[Bf-blender-cvs] [f09d3a7a402] blender2.8: Workbench: Texture Shading mode
Jeroen Bakker
noreply at git.blender.org
Mon May 7 15:01:41 CEST 2018
Commit: f09d3a7a4027229df88a0b0c0d42a2b75efcc953
Author: Jeroen Bakker
Date: Mon May 7 14:59:27 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf09d3a7a4027229df88a0b0c0d42a2b75efcc953
Workbench: Texture Shading mode
===================================================================
M release/scripts/startup/bl_ui/space_view3d.py
M source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
M source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
M source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/draw/engines/workbench/workbench_private.h
M source/blender/draw/intern/draw_manager.c
M source/blender/makesrna/intern/rna_space.c
===================================================================
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index b440ac790f4..76783703820 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -3554,6 +3554,7 @@ class VIEW3D_PT_shading(Panel):
col.separator()
col.row().prop(shading, "single_color", text="")
+ if shading.type in ('SOLID', 'TEXTURED'):
col.separator()
col.row().prop(shading, "light", expand=True)
if shading.light == 'STUDIO':
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 7ed5ecca45f..7853e361172 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -1,9 +1,15 @@
uniform int object_id = 0;
uniform vec3 object_color = vec3(1.0, 0.0, 1.0);
+#ifdef OB_TEXTURE
+uniform sampler2D image;
+#endif
#ifdef V3D_LIGHTING_STUDIO
in vec3 normal_viewport;
#endif /* V3D_LIGHTING_STUDIO */
+#ifdef OB_TEXTURE
+in vec2 uv_interp;
+#endif /* OB_TEXTURE */
layout(location=0) out uint objectId;
layout(location=1) out vec4 diffuseColor;
@@ -18,7 +24,13 @@ layout(location=2) out vec3 normalViewport;
void main()
{
objectId = uint(object_id);
+#ifdef OB_SOLID
diffuseColor = vec4(object_color, 0.0);
+#endif /* OB_SOLID */
+#ifdef OB_TEXTURE
+ diffuseColor = texture(image, uv_interp);
+#endif /* OB_TEXTURE */
+
#ifdef V3D_LIGHTING_STUDIO
#ifdef WORKBENCH_ENCODE_NORMALS
if (!gl_FrontFacing) {
@@ -26,6 +38,7 @@ void main()
diffuseColor.a = 1.0;
} else {
normalViewport = normal_encode(normal_viewport);
+ diffuseColor.a = 0.0;
}
#else /* WORKBENCH_ENCODE_NORMALS */
normalViewport = normal_viewport;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 8f62ddb161d..22b16bf1d6a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -7,13 +7,22 @@ in vec3 pos;
#ifdef V3D_LIGHTING_STUDIO
in vec3 nor;
#endif /* V3D_LIGHTING_STUDIO */
+#ifdef OB_TEXTURE
+in vec2 uv;
+#endif
#ifdef V3D_LIGHTING_STUDIO
out vec3 normal_viewport;
#endif /* V3D_LIGHTING_STUDIO */
+#ifdef OB_TEXTURE
+out vec2 uv_interp;
+#endif
void main()
{
+#ifdef OB_TEXTURE
+ uv_interp = uv;
+#endif
#ifdef V3D_LIGHTING_STUDIO
normal_viewport = normalize(NormalMatrix * nor);
#endif /* V3D_LIGHTING_STUDIO */
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 258ce500191..b9c51552b50 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -25,15 +25,24 @@
#include "workbench_private.h"
+#include "BIF_gl.h"
+
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
+#include "BKE_node.h"
#include "BKE_particle.h"
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+
+#include "ED_uvedit.h"
#include "GPU_shader.h"
+#include "GPU_texture.h"
#include "UI_resources.h"
@@ -75,7 +84,7 @@ extern DrawEngineType draw_engine_workbench_solid;
#define OBJECT_ID_PASS_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP)
#define NORMAL_VIEWPORT_PASS_ENABLED(wpd) (wpd->shading.light & V3D_LIGHTING_STUDIO)
#define SHADOW_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_SHADOW)
-static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
+static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
{
char *str = NULL;
@@ -87,6 +96,14 @@ static char *workbench_build_defines(WORKBENCH_PrivateData *wpd)
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
}
+ switch(drawtype) {
+ case OB_SOLID:
+ BLI_dynstr_appendf(ds, "#define OB_SOLID\n");
+ break;
+ case OB_TEXTURE:
+ BLI_dynstr_appendf(ds, "#define OB_TEXTURE\n");
+ break;
+ }
#ifdef WORKBENCH_ENCODE_NORMALS
BLI_dynstr_appendf(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
@@ -135,44 +152,65 @@ static char *workbench_build_prepass_frag(void)
return str;
}
-static int get_shader_index(WORKBENCH_PrivateData *wpd)
+static int get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OVERLAP;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
+ /* set the drawtype flag
+ 0 = OB_SOLID,
+ 1 = OB_TEXTURE */
+ index = index << 1;
+ SET_FLAG_FROM_TEST(index, drawtype == OB_TEXTURE, 1);
return index;
}
-static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
