[Bf-blender-cvs] [a091da7ffad] blender2.8-workbench: Workbench: reuse similar materials
Jeroen Bakker
noreply at git.blender.org
Wed Apr 18 13:47:23 CEST 2018
Commit: a091da7ffad137c114139dd59db79b2d7fbd8006
Author: Jeroen Bakker
Date: Wed Apr 18 13:44:33 2018 +0200
Branches: blender2.8-workbench
https://developer.blender.org/rBa091da7ffad137c114139dd59db79b2d7fbd8006
Workbench: reuse similar materials
Similar materials will reuse the same shadergroup. Currently using
a custom hash function that might select too similar colors into the
same material.
Reintroduced the workbench_materials.c this file will be responsible for
material lookup/creation and shader compilation
Fixed a GPUShader mem leak
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl
A source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl
M source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl
M source/blender/draw/engines/workbench/solid_flat_mode.c
M source/blender/draw/engines/workbench/solid_studio_mode.c
A source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/draw/engines/workbench/workbench_private.h
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index fc91d674c41..a59f1c5f1c1 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -105,6 +105,7 @@ set(SRC
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/workbench/workbench_engine.c
+ engines/workbench/workbench_materials.c
engines/workbench/solid_flat_mode.c
engines/workbench/solid_studio_mode.c
engines/external/external_engine.c
@@ -208,6 +209,7 @@ data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_flat_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/solid_studio_frag.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_diffuse_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_studio_vert.glsl SRC)
diff --git a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl
index 1093e543010..46f5409e4ca 100644
--- a/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/solid_studio_frag.glsl
@@ -5,7 +5,7 @@ out vec4 fragColor;
void main()
{
- float intensity = dot(normal, vec3(0.0, 0.0, 1.0));
+ float intensity = lambert_diffuse(vec3(0.0, 0.0, 1.0), normal);
vec3 shaded_color = color * intensity;
fragColor = vec4(shaded_color, 1.0);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl
new file mode 100644
index 00000000000..c4ac62c2cfc
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_diffuse_lib.glsl
@@ -0,0 +1,3 @@
+float lambert_diffuse(vec3 light_direction, vec3 surface_normal) {
+ return max(0.0, dot(light_direction, surface_normal));
+}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl
index 1ff53691e80..819caa6e807 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_studio_vert.glsl
@@ -6,7 +6,6 @@ in vec3 nor;
out vec3 normal;
-
void main()
{
normal = normalize(NormalMatrix * nor);
diff --git a/source/blender/draw/engines/workbench/solid_flat_mode.c b/source/blender/draw/engines/workbench/solid_flat_mode.c
index cb3ae755609..5ae46c060db 100644
--- a/source/blender/draw/engines/workbench/solid_flat_mode.c
+++ b/source/blender/draw/engines/workbench/solid_flat_mode.c
@@ -31,38 +31,15 @@
#include "GPU_shader.h"
#include "workbench_private.h"
-/* Shaders */
-
-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_solid_flat_engine_init(void *UNUSED(vedata))
{
- 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");
- }
+ workbench_materials_engine_init();
}
static void workbench_solid_flat_cache_init(void *vedata)
{
-
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
WORKBENCH_PassList *psl = data->psl;
WORKBENCH_StorageList *stl = data->stl;
@@ -76,7 +53,6 @@ static void workbench_solid_flat_cache_init(void *vedata)
{
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 */
@@ -84,13 +60,14 @@ static void workbench_solid_flat_cache_init(void *vedata)
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
+
+ workbench_materials_cache_init(data);
}
+
static void workbench_solid_flat_cache_populate(void *vedata, Object *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);
@@ -100,26 +77,26 @@ static void workbench_solid_flat_cache_populate(void *vedata, Object *ob)
return;
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
- DRWShadingGroup *grp;
+ WORKBENCH_MaterialData *material;
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);
+ material = workbench_get_or_create_solid_flat_material_data(data, color);
+ DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
}
}
-static void workbench_solid_flat_cache_finish(void *UNUSED(vedata))
+static void workbench_solid_flat_cache_finish(void *vedata)
{
+ workbench_materials_cache_finish((WORKBENCH_Data*)vedata);
}
static void workbench_solid_flat_draw_scene(void *vedata)
{
- // WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
- WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
+ WORKBENCH_Data *data = (WORKBENCH_Data *)vedata;
+ WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
@@ -127,7 +104,7 @@ static void workbench_solid_flat_draw_scene(void *vedata)
static void workbench_solid_flat_engine_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.solid_sh);
+ workbench_materials_engine_finish();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
diff --git a/source/blender/draw/engines/workbench/solid_studio_mode.c b/source/blender/draw/engines/workbench/solid_studio_mode.c
index 386b5b0c690..e8664bda740 100644
--- a/source/blender/draw/engines/workbench/solid_studio_mode.c
+++ b/source/blender/draw/engines/workbench/solid_studio_mode.c
@@ -31,33 +31,12 @@
#include "GPU_shader.h"
#include "workbench_private.h"
-/* Shaders */
-
-extern char datatoc_solid_studio_frag_glsl[];
-extern char datatoc_workbench_studio_vert_glsl[];
-
-/* *********** STATIC *********** */
-static struct {
- struct GPUShader *depth_sh;
-
- /* Shading Pass */
- struct GPUShader *solid_sh;
-
-} e_data = {NULL};
-
/* Functions */
static void workbench_solid_studio_engine_init(void *UNUSED(vedata))
{
- 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_studio_vert_glsl, NULL, datatoc_solid_studio_frag_glsl, "\n");
- }
+ workbench_materials_engine_init();
}
static void workbench_solid_studio_cache_init(void *vedata)
@@ -76,7 +55,6 @@ static void workbench_solid_studio_cache_init(void *vedata)
{
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 */
@@ -84,13 +62,12 @@ static void workbench_solid_studio_cache_init(void *vedata)
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
psl->solid_pass = DRW_pass_create("Solid Pass", state);
}
+ workbench_materials_cache_init(data);
}
static void workbench_solid_studio_cache_populate(void *vedata, Object *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);
@@ -100,26 +77,26 @@ static void workbench_solid_studio_cache_populate(void *vedata, Object *ob)
return;
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
- DRWShadingGroup *grp;
+ WORKBENCH_MaterialData *material;
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);
+ material = workbench_get_or_create_solid_studio_material_data(data, color);
+ DRW_shgroup_call_add(material->shgrp, geom, ob->obmat);
}
}
-static void workbench_solid_studio_cache_finish(void *UNUSED(vedata))
+static void workbench_solid_studio_cache_finish(void *vedata)
{
+ workbench_materials_cache_finish((WORKBENCH_Data*)vedata);
}
static void workbench_solid_studio_draw_scene(void *vedata)
{
WORKBENCH_Data * data = (WORKBENCH_Data *)vedata;
- WORKBENCH_PassList *psl = ((WORKBENCH_Data *)vedata)->psl;
+ WORKBENCH_PassList *psl = data->psl;
DRW_draw_pass(psl->depth_pass);
DRW_draw_pass(psl->solid_pass);
@@ -127,7 +104,7 @@ static void workbench_solid_studio_draw_scene(void *vedata)
static void workbench_solid_studio_engine_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.solid_sh);
+ workbench_materials_engine_finish();
}
static const DrawEngineDataSize workbench_data_size = DRW_VIEWPORT_DATA_SIZE(WORKBENCH_Data);
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
new file mode 100644
index 00000000000..4aef21c736f
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -0,0 +1,128 @@
+/*
+ * 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,
+ *
@@ Diff output truncated at 10240 characters. @@
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