[Bf-blender-cvs] [5e121236851] tmp-pointcloud-render: DRW: Add common point cloud rendering functions
Clément Foucault
noreply at git.blender.org
Mon Jul 13 18:13:43 CEST 2020
Commit: 5e1212368510e97e519d151ce19d77ed56f1a565
Author: Clément Foucault
Date: Sat Jul 11 14:46:02 2020 +0200
Branches: tmp-pointcloud-render
https://developer.blender.org/rB5e1212368510e97e519d151ce19d77ed56f1a565
DRW: Add common point cloud rendering functions
===================================================================
M source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
M source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl
M source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
M source/blender/draw/engines/workbench/workbench_engine.c
M source/blender/draw/engines/workbench/workbench_materials.c
M source/blender/draw/engines/workbench/workbench_opaque.c
M source/blender/draw/engines/workbench/workbench_private.h
M source/blender/draw/engines/workbench/workbench_shader.c
M source/blender/draw/intern/draw_cache.c
M source/blender/draw/intern/draw_cache.h
M source/blender/draw/intern/draw_cache_impl.h
M source/blender/draw/intern/draw_cache_impl_pointcloud.c
A source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
index a2021759196..de63d2005f8 100644
--- a/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_vert.glsl
@@ -2,6 +2,7 @@
uniform bool isTransform;
#ifndef USE_GPENCIL
+in vec4 ptcloud;
in vec3 pos;
#endif
@@ -56,7 +57,7 @@ void main()
# endif
#else
- vec3 world_pos = point_object_to_world(pos);
+ vec3 world_pos = point_object_to_world(pos * ptcloud.w + ptcloud.xyz);
gl_Position = point_world_to_ndc(world_pos);
# ifdef USE_GEOM
vPos = point_world_to_view(world_pos);
diff --git a/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl b/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl
index d71ccee5159..b7886c3f681 100644
--- a/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/pointcloud_vert.glsl
@@ -2,16 +2,15 @@
uniform vec4 color;
/* ---- Per instance Attrs ---- */
-in vec3 pointcloud_pos;
-in vec3 pointcloud_radius;
+in vec4 ptcloud; /* Position and radius. */
out vec4 finalColor;
void main()
{
- vec3 world_pos = point_object_to_world(pointcloud_pos);
+ vec3 world_pos = point_object_to_world(ptcloud.xyz);
- vec3 world_size = abs(mat3(ModelMatrix) * vec3(pointcloud_radius));
+ vec3 world_size = abs(mat3(ModelMatrix) * vec3(ptcloud.w));
float world_radius = (world_size.x + world_size.y + world_size.z) / 3.0;
gl_Position = point_world_to_ndc(world_pos);
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 31e298d1540..7200645f8e3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -5,6 +5,8 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
+in vec4 ptcloud; /* Point cloud position and radius. Default to {0.0, 0.0, 0.0, 1.0}. */
+
in vec3 pos;
in vec3 nor;
in vec4 ac; /* active color */
@@ -12,7 +14,7 @@ in vec2 au; /* active texture layer */
void main()
{
- vec3 world_pos = point_object_to_world(pos);
+ vec3 world_pos = point_object_to_world(pos * ptcloud.w + ptcloud.xyz);
gl_Position = point_world_to_ndc(world_pos);
#ifdef USE_WORLD_CLIP_PLANES
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index c8dde4d513b..0ceb8f9f14b 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -438,7 +438,7 @@ void workbench_cache_finish(void *ved)
/* TODO don't free reuse next redraw. */
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
- for (int k = 0; k < 2; k++) {
+ for (int k = 0; k < WORKBENCH_DATATYPE_MAX; k++) {
if (wpd->prepass[i][j][k].material_hash) {
BLI_ghash_free(wpd->prepass[i][j][k].material_hash, NULL, NULL);
wpd->prepass[i][j][k].material_hash = NULL;
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index d6d3ff8610b..35de02ff3fd 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -162,7 +162,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Object *ob,
int mat_nr,
eV3DShadingColorType color_type,
- bool hair,
+ eWORKBENCH_DataType datatype,
bool *r_transp)
{
Image *ima = NULL;
@@ -180,7 +180,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
switch (color_type) {
case V3D_SHADING_TEXTURE_COLOR: {
- return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, hair);
+ return workbench_image_setup_ex(wpd, ob, mat_nr, ima, iuser, sampler, datatype);
}
case V3D_SHADING_MATERIAL_COLOR: {
/* For now, we use the same ubo for material and object coloring but with different indices.
