[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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