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blender-archive/source/blender/draw/engines/workbench/workbench_materials.c

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/*
* 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
*/
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#include "workbench_private.h"
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#include "BIF_gl.h"
#include "BLI_alloca.h"
#include "BLI_dynstr.h"
#include "BLI_utildefines.h"
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#include "BKE_node.h"
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#include "BKE_particle.h"
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#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_node_types.h"
#include "ED_uvedit.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "UI_resources.h"
/* *********** STATIC *********** */
// #define DEBUG_SHADOW_VOLUME
#define MAX_SHADERS 255
static struct {
struct GPUShader *prepass_sh_cache[MAX_SHADERS];
struct GPUShader *composite_sh_cache[MAX_SHADERS];
struct GPUShader *shadow_sh;
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struct GPUTexture *object_id_tx; /* ref only, not alloced */
struct GPUTexture *color_buffer_tx; /* ref only, not alloced */
struct GPUTexture *normal_buffer_tx; /* ref only, not alloced */
struct GPUTexture *composite_buffer_tx; /* ref only, not alloced */
float light_direction[3]; /* world light direction for shadows */
int next_object_id;
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} e_data = {{NULL}};
/* Shaders */
extern char datatoc_workbench_prepass_vert_glsl[];
extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_composite_frag_glsl[];
extern char datatoc_workbench_shadow_vert_glsl[];
extern char datatoc_workbench_shadow_geom_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_object_overlap_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
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)
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static char *workbench_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
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{
char *str = NULL;
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DynStr *ds = BLI_dynstr_new();
if (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_OBJECT_OVERLAP\n");
}
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
}
switch (drawtype) {
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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");
#endif
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
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{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
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}
if (wpd->shading.flag & V3D_SHADING_OBJECT_OVERLAP) {
BLI_dynstr_append(ds, datatoc_workbench_object_overlap_lib_glsl);
}
BLI_dynstr_append(ds, datatoc_workbench_composite_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
static char *workbench_build_prepass_frag(void)
{
char *str = NULL;
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_prepass_frag_glsl);
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
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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;
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/* 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 ensure_deferred_shaders(WORKBENCH_PrivateData *wpd, int index, int drawtype)
{
if (e_data.prepass_sh_cache[index] == NULL) {
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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);
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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);
}
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}
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);
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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)
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{
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/* TODO: make a C-string with settings and hash the string */
uint input[4];
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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;
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result = BLI_ghashutil_uinthash_v4_murmur(input);
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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)
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{
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WORKBENCH_ObjectData *data = (WORKBENCH_ObjectData *)engine_data;
data->object_id = e_data.next_object_id++;
}
static void get_material_solid_color(WORKBENCH_PrivateData *wpd, Object *ob, Material *mat, float *color, float hsv_saturation, float hsv_value)
{
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/* When in OB_TEXTURE always uyse V3D_SHADING_MATERIAL_COLOR as fallback when no texture could be determined */
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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};
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if (DRW_object_is_paint_mode(ob) || color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(color, wpd->shading.single_color);
}
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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);
}
float offset = fmodf((hash / 100000.0) * M_GOLDEN_RATION_CONJUGATE, 1.0);
float hsv[3] = {offset, hsv_saturation, hsv_value};
hsv_to_rgb_v(hsv, color);
}
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else if (color_type == V3D_SHADING_OBJECT_COLOR) {
copy_v3_v3(color, ob->col);
}
else {
/* V3D_SHADING_MATERIAL_COLOR */
if (mat) {
copy_v3_v3(color, &mat->r);
}
else {
copy_v3_v3(color, default_color);
}
}
}
void workbench_materials_engine_init(WORKBENCH_Data *vedata)
{
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (!e_data.next_object_id) {
memset(e_data.prepass_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
memset(e_data.composite_sh_cache, 0x00, sizeof(struct GPUShader *) * MAX_SHADERS);
e_data.next_object_id = 1;
e_data.shadow_sh = DRW_shader_create(datatoc_workbench_shadow_vert_glsl, datatoc_workbench_shadow_geom_glsl, NULL, NULL);
}
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
#ifdef WORKBENCH_ENCODE_NORMALS
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RG8, &draw_engine_workbench_solid);
#else
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA32F, &draw_engine_workbench_solid);
#endif
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.object_id_tx),
GPU_ATTACHMENT_TEXTURE(e_data.color_buffer_tx),
GPU_ATTACHMENT_TEXTURE(e_data.normal_buffer_tx),
});
GPU_framebuffer_ensure_config(&fbl->composite_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(e_data.composite_buffer_tx),
});
}
/* Prepass */
{
int state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
psl->prepass_pass = DRW_pass_create("Prepass", state);
}
}
void workbench_materials_engine_free()
{
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for (int index = 0; index < MAX_SHADERS; index++) {
DRW_SHADER_FREE_SAFE(e_data.prepass_sh_cache[index]);
DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]);
}
DRW_SHADER_FREE_SAFE(e_data.shadow_sh);
}
static void workbench_composite_uniforms(WORKBENCH_PrivateData *wpd, DRWShadingGroup *grp)
{
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &e_data.color_buffer_tx);
DRW_shgroup_uniform_texture_ref(grp, "objectId", &e_data.object_id_tx);
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &e_data.normal_buffer_tx);
}
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
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void workbench_materials_cache_init(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DRWShadingGroup *grp;
const DRWContextState *draw_ctx = DRW_context_state_get();
static float shadow_multiplier = 0.0f;
wpd->material_hash = BLI_ghash_ptr_new(__func__);
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
if (v3d) {
wpd->shading = v3d->shading;
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wpd->drawtype = v3d->drawtype;
wpd->studio_light = BKE_studiolight_find(wpd->shading.studio_light);
}
else {
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/* 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);
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wpd->drawtype = OB_SOLID;
wpd->studio_light = BKE_studiolight_findindex(0);
}
BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_DIFFUSE_LIGHT_CALCULATED);
select_deferred_shaders(wpd);
/* Deferred Mix Pass */
{
WORKBENCH_UBO_World *wd = &wpd->world_data;
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UI_GetThemeColor3fv(UI_GetThemeValue(TH_SHOW_BACK_GRAD) ? TH_LOW_GRAD : TH_HIGH_GRAD, wd->background_color_low);
UI_GetThemeColor3fv(TH_HIGH_GRAD, wd->background_color_high);
/* XXX: Really quick conversion to avoid washed out background.