-{
- int index = get_shader_index(wpd);
-
+static void ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype) {
if (e_data.prepass_sh_cache[index] == NULL) {
- char *defines = workbench_build_defines(wpd);
+ char *defines = workbench_build_defines(wpd, drawtype);
char *composite_frag = workbench_build_composite_frag(wpd);
char *prepass_frag = workbench_build_prepass_frag();
e_data.prepass_sh_cache[index] = DRW_shader_create(datatoc_workbench_prepass_vert_glsl, NULL, prepass_frag, defines);
- e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ if (drawtype == OB_SOLID) {
+ e_data.composite_sh_cache[index] = DRW_shader_create_fullscreen(composite_frag, defines);
+ }
MEM_freeN(prepass_frag);
MEM_freeN(composite_frag);
MEM_freeN(defines);
}
+}
+
+static void select_deferred_shaders(WORKBENCH_PrivateData *wpd)
+{
+ int index_solid = get_shader_index(wpd, OB_SOLID);
+ int index_texture = get_shader_index(wpd, OB_TEXTURE);
+
+ ensure_deferred_shaders(wpd, index_solid, OB_SOLID);
+ ensure_deferred_shaders(wpd, index_texture, OB_TEXTURE);
- wpd->prepass_sh = e_data.prepass_sh_cache[index];
- wpd->composite_sh = e_data.composite_sh_cache[index];
+ wpd->prepass_solid_sh = e_data.prepass_sh_cache[index_solid];
+ wpd->prepass_texture_sh = e_data.prepass_sh_cache[index_texture];
+ wpd->composite_sh = e_data.composite_sh_cache[index_solid];
}
/* Functions */
static uint get_material_hash(WORKBENCH_MaterialData *material_template)
{
+ /* TODO: make a C-string with settings and hash the string */
uint input[4];
+ uint result;
float *color = material_template->color;
input[0] = (uint)(color[0] * 512);
input[1] = (uint)(color[1] * 512);
input[2] = (uint)(color[2] * 512);
input[3] = material_template->object_id;
+ result = BLI_ghashutil_uinthash_v4_murmur(input);
- return BLI_ghashutil_uinthash_v4_murmur(input);
+ if (material_template->drawtype == OB_TEXTURE) {
+ /* add texture reference */
+ result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
+ }
+ return result;
}
static void workbench_init_object_data(ObjectEngineData *engine_data)
@@ -183,11 +221,13 @@ static void workbench_init_object_data(ObjectEngineData *engine_data)
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
{
+ /* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
+ int color_type = wpd->drawtype == OB_SOLID? wpd->shading.color_type:V3D_SHADING_MATERIAL_COLOR;
static float default_color[] = {0.8f, 0.8f, 0.8f};
- if (DRW_object_is_paint_mode(ob) || wpd->shading.color_type == V3D_SHADING_SINGLE_COLOR) {
+ if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(color, wpd->shading.single_color);
}
- else if (wpd->shading.color_type == V3D_SHADING_RANDOM_COLOR) {
+ else if (color_type == V3D_SHADING_RANDOM_COLOR) {
uint hash = BLI_ghashutil_strhash_p_murmur(ob->id.name);
if (ob->id.lib) {
hash = (hash * 13) ^ BLI_ghashutil_strhash_p_murmur(ob->id.lib->name);
@@ -197,7 +237,7 @@ static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Mat
float hsv[3] = {offset, hsv_saturation, hsv_value};
hsv_to_rgb_v(hsv, color);
}
- else if (wpd->shading.color_type == V3D_SHADING_OBJECT_COLOR) {
+ else if (color_type == V3D_SHADING_OBJECT_COLOR) {
copy_v3_v3(color, ob->col);
}
else {
@@ -299,12 +339,15 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
View3D *v3d = DCS->v3d;
if (v3d) {
wpd->shading = v3d->shading;
+ wpd->drawtype = v3d->drawtype;
}
else {
+ /* XXX: We should get the default shading from the view layer, after we implemented the render callback */
memset(&wpd->shading, 0, sizeof(wpd->shading));
wpd->shading.light = V3D_LIGHTING_STUDIO;
wpd->shading.shadow_intensity = 0.5;
copy_v3_fl(wpd->shading.single_color, 0.8f);
+ wpd->drawtype = OB_SOLID;
}
select_deferred_shaders(wpd);
@@ -365,7 +408,7 @@ void workbench_materials_cache_init(WORKBENCH_Data *vedata)
}
}
}
-static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat)
+static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, IDProperty *props, Object *ob, Material *mat, Image *ima, int drawtype)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
@@ -374,24 +417,35 @@ static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedat
WORKBENCH_ObjectData *engine_object_data = (WORKBENCH_ObjectData *)DRW_object_engine_data_ensure(
ob, &draw_engine_workbench_solid, sizeof(WORKBENCH_ObjectData), &workbench_init_object_data, NULL);
WORKBENCH_MaterialData material_template;
- float color[3];
const float hsv_saturation = BKE_collection_engine_property_value_get_float(props, "random_object_color_saturation");
const float hsv_value = BKE_collection_engine_property_value_get_float(props, "random_object_color_v
@@ Diff output truncated at 10240 characters. @@
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