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

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/*
* 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.
*
* Copyright 2018, Blender Foundation.
*/
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/** \file
* \ingroup draw_engine
*/
#include "workbench_private.h"
#include "BIF_gl.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "BLI_dynstr.h"
#include "BLI_hash.h"
#include "DNA_node_types.h"
#include "DNA_mesh_types.h"
#include "ED_uvedit.h"
#define HSV_SATURATION 0.5
#define HSV_VALUE 0.8
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void workbench_material_update_data(WORKBENCH_PrivateData *wpd,
Object *ob,
Material *mat,
WORKBENCH_MaterialData *data,
int color_type)
{
copy_v3_fl3(data->diffuse_color, 0.8f, 0.8f, 0.8f);
copy_v3_v3(data->base_color, data->diffuse_color);
copy_v3_fl3(data->specular_color, 0.05f, 0.05f, 0.05f); /* Dielectric: 5% reflective. */
data->metallic = 0.0f;
data->roughness = 0.632455532f; /* sqrtf(0.4f); */
data->alpha = wpd->shading.xray_alpha;
if (color_type == V3D_SHADING_SINGLE_COLOR) {
copy_v3_v3(data->diffuse_color, wpd->shading.single_color);
copy_v3_v3(data->base_color, data->diffuse_color);
}
else if (color_type == V3D_SHADING_ERROR_COLOR) {
copy_v3_fl3(data->diffuse_color, 0.8, 0.0, 0.8);
copy_v3_v3(data->base_color, data->diffuse_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);
}
float hue = BLI_hash_int_01(hash);
float hsv[3] = {hue, HSV_SATURATION, HSV_VALUE};
hsv_to_rgb_v(hsv, data->diffuse_color);
copy_v3_v3(data->base_color, data->diffuse_color);
}
else if (ELEM(color_type, V3D_SHADING_OBJECT_COLOR, V3D_SHADING_VERTEX_COLOR)) {
copy_v3_v3(data->diffuse_color, ob->color);
copy_v3_v3(data->base_color, data->diffuse_color);
data->alpha *= ob->color[3];
}
else {
/* V3D_SHADING_MATERIAL_COLOR or V3D_SHADING_TEXTURE_COLOR */
if (mat) {
data->alpha *= mat->a;
if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
copy_v3_v3(data->base_color, &mat->r);
mul_v3_v3fl(data->diffuse_color, &mat->r, 1.0f - mat->metallic);
mul_v3_v3fl(data->specular_color, &mat->r, mat->metallic);
add_v3_fl(data->specular_color, 0.05f * (1.0f - mat->metallic));
data->metallic = mat->metallic;
data->roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
}
else {
copy_v3_v3(data->base_color, &mat->r);
copy_v3_v3(data->diffuse_color, &mat->r);
}
}
}
}
char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
bool is_texture_painting)
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{
char *str = NULL;
bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
!is_uniform_color;
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if (is_texture_painting) {
use_textures = true;
use_vertex_colors = false;
}
DynStr *ds = BLI_dynstr_new();
if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
BLI_dynstr_append(ds, "#define V3D_SHADING_OBJECT_OUTLINE\n");
}
if (wpd->shading.flag & V3D_SHADING_SHADOW) {
BLI_dynstr_append(ds, "#define V3D_SHADING_SHADOW\n");
}
if (SSAO_ENABLED(wpd) || CURVATURE_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define WB_CAVITY\n");
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
}
if (STUDIOLIGHT_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
}
if (FLAT_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
}
if (MATCAP_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
}
if (OBJECT_ID_PASS_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define OBJECT_ID_PASS_ENABLED\n");
}
if (workbench_is_matdata_pass_enabled(wpd)) {
BLI_dynstr_append(ds, "#define MATDATA_PASS_ENABLED\n");
}
if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) {
BLI_dynstr_append(ds, "#define NORMAL_VIEWPORT_PASS_ENABLED\n");
}
if (use_vertex_colors) {
BLI_dynstr_append(ds, "#define V3D_SHADING_VERTEX_COLOR\n");
}
if (use_textures) {
BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
}
if (NORMAL_ENCODING_ENABLED()) {
BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
}
if (is_hair) {
BLI_dynstr_append(ds, "#define HAIR_SHADER\n");
}
str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template, bool is_ghost)
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{
uint input[4];
uint result;
float *color = material_template->diffuse_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);
color = material_template->specular_color;
input[0] = (uint)(color[0] * 512);
input[1] = (uint)(color[1] * 512);
input[2] = (uint)(color[2] * 512);
input[3] = (uint)(material_template->roughness * 512);
result += BLI_ghashutil_uinthash_v4_murmur(input);
result += BLI_ghashutil_uinthash((uint)(material_template->alpha * 512));
result += BLI_ghashutil_uinthash((uint)is_ghost);
result += BLI_ghashutil_uinthash(material_template->color_type);
/* add texture reference */
if (material_template->ima) {
result += BLI_ghashutil_inthash_p_murmur(material_template->ima);
}
return result;
}
int workbench_material_get_composite_shader_index(WORKBENCH_PrivateData *wpd)
{
/* NOTE: change MAX_COMPOSITE_SHADERS accordingly when modifying this function. */
int index = 0;
/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_SHADOW, 1 << 2);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_CAVITY, 1 << 3);