* Needs to be adressed properly (color managed using ocio). */
srgb_to_linearrgb_v3_v3(wd->background_color_high, wd->background_color_high);
srgb_to_linearrgb_v3_v3(wd->background_color_low, wd->background_color_low);
studiolight_update_world(wpd->studio_light, wd);
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), NULL);
DRW_uniformbuffer_update(wpd->world_ubo, &wpd->world_data);
copy_v3_v3(e_data.light_direction, scene->display.light_direction);
negate_v3(e_data.light_direction);
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_stencil_mask(grp, 0x00);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &shadow_multiplier, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#ifdef DEBUG_SHADOW_VOLUME
psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_LESS | DRW_STATE_CULL_BACK | DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction, 1);
DRW_shgroup_stencil_mask(grp, 0xFF);
wpd->shadow_shgrp = grp;
#else
psl->shadow_pass = DRW_pass_create("Shadow", DRW_STATE_DEPTH_GREATER | DRW_STATE_WRITE_STENCIL_SHADOW);
grp = DRW_shgroup_create(e_data.shadow_sh, psl->shadow_pass);
DRW_shgroup_uniform_vec3(grp, "lightDirection", e_data.light_direction, 1);
DRW_shgroup_stencil_mask(grp, 0xFF);
wpd->shadow_shgrp = grp;
psl->composite_shadow_pass = DRW_pass_create("Composite Shadow", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_NEQUAL);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_shadow_pass);
DRW_shgroup_stencil_mask(grp, 0x00);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shading.shadow_intensity, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#endif
}
else {
psl->composite_pass = DRW_pass_create("Composite", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(wpd->composite_sh, psl->composite_pass);
workbench_composite_uniforms(wpd, grp);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &shadow_multiplier, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
}
static WORKBENCH_MaterialData *get_or_create_material_data(WORKBENCH_Data *vedata, Object *ob, Material *mat, Image *ima, int drawtype)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_PrivateData *wpd = stl->g_data;
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WORKBENCH_MaterialData *material;
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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);
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WORKBENCH_MaterialData material_template;
const float hsv_saturation = 0.5;
const float hsv_value = 0.9;
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/* Solid */
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get_material_solid_color(wpd, ob, mat, material_template.color, hsv_saturation, hsv_value);
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material_template.object_id = engine_object_data->object_id;
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material_template.drawtype = drawtype;
material_template.ima = ima;
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uint hash = get_material_hash(&material_template);
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material = BLI_ghash_lookup(wpd->material_hash, SET_UINT_IN_POINTER(hash));
if (material == NULL) {
material = MEM_mallocN(sizeof(WORKBENCH_MaterialData), __func__);
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material->shgrp = DRW_shgroup_create(drawtype == OB_SOLID ? wpd->prepass_solid_sh : wpd->prepass_texture_sh, psl->prepass_pass);
DRW_shgroup_stencil_mask(material->shgrp, 0xFF);
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material->object_id = engine_object_data->object_id;
copy_v3_v3(material->color, material_template.color);
switch (drawtype) {
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case OB_SOLID:
DRW_shgroup_uniform_vec3(material->shgrp, "object_color", material->color, 1);
break;
case OB_TEXTURE:
{
GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(material->shgrp, "image", tex);
break;
}
}
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DRW_shgroup_uniform_int(material->shgrp, "object_id", &material->object_id, 1);
BLI_ghash_insert(wpd->material_hash, SET_UINT_IN_POINTER(hash), material);
}
return material;
}
static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *ob)
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{
if (!DRW_check_particles_visible_within_active_context(ob)) {
return;
}
for (ParticleSystem *psys = ob->particlesystem.first; psys != NULL; psys = psys->next) {
if (!psys_check_enabled(ob, psys, false)) {
continue;
}
ParticleSettings *part = psys->part;
int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
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if (draw_as == PART_DRAW_PATH && !psys->pathcache && !psys->childcache) {
draw_as = PART_DRAW_DOT;
}
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static float mat[4][4];
unit_m4(mat);
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if (draw_as == PART_DRAW_PATH) {
struct Gwn_Batch *geom = DRW_cache_particles_get_hair(psys, NULL);
WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
DRW_shgroup_call_add(material->shgrp, geom, mat);
