textures */
struct GPUTexture *matcap_array;
float matcap_colors[24][3];
@@ -85,11 +82,23 @@ static struct CLAY_data {
struct GPUTexture *sampling_tx;
} data = {NULL};
-/* CLAY_data.ubo_flag */
-enum {
- CLAY_UBO_CLEAR = (1 << 0),
- CLAY_UBO_REFRESH = (1 << 1),
-};
+/* GPUViewport.storage
+ * Is freed everytime the viewport engine changes */
+typedef struct CLAY_Storage {
+ /* Materials Parameter UBO */
+ CLAY_UBO_Storage mat_storage;
+ int ubo_current_id;
+ DRWShadingGroup *shgrps[MAX_CLAY_MAT];
+} CLAY_Storage;
+
+/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
+static int ubo_mat_idxs[MAX_CLAY_MAT] = {0};
+
+/* keep it under MAX_STORAGE */
+typedef struct CLAY_StorageList {
+ struct CLAY_Storage *storage;
+ struct GPUUniformBuffer *mat_ubo;
+} CLAY_StorageList;
/* keep it under MAX_BUFFERS */
typedef struct CLAY_FramebufferList{
@@ -274,10 +283,8 @@ MaterialEngineSettings *CLAY_material_settings_create(void)
return (MaterialEngineSettings *)settings;
}
-static void CLAY_engine_init(const bContext *C)
+static void CLAY_engine_init(CLAY_StorageList *stl)
{
- Main *bmain = CTX_data_main(C);
-
/* Create Texture Array */
if (!data.matcap_array) {
PreviewImage *prv[24]; /* For now use all of the 24 internal matcaps */
@@ -327,10 +334,6 @@ static void CLAY_engine_init(const bContext *C)
data.depth_sh = DRW_shader_create_3D_depth_only();
}
- if (!data.mat_ubo) {
- data.mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
- }
-
/* Shading pass */
if (!data.clay_sh) {
DynStr *ds = BLI_dynstr_new();
@@ -356,27 +359,20 @@ static void CLAY_engine_init(const bContext *C)
MEM_freeN(matcap_with_ao);
}
- /* Cleanup all runtime data loaded from file */
- for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
- /* Using render settings as material settings */
- MaterialEngineSettingsClay *res = DRW_render_settings_get(sce, RE_engine_id_BLENDER_CLAY);
- res->flag = CLAY_OUTDATED;
- res->ubo_index = -1;
-
- /* Update Collections Materials */
- for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
- for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
- CollectionEngineSettings *ces;
- ces = BKE_layer_collection_engine_get(lc, RE_engine_id_BLENDER_CLAY);
- if (ces) { /* May not exists */
- BKE_collection_engine_property_value_set_int(ces, "flag", CLAY_OUTDATED);
- BKE_collection_engine_property_value_set_int(ces, "ubo_index", -1);
- }
- }
- }
+ if (!stl->storage) {
+ stl->storage = MEM_callocN(sizeof(CLAY_Storage), "CLAY_Storage");
+ }
+
+ if (!stl->mat_ubo) {
+ stl->mat_ubo = DRW_uniformbuffer_create(sizeof(CLAY_UBO_Storage), NULL);
}
- data.ubo_flag |= CLAY_UBO_REFRESH;
+ if (ubo_mat_idxs[1] == 0) {
+ /* Just int to have pointers to them */
+ for (int i = 0; i < MAX_CLAY_MAT; ++i) {
+ ubo_mat_idxs[i] = i;
+ }
+ }
}
static void CLAY_ssao_setup(void)
@@ -430,7 +426,7 @@ static void CLAY_ssao_setup(void)
}
}
-static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, int *UNUSED(material_id))
+static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, int *material_id)
{
const int depthloc = 0, matcaploc = 1, jitterloc = 2, sampleloc = 3;
@@ -445,7 +441,7 @@ static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, int *UNUSED(material_
DRW_shgroup_uniform_vec4(grp, "ssao_params", data.ssao_params, 1);
DRW_shgroup_uniform_vec3(grp, "matcaps_color", (float *)data.matcap_colors, 24);
- //DRW_shgroup_uniform_int(grp, "material_id", material_id, 1);
+ DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);
#ifndef GTAO
DRW_shgroup_uniform_texture(grp, "ssao_jitter", data.jitter_tx, jitterloc);
@@ -455,11 +451,39 @@ static DRWShadingGroup *CLAY_shgroup_create(DRWPass *pass, int *UNUSED(material_
return grp;
}
-static void update_ubo_storage(float matcap_rot, float matcap_hue, float matcap_sat, float matcap_val,
- float ssao_distance, float ssao_factor_cavity, float ssao_factor_edge,
- float ssao_attenuation, int matcap_icon, unsigned int current_id)
+static int search_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
+ float matcap_val, float ssao_distance, float ssao_factor_cavity,
+ float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
{
- CLAY_UBO_Material *ubo = &data.mat_storage.materials[current_id];
+ /* For now just use a linear search and test all parameters */
+ /* TODO make a hash table */
+ for (int i = 0; i < storage->ubo_current_id; ++i)
+ {
+ CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
+
+ if ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) &&
+ (ubo->matcap_hsv[0] == matcap_hue + 0.5f) &&
+ (ubo->matcap_hsv[1] == matcap_sat * 2.0f) &&
+ (ubo->matcap_hsv[2] == matcap_val * 2.0f) &&
+ (ubo->ssao_params_var[0] == ssao_distance) &&
+ (ubo->ssao_params_var[1] == ssao_factor_cavity) &&
+ (ubo->ssao_params_var[2] == ssao_factor_edge) &&
+ (ubo->ssao_params_var[3] == ssao_attenuation) &&
+ (ubo->matcap_id == matcap_to_index(matcap_icon)))
+ {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+static int push_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matcap_hue, float matcap_sat,
+ float matcap_val, float ssao_distance, float ssao_factor_cavity,
+ float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
+{
+ int id = storage->ubo_current_id;
+ CLAY_UBO_Material *ubo = &storage->mat_storage.materials[id];
ubo->matcap_rot[0] = cosf(matcap_rot * 3.14159f * 2.0f);
ubo->matcap_rot[1] = sinf(matcap_rot * 3.14159f * 2.0f);
@@ -473,92 +497,115 @@ static void update_ubo_storage(float matcap_rot, float matcap_hue, float matcap_
ubo->ssao_params_var[2] = ssao_factor_edge;
ubo->ssao_params_var[3] = ssao_attenuation;
-
ubo->matcap_id = matcap_to_index(matcap_icon);
-}
-static void CLAY_update_material_ubo(const struct bContext *C)
-{
- Main *bmain = CTX_data_main(C);
+ storage->ubo_current_id++;
- /* Update Default materials */
- for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
- /* Using render settings as material settings */
- MaterialEngineSettingsClay *res = DRW_render_settings_get(sce, RE_engine_id_BLENDER_CLAY);
-
- if (res->flag & CLAY_OUTDATED)
- data.ubo_flag |= CLAY_UBO_REFRESH;
+ return id;
+}
- if (res->matcap_icon < ICON_MATCAP_01 ||
- res->matcap_icon > ICON_MATCAP_24)
- {
- res->matcap_icon = ICON_MATCAP_01;
- }
+static int mat_in_ubo(CLAY_Storage *storage, struct GPUUniformBuffer *ubo, DRWPass *pass,
+ float matcap_rot, float matcap_hue, float matcap_sat,
+ float matcap_val, float ssao_distance, float ssao_factor_cavity,
+ float ssao_factor_edge, float ssao_attenuation, int matcap_icon)
+{
+ int id;
- res->flag &= ~CLAY_OUTDATED;
+ /* Search material in UBO */
+ id = search_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
+ ssao_distance, ssao_factor_cavity, ssao_factor_edge,
+ ssao_attenuation, matcap_icon);
+ /* if not found create it */
+ if (id == -1) {
+ id = push_mat_to_ubo(storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
+ ssao_distance, ssao_factor_cavity, ssao_factor_edge,
+ ssao_attenuation, matcap_icon);
- /* Update Collections Materials */
- for (SceneLayer *sl = sce->render_layers.first; sl; sl = sl->next) {
- for (LayerCollection *lc = sl->layer_collections.first; lc; lc = lc->next) {
- CollectionEngineSettings *ces;
- ces = BKE_layer_collection_engine_get(lc, RE_engine_id_BLENDER_CLAY);
+ storage->shgrps[id] = CLAY_shgroup_create(pass, &ubo_mat_idxs[id]);
- BKE_collection_engine_property_value_set_int(ces, "flag", 0);
- BKE_collection_engine_property_value_set_int(ces, "ubo_index", 0);
- }
+ /* if it's the first shgrp, pass bind the material UBO */
+ if (storage->ubo_current_id == 1) {
+ DRW_shgroup_uniform_block(storage->shgrps[0], "material_block", ubo, 0);
}
}
- if (data.ubo_flag & CLAY_UBO_REFRESH) {
- int current_id = 0;
+ return id;
+}
+/* Safe way to get override values */
+static void override_setting(CollectionEngineSettings *ces, const char *name, void *ret)
+{
+ CollectionEngineProperty *cep = BKE_collection_engine_property_get(ces, name);
- /* Default materials */
- for (Scene *sce = bmain->scene.first; sce; sce = sce->id.next) {
- MaterialEngineSettingsClay *res = DRW_render_settings_get(sce, RE_engine_id_BLENDER_CLAY);
+ if (!cep) return;
+ if ((cep->flag & COLLECTION_PROP_USE) == 0) return;
- update_ubo_storage(res->matcap_rot, res->matcap_hue, res->matcap_sat, res->matcap_val,
- res->ssao_distance, res->ssao_factor_cavity, res->ssao_factor_edge,
- res->ssao_attenuation, res->matcap_icon, current_id);
- current_id++;
+ if (cep->type == COLLECTION_PROP_TYPE_INT) {
+ CollectionEnginePropertyInt *prop = (CollectionEnginePropertyInt *)cep;
+ *((int *)ret) = prop->value;
+ }
+ else {
+ CollectionEnginePropertyInt *prop = (CollectionEnginePropertyInt *)cep;
+ *((float *)ret) = prop->valu
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list