SET_FLAG_FROM_TEST(index, wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE, 1 << 4);
SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 5);
BLI_assert(index < MAX_COMPOSITE_SHADERS);
return index;
}
int workbench_material_get_prepass_shader_index(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
bool is_texture_painting)
{
bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
!is_uniform_color;
if (is_texture_painting) {
use_textures = true;
use_vertex_colors = false;
}
/* NOTE: change MAX_PREPASS_SHADERS accordingly when modifying this function. */
int index = 0;
SET_FLAG_FROM_TEST(index, is_hair, 1 << 0);
SET_FLAG_FROM_TEST(index, workbench_is_matdata_pass_enabled(wpd), 1 << 1);
SET_FLAG_FROM_TEST(index, OBJECT_ID_PASS_ENABLED(wpd), 1 << 2);
SET_FLAG_FROM_TEST(index, NORMAL_VIEWPORT_PASS_ENABLED(wpd), 1 << 3);
SET_FLAG_FROM_TEST(index, MATCAP_ENABLED(wpd), 1 << 4);
SET_FLAG_FROM_TEST(index, use_textures, 1 << 5);
SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 6);
BLI_assert(index < MAX_PREPASS_SHADERS);
return index;
}
int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd,
bool is_uniform_color,
bool is_hair,
bool is_texture_painting)
{
bool use_textures = (wpd->shading.color_type == V3D_SHADING_TEXTURE_COLOR) && !is_uniform_color;
bool use_vertex_colors = (wpd->shading.color_type == V3D_SHADING_VERTEX_COLOR) &&
!is_uniform_color;
if (is_texture_painting) {
use_textures = true;
use_vertex_colors = false;
is_hair = false;
}
/* NOTE: change MAX_ACCUM_SHADERS accordingly when modifying this function. */
int index = 0;
/* 2 bits FLAT/STUDIO/MATCAP + Specular highlight */
index = SPECULAR_HIGHLIGHT_ENABLED(wpd) ? 3 : wpd->shading.light;
SET_FLAG_FROM_TEST(index, use_textures, 1 << 2);
SET_FLAG_FROM_TEST(index, use_vertex_colors, 1 << 3);
SET_FLAG_FROM_TEST(index, is_hair, 1 << 4);
/* 1 bits SHADOWS (only facing factor) */
SET_FLAG_FROM_TEST(index, SHADOW_ENABLED(wpd), 1 << 5);
BLI_assert(index < MAX_ACCUM_SHADERS);
return index;
}
int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd,
Image *ima,
Object *ob,
bool use_sculpt_pbvh)
{
int color_type = wpd->shading.color_type;
const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
if ((color_type == V3D_SHADING_TEXTURE_COLOR && (ima == NULL || use_sculpt_pbvh)) ||
(ob->dt < OB_TEXTURE)) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
if (color_type == V3D_SHADING_VERTEX_COLOR && (me == NULL || me->mloopcol == NULL)) {
color_type = V3D_SHADING_OBJECT_COLOR;
}
/* Force V3D_SHADING_TEXTURE_COLOR for active object when in texture painting
* no matter the shading color that the user has chosen, when there is no
* texture we will render the object with the error color */
if (workbench_is_object_in_texture_paint_mode(ob)) {
color_type = ima ? V3D_SHADING_TEXTURE_COLOR : V3D_SHADING_ERROR_COLOR;
}
return color_type;
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}
void workbench_material_get_image_and_mat(
Object *ob, int mat_nr, Image **r_image, ImageUser **r_iuser, int *r_interp, Material **r_mat)
{
bNode *node;
*r_mat = give_current_material(ob, mat_nr);
ED_object_get_active_image(ob, mat_nr, r_image, r_iuser, &node, NULL);
if (node && *r_image) {
switch (node->type) {
case SH_NODE_TEX_IMAGE: {
NodeTexImage *storage = node->storage;
*r_interp = storage->interpolation;
break;
}
case SH_NODE_TEX_ENVIRONMENT: {
NodeTexEnvironment *storage = node->storage;
*r_interp = storage->interpolation;
break;
}
default:
BLI_assert(!"Node type not supported by workbench");
*r_interp = 0;
}
}
else {
*r_interp = 0;
}
}
void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp,
WORKBENCH_MaterialData *material,
Object *ob,
const bool use_metallic,
const bool deferred,
const int interp)
{
if (!deferred || workbench_is_matdata_pass_enabled(wpd)) {
if (workbench_material_determine_color_type(wpd, material->ima, ob, false) ==
V3D_SHADING_TEXTURE_COLOR) {
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(
grp, "imagePremultiplied", (material->ima->alpha_mode == IMA_ALPHA_PREMUL));
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
}
else {
DRW_shgroup_uniform_vec3(grp,
"materialDiffuseColor",
(use_metallic) ? material->base_color : material->diffuse_color,
1);
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd)) {
if (use_metallic) {
DRW_shgroup_uniform_float(grp, "materialMetallic", &material->metallic, 1);
}
else {
DRW_shgroup_uniform_vec3(grp, "materialSpecularColor", material->specular_color, 1);
}
DRW_shgroup_uniform_float(grp, "materialRoughness", &material->roughness, 1);
}
}
if (WORLD_CLIPPING_ENABLED(wpd)) {
DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES);
}
}
void workbench_material_copy(WORKBENCH_MaterialData *dest_material,
const WORKBENCH_MaterialData *source_material)
{
dest_material->object_id = source_material->object_id;
copy_v3_v3(dest_material->base_color, source_material->base_color);
copy_v3_v3(dest_material->diffuse_color, source_material->diffuse_color);
copy_v3_v3(dest_material->specular_color, source_material->specular_color);
dest_material->metallic = source_material->metallic;
dest_material->roughness = source_material->roughness;
dest_material->ima = source_material->ima;
dest_material->iuser = source_material->iuser;
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}