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}
}
}
void workbench_materials_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
if (!DRW_object_is_renderable(ob))
return;
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if (ob->type == OB_MESH) {
workbench_cache_populate_particles(vedata, ob);
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}
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WORKBENCH_MaterialData *material;
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
const DRWContextState *draw_ctx = DRW_context_state_get();
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
const bool is_edit_mode = is_active && (draw_ctx->object_mode & OB_MODE_EDIT) != 0;
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bool is_drawn = false;
if (!is_edit_mode && !is_sculpt_mode && wpd->drawtype == OB_TEXTURE && ob->type == OB_MESH) {
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const Mesh *me = ob->data;
if (me->mloopuv) {
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
struct Gwn_Batch **geom_array = me->totcol ? DRW_cache_mesh_surface_texpaint_get(ob) : NULL;
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if (materials_len > 0 && geom_array) {
for (int i = 0; i < materials_len; i++) {
Material *mat = give_current_material(ob, i + 1);
Image *image;
ED_object_get_active_image(ob, i + 1, &image, NULL, NULL, NULL);
/* use OB_SOLID when no texture could be determined */
int mat_drawtype = OB_SOLID;
if (image) {
mat_drawtype = OB_TEXTURE;
}
material = get_or_create_material_data(vedata, ob, mat, image, mat_drawtype);
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
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}
is_drawn = true;
}
}
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}
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/* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID mode */
if (!is_drawn) {
if ((wpd->shading.color_type != V3D_SHADING_MATERIAL_COLOR) || is_sculpt_mode) {
/* No material split needed */
struct Gwn_Batch *geom = DRW_cache_object_surface_get(ob);
if (geom) {
material = get_or_create_material_data(vedata, ob, NULL, NULL, OB_SOLID);
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if (is_sculpt_mode) {
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
}
else {
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
}
}
}
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else { /* MATERIAL colors */
const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : ob->totcol));
struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len);
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for (int i = 0; i < materials_len; i++) {
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gpumat_array[i] = NULL;
}
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struct Gwn_Batch **mat_geom = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, NULL, NULL);
if (mat_geom) {
for (int i = 0; i < materials_len; ++i) {
Material *mat = give_current_material(ob, i + 1);
material = get_or_create_material_data(vedata, ob, mat, NULL, OB_SOLID);
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DRW_shgroup_call_object_add(material->shgrp, mat_geom[i], ob);
}
}
}
}
if (SHADOW_ENABLED(wpd) && (ob->display.flag & OB_SHOW_SHADOW) > 0) {
struct Gwn_Batch *geom_shadow = DRW_cache_object_surface_get(ob);
if (geom_shadow) {
DRW_shgroup_call_object_add(wpd->shadow_shgrp, geom_shadow, ob);
}
}
}
}
void workbench_materials_cache_finish(WORKBENCH_Data *UNUSED(vedata))
{
}
void workbench_materials_draw_background(WORKBENCH_Data *vedata)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
const float clear_depth = 1.0f;
const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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uint clear_stencil = 0xFF;
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DRW_stats_group_start("Clear Background");
GPU_framebuffer_bind(fbl->prepass_fb);
int clear_bits = GPU_DEPTH_BIT | GPU_COLOR_BIT;
SET_FLAG_FROM_TEST(clear_bits, SHADOW_ENABLED(wpd), GPU_STENCIL_BIT);
GPU_framebuffer_clear(fbl->prepass_fb, clear_bits, clear_color, clear_depth, clear_stencil);
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DRW_stats_group_end();
}
void workbench_materials_draw_scene(WORKBENCH_Data *vedata)
{
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->g_data;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* clear in background */
GPU_framebuffer_bind(fbl->prepass_fb);
DRW_draw_pass(psl->prepass_pass);
if (SHADOW_ENABLED(wpd)) {
#ifdef DEBUG_SHADOW_VOLUME
GPU_framebuffer_bind(dfbl->default_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->shadow_pass);
#else
GPU_framebuffer_bind(dfbl->depth_only_fb);
DRW_draw_pass(psl->shadow_pass);
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
DRW_draw_pass(psl->composite_shadow_pass);
#endif
}
else {
GPU_framebuffer_bind(fbl->composite_fb);
DRW_draw_pass(psl->composite_pass);
}
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_transform_to_display(e_data.composite_buffer_tx);
BLI_ghash_free(wpd->material_hash, NULL, MEM_freeN);
DRW_UBO_FREE_SAFE(wpd->world_ubo);
}