[Bf-blender-cvs] [3f762dd7640] blender2.8-workbench: Workbench: clean up the viewport shading code

Jeroen Bakker noreply at git.blender.org
Tue Apr 17 22:14:37 CEST 2018


Commit: 3f762dd76409a285bc0f40df0ff8a6bae6d065b0
Author: Jeroen Bakker
Date:   Tue Apr 17 22:11:56 2018 +0200
Branches: blender2.8-workbench
https://developer.blender.org/rB3f762dd76409a285bc0f40df0ff8a6bae6d065b0

Workbench: clean up the viewport shading code

- added the drawtype_solid, drawtype_wireframe, drawtype_texture to
View3D
- enabled workbench panels for important render engines
- merged workbench_materials to solid_flat_mode. All draw modes will get
its own fast implementation in the workbench

===================================================================

M	release/scripts/startup/bl_ui/properties_collection.py
M	release/scripts/startup/bl_ui/properties_render.py
M	release/scripts/startup/bl_ui/space_view3d.py
M	source/blender/draw/CMakeLists.txt
R100	source/blender/draw/engines/workbench/shaders/solid_frag.glsl	source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl
M	source/blender/draw/engines/workbench/solid_flat_mode.c
D	source/blender/draw/engines/workbench/workbench_materials_solid.c
M	source/blender/draw/intern/draw_manager.c
M	source/blender/makesdna/DNA_object_types.h
M	source/blender/makesdna/DNA_view3d_types.h
M	source/blender/makesrna/intern/rna_space.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_collection.py b/release/scripts/startup/bl_ui/properties_collection.py
index cced6262be5..60f06b57f3c 100644
--- a/release/scripts/startup/bl_ui/properties_collection.py
+++ b/release/scripts/startup/bl_ui/properties_collection.py
@@ -87,12 +87,7 @@ class COLLECTION_PT_clay_settings(CollectionButtonsPanel, Panel):
 
 
 class COLLECTION_PT_workbench_settings(CollectionButtonsPanel, Panel):
-    bl_label = "Render Settings"
-    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.view_render.engine in cls.COMPAT_ENGINES
+    bl_label = "Workbench Settings"
 
     def draw(self, context):
         layout = self.layout
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index 11b71d6cb24..6ba49627579 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -913,8 +913,8 @@ class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
 
 
 class RENDER_PT_workbench_collection_settings(RenderButtonsPanel, Panel):
-    bl_label = "Workbench Collection Settings"
-    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
+    bl_label = "Workbench Settings"
+    COMPAT_ENGINES = {'BLENDER_WORKBENCH', 'BLENDER_EEVEE', 'CYCLES'}
 
     def draw(self, context):
         layout = self.layout
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 4a24beb36c1..48d0451632a 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -46,7 +46,10 @@ 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")
+        row.prop(view, "viewport_shade", text="", icon_only=True)
+
+        if view.viewport_shade == "SOLID":
+            row.prop(view, "viewport_shade_solid", text="")
 
         if obj:
             mode = obj.mode
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index b22c97e352c..9fae5a6c3af 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -104,7 +104,6 @@ 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/solid_flat_mode.c
 	engines/external/external_engine.c
@@ -206,7 +205,7 @@ 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/solid_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/solid_flat_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)
diff --git a/source/blender/draw/engines/workbench/shaders/solid_frag.glsl b/source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl
similarity index 100%
rename from source/blender/draw/engines/workbench/shaders/solid_frag.glsl
rename to source/blender/draw/engines/workbench/shaders/solid_flat_frag.glsl
diff --git a/source/blender/draw/engines/workbench/solid_flat_mode.c b/source/blender/draw/engines/workbench/solid_flat_mode.c
index 79f1fbd170d..e8d2c61152e 100644
--- a/source/blender/draw/engines/workbench/solid_flat_mode.c
+++ b/source/blender/draw/engines/workbench/solid_flat_mode.c
@@ -19,7 +19,7 @@
  *
  */
 
-/** \file workbench_engine.c
+/** \file solid_flat_mode.c
  *  \ingroup draw_engine
  *
  * Simple engine for drawing color and/or depth.
@@ -28,49 +28,112 @@
 
 #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"
+extern char datatoc_solid_flat_frag_glsl[];
+extern char datatoc_workbench_vert_glsl[];
+
+/* *********** STATIC *********** */
+static struct {
+	struct GPUShader *depth_sh;
+
+	/* Shading Pass */
+	struct GPUShader *solid_sh;
+
+} e_data = {NULL};
 
 
 /* Functions */
 
-static void workbench_engine_init(void *UNUSED(vedata))
+static void workbench_solid_flat_engine_init(void *UNUSED(vedata))
 {
-	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.solid_sh = DRW_shader_create(
+						datatoc_workbench_vert_glsl, NULL, datatoc_solid_flat_frag_glsl, "\n");
+	}
 }
 
-static void workbench_cache_init(void *vedata)
+static void workbench_solid_flat_cache_init(void *vedata)
 {
-	workbench_solid_materials_cache_init((WORKBENCH_Data *)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);
+	}
+
+	/* 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_cache_populate(void *vedata, Object *ob)
+static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
 {
-	workbench_solid_materials_cache_populate((WORKBENCH_Data *)vedata, 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_cache_finish(void *vedata)
+static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
 {
-	workbench_solid_materials_cache_finish((WORKBENCH_Data *)vedata);
 }
 
-static void workbench_draw_scene(void *vedata)
+static void workbench_solid_flat_draw_scene(void *vedata)
 {
-	workbench_solid_materials_draw_scene((WORKBENCH_Data *)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_engine_free(void)
+static void workbench_solid_flat_engine_free(void)
 {
-	workbench_solid_materials_free();
+	DRW_SHADER_FREE_SAFE(e_data.solid_sh);
 }
 
 static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
@@ -79,17 +142,14 @@ 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,
+	&workbench_solid_flat_engine_init,
+	&workbench_solid_flat_engine_free,
+	&workbench_solid_flat_cache_init,
+	&workbench_solid_flat_cache_populate,
+	&workbench_solid_flat_cache_finish,
 	NULL,
-	&workbench_draw_scene,
+	&workbench_solid_flat_draw_scene,
 	NULL,
 	NULL,
 	NULL,
 };
-
-
-#undef WORKBENCH_ENGINE
diff --git a/source/blender/draw/engines/workbench/workbench_materials_solid.c b/source/blender/draw/engines/workbench/workbench_materials_solid.c
deleted file mode 100644
index 6fb26609e90..00000000000
--- a/source/blender/draw/engines/workbench/workbench_materials_solid.c
+++ /dev/null
@@ -1,143 +0,0 @@
-/*
- * 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_materials.c
- *  \ingroup draw_engine
- */
-
-#include "workbench_private.h"
-#include "GPU_shader.h"
-
-extern char datatoc_solid_frag_glsl[];
-extern char datatoc_flat_lighting_frag_glsl[];
-extern char datatoc_workbench_vert_glsl[];
-
-/* *********** STATIC *********** */
-static struct {
-	struct GPUShader *depth_sh;
-
-	/* Shading Pass */
-	struct GPUShader *solid_sh;
-	
-} e_data = {NULL};
-
-
-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.solid_sh = DRW_shader_create(
-		        datatoc_workbench_vert_glsl, NULL, datatoc_solid_frag_glsl, "\n");
-	}
-}
-
-void workbench_solid_materials_cache_init(WORKBENCH_Data* vedata)
-{
-	WORKBENCH_PassList *psl 

@@ Diff output truncated at 10240 characters. @@



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