@@ -191,7 +191,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
Material *ma = workbench_object_material_get(ob, mat_nr);
const bool transp = wpd->shading.xray_alpha < 1.0f || ma->a < 1.0f;
- WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][hair];
+ WORKBENCH_Prepass *prepass = &wpd->prepass[transp][infront][datatype];
if (r_transp && transp) {
*r_transp = true;
@@ -216,7 +216,7 @@ DRWShadingGroup *workbench_material_setup_ex(WORKBENCH_PrivateData *wpd,
}
case V3D_SHADING_VERTEX_COLOR: {
const bool transp = wpd->shading.xray_alpha < 1.0f;
- DRWShadingGroup *grp = wpd->prepass[transp][infront][hair].vcol_shgrp;
+ DRWShadingGroup *grp = wpd->prepass[transp][infront][datatype].vcol_shgrp;
return grp;
}
default: {
diff --git a/source/blender/draw/engines/workbench/workbench_opaque.c b/source/blender/draw/engines/workbench/workbench_opaque.c
index 27d5b71f35c..df77a6072b2 100644
--- a/source/blender/draw/engines/workbench/workbench_opaque.c
+++ b/source/blender/draw/engines/workbench/workbench_opaque.c
@@ -84,31 +84,31 @@ void workbench_opaque_cache_init(WORKBENCH_Data *data)
pass = psl->opaque_ps;
}
- for (int hair = 0; hair < 2; hair++) {
- wpd->prepass[opaque][infront][hair].material_hash = BLI_ghash_ptr_new(__func__);
+ for (int data = 0; data < WORKBENCH_DATATYPE_MAX; data++) {
+ wpd->prepass[opaque][infront][data].material_hash = BLI_ghash_ptr_new(__func__);
- sh = workbench_shader_opaque_get(wpd, hair);
+ sh = workbench_shader_opaque_get(wpd, data);
- wpd->prepass[opaque][infront][hair].common_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].common_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", -1);
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
- wpd->prepass[opaque][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
- sh = workbench_shader_opaque_image_get(wpd, hair, false);
+ sh = workbench_shader_opaque_image_get(wpd, data, false);
- wpd->prepass[opaque][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].image_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
- sh = workbench_shader_opaque_image_get(wpd, hair, true);
+ sh = workbench_shader_opaque_image_get(wpd, data, true);
- wpd->prepass[opaque][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
+ wpd->prepass[opaque][infront][data].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
DRW_shgroup_uniform_bool_copy(grp, "useMatcap", use_matcap);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index ee9960ea0ef..c9b01fdead2 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -71,6 +71,14 @@ struct RenderEngine;
struct RenderLayer;
struct rcti;
+typedef enum eWORKBENCH_DataType {
+ WORKBENCH_DATATYPE_MESH = 0,
+ WORKBENCH_DATATYPE_HAIR,
+ WORKBENCH_DATATYPE_POINTCLOUD,
+
+ WORKBENCH_DATATYPE_MAX,
+} eWORKBENCH_DataType;
+
typedef struct WORKBENCH_FramebufferList {
struct GPUFrameBuffer *opaque_fb;
struct GPUFrameBuffer *opaque_infront_fb;
@@ -293,8 +301,8 @@ typedef struct WORKBENCH_PrivateData {
/** Object IDs buffer for curvature & outline. */
struct GPUTexture *object_id_tx;
- /** Pre-pass information for each draw types [transparent][infront][hair]. */
- WORKBENCH_Prepass prepass[2][2][2];
+ /** Pre-pass information for each draw types [transparent][infront][datatype]. */
+ WORKBENCH_Prepass prepass[2][2][WORKBENCH_DATATYPE_MAX];
/* Materials */
/** Copy of vldata->material_ubo for faster access. */
@@ -393,14 +401,16 @@ void workbench_shadow_cache_init(WORKBENCH_Data *data);
void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const bool has_transp_mat);
/* workbench_shader.c */
-GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair);
-GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled);
+GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, eWORKBENCH_DataType data);
+GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd,
+ eWORKBENCH_DataType data,
+ bool tiled);
GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd);
GPUShader *workbench_shader_merge_infront
@@ Diff output truncated at 10240 characters. @@
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